Other > General Game Discussion
Perks - Which ones are useless?
Sarakin:
Gain Perks starting from lvl 3 with more levels is a good idea indeed. And I dont think it would be overpowered, you would gain 7 SPECIAL instead of 7 useful perks.
Like I stated elsewhere, requirements are strictly needed in some perks, because they are too good. Just look at BROF and AB. Theres no argue that BROF is way better than 1 AB. But not everyone can take BROF atm, so they have to go with just AB.
Solar:
AR was penciled in for a change.
--- Quote ---Tank
Toughness 3 EN 4 Gives +5% to DR and +2 to DT 1
Even Tougher 6 EN 6 Gives +10% to DR and +3 to DT 1
Adrenaline Rush 9 En 5 Gives +15% DR when less than 50% HP 1
Lifegiver 12 EN 4 Gives +30 to HP 1
Lifegiver+ 15 EN 6 Gives +40 to HP 1
--- End quote ---
Swinglinered:
I often get Strong Back or Pack Rat as a compensation for using strength as a dump stat, or for a miner/trader/crafter early after the wipe to help get things rolling.
Quick Pockets could maybe add a 3rd active slot or make reload 1 AP. Also make it so that with QP the active slot switching animation goes a lot faster- that would really help. Perhaps make the 3rd Active Slot be Level 2.
Cautious Nature has its applications, but the maps with multiple groups need to have reworked spawn points and/or a spawning AI that makes CN actually useful. Perhaps a quick fix would be for CN to work as it does now, but add 100-200% to the time at the beginning of combat when the player gets to just run for it.
Swift Learner? Meaningless as 5% less grinding is not worth a perk slot. Make it 10%? No, perhaps make it a different sort of meta-perk- one that allows the next perk taken to skip a level bracket- so for a non-Skilled character the perk taken at 6th level will be takeable from the 9th level grouping. With Skilled, the 8th lvl perk can be taken from the 12th grouping. This only happens once, since the Swift Learner Perk only can be taken once.
Scout? It lets you see an extra square- useless without some kind of exploration and/or tracking mechanic. Also useless because we all know the map or can look it up easily. Maybe actually let it influence special encounter frequency?
As a quick fix have Scout allow a double-check for encounter avoidance, with the chance of double check happening being 10%*Luck, so Luck 10 characters always get to reroll. They also get a similar chance added to finding resource-maps (ones with Junk, flint, herbs, wood) in areas where those resources would normally be found.
Survivalist? This is a way for crafters and some others to quickly finish boosting OD so they can get back to putting points into their primary fields. Need 150 to get near-guaranteed avoidance on most squares, 180 for similar protection on the toughest squares (IIRC/AFAIK). If tagged, OD is half cost to 100, then regular cost to 120-130.
Then toss in a Survivalist level and you're done.
Healer? Make it regenerate FA faster.
Faster Healing? Well, this doesn't really have much hope, does it? Maybe have it also give radiation cleansing (1 rad point/game hour per level) along with 5% rad ress per level. Same for poison.
Snake Eater and Rad Ressistance would need some changes, too. Make them 50% stronger and have them also increase recovery rate by a quarter per level. (Rad Ress would give a recov. rate equal to Faster Healing. Per level.)
This way we get Glow lockpickers/sciencers/repairers with END 10, Rad Ressistance lv 3, Faster Healing 3... etc.
For Snake Eater, have to have enemies with poison spears, poison needler ammo, etc.
Unless you REALLY love RPing a Floater/Radscorpion hunter.
Thief? Add a good speed increase to the stealing and lockpicking cooldowns. Then it WILL be taken.
Bonus HTH Damage? Add a 3 points of damage to it and a small knockdown/out chance on top of regular chances. Per level.
Say 5%/1%.
Earlier Sequence? Make it 2 points better so each level of it is almost as good as Kamikaze. Have it add 50% to the time you get in an Enc where you can run for it before combat starts. In RT, make each level of it add 15% to AP regen speed.
Also: BRING BACK TAG!
Also: Scrounger! With multiple levels!
Flower Child!
Here And Now? Why not? It is trading a perk for some grinding.
RavenousRat:
Of couse topic is "Perks - Which ones are useless?", but I also want to talk about useful perks.
Oh noes! Sorry for another wall of text.
Lifegiver, let it just simulate 2 EN points that doesn't give you bonus against cripple / knock down/out rolls, but can go above 10 EN. So:
Lifegiver gives base 4 HP +1 per level. HP given by Lifegiver added retroactively. So if you'll take it on 12th level or 21st level, you'll have the same effect, and it'll total add 24 HP if you're 21st level, or 48 HP if you have x2 LGs. HP formula of couse should be reworked, also focusing should be in advantage, so prolly 2nd LG will give more base HP, like 8 or 10 or 12.
--- Quote ---Lifegiver 12 EN 4 Gives +30 to HP 1
Lifegiver+ 15 EN 6 Gives +40 to HP 1
--- End quote ---
Still it has better "Energy conversion efficiency" (took from wiki, because don't know how it's in english http://en.wikipedia.org/wiki/Energy_conversion_efficiency) than other 12th level perk. For example if you see someone taking Action Boy instead of Life Giver, then.. something wrong here. Or Gain Ability instead of Life Giver, then this player has problems in logic.
Weapon Handling is 3 SPECIAL points, the only penalty you have is low carry weight. It works like Super-puper Small Frame trait.
Weapon Handling. The idea is to make it mult 1/4 penalty to hit given by lacking ST. So if you have 5 ST and you need 7 ST for weapon, you have 2*20%=40% penalty, with this perk it'll be 40%/4=10% penalty. Also I'm still not sure about critical failure if you're lacking ST, because it's totally random, but still practice shows that lacking ST has more critical failures when missing, than normal ST, so it'll have the same effect on failures by decreasing it's bonus in 4 times.
In other words, taking weapon handling won't give you 3 SPECIAL points, it won't even totally negate penalty, it'll only make it 4 times lower.
Again in other words, as I noticed, most anti-crit perks made by Solar requires 6 ST, it means players will try to have those 6 ST, so probably current weapon handling isn't that bad, because you trade anti-crit perks for 3 SPECIAL points, so if it'll stay 6 ST, then WH will be ok as it is now.
More Criticals, Better Criticals. It's really hard to balance such perks, because it has really different impact on different builds. It's essential perk for bursters, because x1 MC will double the chance of critical and all MCs with make it x4 times more frequent, of couse when Solar said about armor giving -% to critical hit... if he meant that it'll have the same penalty to torso and eyes, then it'll kill critical bursters, if it multiplies % (for example 75%, so 85% critical will become 63.75% and 21% will become 15.75%), then it'll work really good, so for example some armor that has x0.75 crit mult will negate x1 MC from burster and more than x4 MCs from sniper, then MCs won't need any change and it won't be so powerful.
About Better Critical... if you see someone who's using aimed attacks and haven't picked Better Critical perk, you can surely say to him "make ~deleteself and think about your build once again", because it's like... it's like SG skill for SG sniper or BG skill for BG burster, because without Better Critical perk you're not critical damager. Also it causes possibility of those damned instakills, it gives higher chance for that annoying knock out, it cripples your hand and simply does alot damage! Better Critical is universal perk for all kinds of critical damagers. It's all-in-one perk that's why it's so popular.
Probably it'll sound a bit strange, but I think this perk must be divided to Better Critical: Eyes, Better Critical: Head, Better Critical: Limbs (Arms, Legs), Better Critical: Body (Torso, Groin (isn't shooting groin that bad? what effects it has? the same as head I think, but less damage)).
And perks Better Critical: Limbs and Better Critical: Body will be avaible at 9th level. While perks Better Critical: Eyes and Better Critical: Head will be avaible at 12th and both will require BC Limbs or Body to pick it.
This way you'll spend 2 perks to shoot head or eye with +20 to critical hit table, or spend 3 perks to shoot both head and eye with this bonus, or spend 4 perks to shoot all body parts with bonus.
Cripplers will need only 1 perk, because they're shooting limbs, so it'll make them a bit better than dmg-snipers.
Other way is to add ranks to that perk and let it give less than 20 points.
It'll make snipers less deadly, and they will start whine that those guys with avengers pwning them. Argh.
BonusRateOfFire. Change requirements: 21st or 24th (if it'll be implemented) level perk, just make some perks that are impossible to nerf, but make them more than one and make them avaible on the last level, so you'll pick only one of them. Also Better Critical perk can be stayed as it is now, but be avaible only at the last level. So you'll need to choose between BC and BRoF. Also there must be other perk that good for BGer, may be Imba-Universal-Anit-Crit-Perk-That-Will-Pwn-Snipers, so BGer will think between this and BRoF.
Awareness+Cautious Nature can be combined or Cutious Nature can be 2nd rank of Awareness, that will give more info, give more FoV, etc. So it'll work like Sharpshooter but won't give you to hit bonus. So if you want to make eagle-eyed sniper, you'll have awareness+cautious nature+sharpshooter, yes your crit will suck, but you're not chosen one, pick what you need. Oh, almost forgot, it'll also add some PE for encounters, yeah, everyone will pick this perk only because of that. Because there's nothing more important than to appear in 1 or 2 hexes further from rats!
Well I think noone will read more so it's useless.
Swinglinered:
--- Quote from: Badger on February 17, 2011, 12:36:51 PM ---I think the Gain X perks might be popular if they're available right from the start, and you can get two or even three ranks in them. I can't guarantee it wouldn't be overpowered, but I'd be interested to try it. I mean if someone developed a character and took an incredible amount of Gain X perks, they'd still have very distinct weaknesses due to the perks that they didn't take - rate of fire, crits, etc.
Alternatively, we go crazy, and keep the Gain X perks at level 12, but make them +2 in your chosen stat, but with only one rank. The possibility of +2 anything would be very tempting, particularly if an Endurance bonus, for example, had a retroactive HP increase.
Or, make a new level 12 perk and do both. Gain Charisma would be +1 and available at level 3. Incredible Charisma would be +2 and available at level 12. Exciting.
--- End quote ---
Just make the Gain SPECIAL perks level 6 with 3 ranks. Simple.
But only if the SPECIAL reqs remain as before or are only lowered a little.
Also- why boost Charisma if you are not a Slaver/going for some kind of special quest option?
For a Merc Leader, CHA 4, Magnetic Personality, beer, and a Mentat will suffice for 5-Merc engagements like TC.
Only need higher Cha for mercking if you're doing car traps, wandering with mercs, etc.
The CHA 4 stunt is to make all crafters, thiefs, bombers, lockpickers, etc. have a combat function.
Would work especially well with proxies/multilogging.
Like a Volkssturm.
edit: oops I gave away my devious plan for next wipe!
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