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Messages - Fenix

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916
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 05:44:51 pm »
Maybe crossbows can be cheap and readily available source of debuffs?
Something like bleeding+MP+AP reduction (with right bolt of course).
Like supersteel bolts with serrated\jagged tips, that have armour piercing effect, descreasind damage resistance, or treshhold?


Also, can we have a quest way to get some unique materials in very limited quantity?
Or devices, or weapon, or chemicals.
For me - it's much, much more attractive and interesting way to obtain something.
It's post-apocalipsis, after all.
Lots of places that were centers of power, abandoned military bases, scientific facilities.

For materials it could be like some kind of automated furnace for smelting (powder metallurgy or something like this), so you should first fix it, then power it, calibrate, find raw materials.
Just an example.

917
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 05:24:09 pm »
How sweet! And where is my "good sir". ??? =(

Lost in translation. )

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Sorry, but i must decline your generous offer. (With ~15% hit chance with granade you either miss, or drop it into your feet OR with some luck and save-load you can eventually hit the target.)

Do it in narrow passage, where even if you're drop it on feet, AOE will hit the bot.

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And how many psi-busters will you buy with your "start money" ?

With all you can find further - enough for all psi-beetles\bots, if you don't sling lightnings at every cave poppers, and use Quinton's crossbow at rathounds.

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What build will have more hard times then pure psi-caster?

Hard start isn't actually a hard, if it lasts a HOUR.

Pistol+Grenades can be superior to the psi-caster build in many situations.

What a load of BSness. What - you kill rathound with 800 crit, and what?
CC+nuke+stunlock=PSI.

918
General / Re: Let's talk about new PSI System!
« on: April 02, 2015, 07:36:11 pm »
So what? I aggroed all Junkyard and survived, that's psiker's strenght.

919
General / Re: Let's talk about new PSI System!
« on: April 02, 2015, 02:45:28 pm »
Looks like some kind of braine fever. ::)

NO, I'm not kidding here! Grenades?! +Throwing skill?! should I spend more points on any useless things!?

You don't need Throwing for this, just as I doesn't need it. Catch bot while wall behind him, be close.

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Yes it is called the hard start. And not only first hour, You in deep need of a good CONSTANT source of psi-busters. Maybe for mid-game this is not a problem but for early-game without investing in pickpocket and mercantile(obvious) it will be hard times.

I never have "hard times", all psi-busters you'll need you can find or buy with start money.
Hard start - it's a Feline Wizard in DCSS, that's HARD START.

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And yes, with simple "Pistoletto+Grenades" build you will have more free skill points, easiest start and no economical problem, and late game for me near the same.

Game consist not only from "start", it is also "middle" and "finish". Pistol+Granade sucks compared to Psi.

920
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 01:32:22 pm »
_3_ will be ok)

I think that too, but we need testing.
Even if 4 AP as minimal cost will be unchanged, we at least got rid of one perk - Lightning Punch, because now there is no sense to take it.
I prefer to see the positive side in everything. )

The upshot is that a pure fists build now has 4 stat points freed up (the additional benefits of going from 11 to 15 dex are much harder to justify when you're not getting the extra attacks per round imo).

...or we have 4 stat points, true.

921
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 01, 2015, 10:19:22 pm »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\

922
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 02:45:43 pm »
They had enough challanges from the start =P (Hard time against robots, many skill points to place in - we talk about pure psi-builds, hard start, etc.)

You're kiddin me, good sir. Robots? The one grenades I picked up except flashbang was EMP.
You even don't need to buy grenades - you can find so many of them as you needed (and I think it's bad by design, player should feel shortage in equipment and weapon he can find, so he would be forced to buy and spent his bloody sharons).
Hard start? What, first hour? After that he is like steamroller.

I still think psi-disciplines should be more specialized, less universal.

923
General / Re: Let's talk about new PSI System!
« on: March 31, 2015, 10:16:46 pm »
I'll be honest here: The psi changes happened because a naked pure psionic with nothing but the 3 psi skills and maxed will could complete the entire game without ever taking any damage. You could easily keep all enemies out of action until you kill them, thus being effectively immortal. Yeah, it was kind of ridiculously overpowered. Since psionics always hit and maxed will pretty much guarantees your CC won't be resisted, there wasn't any room for random chance ruining your day either. With no risk at all, it was boring to play.

Completely agree. I love psikers, and want to have a fun from playing with that build.
No challenge?---> no fun.
Psyker must be nerfed to hell. )

924
General / Re: Getting rid of the faceless with intimidate
« on: March 31, 2015, 10:00:13 pm »
if it is a skill check that is not meant to succeed, there shouldn't be an option to use intimidate at all.
I don't think so.
It was clear for me, that this option is a pure ''just for fun", like with this guy Morde who is fishing. It shows that you can try, but cannot succeed. And it work for me.

925
General / Re: Blitz + fancy footwork
« on: March 30, 2015, 03:55:02 am »
I suggested earlier that Fancy Footwork gives less the more you hit.
A few first hits - like usual, then less, less, zero.

926
General / Re: Blitz + fancy footwork
« on: March 30, 2015, 03:51:56 am »
 :D Is it you, Bruce?

927
General / Re: Let's talk about new PSI System!
« on: March 28, 2015, 02:11:38 pm »
What that "CC" thing is?

Neural - 5, Cryostasis - 10, Punch - 50.
What is the logic here?! yes, T-Punch slightly more powerfull than other nukes but! Witout feat it is just med damage with stun and it has short range. and 3t colldown. It can't be so expensive!

You're right cost gap is very large, but it can be solved in other way - Neural - 10, Cryostasis - 15, Punch - 45. ))
This gap feel not that terrible, huh? )

______________

I think all discipline can be balanced further, like - Psychokinesis is a strong damage source only at close range Metatermics is a crowd control for robots, Thought Control - same for living beings.
Actually it is true, but damage dissipating with range can be added for Psychokinesis.

We need to do more specialized for each discipline that had to use it all.

928
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 28, 2015, 12:07:56 pm »
Also just noticed this from the devlog:
"NPCs now use EMP grenades; you've been warned"
yikes

I want that NPC's AI can trow grenades to targets around a corner.
That will be amazing deal.

929
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 27, 2015, 07:21:28 pm »
oops, missed these on the first read. RIP low CON toons.

I don't think so. (c) :)

930
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 26, 2015, 08:35:32 pm »
Hahaha! Insanely great job!
Game become better with every update!

But feat balancing may require a lot of work - I can see Fancy Footwork combo with Blitz for high Dex char with bare hands or leather fists. Something like Achilles and the tortoise problem. )

PS Don't dig too dip into PoE. )

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