Nerf W2C: Have it do 90% base damage and only bypass 35%-50% of armor.
Comparing it to Shotgun shells: 6p deals 90% of weapon damage, 3p only 75%, but has Daze, Stun attached. So yeah - 10-15% damage reduction should be there. You should have a reason to pick different ammo depending on encounter. Fallout did it. Real life it is the same - AP ammo overpens soft targets dealing minimal damage. JHP is done very right in this game.
also perhaps nerf root soda to +3 init +5 mp
Why? It is critical to some builds, the same way BBQ is to sledgehammers. That little extra Init is needed to be "reliable".
For your house, add the option to install a safe and give you the key.
For flavour? You can keep your shit in the streets and nobody will touch it 😆
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)
This is really silly. If anything, this should be an option in the Options menu. There is a reason it was done. And there is a reason mods do this for games that don't have it. Or are you flexing your meta knowledge to yourself in SP game? 😆😁
Buff the weaker psi abilities or change the psi slot system so that people might actually use the weaker ones
THIS - I posted it before. This is badly needed. After the Psi redesign, nobody uses less powerful/more-situational skills anymore. Nobody has the slots to, even if they wanted to.
I agree to elmost everything else posted here.
My suggestions:
Rebalance Shotguns:
They already have damage split between pellets. Armour Piercing shots dealing less damage. Reduced max hit chance. Only accept 3 mods, of which one has a negative - barrels don't count as they come with negatives and are core components. Have too short a range.
I would say, up the range to that of SMG's and Pistols - shotgun '
Effective' to their '
Max'. Why? The way shotguns work with 80% max accuracy, even within effective range they will almost never land all shots. Reduce the cone to 15, short barrel increases it to 25. Shotgun barrel is not a garden watering-hose attachment, it doesnt spray it in 45-55 degree radius. It would also make shotguns land more shots and still AOE in a way Pyrocinetic Stream does, meaning - you need to position yourself to put enemies between yourself and the target.
Rebalance Chem Pistols:
Very low damage. No Mods. Low range and accuracy. Advanced Catalyzing Belt comes in really late and is mandatory. Components are rare. Component Quality increases their effect proc chance, while damage barely changes.
All of this basicly means - Chem pistols don't scale linearly. They scale exponentially. Late game not only you will get a -4AP reduction belt, but will also have much more reliable procs.
I would suggest:
- Mods obviously. Could be just one slot, but a mod to: Up the range, Laser Sight +10% acc., +Crit Damage mod.
- Move -4 AP cost reduction to Mad Chemist. Advanced Catalyzing Belt could have 1 extra slot and maybe 5% higher damage bonus.
- At the moment the build that has highest chemistry, has to choose between Frags/Incendiary/Gas Grenades + Flashbangs and thats with Quick Pockets (which is mandatory).
- Change the effect proc chance to start higher, but have less growth with quality and damage to scale much more.
- Or add a feat that can be grabbed at level 4 (early) that ups the effect proc chance by 15% and has -4AP reduction. Then don't change the scaling and simply adjust Advanced Catalyzing Belt accordingly.
Temporal Ripple - Change it to have a part of Distortion damage (25% say, more if specced) to be dealt to nearby Enemies/Everyone with reduced damage the further away they are. At the moment, Temporal Distortion is used as single target assasination tool, and having 25% chance to propagate, but then 2 more turns to tick down is pointless in most scenarios and the reason almost nobody picks it up.
Ballistics - should increase Damage Resistance by 45% (up to 70% with 5 points invested), so that Reinforced Fabric Ballistic Panel would maybe have a place. As DT is pointless against everything, apart from 5mm later in the game.
Hyper Toxicity - I almost never see any Crossbow Builds using poisons, simply because it is so hard to stack them, and damage is measly and not immediate - meaning enemies are free to use Antidotes and to kill you. When NPC's attack you, you might have 2-3 or more shooting, but solo.. I believe, the feat should apply twice as many stacks per hit and proc effects faster when applicable - Heartbreak, (maybe Crawler), Spirit Mushroom procs in half the time rounded down. Remember - a ton of enemies are immune to poisons.
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. It is also a debuff that is easy to get rid of - stand near/on fire and you are fine again. Maybe make it deal Damage Over Time, in a similar way Ignites work. Would scale with Metathermics skill and stacks. Would be a great tool to leave someone freezing to death in Cryostasis, as like bleed, it wouldn't break Incapacitation.
Perfect Scattering - pointless, miniscule damage, always ignored. It should maybe be a 30% chance for damaging pellet to hit another target. 5 spec points could up the chance to 45%? This would be an AOE supporting feat.
Pellet Mayhem - Stack the crit for a whole turn, instead of next shot. With suggested shotgun changes previously, you would have to still position yourself to grab as many as you can in AOE.