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Messages - spleen.ii

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Bugs / Gluck pistol burst
« on: February 04, 2022, 06:53:14 am »
1.1.5.3. - Shouldn't the gluck pistol burst action point cost be affect by bullet time perk ? (and other pistol related trait if it applies).
I didn't have the time to check if it was affected by dexterity too.

2
Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 01, 2022, 08:52:25 am »
I really like this update.
The new interface and overhauled graphic experience is really enjoyable. Smooooooth !
The modified uniques don't seem to be better than their crafted counterparts but give something different.
Small question though : Shouldn't special abilities from unique weapon be affected by your perks ? Ie : Shouldn't the burst ability of the gluck be affected by bullet time ? At the moment it stays at 30 action point. But I could understand if it was for balance reason.

3
Builds / Question about the usefulness of the "ripper" feat
« on: December 02, 2020, 09:43:33 am »
Hello,

I'm playing a sword build, and I'm not sure about the path I should take. Here are 2 ways possible to allocate my points, depending of the "ripper" feat. Which one should I chose ?
I play the game in normal. I will use dodge/evasion/stealth, and probably survival instincts.

If I'm not mistaken, I need 6 intelligence for Red Dragon.

S 5
D 11
A 8
C 10
P 3
W 5
I 6

With this stats allocation, I could take the "ripper" feat.

S 5
D 13
A 8
C 10
P 3
W 3
I 6

With this stats allocation, no "ripper", but a bit more dex (so, more dmg and critical hit chance).

I suppose it only comes to this question: Is 11 dex enough to hit reliability ? Or does the 2 more dex points could compensate for the "ripper" feat ?

I'm also wondering if I should take temporal manipulation. Limited Temporal Increment and Psycho-temporal Contraction could be useful, but the nerf to Psycho-temporal Contraction feels it might not be worth it anymore.

Any though ?

Thank you.

4
Development Log / Re: Dev Log #68: The Psi Question
« on: September 04, 2020, 02:11:10 pm »
I really liked the way psi worked before and I'm a bit sad about the changes, but I must admit you really care about the game's community and our feedbacks. You really try to find compromises, it is not an easy task and it's... Not common.

So, thank for that. I though it was important to mention it.

5
Full psi builds are my favorites. They were indeed more powerful than other builds and I can understand the desire to tone them down. But there are too many nerfs at once. It would be understandable if the goal was to make full psi builds impossible and to force players to chose them as complementary utilities, but it seems you want the full psi build route to still be possible. In this case, you should reverse some of the nerfs. The major advantages over other builds were unlimited resources and versatility. The introduction of the limited psi pool per fight is like denying a player to use grenades, even if they are in his inventory. You have the necessary resources in your inventory but you can't use them. And the introduction of innervated abilities is like denying a player to use grenades, even if they are in his inventory because he didn't chose them before the fight. It could make sense balance wise with other builds (you have to carry the grenades, and if you don't take them with you, you can't use them, so with the same idea, if you don't innervate your ability, you can't use it). But with the introduction of psi reserves, a psi user already has to carry its ammo (the psi boosters AND inhalants).

Like some others, I think that, at least, the increased cost penalty for cross school usage of Psi-powers should not exist, as the limited number of innervated psi slots will already limit the versatility of psi users.
"Psi does not require any expendable resource". That was true outside of combat, but now, with 2 different ressources, I could imagine Deep caverns to be a real pain.
I also personally think that psi boosters don't really make sense anymore, lore wise. If psi is something that doesn't regen naturally and if you need psi inhalant to gain psi back, what do psi boosters do ? Psi inhalants already give you psi. I understand it gameplaywise, but not lorewise. With the former system, it made sense: Psi regenerated slowly, so you had to use outside sources to get it back quicker.

Here is my proposition:
 - We keep the "innervate abilities" and the limited psi reserves. This pool doesn't regen, so you still use one ressource (either psi inhalant or psi boost) to get psi back in the reserves. You can still use them during a fight to replenish your psi reserves. Maybe only one of them could be usable during fights to replenish psi reserves, but more rare and craftable later. Your usable psi pool regen slowly (maybe slower than now), but we get a new action that costs action points, "concentrate", which transfer psi from your psi reserves to your usable psi pool. Like a reload action for psi. The more intelligence (or will), the less it costs (AP), or the more psi you transfer. It could also bring nice possibilities for creatives feats linked to this action. But we should not need a consumable to do that.
And the increased cost penalty for cross school usage disappears.

It would bring psi builds in line with other builds without making them subpar.

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