Other > Winter 2011/2012

Support perks

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avv:
Support perks were supposed to grant a pvp build more versatility, so that it would be possible to merge a pvp build and crafter into one. However, no pvp build will ever spend any points in repair, outdoorsman or science because they don't provide any boost in combat. Now that fighting perks require high gunskill, not many points can be afforded for FA and doc either. So a typical pvp build's skill composition will look like this: 85% skillpoints into gunskill, 15% to doc.

In addition, now that ac can be really high it might be that we end up in a situation where players put absolutely all skillpoints into weaponskill to maximize the hitchance. In tc many fights are fought over maxrange so high AC will have an impact.

So the outcome is that almost all support perks end up to crafter alts because of skill requirements. The skill requirements themselves aren't that bad but the issue are the skills themselves: no bonus in combat.

Ways to fix:
- non-combat skills unlock some kickass combat perks

Here's some examples:

Reverse-Engineer
100 repair
Your knowledge of armors helps you to hit their weakpoints and cause more damage.
Your attacks deteriorate enemy armors 10 times faster.
Attacks ignore enemy's armor-related ac.

Ballistics Expert
100 science
You are good at calculating long range bullet trajectories
+60 to hit chance with single shot weapons when shooting over 25 hex.

Self-Experimentalist
120 science
Personal scientific experiences on drugs have provided you the knowledge of most sufficient drug doses.
Drugs are simply more effective:
- Buffout no longer takes away 1AGI
- Psycho only takes away one PER
- Jet only reduces one strength

Master Tracker
100 outdoorsman
You detect sneakers 10 hexes further and they can't resneak if they are within 15 hex away, even if behind a wall.

These perks are more kickass than average levelling perks because you have to invest points into non-combat skill. 80 points in science is 80 points away from gunskill, so it has to pay off by giving a good combat perk.

Then we got speech, barter, lockpick, traps, steal and gambling which are so off-combat skills that even thinking of any combat related for them is hard.






T-888:
Too much , we need to figure out and balance the existing perks. If you will add tons more " ultra-pwn perks " it won't help to balance.

I don't think devs will find time to implement all this till wipe or even after it , because of existing problems and tons of bugs.

btw there are a lot of new perks and the level cap ain't raised , there is hardly space for the existing one. I think pvp-crafters shouldn't be the concern now but how to solve the problem luck being another dump stat....

avv:

--- Quote from: T-888 on November 10, 2011, 06:44:32 pm ---Too much , we need to figure out and balance the existing perks. If you will add tons more " ultra-pwn perks " it won't help to balance.
--- End quote ---

Won't help to balance for sure, it adds more to the mix. However the point here was to encourage taking those non-combat skills. The perks are actually pretty balanced compared to the tradeoff.

Take Ballistics Expert for instance: +60 hitchance on long range and requires 100 science. It's about 70 points in science, if untagged, even less if tagged. Good investment because at higher levels of gunskills it demands very high skillpoint investments to get more hit chance.

What we're doing now is balancing our pvp builds for pvp purposes. However in my understanding one element of this update was to try to merge pvp builds with crafters.

T-888:

--- Quote from: avv on November 10, 2011, 06:58:21 pm ---What we're doing now is balancing our pvp builds for pvp purposes. However in my understanding one element of this update was to try to merge pvp builds with crafters.

--- End quote ---

It would be nice for someone to verify the bold part :) Some of these support perks look somewhat fine , some nice utilities. Only if they are " support perks " otherwise i don't give green light.

Self-Experimentalist - should be doc 120% since doc is related to drugs.

Reverse-Engineer - maybe would be easier to make it ignore some portion of DR ... since it helps you to find " weak spots " :)

Ballistics Expert - well every sniper build would take this , they would sacrifice some skill points to get science , to balance the loss of the SG skill. In the end they can craft something , good.

Master Tracker - Kick ass support perk.

As i said , i don't believe devs will do something about this right now.... :/ we need to clone developers ....

barter-specialist - extensive merchanting has given you +30 damage with rocket launcher.

yea i know makes sense.... ;D

Overdose:
These are good, but they seem a tiny bit over powered to me.

Also not to be annoying or anything but shouldn't this be placed in suggestions?

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