Smuggler Redesign Ideas

Balek Crisp

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Dec 30, 2020
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So I've been playing Smuggler recently, and I've noticed that in comparison to the other classes that it is... incredibly lacking, outside of the evasion and the insta-heal when resting out of combat. It's most noticeable when you are using abilities that are supposed to inflict debuffs that allow Sneak Attack/Aimed Shot to go off, but otherwise when you are not it just ends up feeling like an even weaker mercenary, with having no HP regen options and no means to buff the shield. It's to the point that the Jumpers in Zheng Shi, who btw are SMUGGLERS, have Second Wind from Mercenary and an HP healing item that also increases lust. Since pretty much every class has HP regen or no need to actually regenerate HP due to absurd shields in Tech Specialist's case, I'd say it's about time that Smuggler gets a re-design that makes them a little more fun to use in combat. Starting with an admittedly VERY ambitious idea made to emulate the item-centric themes of Smuggler-

Level 1: Item Crafting(Flash Grenade/Gas Grenade/Grenade replacement). This is an ability that instead scales as smuggler steele either levels up or progresses throughout the planets: When taking at least 5 minutes or more to rest, the player is given an additional menu that they can opt into by pressing a button next to the 'next' button. For every 5 minutes that the player spends, they can then spend credits at a vastly reduced rate to create a consumable from that planet. Flash grenades start as cheapest, then EMP/Haywire as the next more expensive after that, gas grenadle /grenade as the middle-man appearing at Myrellion(gas grenades unlocked after FederationQuest with finding the 'Angel's Breath'), and other combat consumables being higher priced. The crafts start off higher than the vendors that sell them(spelled out through not having similar or proper ingredients due to being on the wrong planet, or lack of intelligence needed to craft properly), and the higher your intelligence, the more the crafting price drops. This would probably be a bit bad for the credit economy, but you already waste a good deal of in-game time doing this method, when you could just farm at Zheng Shi, exploit Kionna credit > savicite trading, whore your dick out to Tamani, or beat up the Suula pirate a bunch until you get the credits you want.

Why specifically this? Well, mainly because literally every single thing except the AoE burning damage from Smuggler is in the game now as an item. You have Aphro Daisies which do flat lust damage that doesn't scale with level or abilities, you also have Lust Toxin which is the same thing except does scale with level(and doesn't blind the enemy or continues to deal damage), Anno if Tarkus is destroyed can literally sell you the flash grenades of a smuggler as well as their STARTER GUN, and then you have Ero Gas Grenades on Dhaal as well as EMP Poppers which are just straight shield nukers that also stun machines(even though rare it's worth a mention).

Level 2: Shoot First modification: If your first action in combat is a ranged attack, that attack is automatically considered to be an Aimed Shot when you reach level 3. Either that, or Shoot First instead is treated like the Leap Up/Quickdraw features, which is considered free and gives an extra turn, but ideally Shoot First should really be more useful since at the moment there's 0 reason to use Shoot First since a lot of damage is decided by Sneak Attack/Aimed Shot(which requires a debuff and no ranged weapon blinds/stuns and hurts the target, meaning Shoot First is completely useless in its current state).

Level 3: No changes. This is just where you choose to be melee or ranged as a smuggler, so no reason to consider balance here.

Level 4: Disarming Shot modification: Now additionally is treated like an Aimed Shot by default if it successfully disarms, otherwise normal damage. You're basically shooting your opponent's weapon out of their hand, it should at least do some damage.

Level 5: Ability Replacements:

This section has always been just a generic 'single target explosive or massive AoE that wipes most of our multi-enemy encounters' for every class except smuggler. Since we're just crafting our own bombs now when resting, these are no longer necessary. So I'd like to introduce two new abilities that fit a high-risk, high-reward kind of playstyle. Adrenaline Rush induces a 10-turn state of Haste in the smuggler that uses it, however if the combat drags on too long or the smuggler gets stunned, the effect will end and if as result of being stunned will then extend that stun by two extra turns. Eats up 25 energy. Desperado is a melee ability that causes Steele to sacrifice some HP in exchange for making their melee attack an automatic crit if it hits. Eats up 20 energy.

Level 6: Quickdraw modification: Using a combat consumable now no longer consumes your turn in combat. Enemies often can drop AoEs or spawn new enemies, and still take an attack in later encounters; I see no reason why I can't also drop a bomb and then attack, especially since there's rarely a point to swap weapons mid-combat.

Level 7: Burst of Energy modification: Fully restores energy levels. What's the point in wasting an action to restore 60 energy when you can just use the extremely cheap Power Potion, or chug Honey Wine? Smuggled Stimulant modification: Now additionally reduces lust damage by 25(or a relatively certain amount) per round, which helps in tanking lust damage for a class that can't really dodge what they see with their eyes, and has to wear sexy gear a lot of the time for immense evasion levels.

Level 8: No change, typical ranged/melee option.

Level 9: Alpha Strike modification: You gain the other form of Sneak Attack/Aimed Shot that's exclusive to the other weapon type. Additionally, you can now Sneak Attack/Aimed Shot without needing weapons, as your precision evolves to deadly levels that no longer leave you reliant on never being disarmed to win your battles.

Level 10: Can Opener modification: Sunder chance is guaranteed on a crit.

Levels 11-13: No change; all are very viable abilities.
 

Theron

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Nov 8, 2018
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I think Smuggler is extremely strong. Granted, that's because it scales very well. It can be fairly weak early.

Stun Chance is especially potent in the hands of a Smuggler. Even intermittent Stuns can be deadly.
Vampiric is also very effective. When you're dodging most attacks, even minor healing goes a long way. And with Sneak Attack/Aimed Shot bonus damage, you're not healing for small amounts.

The recent nerf to passive Lust gain should help your concerns about needing to wear high Sexiness armor. Don't forget you can also put a high Evasion weapon in your unused slot. With Cloak & Dagger, you only need 55% to max out any turn you use a normal attack.

RE: Anno selling Smuggler's starting weapon
Geoff on Mhen'ga sells all the starting weapons. Also, Hold-Out Pistol != Holdout Hammer Pistol

Level 2: I think you're forgetting the Shock Bow and Grenade Launcher's Flash Grenade, which become very powerful with Shoot First, especially with Alpha Strike. Even before then, I've found an extra attack's worth of damage to be useful. Shock Bow also has the benefit of Concussive Shot.

Level 4: I agree Disarming Shot could probably use a buff. A lot of enemies are logically immune to it. Supposedly, Fenoxo did a pass to make enemies more vulnerable, but I haven't tested it in a while.

Level 5: With Haste, I think I could win pretty much every fight in 10 rounds.

Level 6: Quickdraw makes you functionally immune to Disarm, since you can unequip a weapon and re-equip to clear the Status. If Quickdraw makes consumables not take a turn, what's stopping you from just unloading everything and ending without the enemy getting a turn? (Aside from Inventory space, which you get +2 of.)

Level 7: One nice thing about Smuggled Stimulant is you can do things like Grenade->Smuggled Stimulant->Grenade->Grenade and end up with full Energy. Very convenient for trash fights. I don't think this row needs a buff, strictly speaking, but it does kind of feel bad when Mercenaries get their Energy recovery 2 levels before Smugglers do but Second Wind is almost strictly better by Level 12, since it scales with Max Energy.

Level 9: Like I alluded to above, I think Alpha Strike is fine as-is. If anything, I think Desperation needs the buff. It only works if you actually get down to 50% health in a fight, unlike Alhpa Strke, which always triggers. Little known fact, Mag Binders can Crit. It will force a Crit for Called Shot and Assassinate if used in the first turn. Granted, Smugglers are probably the class best suited to surviving at 50% HP, but I find it rarely even happens unless I'm sandbagging. And even then, +7% extra damage isn't enough to justify taking it, in my opinion. Oh, and Crit Chance is hard-capped at 50%.

Level 10: Sunder's problem is high Defense seems more common at lower levels, actually. Smuggler's bonus damage also means they don't care as much about enemy Defense.
 
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Balek Crisp

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Dec 30, 2020
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I think Smuggler is extremely strong. Granted, that's because it scales very well. It can be fairly weak early.

Stun Chance is especially potent in the hands of a Smuggler. Even intermittent Stuns can be deadly.
Vampiric is also very effective. When you're dodging most attacks, even minor healing goes a long way. And with Sneak Attack/Aimed Shot bonus damage, you're not healing for small amounts.

RE: Anno selling Smuggler's starting weapon
Geoff on Mhen'ga sells all the starting weapons. Also, Hold-Out Pistol != Holdout Hammer Pistol

Level 2: I think you're forgetting the Shock Bow and Grenade Launcher's Flash Grenade, which become very powerful with Shoot First, especially with Alpha Strike. Even before then, I've found an extra attack's worth of damage to be useful. Shock Bow also has the benefit of Concussive Shot.

Level 4: I agree Disarming Shot could probably use a buff. A lot of enemies are logically immune to it. Supposedly, Fenoxo did a pass to make enemies more vulnerable, but I haven't tested it in a while.

Level 5: With Haste, I think I could win pretty much every fight in 10 rounds.

Level 6: Quickdraw makes you functionally immune to Disarm, since you can unequip a weapon and re-equip to clear the Status. If Quickdraw makes consumables not take a turn, what's stopping you from just unloading everything and ending without the enemy getting a turn? (Aside from Inventory space, which you get +2 of.)

Level 7: One nice thing about Smuggled Stimulant is you can do things like Grenade->Smuggled Stimulant->Grenade->Grenade and end up with full Energy. Very convenient for trash fights. I don't think this row needs a buff, strictly speaking, but it does kind of feel bad when Mercenaries get their Energy recovery 2 levels before Smugglers do but Second Wind is almost strictly better by Level 12, since it scales with Max Energy.

Level 9: Like I alluded to above, I think Alpha Strike is fine as-is. If anything, I think Desperation needs the buff. It only works if you actually get down to 50% health in a fight, unlike Alhpa Strke, which always triggers. Little known fact, Mag Binders can Crit. It will force a Crit for Called Shot and Assassinate if used in the first turn. Granted, Smugglers are probably the class best suited to surviving at 50% HP, but I find it rarely even happens unless I'm sandbagging. And even then, +7% extra damage isn't enough to justify taking it, in my opinion. Oh, and Crit Chance is hard-capped at 50%.

Level 10: Sunder's problem is high Defense seems more common at lower levels, actually. Smuggler's bonus damage also means they don't care as much about enemy Defense.
The idea with Quickdraw's redesign was that you could throw out a free item AoE before then making an attack roll, or just lob out two grenades. Naturally, throwing out more than one would consume your turn, but it would otherwise provide more damage output... also I'm pretty sure the instant disarm condition removal is unintentional. That feels like it just ignores the purpose of the condition, especially since you're not supposed to be able to bypass it on New Texas, so why with that method in combat?

Also yeah, the grenade launcher doesn't really make it better... if anything, that makes the Flash Grenade ability even more useless, and doesn't really fit the idea of 'sneak attacking' or 'precise shooting'. You wouldn't really associate a smuggler with grenade launcher spamming.
 

Theron

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Nov 8, 2018
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That feels like it just ignores the purpose of the condition, especially since you're not supposed to be able to bypass it on New Texas, so why with that method in combat?
You're not supposed to bypass it on New Texas because your weapons are held at Customs. Otherwise, Quickdraw is most useful when using Lust weapons which are highly effective vs most biological sapients but useless against robots and animals.

Also yeah, the grenade launcher doesn't really make it better... if anything, that makes the Flash Grenade ability even more useless,
In fairness, Flash Grenade can Blind through Shields/Armor. It can also Blind all enemies in a fight. Blind Chance cannot.

You wouldn't really associate a smuggler with grenade launcher spamming.
And yet Flash Grenade is their Level 1 ability. And you have them crafting grenades when resting.
Also, I expect even a grenade is more effective when placed in the right spot.
 
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