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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: RavenWolf on October 15, 2010, 11:48:22 pm
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Perks:
-Bonus HtH Damage:
A decent pure dmg build require 2 touhgness+3 hth dmg +bonus hth attacks +living anatomy. that leaves almost no options other than sacrifice some hth dmg (or DR) to get more hp or AP. And also a +2 in max melee dmg its not a great bonus.
1) make only 2 ranks that gives +3 to melee dmg. (same max damage per hit)
2) make only 2 ranks that gives +2 to max melee dmg and also +2 to min melee dmg. (less max damage per hit, but more min dmg)
-Magnetic Personality:
like was suggested many times: this perk should be allowed for 10 Ch characters or 10 Ch = 5 max followers.
-Adrenaline Rush:
Replace the useless +1St with some more useful. I think in some bonus for melee builds like:
1) +2 Melee dmg, +1 ap when hp are below 50% (2 ranks. req: lvl 9, En >5 St >5 )
2) +2 Melee dmg, +5% DR when hp are below 50% (2 ranks. req: lvl 9, En >5 St >5 )
3) +1ST +1EN, +15% DR, -2PE when hp are below 50% (a free psycho) (1 rank. req: lvl 12, En >5 St >5 )
-Weapon handling:
ST its mostly used for weapons requirements. so i think +3 in ST its a huge bonus for a perk. it should be reduced to +2 but can be picked earlier (lvl 9).(im sure this will be rejected by most players)
-Silent death:
remove the unarmed requirement, so it can be used for unarmed and melee fighters.
other perks suggestions: http://fodev.net/forum/index.php?topic=4473.0 (http://fodev.net/forum/index.php?topic=4473.0)
Traits:
With the new drugs i think in some better options for chem reliant and chem resist:
-Chem reliant:
1) positive effect of drugs last 15 minutes more (total of 45) but you have double chance to get addicted and addiction last longer (80 minutes)
2) improve the positive* effects of drugs (jet: +3AP | psycho: +20% DR, +2En | Buffout: +3St, +3En| Mentats +3In +3Ch), but if you got addicted you get -2Ap (instead of -1Ap).
*negative effects will remain the same.
-Chem resists:
You wont be affected by negative drug effects, but drugs effects last less time (total of 15 or 20 minutes).
-Night person:
The Int bonus only affects your science in +/-4%. (in original fallout IN also was used in some dialog checks)
1) +/-1Ch +/-1PE. With the Ch bonus a char with 2 Ch will be able to make quest/trade/get professions during night.
2) +/-1AG +/-1PE. So a player with and odd value in Ag can have 1 more AP during night.
3) +/-1AG +/-1Ch +/-1PE. Combination of 1 and 2.
-Gifted: (replacing the unused sex appeal)
Same trait but +1 in St,Pe,Ag,Ch (+4 special) instead of +1 in each attribute (+7 special).
Lets analyze it for balance purposes: putting 3 points in Int will give 1skill point (sp) extra per lvl (21 sps) and still you get 1 more special point. Also you get -10 for all skills, commonly 3/4 skills are used (-30/40 sps). 21 -30/40 = you get a -19/9 sps.
So you get +1 special point at the cost of 19/9 sps. but also you get some limitations, you cant create a char with 1 CH (or Pe, Ag,St) and you cant get more than 20 sps per lvl. (some build like sneaker require 23-25 sps).
-Bruiser:
now its only useful for some not combat builds (alts in most cases). I was thinking in a complete different trait:
You are much less likely to be knocked down in combat, but when you are knocked it takes you the double amount of time to get on your feets. Also knockdown and knockbacks do 50% more dmg to you (The bigger they are, the harder they fall).
May be can be OP in combination with stone wall.
Thoughts?
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I've actually got most of them redone already and quite a few added.
If you want some areas to concentrate on:
Good Natured (I hate +X skill points - skill points for Traits)
Night Person (basically pointless as it is)
Kamikaze
Sex Appeal
(2 of these will make room for others, I think. If any particularly good new Traits are suggested/pop into my head, perhaps more.)
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Good Natured -5 damage per attack, 5 extra skillpoints per level
Night Person 20% bonus to sneak at night, -1pe during the day
Kamikaze AC reduced to 0, damage increased by 15%
Sex Appeal -2cha for same gender, +2cha for opposite on npc checks
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What's wrong with Kamikaze?
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Good Natured -5 damage per attack, 5 extra skillpoints per level
Night Person 20% bonus to sneak at night, -1pe during the day
Kamikaze AC reduced to 0, damage increased by 15%
Sex Appeal -2cha for same gender, +2cha for opposite on npc checks
GD - it would replace skilled, so no
NP - weak trait
KAMIKAZE - overpowered trait, but not bad direction, perhaps negative should be in -% to DR
SA - useless
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KAMIKAZE - overpowered trait, but not bad direction, perhaps negative should be in -% to DR
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.
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We alerady have ghost and stealthboy bonuses now we get night person as well?
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I've actually got most of them redone already and quite a few added.
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.
What's wrong with Kamikaze?
The 0 Ac has almost no impact in late game, and sequence works only in TB.
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0 ac affects burst damage, more likely to take higher amounts
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0 ac affects burst damage, more likely to take higher amounts
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....
Kamikaze should be 0AC but instead bonus damage resistance 10-15%. This would be interesting
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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Kamikaze should be 0AC but instead bonus damage resistance 10-15%. This would be interesting
SA - useless
What? Just bring more female traders and it would be a nice option to consider
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So Kamikaze - Raise AC, low DR
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.
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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.
This trait + leather armors + dodger .... ideal for long range builds (defacto special kind of long range additional defence, but low range big disadvantage).
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Well, the obvious option would be HtH guys. With every "dodging" perk they'd be very hard to hit ;)
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Well, the obvious option would be HtH guys. With every "dodging" perk they'd be very hard to hit ;)
is hth evade still broken?
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is hth evade still broken?
I... pretty sure it is.
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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.
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.
The 0 Ac has almost no impact in late game, and sequence works only in TB.
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 (http://fallout.wikia.com/wiki/Flower_Child) perk should be brought back.
Adrenaline Rush (http://fallout.wikia.com/wiki/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.
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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
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Well, the obvious option would be HtH guys. With every "dodging" perk they'd be very hard to hit ;)
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.
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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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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 2 1/2 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.
Still countered with >200 weapon skill. Which in advance encourages alts even more due to high skill investments. It's obvious that once people notice that there's some ac builds running around, they start upping their weapon skill% even higher.
Why not have a ac ceiling of about 30 - 45 and ac would work so that if someone has 10 ac, you can never hit him better than 85% (95 - 10). This way it would only work against those who decide to raise their weapon skills very high. If someone had 56% tohit, the 10 ac wouldn't affect it at all.
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Still countered with >200 weapon skill. Which in advance encourages alts even more due to high skill investments. It's obvious that once people notice that there's some ac builds running around, they start upping their weapon skill% even higher.
I disagree, there is not a lot of SPECIAL/skill point to invest even if you have drug char. Defensive potential of high AC builds would be only on long ranges, low range builds (de facto burst build) will (i think) take toughness perks..
Example: sg sniper at range 50, pe 10 and sharpshooter needs cca 222 skill points in SG skill. In current sniper x sniper is your defense agaist other snipers based on your luck => cripple/instakill ability. If you will invest your traits/perks/armor into the raising AC ability, you could create Anti-sniper long range build, that would dominate against basic snipers, but will be very vulnerable on short range because of absence of burst - defense abilities (DR/DT).
I hope this will be the way, new possible build, not superhero, new purpose for leather armors and for abandoned perks/trait.
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I disagree, there is not a lot of SPECIAL/skill point to invest even if you have drug char. Defensive potential of high AC builds would be only on long ranges, low range builds (de facto burst build) will (i think) take toughness perks..
Example: sg sniper at range 50, pe 10 and sharpshooter needs cca 222 skill points in SG skill. In current sniper x sniper is your defense agaist other snipers based on your luck => cripple/instakill ability. If you will invest your traits/perks/armor into the raising AC ability, you could create Anti-sniper long range build, that would dominate against basic snipers, but will be very vulnerable on short range because of absence of burst - defense abilities (DR/DT).
I hope this will be the way, new possible build, not superhero, new purpose for leather armors and for abandoned perks/trait.
Honestly I didn't quite get it what you disagreed against. What you wrote about new build made sense but it didn't seem to be against anything I said.
My point was that if builds with high ac started to appear, people would be tempted to move even the last bits of available skillpoints in weapon skill to be able to hit with maximum potential. This means less skillpoints - if any - are available to crafting and utility thus encouraging alting.
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Honestly I didn't quite get it what you disagreed against. What you wrote about new build made sense but it didn't seem to be against anything I said.
My point was that if builds with high ac started to appear, people would be tempted to move even the last bits of available skillpoints in weapon skill to be able to hit with maximum potential. This means less skillpoints - if any - are available to crafting and utility thus encouraging alting.
Well, i have different point of view on Fonline because of existence in PvP gang, so alting is regular part of my gameplay (but i try to minimize my alts numbers and because of mates and their crafters, it is possible).
Current powerbuild creating: 0. (choose gameplay) => 1. choose weapon => 2. create build that could maximize benefit of that weapon.
Because we know principles, most equations, resistance ... all of pvp gangs had reached best possible powerbuilds even after huge drug change since last wipe. And there is not many free skill points you have to invest, if you want to raise chance to hit possibility, if you have sniper build with 10 luck, you are not able to raise it above 240 if you still want at least one secondary skill leveled to usable level (doctor on level 100).
So i think that there will not be masive rage quit to high INT => bigger weapon skill. It will be only way for part of current pvp players, but not all, but it would bring fresh pvp possible build.
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Well, i have different point of view on Fonline because of existence in PvP gang, so alting is regular part of my gameplay
I know, can't blame you or anyone else from how the game encourages us to play at the moment.
But when it comes to designing new features, it has to be taken into account whether we design features for current alt-dominated system or are we going to design them to not to support alts. Devs have already agreed that alts cause problems and shouldn't be encouraged so it's better to start developing features that no longer support them.
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I know, can't blame you or anyone else from how the game encourages us to play at the moment.
But when it comes to designing new features, it has to be taken into account whether we design features for current alt-dominated system or are we going to design them to not to support alts. Devs have already agreed that alts cause problems and shouldn't be encouraged so it's better to start developing features that no longer support them.
I think that non alt fonline is utopy. In PvP with no discussion. Good pvp player needs 2 pvp chars (long and short range), support chars for at least guns/ammo/trader for each build and he needs shared drug/armor char or at least friend+crafter with free time.
This trait would affect mostly PvP, but even nonPvP chars could benefit from this change. So i see no problem for this. If you build has bigger perception, so you preffer active defense (seek and run away :) ), your high AC build would help you.
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Good Natured -5 damage per attack, 5 extra skillpoints per level
Night Person 20% bonus to sneak at night, -1pe during the day
Kamikaze AC reduced to 0, damage increased by 15%
Sex Appeal -2cha for same gender, +2cha for opposite on npc checks
So players could make a woman character with 1 ch and sex appeal and be able to trade with sha enin and buster :) sick idea!
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Yeah, like talking to just two vendors, surrounded by thieves, bombers and SMG bursters, would require separated alt.
Or maybe? :>
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I hope this will be the way, new possible build, not superhero, new purpose for leather armors and for abandoned perks/trait.
Yes, this is the idea.
Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each. Specialise in one or two or mix and match between them.
Then the traits affect the way you play, some classes require less "damage" perks and so can be heavier on the durable/sneak/medic skills.
Then mix in drugs for more character types.
Then the alternative system to allow a PvP build to actually have some ability in other areas, to cut down the need for alts (or actually to allow the character types which are now Alts to be power build level themselves)
Should allow for more options anyway.
Also, points for anyone who spotted my "deliberate" mistake! Dodger is equal to 1.25 hexes extra.
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Yes, this is the idea.
Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each. Specialise in one or two or mix and match between them.
I hope you are not being serious and this is sarcasm or what.
That would totally destroy the character building. Choosing perks well is so tricky and makes people use their brains, and allows to give more possibilities.
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So you're saying that increasing the amount of useful perks, whilst leaving the ones already taken would somehow make there be less choice?
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Leaving the ones already taken? Ah, so these 7 perks we have(5 with skilled) + additional 4 perks to choose from these you said about? That's ok.
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Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each.
For example, the Sniper Branch would be
1 - More Crits
2 - Even More Crits
3 - Sharpshooter
4 - Better Crits
4 Perks per branch type, roughly.
So you'd have 8 Branches, with 4 each for a total of 32 (ish) ... then with other perks that don't fit into this structure (Pyromaniac, Bonus Moves, etc)
You'd still have the same number of combat perks as you do now, 7 normal and 5 with skilled, just more options to choose from.
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So you'd have 8 Branches, with 4 each for a total of 32 (ish) ... then with other perks that don't fit into this structure (Pyromaniac, Bonus Moves, etc)
You'd still have the same number of combat perks as you do now, 7 normal and 5 with skilled, just more options to choose from.
So if you will want to take sharpshooter, you have to take more critical first?
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Nope
Specialise in one or two or mix and match between them.
You could take all different crits from all over the place, if you wanted. The aim is for freedom to create lots of different builds.
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Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.
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Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.
Isn't this already the case?
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Isn't this already the case?
Of course, it's hard to balance classes when you design them from scratch to be balanced let alone convert a totally unbalanced single player combat structure for pvp that was never intended.
I just think trees limit the players ability to create a character tailored to how they want to play the game, and that higher stats don't make the game fun, interesting abilities do.
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Different perk "branches". Ie Tank, Anti Crit, Dodger, Burst, Sniper, HtH, Sneak, Medic with around 4 levels each. Specialise in one or two or mix and match between them.
Alright but hopefully anti-crit doesn't mean that a char that specializes in crits simply cannot beat an anticrit build no matter what. Differend fighting styles are very alright, but hard countering in fonline wouldn't be precisely good setting. For example big gunner wins sniper in close range, but sniper pwns him at distance is good balance. Example of bad balance would be: anticrit pwns sniper everywhere, but always loses to burster.
Then the alternative system to allow a PvP build to actually have some ability in other areas, to cut down the need for alts (or actually to allow the character types which are now Alts to be power build level themselves
Now we're talking.
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What about classes' perks? Like "medic" perk would have some bonus to cooldown and healing but decreased dmg. some tank perk would give bonus %DR (ok like stonewall) but decreasing AC. Burster perk adding to burst like bonus ranged damage and maybe decreasing damage with single shots. I mean perks with disadvantages for specialised class
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Skill trees are the worst thing to happen to rpgs ever, it narrows down your options to the point where everyone has the same spec.
Indeed, which is why freedom to choose any perk you meet the requirements must be retained. Giving the maximum amount of diversity in char types.
Alright but hopefully anti-crit doesn't mean that a char that specializes in crits simply cannot beat an anticrit build no matter what. Differend fighting styles are very alright, but hard countering in fonline wouldn't be precisely good setting. For example big gunner wins sniper in close range, but sniper pwns him at distance is good balance. Example of bad balance would be: anticrit pwns sniper everywhere, but always loses to burster.
Well, you can see one of these perks already, in the new Stonewall. There will be no Terminator equivalent (Immunity to crits perk from TLA) so Sniper vs guy with anti crit builds is less efective, but not an autoloss
What about classes' perks? Like "medic" perk would have some bonus to cooldown and healing but decreased dmg. some tank perk would give bonus %DR (ok like stonewall) but decreasing AC. Burster perk adding to burst like bonus ranged damage and maybe decreasing damage with single shots. I mean perks with disadvantages for specialised class
That would be a Trait, perks are all good.
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Yes! I thought about putting it to traits, but theres no place there, heh, maybe a perk screen appearing on level 1 with classes selection would be also good. Of course one may just select "Freestyle" or sth like that not choosing any advantages and disadvantages of a class. Sounds good anyway
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Yes! I thought about putting it to traits, but theres no place there, heh, maybe a perk screen appearing on level 1 with classes selection would be also good. Of course one may just select "Freestyle" or sth like that not choosing any advantages and disadvantages of a class. Sounds good anyway
Please no classes in FOnline. Leave us the freedom of special and free character development. (Even though classes practicaly exist but are very variable.)
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There are classes in Fonline right now. You want to be sniper? Take 3x more 1x better + sharpshooter => and you create sniper class. Difference among fonline and other games are that you can combine this perks and create your own "class".. but after months of testing, every PvP gangs independetnly created very similar class of pvp builds, so de facto, there are class right now.
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There are classes in Fonline right now. You want to be sniper? Take 3x more 1x better + sharpshooter => and you create sniper class. Difference among fonline and other games are that you can combine this perks and create your own "class".. but after months of testing, every PvP gangs independetnly created very similar class of pvp builds, so de facto, there are class right now.
Indeed. There's not much freedom to modify a sniper char when certain perks already take so many slots and skillpoints must be invested in needed skills.
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Indeed. There's not much freedom to modify a sniper char when certain perks already take so many slots and skillpoints must be invested in needed skills.
Thoes builds were kind of secret previous eras. We posted our builds only on members part of our forum. With awareness, post mortem inventory check (for drugs), video review, we were capable to recognize even enemy builds. With programs like fonline calculator it takes only few minutes to create new build. But build is not only passive statistics, it is kind of gameplay you have to choose.
Now, after drug rework, individual player and his build is not the key to victory, it is tactics you need to create, train, apply.. it is bigger challenge than before. So i like it now and i hope future changes will be in the same spirit.
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Then the alternative system to allow a PvP build to actually have some ability in other areas, to cut down the need for alts (or actually to allow the character types which are now Alts to be power build level themselves)
Quoted this again because another issue came to my mind.
I want to be absolutely certain that the plan here is to:
Make it so that builds can fight and live normal life (quest, crafting) equally well without being able to sacrifice from either side to boost another.
Example: it is not possible to make oneself worse crafter to gain better combat abilities.
If this is true, then basically we got a principle for character building. I don't want to misunderstand this because it's pretty important guideline.
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The aim is to make it so that you can do anything you want in the support role without giving up combat ability.
Think of it as two halves of the character, the combat side and then (for want of a better word) his "job". Crafter/Outdoorsman/Dismantler/Repairer or a mix of these things.
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The aim is to make it so that you can do anything you want in the support role without giving up combat ability.
Think of it as two halves of the character, the combat side and then (for want of a better word) his "job". Crafter/Outdoorsman/Dismantler/Repairer or a mix of these things.
Maybe have a system where points are divided into combat points and profession points, giving a higher total % to work with than we have no but making it so you just don't end up with 300% gun skill. I mean I have 2 chars that are flamer builds, one can craft mk2 flamers/fuel but he sucked in combat, and one who is devastating in tb but can't make anything. If I had the points to have the extra skills high enough to craft I would have just needed the one char, not to mention I need to craft, drop off at base, wait ten min, log in and equip. When my faction is involved in pvp and I can't log for 15-20 min by the time I do its all over.
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The aim is to allow those 2 chars to be merged into 1 yes. (And to boost Pyromaniac ;))
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The aim is to allow those 2 chars to be merged into 1 yes. (And to boost Pyromaniac ;))
Awesome, I'm pretty excited by the new perks. I wish they were weaker but you got one every level and there was a vast selection. But yeah I took pyro for fun basically and the extra 5 damage isn't noticeable and you already get the best animations with flamer mk 2 so its pretty much wasted.