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Messages - LordGorchnik

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Builds / Re: Someone have a crit psi build after nerf?
« on: December 04, 2020, 11:20:03 pm »
Used the following build and finished a dominating game post psi-nerf patch:

https://underrail.info/build/?HgMIAwkDDAgAwqAAAAAAQgAALUFaalBDZsKgAMKgRiMASitiXywWKmUuwr0-IWZRBTB6csK34qOJCuKrpQXfvw

couple comments:
1) skill points in pickpocketing, traps and persuasion are absolutely optional, they can be allocated else where.

2) Temporal Manipulation cannot crit, period. 70 base TM is a must for Stasis. You *CAN* increase TM to decrease the debuff chance for PTC to a minimum of 30% but it's wasteful. As a crit psi build you should finish majority of the fight before PTC buff ran out so you shouldn't care about PTC debuff chance.

3) Due to the new innervation mechanic, you already taken 1 psi school TM for PTC and Stasis. You are strongly advised to pick a maximum of two (2) additional psi school, which two is up to you. I opt for TC and Meta. Keep in mind only the following psi abilities can crit:
Thought: Neural Overload, Psi-Cognitive Interruption
Psychokinesis: Telekinetic Punch, Electrokinesis
Meta: Cryokinesis, Pyrokinesis, Cryokinetic Orb
Time: NONE

Neural Overload started out weak but can be disgustingly powerful mid ~ late game with the right setup even on dominating. Psychokinesis lacks spammable crowd control as Electrokinesis is both Action Point intensive and unpredictable. Cryokinetic Orb is a perfectly fit for a crit psi but Meta is very weak against robot. My build use quick tinkering + EMP MKIII mines + EMP MKIII grenade against robots. A crit cryokinetic orb will still do some damage against even Naga Protector on dominating; it's just not very effective.

If you are playing legacy branch you should get all four school for maximum utility.

What kind of armor/headband/boots you rock for this type of Psi build?

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When is it going live? (not the test one but the official one)

One would really hope not anytime soon. I really don't like what I've seen thus far from these changes. And no matter what I feel its going to be divisive in the Underrail community. Even more so as this as some have stated is a SP game and thus "balance" really shouldn't be at the forefront.

If game mechanics and design are what they are going for which is what it seems like here than that's fine but I don't like that this change effectively kills the entire playstyle of specific builds. Updates and changes to design should allow for more diversity and not more restrictive to a specific style.

Am I the only one that feels its more restrictive now? Maybe I'm alone on that island.

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