Nerf W2C: Have it do 90% base damage and only bypass 35%-50% of armor.
The topic of armor-piercing bullets is iffy because it's already supposed to be rare, vendors sell them in bare quantities and you'll need to do a lot of crafting to craft enough ammo to last several encounters. I'd like to propose that the problem is instead the amount of mechanically-resistant enemies in the game and the lack of options in general other than the metaphorical silver bullet W2C, the melee Exposed Weakness, and overwhelming amounts of damage (or the few kinds of damage they are vulnerable to). W2C's value comes from how many resistant enemies there are (armored humans, bladelings, crabs, robots etc), usually the cases in which W2C is used is when the damage with conventional weaponry is so small that W2C is at least twice as damaging and at most dozens of times more damaging (in the case of DT). It highlights an issue of how abundant tough enemies become later in the game, and nerfing W2C just to try covering that isn't fun. I know there's probably a nerf already in the works but it's still something to consider. An enemy with 50% DR has effectively 2x the health in damage it takes to kill it, 75% DR has effectively 4x the health.
Have Tony show up at Ray's as an employee if the expedition is over and he/aegis survives.
That would be dope
also perhaps a very rare +2 AP food that can only be found, never bought
Unless it's permanent then there's no point to it for just 2AP, if it's meant to be a limited find-only food it should be 10AP minimum
I didn't see many enemies with food active; I expected to see more natives with bison milk in particular. During invasions at least.
It should be a DOMINATING feature, but I do worry about DOMINATING being even more difficult as is because it's already plenty of metagay where people try exploit everything they can get their grubby hands on, but I think Natives drinking Bison Milk would make a lot of sense.
On DOMINATING, hide the tags on special dialogue checks that let you know that option is a persuasion check or an intelligence check or whatever. (I showed some people these suggestions before posting; this is the only one that got any real flak)
There's no useful point to this, I can see why it gets lots of flak. Sometimes you gotta ask yourself what such change is supposed to bring to the table, if it's supposed to be an "oh silly me, I thought this wasn't a skill check but it was and I messed up!" then what's fun about it?
Reduce the bonus from the Beast tattoo to 5%; people currently seem to recognize it as the "best" option for most builds and I agree. The next most common being the shadowlith fragment which I see as fine, especially considering how late it's requirement comes.
I'd say go the other way around and buff every other tattoo instead, they're all borderline flavor text, even Coral's charms have more impact in the game than the tattoos, and you can switch the charms around freely too!
Reduce the AP-cost reduction of the doctor's pouch from 75% to 50%; the ability to take a bunch of drugs for 2 AP each is frankly broken. I have made great use of that on many of my builds.
On one hand you got a point with how easy you can use drugs, on the other hand turning it into 5 AP costs instead of 2 will turn it into a relatively inferior option compared to nearly every other belt. If it really has to be nerfed I'd rather have it be rounded up instead of down so that it's 3AP instead of 2AP, or turn it into 60% cost reduction for 4AP drugs.
On silent isle, behind the perception check to get to the small island, there is a corpse with randomized leather armor. Sometimes it's mutated dog leather which is great for Depot A. Could it always be mutated dog?
I support this.