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Perk discussion - suggestions, criticism
Considering the fact that we are going to review and redo perks and make a lot of changes to them and also going to reset skills and perks afterwards for readjustment I want to hear opinions regrading perks that exists at this moment. All suggestions and remarks welcome.
My major complain is that a lot of cool perks (+1 AP +1 sight) have ridiculously high requirements, and you are forced to take a lot of unnecessary perks prior to getting them.
We also lack interesting perks (not just + to stats). Here is some example of interesting perks that aren't too hard to implement and probably you'll see them in the future:
1. Ability to knock out opponents weapon while fighting with bare hands
2. Perk which allows to increase armor till next round proportionnaly to unused AP
3. Ability to heal others using medikits
4. +1 sight to weapons optics and binoculars. Pretty useful for snipers I suppose.
5. Ability to see enemy unit's two equipped weapons, armor, and skills.
What do you think?
P.S. To see full list of current perks you can take a look at Perk graph here
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And, again there's some perks i'd like to see. Perks unlocking activated abilities. I posted that on russian part forum, but it was just ignored.
So, one more time,examples are:
1)Selfhealing - restores hp amount equal to first aid skill. Activation cost: 10 ap.
Cooldown - 2 turns.
2)Reckless charge - you gain 6 free movement AP. For each AP spent for move this turn next melee attack damage +20%.
Next turn you'll receive double damage from all attacks Activation cost: free*.
Cooldown - kill one enemy in melee.
*If you'll end turn without making melee attack - gain 75% of stun for that unit.
3)Double The Load - next attack from shotgun deals double damage, but uses pack of ammo, and breaks weapon. Can be used only if weapon attrition is > 50%.
Activation cost: 3Ap Cooldown - 2 turns
These perks are special moves, that can widen battle possibilities.
In first case its ability, that allows you make use of your skill, alone of % increase and advanced equipment
In second it gives your instant advantage, but gives major drawback.
In third it allows your quickly deplete your weapon resource in trade for increased damage.
Although these abilities might be a bit of work (implementing and balancing aren't easy) they might be fun, and refresh the system (which is already great,btw). On other hand, they migh be just unecessarily complication.
So, i'd like to see some community opinion on this matter.
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3)Double The Load - next attack from shotgun deals double damage, but uses pack of ammo, and breaks weapon. Can be used only if weapon attrition is > 50%.
Activation cost: 3Ap Cooldown - 2 turns
I like the third one) It's useful
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A useful perk might be a kind of invisibility or cloaking perk
This reduces your ability to be spotted by your opponent by -1 as a counter to the sight radius of +1
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How about a dual wielding perk? Unlocking it gives the ability to combine two equal pistols or SMGs in a single slot and the more points used in it, the better the accuracy of attacks.
Speaking about weapons, I'd like to criticize those perks that requires two different weapon ones to be used, such as Lock N' Load. Most of them makes ridiculous combinations (such as pistols and smg [single-hit ranged weapons] and shotguns and melee [both close range]). Some players prefer using a ranged-effective and a close-effective instead of two of the same range.
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Speaking about weapons, I'd like to criticize those perks that requires two different weapon ones to be used, such as Lock N' Load. Most of them makes ridiculous combinations (such as pistols and smg [single-hit ranged weapons] and shotguns and melee [both close range]). Some players prefer using a ranged-effective and a close-effective instead of two of the same range. Yes, that will be fixed.
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A useful perk might be a kind of invisibility or cloaking perk
This reduces your ability to be spotted by your opponent by -1 as a counter to the sight radius of +1 that is fantasy, better would be "sneaking", for example 2AP to move 1 square, but invisible to those, who stands 5squares+
other perk: masking, you can not be seen using binoculars
Edited 3 minutes later by *DELETED*.
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Mayby "camouflage" will be more accurate word for that kind of abllity (and some equipment needed for it to work)
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Mayby "camouflage" will be more accurate word for that kind of abllity (and some equipment needed for it to work) or you can just call it "stealth" and only need skill lvl to be "blended" in unless you cause lots of movement or item changes of course 😁 😝
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Here's one... ability to "listen" to movements from the opposite side of walls. I.E. you know he's there, but dunno what his health/weapon/armor/or WHO it is behind the wall. You just "know" something is there.
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hmm...you sound so simularily eerie and creepy... ~.~...like that old man down the block...😕... but you could add stuff like running rats, or birds or little rodents around to fool you...or opponent has a remote toy and send out decoys 😁
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The price paid
I don't have a problem with having to take a lot of perks to get access to the better ones, I mean, isn't that kinda the point, that you have to work for it. I like a challenge, and if everything just gets handed out to me then its no fun. If you want a good perk, you should have to work a little for it, not just have it gifted to you, cuz if there wasn't a struggle in accuisition, then there's no sense of reward.
I say if you're complaining about the cost vs. reward system of the game then you're lazy, and you're trying to use better and more frequent perks to cover up your general lack of skill and ability to formulate strategy.
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bleeding
As my idea about bleeding after having Critical shot was thrown away 😁 ,What about a perk what can be opened after reaching Heavy hand perk lvl to x Gives you chance to select this perk..And then after giving your enemy critical shot , he starts to bleed! 😁 and the amount of blood he loses per Turn depends on your skill or whatever ,Player with medic skill could take out the bullets by getting near to him and make him stop bleed and collect the ammo 😁 what can be used after , but they only do 1/2 damage i dont know what that is for..But anyway who would liked a full bag of useless bullets? 😁
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We already have poison which works just like that.
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but poision will not kill you... mabye character should bleed automaticly when HP<10% ?
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but poision will not kill you... mabye character should bleed automaticly when HP<10% ? What if they always bleed after critical hit only?
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Yeah, idea with bleeding sounds right to me. Coz crit often means difference between victory and defeat. So replacing x2+ damage with some additional effects (bleed, burn, shellshock e.t.c.) might reduce overall randomness... But it's hard to implement and balance...
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Yeah, idea with bleeding sounds right to me. Coz crit often means difference between victory and defeat. So replacing x2+ damage with some additional effects (bleed, burn, shellshock e.t.c.) might reduce overall randomness... But it's hard to implement and balance... Believe it or not... I got a sneek peek at the new armors to come. And they provide some critical hit defense, albeit weak performance percentage wise. How do I know? Because I've stripped Berserker of some of his stuff in-game (but wasn't able to keep it).
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how about a purple heart perk- when two units are taking damage, the unit with purple heart takes extra, but protects other unit.
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Thanks for all who took part in this discussion, but we've already implementing new perks which will be available in the new update. Therefore here we will be discussing new ones soon ☺
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