Other > Suggestions

Perks and Traits balance/rework

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Michaelh139:

--- Quote from: theyseemetrollin on October 16, 2010, 06:59:14 pm ---is hth evade still broken?

--- End quote ---
I... pretty sure it is.

Swinglinered:

--- Quote from: Solar on October 16, 2010, 01:41:53 pm ---I think this is probably the way to to go. There will be other perks to get more AC too, so for someone trying to be hard to hit, Kamikaze would be their trait.

--- End quote ---

I frequently take Kamikaze because the +5 sequence helps me move first in TB.

Usually this just means I get a head start in encounters. I'm usually mining or carrying craft items to traders, so this helps cut losses. It also works great in combination with Cautious Nature and cigarettes.


--- Quote from: RavenWolf ---The 0 Ac has almost no impact in late game, and sequence works only in TB.
--- End quote ---
So what?
By late game, many things useful earlier are canceled out.

Some have argued that they want leather armor to still be viable in high level combat.
It is in a way: it protects against some lower level annoyance (saving HP for the main fights), can provide some minor protection otherwise, and most importantly is no great loss if you die and get looted.
And it looks good. IIRC it has a lower stealth penalty, too. (Than heavier armor.)

For RT players Kamikaze is useless, so a more FoT style implementation would be appropriate for them.
The problem here is that extra damage with AC penalty comes out as only a bonus in high level combat, since the AC loss is meaningless at that point. (And it is a really good bonus, not something I can just say "so what?" to.)

The suggestion of higher AC for Kamikaze has some merit in that it supports both rushing and running away by running like a crazy person. However, the description reports "ignores threats".
This would indicate rapid firing and/or rapid closing with the enemy at the expense of defense.
In TB this can be approximated by the sequence bonus/AC loss combination.
In RT, this would be require a speed increase.

So what we need is a case switch: TB = regular Kamikaze, RT = 10% movement increase. (maybe 1% per point of sequence, or average this number with 10% so it can't be too powerful. PE 10, kamikaze, 3 levels of earlier Sequence = 31 sequence. But given that it would take 3 perks to do this, maybe not so bad. No, gotta average it with 10%.)
Also, in RT the +5 Sequence from Kamikaze would not be added, so it would be 26 averaged with 10 for 18% with maxed PE. But then it is also silly, as PE should not make you move faster. Back to a flat 10%.
This 10% should only apply in combat.

Of course, there is still the "late game" issue: the AC loss is negated by enemy super-skill, but faster movement is still useful, making the trait only a bonus.
Again, so what? The negation is not player-side but opponent side: their massive skill investment nullifes the AC tradeoff.

Also: Bonus Move should give a 20% speed increase per level in RT and maybe even not in combat.
Action Boy should have a 3rd level, like on FO.

Flower Child perk should be brought back.

Adrenaline Rush is nonsense.
Make it increase DR by 10% and DT by 1 per wound-stage. (wounded, severely wounded, almost dead.)

Quick Pockets should also make reload be 1 AP, except with Fast Loader gun, which would be 0. (But you still have to click reload.) It's a revolver, so there are realism problems here.




spitfire182:
Kamikaze trait - after your HPs falls to 50% of max you get +30% DR (maybe 25%), PE is decreased to 1 and you can't do aimed shot from pistols and rifles (to avoid overpowered plasmas and snipers). Maybe we will see crazy HtH and melee builds in action  :D

avv:

--- Quote from: Solar on October 16, 2010, 01:57:33 pm ---Well, the obvious option would be HtH guys. With every "dodging" perk they'd be very hard to hit ;)

--- End quote ---

Hard to hit with low weapon skill. People who want to fight raise their gunskills so high that 95% is guaranteed. So having passive high ac only means that some people will never hit you but others will without any problem due to the nature of skills & hit chance.

But otherwise having either dodger or tanker as defensive measures sound reasonable.

Solar:
That depends rather on how much AC you get ;)

I look at it more as making you seem more hexes away than you are. For example the current +5AC from dodger is the same as being 1 1/4 Hexes futher away than you really are.

I expect that after the changes you will be capable of significantly more than that effect, given appropriate invesment into it.

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