Our comments are getting too large, too unwieldy. Throughout this response, I recommended that we wrap up some subjects here and there.
I'd have classified Sneak Attack/Aimed Shot as passive already, since they trigger with normal attacks vs eligible targets.
The difference is that it requires energy, and it can't stack onto other perk attacks. That's uneccessarily cumbersome. That's the reason a revision is beneficial, among other reasons.
Except that it's a clear reference to Han Solo.
Respectfully, this is irrelevant.
Additionally, if your weapon has an effect, you get up to 3 chances to trigger it first round. Alpha strike makes it a Crit, so actually a little more than 4 effective shots in the first round (Crits are double damage, but better than 1 extra attack for overcoming Defense). If I get a little lucky, I can one-round the Gabilani Chemist with the Sunsetter.
I never said
Shoot First can't be useful. You're missing the goalpost here. The goalpost, for the third time, is to create a cohesive class featuring perks that serve the class concept and serve both melee and ranged options equally.
Therefore, if you think this perk is beneficial, then it can be used elsewhere opposite to a feature
unlike Low Blow.
I'm having trouble parsing your meaning here. Do you envision Low Blow and Flash Grenade as doing damage?
Correct. You said,
You'd have to do something about effect durations to really stack that into something meaningful. Or have Perks that give a lowish chance to inflict a Status with a normal Attack.
I responded by pointing out that I already anticipated that. The examples I delivered already incorporated this: damage, then a chance to inflict a condition.
You're unlikely to get the bonus damage on the round they inflict the Status.
Not the goal.
Also, what do you put at level 1? Sneak Attack/Aimed Shot? If so, you have no means to trigger it at level 1.
There are general perks (the one you get automatically) and choice perks (the ones you choose from perk trees).
My suggestion was:
At 1st-level, the general perk is Cut to the Chase.*
The 1st-Level choice perks are Low Blow** and Flash Grenade.
* Inspired from
Sneak Attack/
Aimed Shot.
** I pointed out that
Low Blow in that context should inflict
stagger rather than
stun.
Stagger is more comparable to
blind. This makes
Low Blow a more equal option to
Flash Grenade. I brought this up because I know you wanted more equal representation between melee and ranged combatants.
So, yes, there's a means to trigger it at level 1.
I don't know if I'd classify them as necessary, but they're effective enough that it's a good idea to use them. The bonus damage from Sneak Attack/Aimed Shot more than makes up for somewhat low base damage, so you can keep using a lower tier weapon for a long time.
I think we've exhausted this specific subject to the extent that your comments have become, "Oh but don't forget about this!" w/out saying so, so your reponses sometimes come off as "I disagree and here's why."
Because if you scroll up, this is how the conversation has gone for this specific subject:
1. I state the smuggler class, for example, benefits from a crit increasing passive contingent on enemies suffering from a negative status condition.
2. You state this passive must overcome the fact that conditions have short durations.
3. I state there are enough negative status conditions active throughout enough of the battle. In fact, items like
custom shock gear help.
4. You state stun chance weapons are superior to perks inflicting negative status conditions.
5. I state that's not the point. A class should function autonomously from items. Items should improve efficacy, not fill the missing piece. In particular, where these items are rare and require optional effort. I use
custom shock gear for this example.
6. You state there are stun chance weapons other than
custom shock gear. You then list those items.
7. I state the items you listed are still rare and therefore, do not diminish that branch of my point.
From my perspective, there's no point in furthering this specific subject. You and I agree, more or less. We've just been talking around one another.
Let's pack this one up.
As it stands, yes, it is kind of awkward to have a setup round before doing your major damage. But you get a huge payoff for ~2 rounds. Especially if you've been increasing Intelligence.
You admit to the fault, then defend it because you can tolerate it.
Just because something is bearable, doesn't mean effort put into improvement is wasted. Here, erasing the fault improves the intergrity of the class in more ways then one. First, it permits the class to come online at 1st-level. No need for a "negative status condition inflicting" perk
and a "inflicts bonus damage because the creature suffers a negative status condition" perk. No need to wait until 3rd-level. Second, it improves access to the class concept's core feature. There is no reason why the Team should make it harder to access a class's core feature. Third, it permits the Team to build on it much easier through future perks and items.
That aside, INT isn't even considered a main stat to smugglers. It's REF and PHY/AIM. So why has the Team made INT a substantial stat for smugglers? Once again, the perks meander. These classes have poor foundations.
Let's pack this up too. I don't think there's a meaningful disagreement, if any disagreeement, here.
There's a balance to strike. A Class might not excel vs a given enemy, but it shouldn't be a total shutdown, either (Looking at you, Janeria).
I said nothing adjacent to shutting a class down. I said a class shouldn't excel in all conditions.
In the same paragraph, I pointed out that a smuggler has other tools. Closing out one option isn't a total shutdown.
Let's pack this up too. There's no disagreement.
In a game like this, some degree of item dependency is probably inevitable.
There's no reason for me to believe there's a compelling rationale behind this statement. Under the status quo, the classes function independently from items. Under the revision examples I gave, the classes also function independently from items.
I think you missed my point. A Ranged character can get significant Evasion or Shields from the Melee slot (a slot they're not using). Melee characters who rarely, if ever, use Ranged weapons* don't have much to put in that slot to benefit from. The best is likely either the Warden Shield from Tarkus, or the NaN Deconstructor/Hirudo Devourer because Vampiric doesn't exist on any Melee weapon.
*Especially now that it's possible to hit Flying enemies with Melee weapons.
Understood. I never noticed this, and I have no reason to disagree.
It probably has something to do with the fact that I started with Tech Specialist and Smuggler. I have this idea that taking Health damage is Doing It Wrong. Especially since if you have to use Second Wind, the opponent is just going to hit you again that turn.
I understand. There are three defensive measures: evasion (take no damage), health (suffer more damage before defeat), and shield (forestall taking damage). It just seems like evasion + shield is the more useful option.
My Melee Merc is currently using the Custom Shock Gear, Augment-Weave Armor, Pirate Prototype Shield and Shield Aug Bracers. 300 Shields. Still debating on whether to switch CSG for the Rough Leash. I'm leaning towards 'no'. What is yours using?
Prototype Pirate Shield
Leopard Print Jumpsuit
Queen Nyrean Spear
Saurmorian Railgun
Signet of Bravery
I don't consider this the optimal build. The one needed item is the
saurmorian railgun. This thing swiss cheeses enemies using its bonus hit rate,
Rapid Fire, and
Second Shot for five attacks at 41 kinetic damage, plus bonus damage from
Heavy Weapons and
Concentrate Fire, and then
stagger from
Rending Attacks. The other items are interchangeable (TiTs isn't so difficult that a player needs to optimize).
Also, I feel the values on health + defense items are numerically inferior. But I'm not sure if I'm imagining it or if it's the truth.