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Messages - Tytyger

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136
Bugs / Re: doctor correctly doesn't work with bandages
« on: September 01, 2021, 06:18:59 pm »
you are not changing it, right?

137
Suggestions / Re: babushka know nothing about charms
« on: September 01, 2021, 06:17:45 pm »
charms descriptions are quite clear

138
Suggestions / Re: Healing items should heal percentage
« on: September 01, 2021, 02:17:43 am »
for some reason, doctor's extra healing dont work with bandages

139
Bugs / Re: doctor correctly doesn't work with bandages
« on: August 31, 2021, 04:56:05 pm »
i meant its dont give extra healing to bandage

140
Bugs / doctor correctly doesn't work with bandages
« on: August 31, 2021, 02:54:17 am »
topic

141
Suggestions / Re: Healing items should heal percentage
« on: August 31, 2021, 02:49:03 am »
meh, i would rather not change anything 400-500 hp character is already tanky and super stims heals 30-50 percent of the health of tanks

142
Suggestions / Re: Assorted suggestions for the final update
« on: August 30, 2021, 02:44:03 am »
Hypothermia - it is pointless. It was designed to be used against Player Character it seems. In combat, you want enemies dead not to reduce their CON a bit. I haven't played Metathermics build for a while, but I never saw any builds take it either.

If there was a cryokinetic stream spell or some kind of cold gas cloud spell, it would be pretty good.
i believe its good as it is, reduces max hp for easier shatter and gives extra pure damage each instance, cryorb if not kills maxes out stacks which is pretty cool

143
Suggestions / Re: Assorted suggestions for the final update
« on: August 30, 2021, 02:09:05 am »
change escape artist dex requirement to agility
hypertoxicity now applies hyperimmune with poisons
spikes and blades on gear give intimidation bonus
armor sloping removes ap from spikes and blades
spikes and blades work against melee attackers
possibility to gain your name in arena in the first beast fight wearing certain armor
quick pockets give you once per round ability to equip weapon or utility for free
new native enemy:skaerdar crossbowman, he shoots serrated bolts and have vile weaponry, make tungsten tanks with regen vest suffer
deadly snares procs on net since it literally snare
Deadly snares on nets might be a bit too overpowered, since then it’s just 10 ap for 100% crit chance for 1-2 turns against a single target every couple of turns. Deadly snares is balanced right now since you can use quick tinkering to set traps on demand.
Also, do you mean poisons apply hypoallergenic with hypertoxicity?
poisons apply 10 turn death stalker debuff, about snares nets have quite a high cd and on most enemies its matter its last one turn, also dont forget that not only player char can have this feat, also dont forget that you need actual skill to use it

144
Suggestions / Re: Infusion suggestions
« on: August 30, 2021, 12:35:47 am »
make more attachments for gear, like built-in gas masks with megaphones for helmets, it will make harder to make non-crafting gear unique but i believe in your creativity.Proper loading for crossbows, not being able aim shot with not-normal bolts is outrageous

145
Suggestions / Re: Assorted suggestions for the final update
« on: August 30, 2021, 12:32:33 am »
change escape artist dex requirement to agility
hypertoxicity now applies hyperimmune with poisons
spikes and blades on gear give intimidation bonus
armor sloping removes ap from spikes and blades
spikes and blades work against melee attackers
possibility to gain your name in arena in the first beast fight wearing certain armor
quick pockets give you once per round ability to equip weapon or utility for free
new native enemy:skaerdar crossbowman, he shoots serrated bolts and have vile weaponry, make tungsten tanks with regen vest suffer
deadly snares procs on net since it literally snare
unprojector gives +10 chance to hit
cruzer's grin is pickpocketable or he give you once you gain respect
you cant intimidate or be intimidated by yells someone who scarier/less scary than you
event for your house being robed by burglars, result may differ

146
Suggestions / Re: Infusion suggestions
« on: August 28, 2021, 09:52:29 am »
80 hp is nice for dom but nothing on normal, also feat very uninspired, about other they scale a bit but its not worth it to pump your con to 20, at least with agility you can jump around fetid marsh
I think bodybuilding is alright, and tempered electricity is great for tanks
plus you get better conditioning and stoicism

147
Suggestions / Re: Infusion suggestions
« on: August 27, 2021, 08:36:30 pm »
a reason to go con over 10 is main issue, for now con have almost zero scaling

148
Suggestions / New feat:Psionic lamentation
« on: August 26, 2021, 05:29:14 am »
Requirement:60 in any psyonic discipline, 8 int
As your enemies die, they manifest psionic entity that jumps onto random enemy within range, inflicting psionic debuff initial enemy had.Each debuff manifests its own entity which can jump onto separate targets.Inflicted debuffs have same strenght and refresh they duration.Manifetsing entity takes 20+x, where x is cost of psi ability which inflicts debuff.If you are unable pay psi price it will be taken from reserves with x2 rate.Increase cd of all spells having it by 3
So here an feat that can change how you play psi or psi hybrid of your choice, solves many problems with few spells but generally changes how you play psi.Its also important to understand how this   feat will interact with debuffs.Not all status effects are gonna apply, for example i stunned a guy with tp and offed him with execute.Stun will not jump, same with chill or fear.But telekinetic chain jumps, psychostatic electricity, grounding, predation, etc will.If damage removes the debuff but that damage killed target, debuff jumps, so you can chain induction, mb, neurovisual disruption etc.

149
Suggestions / Re: Assorted suggestions for the final update
« on: August 26, 2021, 03:22:41 am »
i hope they finally rebalance stuns int this game.Like what the fuck, i resisted all damage from tk, dk and still getting stunned.Or one hundred percent to stun bolts of electricity.Or poison that can technically be resisted but sadly it gets you 90% of times

150
Builds / Re: How does bleed work again?
« on: August 25, 2021, 06:19:30 pm »
each chance is separate to inflict bleed, so if you have 3 bladed things it will roll 3 chances to inflict bleed

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