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Messages - Tamior

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181
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Also it would be more safe to use no armor or at least hopper leather armor for early stealth parts.
Stealth penalty from basic armor is pretty minor. I just see it as largely irrelevant.

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Instead of that meek dead body you have found, there could be really, really BAD things - I met them once.
Pretty sure you can still see them BEFORE they aggro you (if you are careful).

182
I think I'll do another quick run from the start, see how reproducible the result is in general and if starting with 20 effective mercantile will change things significantly.
Starting in a few minutes:  https://www.twitch.tv/ouroboroses

183
I'm just saying that while psi might need some adjustments, those should be done carefully, one step at a time and in context with the rest of the game.

I mean, just think for a second about your "thought control use damages the user" idea. How exactly will that work with tranquility psions?

184
I suggested "Hunter" feat tweak above and I hope my intention was not misunderstood. Also I have not share my opinion with psi abilities in this topic yet, and this is my opinion:
They are tooooooo much OP and not fair in any trade, 25% MAX HP loss means nothing.
25% means A LOT if you are trying to play with as little deaths/reloads as possible. Say what you will, but this game IS balanced enough that 25% HP is very often the different between being one-shot and surviving.

For trade off, projectiles from TK, EK and Metathermic have to involve accuracy calculating, and THC count with PER, not psi skill score, receive penalty from evasion. Thought Control spells shall be invoked with caster's hit point losing, since there's Psionic Mania and (presumably) having Hemopsychosis in Expedition (http://www.underrail.com/wiki/index.php?title=File:Hemopsychosis_icon.png) it's at least convincing for me. Other tweaks like reducing damage, increasing cooldown... consider that psi autotracking ice spikes always hit, I srsly doubt these can be called "nerf".
You don't balance things by changing EVERYTHING about it at once. Right now most people agree that pure PSI is one of the strongest builds, but not necessarily THE strongest.
Adding to-hit chance to projectile-based psionic attacks is one thing and it might be warranted. Making THC of those be based of a stat that has NOTHING to do with psionic is just nerfing for the sake of nerfing. That would be just as warranted as making THC chance of ranged weapons be depended on dexterity, while the skills themselves still based on perception.

185
So even more changes that will make psions totally OP?
I mean, they can literally just mentally overload the critter, thus getting a perfect skin every time.

186
Done and done.
The VOD is there to see ( https://www.twitch.tv/videos/354593722 ), highlights:

1) Got to the end of depot A in 5 hours 30 mins real time (about 40 mins longer than usual). ("The end of Depot A" means I have the drill part in my inventory and I'm an the exist from depot A, so I can go to core city (etc) as soon as I desire.)
2) Got there with 1 technical reload, and that only happened because I zoned out completely and did something VERY stupid. So effectively it would have been 0 reloads if I payed a tiny bit more attention.
3) Doors abused to escape from combat with robots/animals/beetles: zero. (Not even in the Newton warehouse was I forced to resort to such lowly tactics).
4) Siphoners still can't swim. I know it wasn't supposed to be part of the build, but I still find it REALLY questionable that siphoners can't cross water.
5) Force field is still overpowered as hell.

Now for the economy: it's really noticeable, but not really to the point where I had to alter my game significantly.

The actual effects are:
- couldn't  afford to buy psionic headband from Ezra early on
- no longer used boat to go to/from junkyard
- barely got enough cash to craft psionic vest before the newton warehouse
- consumables (adrenaline, etc) are now MUCH harder to afford
- needed to plan all purchases ahead to stay within budget, so no more "let's get this slightly better item just-in-case"
- quest rewards feel MUCH more impactful (about 4x more impactful, heh)

Now, I have to notice that I played as stealth tranquility psion.
This character is VERY light on consumables, but pretty heavy on initial investment into learning psi abilities. Quest rewards definitely give you enough to afford psionic training.
I am, however, not sure if psychosis psion build would not get REALLY tight on consumables given the fact it relies on psi booster to a MUCH higher degree.

P.S. Overall, I really like the changes to the economy. Makes me feel like starting with maxed out mercantile is now actually viable. The fact that these changes limits access to fast travel, however, is a bit... questionable.

P.P.S. As for food changes, everything looks really great, but I don't think they have had a major impact this early on for me (since I never relied on food buffs much previously). But it DOES feel like some on the new buffs will be VERY useful later on.



187
After trying it out yesterday, let's see if I can get to the end of Depot A tonight (with 0 reloads).

188
Welp, Expedition has finally arrived, so it's high time fore another permadeath run.
Going in blind (Well, blind to the DLC content, anyway).
https://www.twitch.tv/ouroboroses

189
There are no curtain doors on that map. Probably gonna be most annoying in Depot A
Well, that being the case, I'd say all non-locked doors need to be replaced with curtain doors by default on dominating.

190
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Animals and other low-intelligence enemies can now pass through curtain doors. Good luck.
I sure hope that includes psi beetles in the Newton's warehouse on  dominating.

191
Well, yes, that was my point.

Doctor isn't useful in that guest except for some story fluff.

192
Cliff can survive even without the doctor feat, but you won't get the quest exp.
How exactly can Cliff survive without the doctor feat?
And why wouldn't you get exp for the quest if he does?
As far as I know, you need persuasion to GET the quest in the first place, but if you've got it, you will get EXP for completing it irregardless of Cliff's survival.
So Doctor has nothing to do with getting the EXP, rather, persuasion does.

193
Combats where NPC's can help you (and you want to risk NPC's getting killed) are few and far between. Core-tech warehouse fight is not even present in JKK quest line, for example.
And I don't know of any world events where having "doctor" can help you change the outcome in an impactful way (I mean, you can technically save that wounded guy hit by burrowers, but he never appears in the story again and the game gives you nothing for saving him).

As for feat requirements, it's very debatable which feat is easier to qualify for: you qualify for "Fast Metabolism" automatically as long as your base CON is 6+, while you have to actually spend some skill-points on biology (15, to be exact) before you can qualify for "doctor". I'm really not sure what's more popular with players: character that have starting CON below 6 or characters that don't train biology early on.

Bottom line: I don't think "Doctor" needs a huge buff, but I do think giving it one more (minor) effect would be nice to define it's role better. Doubling the range where natural regeneration works seems like a good choice simply because it fits well into the role of "resource-efficient out-of-combat healing", while it has no impact on in-combat healing where "Fast Metabolism" will still be notably better.

P.S. This change will also have interesting synergy with regenerative vest: while "Fast Metabolism" already increases the healing received (and "doctor" does not), updated "doctor" will make sure regenerative vest will always get you to full HP (eventually) once of out combat.

194
Suggestions / "Doctor" vs "Fast Metabolism". Buff Doctor slightly maybe?
« on: December 03, 2018, 12:11:13 am »
There are two feats that do almost exactly the same thing: "Doctor" and "Fast Metabolism".
Both add +25% to healing effects. Since effects stack, there is no inherent problem with the fact several feats like that exist.
However, as of right now, "Fast Metabolism" is just plain better most of the time: it effects more things (i.e. healing from healing vest is also effected) and, on top of that, it also boosts you psi points recovery from psi booster.
Doctor, on the other hand, only allows you to use bandages under 40% health: useful, but hardly actually game-changing, because it still only works out of combat. And out of combat you might as well wait for hypo cool-down.

So I was thinking: let's, maybe, buff "Doctor" a bit? Say, make it also double the range where natural regeneration kicks in (out of combat): from 85%+ of HP to 70%+ of HP. That way "Fast Metabolism" will still be better for in-combat healing, but doctor will have a more clearly defined niche (resource-efficient out-of-combat healing).

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