New Levels Feedback

Lancer

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Nov 1, 2016
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Seeing as the comment poll in the blog is leaning so heavily toward Fen "adding another level or two" in time for the public patch tomorrow, that's probably what's going to happen. However, after the honeymoon period of near joy (slight exaggeration) wore off, I realized that we really don't know what we'll be getting as far as abilities go, as the most recent info on the planned tree is a couple years old, and is probably not up to date with Fen's plan (and no offense meant Savin, but your tree was kind of lackluster) . So what will we be getting with the new levels?

That question asked, I thought that instead of just making another thread that is wrapped up so quickly that it just becomes yet another off-topic discussion that slowly sinks off into the abyss, I'd make one that might actually help contain the spam of threads that will spring up with the inclusion of content so in such high demand. As of now the post has 135 comments, and it's only been out a few hours :eek:
 
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Upcast Drake

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May 27, 2017
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So what will we be getting with the new levels?
Hopefully harder enemies in the not too distant future, otherwise we gunna be OP as shit. Although I guess that's not really a problem, it's a smut game after all. If your main focus is on the combat mechanics and progression this probably isn't the ideal game for you.
 

A79

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May 18, 2017
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Well, let's start the betting pool on how many days before Dr. Lash gets buffed.
 

Lancer

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Nov 1, 2016
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AFAIK the shit in that document :allears:
Lol, I'm glad you agree xD
Hopefully harder enemies in the not too distant future, otherwise we gunna be OP as shit. Although I guess that's not really a problem, it's a smut game after all. If your main focus is on the combat mechanics and progression this probably isn't the ideal game for you.
Not exactly what I meant. I was curious (and mildly worried about - RIP drone techs) about the new abilities each class will be getting. There will be nine new abilities if only one level is completed, eighteen if there's two. That's a significant amount of content that will influence every fight. Combat mechanics aren't my main focus, but knowing that my character may not be progressing as well as they could have if they chose another class or if a simply better ability had been picked does cause a small, if constant decrease in my enjoyment of the game.
im guessing well all see what the new tech skills will be like
Thanks Sherlock.
Well, let's start the betting pool on how many days before Dr. Lash gets buffed.
I'm betting that now that you've pointed it out, the buff will roll out in the same patch.
 

Lancer

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Nov 1, 2016
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Looks like the new tech perks are up on the front page.
That's a negative, just the details for some of the current skills that were reworked. Some very good necessary changes imo, I will miss volley.
 

A79

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May 18, 2017
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That's a negative, just the details for some of the current skills that were reworked. Some very good changes imo, though I will miss volley.

Mea culpa. I never play as a tech, so I don't really know what their perks are. I stick to a melee/merc build.
 

Lancer

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Nov 1, 2016
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>No more Volley

:^(
I didn't even remember what the other optional skill for that level was as I had never picked it, so I went and looked it up. It's Overcharge, and has 50% less potential damage than volley. *sigh*

I hope overcharge gets a damage buff, or else that will be a direct nerf.

EDIT: Also it looks like only one level will be coming out in the next release, so I'm changing the thread title.
 

A79

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I didn't even remember what the other optional skill for that level was as I had never picked it, so I went and looked it up. It's Overcharge, and has 50% less potential damage than volley. *sigh*

I hope overcharge gets a damage buff, or else that will be a direct nerf.

Depending on exactly how damage gets calculated for charge weapon, you may see a major buff in damage capacity.
 

Lancer

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Nov 1, 2016
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Depending on exactly how damage gets calculated for charge weapon, you may see a major buff in damage capacity.
What do you mean by damage capacity? The description says it's a single attack with 150% your normal damage.
 

A79

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What do you mean by damage capacity? The description says it's a single attack with 150% your normal damage.

According to the front page, the new "Charge Weapon" perk will use INT as the basis for its damage calculation.
 

Lancer

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Nov 1, 2016
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According to the front page, the new "Charge Weapon" perk will use INT as the basis for its damage calculation.
Yeah, but it's melee. Techs aren't exactly the best class for that, even with the new skill.
 

null_blank

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Oct 29, 2015
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I just face roll things as a Treated ranged merc. Never liked tech from a mechanical perspective.
 

Xeivous

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Sep 21, 2015
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I do hope the whole shield vs drone tech thing is getting looked at as well. Having to choose between the two is easily tied if not worse than the complete lack of melee capability.
 

A79

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I do hope the whole shield vs drone tech thing is getting looked at as well. Having to choose between the two is easily tied if not worse than the complete lack of melee capability.

Unless you're using STR as a dump stat to the point of never increasing it, a tech should be able to melee as well as any other ranged build. The shield/tech vs. drone/tech divide... Hmm. I'm not really sure how one would best go about re-balancing there.
 

Lancer

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If the INT bonus is a straight addition to damage, melee will look a lot more attractive.
That may be, but it's still only one good skill in an area that's incredibly lacking.

I was just looking over the tech's abilities, and I came to the realization that there's only one other pair of (tech specific, everyone gets the same tier 8 perks) perks that has anything to do with the player's equip-able weapons, and that was the flat 20% damage boost at tier six.

With the new charge weapon skill combined with the Plasma hawk, a better weapon than the blacklight, ranged techs will actually become worse than melee techs :eek:

Unless you're using STR as a dump stat to the point of never increasing it, a tech should be able to melee as well as any other ranged build. The shield/tech vs. drone/tech divide... Hmm. I'm not really sure how one would best go about re-balancing there.
There have been at least two large threads discussing that very question, one not too long ago, and some excellent ideas were brainstormed. I can't remember what, but I do remember that pretty much every one was better than the current divide :D
 

A79

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That may be, but it's still only one good skill in an area that's incredibly lacking.

I was just looking over the tech's abilities, and I came to the realization that there's only one other pair of (tech specific, everyone gets the same tier 8 perks) perks that has anything to do with the player's equip-able weapons, and that was the flat 20% damage boost at tier six.

With the new charge weapon skill combined with the Plasma hawk, a better weapon than the blacklight, ranged techs actually will actually become worse than melee techs :eek:

Which means Overcharge would need a slight buff to maintain parity. It could be done by buffing range weapon damages, but that would create other issues, so...
 

Xeivous

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Sep 21, 2015
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Unless you're using STR as a dump stat to the point of never increasing it, a tech should be able to melee as well as any other ranged build. The shield/tech vs. drone/tech divide... Hmm. I'm not really sure how one would best go about re-balancing there.
Keep up is a strong word. Both Mercs and Smugs have abilities that allow for strong combos with their weapons. Techs do not. On top of that, they don't have the self healing and energy restores of mercs and smugglers.

The problem with the shield tech vs drone tech is that it makes you choose between having to make your primary defensive stat actually strong and a meh drone system that eats up your accessory slot. As for balancing things, my suggestion is always to stuff the shield boosts into the passive perks at the same rate as the other classes get their defenses, make drones the tech starter, and introduce a class equipment slot and redo the merc and smuggler starter skills and give them a bunch of class items. That or make a companion slot or something and buff the dog thing you get on NT and introduce other such beasties for smugglers and mercs to use.
 

A79

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May 18, 2017
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Keep up is a strong word. Both Mercs and Smugs have abilities that allow for strong combos with their weapons. Techs do not. On top of that, they don't have the self healing and energy restores of mercs and smugglers.

The problem with the shield tech vs drone tech is that it makes you choose between having to make your primary defensive stat actually strong and a meh drone system that eats up your accessory slot. As for balancing things, my suggestion is always to stuff the shield boosts into the passive perks at the same rate as the other classes get their defenses, make drones the tech starter, and introduce a class equipment slot and redo the merc and smuggler starter skills and give them a bunch of class items. That or make a companion slot or something and buff the dog thing you get on NT and introduce other such beasties for smugglers and mercs to use.

I should probably elaborate a bit. I use a melee/merc build, so I don't take ranged perks. I do still place points in my AIM stat with every level. While this means I'm never a monster in ranged combat, I still do alright when I need to switch to ranged attacks. I've had similar results with ranged/smuggler builds in regards of their melee capacity. In my experience perks, while useful, don't limit you absolutely to one form of combat.
 

Xeivous

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I should probably elaborate a bit. I use a melee/merc build, so I don't take ranged perks. I do still place points in my AIM stat with every level. While this means I'm never a monster in ranged combat, I still do alright when I need to switch to ranged attacks. I've had similar results with ranged/smuggler builds in regards of their melee capacity. In my experience perks, while useful, don't limit you absolutely to one form of combat.
I'm well aware of that level of play, as I max out my Steeles' stats and focus on one weapon type. What my complaint is that techs can't really reach the same levels of combat potency or lasting power that techs and especially mercs have.
 

Lancer

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Nov 1, 2016
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I'm well aware of that level of play, as I max out my Steeles' stats and focus on one weapon type. What my complaint is that techs can't really reach the same levels of combat potency or lasting power that techs smugglers and especially mercs have.
Small typo there.
 

A79

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May 18, 2017
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I'm well aware of that level of play, as I max out my Steeles' stats and focus on one weapon type. What my complaint is that techs can't really reach the same levels of combat potency or lasting power that techs and especially mercs have.

Don't techs get a perk that lets them reboot their shields once per battle? With that perk and a vamp blade, techs should do decently in combat.
 

Emerald

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Jun 8, 2016
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Don't techs get a perk that lets them reboot their shields once per battle? With that perk and a vamp blade, techs should do decently in combat.
Shields can be depleted pretty fast. What Techs need is Energy regen what with all their skills costing so damn much energy per use.

I remember Fen's reasoning in Sav's doc being Techs needed something to make them different or idk what it was, but reasonable options are to either give them energy regen to use their high costing skills, or lower the costs of their skills down a lot to where it isn't a hassle on one's energy to use them in the first place.
 

Xeivous

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Sep 21, 2015
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Small typo there.
whoops.
Don't techs get a perk that lets them reboot their shields once per battle? With that perk and a vamp blade, techs should do decently in combat.
A 25% refill. Plus the shield regen skills. Neither are particularly useful. I wouldn't mind not having a health heal if it were easier to maintain shields and energy without items and any damage to my hp would be my fault.
 

Lancer

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Nov 1, 2016
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Don't techs get a perk that lets them reboot their shields once per battle? With that perk and a vamp blade, techs should do decently in combat.
The vamp blade is really only a mid-tier weapon, even Emmy's version can't compete with the new top weapons. Besides, it doesn't help if the boss has no shields at all, or has a large enough health pool to go through after the shields are down.