Other > Suggestions

Perks and Traits balance/rework

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John Ryder:

--- Quote from: Sarakin on October 16, 2010, 02:20:04 am ---KAMIKAZE - overpowered trait, but not bad direction, perhaps negative should be in -% to DR


--- End quote ---
No, Kamikaze should set AC to 0 and give DR instead. You are bulky so you can't dodge bullets but instead you can take them on your chest easily.

Keldorn:
We alerady have ghost and stealthboy bonuses now we get night person as well?

RavenWolf:

--- Quote from: Solar on October 16, 2010, 12:22:42 am ---I've actually got most of them redone already and quite a few added.

--- End quote ---
im really happy to hear that. i can't wait to see the changes.

Good Natured:
i was thinking in some bonus for crafter or doctors but this only make better alts. So i think in some combat bonus:
+1 or 2* more party limit/ +1AP cost for any attack.
*7 followers may be will be very OP, so can be a restriction of 6 followers max. (you can have 7 Ch +Good natured + magnetic personality or 9 ch +Good natured to get 6 followers, if you get 9 Ch +Good natured + magnetic personality, you still can have max of 6 followers)

Kamikaze: +20% critical mod (like better criticals)/ -20% DR

Sex Appeal: For now i think should be replaced (for a nerfed version of gifted or for an animal friend/beast lord trait like was suggested some times). Perhaps in the future when more quest will be implemented and added some npc interaction features this trait will be more interesting.



--- Quote from: John Ryder on October 16, 2010, 01:45:36 am ---What's wrong with Kamikaze?

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The 0 Ac has almost no impact in late game, and sequence works only in TB.

theyseemetrollin:
0 ac affects burst damage, more likely to take higher amounts

Lordus:

--- Quote from: theyseemetrollin on October 16, 2010, 08:19:02 am ---0 ac affects burst damage, more likely to take higher amounts

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Kamikaze + leather armors solution = AC cummulative effect
 I though that AC of target affects possibility of attacker player chance to hit his target.

  Current powerbuild creation is alchemy. Probability of hit enemy build on max range and 95 percent in CA/Brotherhood is one (major) part of calculation. Current state is: take best armor, equip imaginary target and make calculation where you must have at max range 95 percent to hit, so there is only 5 percent chance to miss even if you shoot at max range of your build weapon (if you dont have fail-build or your char does not have drugs at the moment).

 But because of this, i think that AC should be raised, so current powerbuilds, with 95 percent chance to hit on max range, will have penalty on long ranges, but DR should be low.

 Like real ninja.. he can shy at enemy shot/burst more often, but if he gets hit, he would be more damaged.

 This will also be a reson why to take leather armors instead of metal/CA, because they have bigger AC.



So Kamikaze - Raise AC, low DR (or DT) => this will also create a possibility of choice between leather armors and others.

 Example: powerbuild vs build in Brotherhood = 95 percent at max range
             same powerbuild vs build in leather armorr + kamikadze = 50, 75, 85 percent chance to hit (depends on range).

  You can every time raise hit probability by adding more skill points or taking one hander....

 
--- Quote from: kraskish on October 16, 2010, 11:46:54 am ---Kamikaze should be 0AC but instead bonus damage resistance 10-15%. This would be interesting

--- End quote ---

 Every current build max range hit prob. is calculated with more than 0 AC (i think that BA has 30AC). So 0 AC and DMG res will mean only that there will be still 95 percent chance hit at max range (like now) but you will add 1 + 1/2 of toughness perk for free without any major negative feauture. Also there will be no reason to take leather armors. So better idea is do oposite (raise AC, low DT/DR)

 New trait:

 Rusher: +2 AP needed for shooting x can recharge AP even if is moving

 Universal soldier: Starting bonus to SG, BG, EW, throw, melee, unarmed skills x  inteligence (skill points) penalty  => you will be able to make char that could use i.e. big guns like a major weapon (if you tag it), but because of bonus, you will be able to use also nades or submachine guns, if you spend some additional inteligence points to those skills. Maybe only throwing could have this kind of bunus (so your char can use nades too).

Hunter: + 2 (4,6)?? damage per hit to animal (or similar to animal..floater, centaur) creature, - 2 (4,6)??? damage to human enemies. Maybe bonus could affect even all NPCs and negatie effect could affect only players chars.

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