Recent Posts

Pages: 1 ... 6 7 [8] 9 10
71
Suggestions / Armor penalty for ice attacks
« Last post by harperfan7 on November 24, 2025, 06:44:28 pm »
If non-sledge melee attacks and xbow bolts and throwing knives suffer a vs armor penalty, its only fair that icicles do as well.  The mech damage from cryokinesis, cryo-orb, and cryo chem pistols. 
72
Suggestions / Text bubble for Quinton
« Last post by harperfan7 on November 24, 2025, 04:06:39 am »
after you learn pyrokinesis from him:  "Try not to fry yourself."  or something like that.
73
Suggestions / Re: Metal gloves as anti-armor option
« Last post by rararaven on November 23, 2025, 10:07:56 pm »
true, would make them much more useful and actual competition to just slapping metal plate for more base damage
74
Suggestions / Re: Mad Chemist follow-up feat
« Last post by lenin_nahobino on November 23, 2025, 12:15:56 pm »
that'd be pretty cool
75
Suggestions / Re: Metal gloves as anti-armor option
« Last post by Albert Altmann on November 23, 2025, 07:29:15 am »
*awkwardly scoots by Would also be nice for spikes on all glove varieties to reduce the penalty to mechanical penetration by a percentage, either static or quality scaling (with a larger reduction on metal gloves, of course). *awkwardly scoots away
76
Suggestions / Mad Chemist follow-up feat
« Last post by rararaven on November 23, 2025, 05:40:42 am »
High(er) int feat that would grant additional special effects for crafted chempistols:

Acid puddles would consume mp of those who walk over them similar to how oil puddles work (and caltrops)
Targets frozen with cryo pistol become shatterable
Incendiary pistol will create ground fire where it hits

77
Suggestions / Metal gloves as anti-armor option
« Last post by rararaven on November 23, 2025, 05:32:55 am »
Metal gloves should incur much lower DR/DT penalty than leather (since they're metal and heavy) which would give them actual niche and make their ap cost more reasonable while also increasing their damage without actually changing the damage number itself.
Also in addition they could have better metal components (metal plate, spikes, blades) scaling than leather



being able to attach firecracker cap on them would also be pretty funny
78
Suggestions / Lower Expose weakness's requirements.
« Last post by Eidein on November 23, 2025, 02:40:58 am »
Since its getting nerfed, maybe it should be a lv4 feat instead of a lv6 one, melee already has way too much to take at lv6.
79
Suggestions / upgradable unique melee weapons
« Last post by lenin_nahobino on November 22, 2025, 11:54:34 pm »
much like refurbished unique guns, i'd like to see upgradeable unique melee weaponry, add a smith npc or something, maybe in foundry? unique melee weapons need some love
80
Builds / Re: Melee & Gun hybrids?
« Last post by Dismas on November 21, 2025, 05:18:52 pm »
I've beat the game with knife & handgun high dex build. Will it work? Yes. Is it as strong as going either full melee or ranged? Absolutely not. It's fancy, but you will be shooting yourself in the leg a bit. Either go full ranged or melee with a bit of throwing. Honestly, most of the throwing knives & explosives will be able cover the part you would reserve for the guns.
Pages: 1 ... 6 7 [8] 9 10