This playtrough was on Normal, experience system - Oddity.
Pure Psi build.
I'll start with what I got in the final.
16 lvl, almost 17, without 1 point.
This build hit hard.
In final battle, he did 250 crit dmg with Electrokinesis on Faceless, 250 crit with Neural Overload (Faceless), 284 crit dmg with NO on Faceless Mindreader, 162 crit dmg with Telekinetic Punch on Plasma Sentinel (and 162 was resisted), 226 crit dmg with TP on Faceless (96 was resisted).
Bilocation deal 26-54 dmg3 times in a turn, and one of 6 hit (or 9) it's a crit around 60-70.
And this is without
Doppelgangers should now properly ignore target's resistances with their attacks
I know about changes presented in
Dev Log #28: Energy Shields, and I'm a little concerned about it.
In this playtrough my FenBarbiturat walked like a tank through a rotten fence the entire game except Burrowers in GMS compaund (love these guys)), one stealth ambush, and maybe Plasma Sentinels.
Why else would reinforce the strongest build of the game?
Perhaps some wish me a painful death for these words - but why so many skillpoints?
I'm a master of all - high Lockpick and Hacking, skyhigh damage-dealing psi-skills, high Evasion and Dodge, capped Electronics and average Biology and Persuasion.
And that's only 16 lvl, so 20 lvl results in plus 4x40.
Maybe we should nerfe skillpoints income a little, or at least nerfe synergies on psi-skills down to 5%?
Second - why so many Psi Boosters?
Seriously.
I ended up with 77 PB. 1\2 of a game I even didn't go for mindshrooms, and the last 1\3 I even didn't picked up the one which I passed.
You can should lower respawn rate, maybe in 2-3 times?
And that guy that sold Mindshrooms in Junkyard, 5 tomorrow instead of 10 today sound great.
And price on PB should be higher in 2-3 times.
I mean, we need to make PB more inaccessible, to raise its value.
Now it's as common as cave hoppers.
Added more psi boosters to early areas to ease up the early game for psi characters who need those rather than bullets
Would it not be better to do instead "Added more psi boosters to early areas to ease up the early game" that doctor Pasquale give 5-10 PB to a player character with a words "That's all I can do for you" and the like?
About Oddity system - we need some kind of list, where we can see number of oddities we already have, and what we can have (from creatures). I remember I forgot that already have all oddities from these bloody bloodsucker frogs from hell, and killed at least 12 of them, before realizing it.
About economy - this changes didn't do any difference for me, as you can see.
I sold everything that could be bought.
The only suggestion about trading process - could you place a locker near all trader?
It was very tediously to run from one to another trader with all loot, and if I just drop related swag on the floor near trader, it ruin all ambiance a little. )
What if locker belongs to merchant, and we may redeem him, or rent, or get it with discount after minor quest for that merchant, or we could just win a locker in the cards?
I am most concerned about fights.
Why it is so easy?
The only answer I can get - AI. Potentially NPC AI can do all that player character can do - use weapon, equipment, and feats correctly.
It's the only way I see fights can be challenging.