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Messages - harperfan7

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226
Suggestions / Give pirate knife throwers the knife throwing glove
« on: October 28, 2021, 06:48:49 pm »
Since the xbow ones have the quiver belt and a knife thrower is going to have the gloves by then anyway.

227
Bugs / Re: Report spelling/grammar errors
« on: October 28, 2021, 01:55:28 pm »
"refuge"
either "become suspicious of" or "begin questioning"
"manner"
unless Kharon is a title, it should be "at Kharon's"
"losses"

228
Suggestions / Re: Two Headed Mutant
« on: October 26, 2021, 08:57:33 pm »
styg himself said it wont show up in all runs; iirc never mentioned difficulty

229
Suggestions / Re: Two Headed Mutant
« on: October 26, 2021, 04:47:04 pm »
styg doesnt want people to be able to get all oddities on a single run
the two-headed mutant will not show up in some runs no matter what

230
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 04:54:12 pm »
I think it works nicely.  It gives you some offense while you're tanking, and makes you more offensive the more wounded you are.  It also is harder to cheese.  Win/win.

231
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 02:34:56 pm »
This feat is antithetical to tanking. The rare occurrence it actually helps isn’t worth it on a tank build IMO. I’d say you are tanking wrong if it is getting lots of action. Maybe a heavy leather build with TM and specced Stoicism but I think you are going to just reduce build variation by nerfing it this way and turn it more of a niche feat or a low priority one. Or you’ll just have the crit junkies do work arounds for the fights that really matter. Not seeing the upside to a nerf here.

Edit: I would also like to add cutting the duration would mostly hurt tankier builds anyway that can survive fights at the low of HP since they typically sacrifice DPS for survivability. They’ll get a few shots in sure but if you make it 2(3) turns your glass cannons will still end their fights before the duration is gone. Make it 1(2) turns and it’s useless to anything that isn’t glass.

That's fine.  As a tank, there are a handful of things that can hurt you quickly, in which case even a couple turns can make a big difference for you.  And even if you're getting worn down slowly, a few turns of higher crit chance can win you the fight (especially if you're ranged or psi).  However, consider in the OP I said "when you drop below 30% or maybe anytime you get injured when below 30%" in the latter case it would likely get renewed every turn.

I admit people might just start walking around with 40 or 50% health so they can get hit and trigger it.  Using the "bonus equal to damage just taken idea", what if, anytime you get damaged you get a buff for 1-3 turns (not sure, but I'm leaning towards 1) to your crit chance that scales with your hp percentage like stoicism?  So each time you take damage you get a boost, and the more wounded you are the bigger the boost gets (caps at 30%), but it only lasts a short time each time you get hurt.  This doesn't stop a near-death glass cannon from stepping on a caltrop and going nova for a turn, but at least they'd only get a turn (and be almost dead and very squishy afterwards, whereas a tank is still tanky). 

232
Suggestions / Re: Survival Instincts nerf
« on: October 23, 2021, 07:21:02 pm »
If you're not walking around with low health, then a few turns of +crit% should be fine. 

233
Suggestions / Re: Survival Instincts nerf
« on: October 23, 2021, 01:34:48 pm »
People use SI as a permanent +30% crit bonus.  They take 9 con just for that; they have no interest in tanking or otherwise "being tough" (with the exception of stoicism damage reduction style builds).  They walk around as heavily wounded glass cannons who use mp, CC, corners, etc to not get hit (which I think is fine on its own).  It's cheesy powergaming.  This would make it fall in line with its intended use, which is getting a boost when you are heavily wounded. 

234
Suggestions / Re: Survival Instincts nerf
« on: October 23, 2021, 02:59:49 am »
It's gay to walk around under 30%.

235
Suggestions / Re: Survival Instincts nerf
« on: October 22, 2021, 11:05:39 pm »
That's a huge pain in the ass though, and isn't always an option.

236
Suggestions / Survival Instincts nerf
« on: October 22, 2021, 03:24:22 pm »
Instead of a constant buff anytime you are below 30%, make it grant the buff for an amount of time when you drop below 30% or maybe anytime you get injured when below 30%. 

edit:  came up with this later in the thread: "Using the "bonus equal to damage just taken idea", what if, anytime you get damaged you get a buff for 1-3 turns (not sure, but I'm leaning towards 1) to your crit chance that scales with your hp percentage like stoicism?  So each time you take damage you get a boost, and the more wounded you are the bigger the boost gets (caps at 30%), but it only lasts a short time each time you get hurt."

237
Suggestions / Re: Randomized Death Stalkers location in Dominating.
« on: October 14, 2021, 02:50:38 pm »
shit suggestion
0/10

238
Suggestions / Require a lighter to use molotovs?
« on: October 11, 2021, 09:31:47 pm »
Maybe also give lighters a limited amount of uses?

239
Suggestions / Re: Idea for riot armor in Infusion
« on: October 10, 2021, 05:25:49 pm »
Remember in infusion everything will be visually distinct.

240
Suggestions / Idea for riot armor in Infusion
« on: October 09, 2021, 07:17:02 pm »
In underrail, riot armor is probably the worst of the four main armor types for general use, at least most people see it that way.  It is good in specific situations, but rarely outside that.  One of the biggest complaints is that shields are only useful against melee attacks, and even then they aren't too reliable or much good, frankly. 

So, I was thinking, why not combine riot armor and tacvests into one armor type, and make shields either an equipable weapon slot item or an optional 5th component slot item.  Vest + panel + armor + cloth (+ optional shield slot, potentially).  No matter what, the armor gives x3 DT vs bullets.  The armor slot can either be used for tacvest armor options (beetle carapace, antirifle, etc), or it can be used for some "riot armor" component(s) that gives extra defense vs melee attacks.  Shields, regardless, give extra defense period (not just against mechanical melee attacks) at the cost of more armor penalty and only one-handed weapons, with different shields having different qualities. 

Also, police in some countries have started to wear chainmail tunics under their regular gear because they keep getting knifed.  Would be cool if chainmail was a component you could add to these armors.

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