Recently, I came across an old thread with a link to a design document for levels 9-12. Since levels 11 and 12 are coming soon*, I thought it might be a good idea to bring it up again for comments. A lot has changed since 2017.
*After the JavaScript port, apparently. I'm guessing late this year (unlikely) or early next year (more likely). Hopefully not late next year.
My comments:
Any thoughts on the proposed perks for levels 11-12? On balance in general?
*After the JavaScript port, apparently. I'm guessing late this year (unlikely) or early next year (more likely). Hopefully not late next year.
My comments:
Helldiver: OK, I guess. I'd have to go through and see how many enemies do Thermal damage. Of course, it's not about how many enemies do Thermal as will do Thermal. Level 11 is Uveto+. Come to think of it, what is Thermal? Burning? Freezing? Burning || Freezing?
Sturm und Drang: The phrasing suggests it benefits from Second Attack. May actually be better with a Stunning weapon, since you can guarantee the enemy was Stunned when you attacked.
Overhead Blow/Stunning Power: These seem to be candidates for the other choice. Both of them have a Stun chance. I'd prefer Stunning Power because a separate attack would devalue Power Strike compared to Rapid Fire, which benefits from everything. Also, Mercenaries already have a Stun attack, Headbutt. Giving another seems unnecessary, especially since Power Strike is 5 points cheaper and does more damage. Note: Power Strike can't get Stuns from Stun Chance weapons, but Rapid Fire can.
Is it just me, or is there nothing for Ranged on this level? Additionally, if Sturm und Drang involves a melee attack, you may as well have gone ahead and gotten to 40+ Physique, making Bigger Guns less attractive. Reaching 40+ will only become easier with a higher stat cap. Bigger Guns could probably use an additional benefit. Negate Evasion penalties from weapons, maybe?
Sturm und Drang: The phrasing suggests it benefits from Second Attack. May actually be better with a Stunning weapon, since you can guarantee the enemy was Stunned when you attacked.
Overhead Blow/Stunning Power: These seem to be candidates for the other choice. Both of them have a Stun chance. I'd prefer Stunning Power because a separate attack would devalue Power Strike compared to Rapid Fire, which benefits from everything. Also, Mercenaries already have a Stun attack, Headbutt. Giving another seems unnecessary, especially since Power Strike is 5 points cheaper and does more damage. Note: Power Strike can't get Stuns from Stun Chance weapons, but Rapid Fire can.
Is it just me, or is there nothing for Ranged on this level? Additionally, if Sturm und Drang involves a melee attack, you may as well have gone ahead and gotten to 40+ Physique, making Bigger Guns less attractive. Reaching 40+ will only become easier with a higher stat cap. Bigger Guns could probably use an additional benefit. Negate Evasion penalties from weapons, maybe?
I'd suggest Power Armor negate all other Evasion penalties (since all Power Armor weapons have an Evasion penalty). Right now, using Power Armor weapons with Power Armor just increases the damage you take, possibly overcoming the high defenses. You're best off using the Rouser to deflect bullets (and lasers).
Die Another Day: A free Blind for Sneak Attack/Aimed Shot might be enough to save you, if you're near the end of the fight (and the enemy isn't Immune), otherwise a free Stealth Field Generator would probably be more useful. If you're below 33% Health, I hope you've got high Evasion and the enemy isn't using attacks that ignore it.
Twist the Knife: Might actually make Burn Chance worth something. Oh, who am I kidding, Stun Chance is still better. You get full Sneak Attack/Aimed Shot damage + Bleed and it lasts just as long. Frankly, I'd make Sneak Attack/Aimed Shot trigger on the full range of listed conditions. Maybe throw Trip on the list, since that's a thing that PCs can do now. Actually, if it works on Sunder, that may make the Shoulder Grunch the Smuggler's best friend if you didn't take Can Opener and can afford to give up Light Jetpack.
Scoundrel's Flair: Extra Sexiness in the new Lust system is likely good for Tease builds, but only if you didn't take Ice Cold.
Twist the Knife: Might actually make Burn Chance worth something. Oh, who am I kidding, Stun Chance is still better. You get full Sneak Attack/Aimed Shot damage + Bleed and it lasts just as long. Frankly, I'd make Sneak Attack/Aimed Shot trigger on the full range of listed conditions. Maybe throw Trip on the list, since that's a thing that PCs can do now. Actually, if it works on Sunder, that may make the Shoulder Grunch the Smuggler's best friend if you didn't take Can Opener and can afford to give up Light Jetpack.
Scoundrel's Flair: Extra Sexiness in the new Lust system is likely good for Tease builds, but only if you didn't take Ice Cold.
Shock Absorbers: You don't want to get hit in the HPs as a Tech Specialist, so this isn't all that useful. And I don't think there are currently any attacks that bypass Shields that are Electric. Physical and Burning, but not Electric.
Sentry Defense: Depends on how much damage it does and how much durability it has. Does it's damage scale? I assume it does, with the note about Drone Control. For that matter, do it's defenses (HP/Shields) scale? If not, it's effective damage gets reduced twice (level based defense + scaling HP) and/or it becomes more easily destroyed at higher levels. If neither, it becomes obsolete even faster (damage gets less effective, stays active for less time).
Shield Bubble: How many fights would this be useful? Currently, even those that it would, you're highly unlikely to be level 11 yet. Worse, it's mutually exclusive with the ally-generating Sentry Defense. It's probably better saved for level 13 so you can have it with Sentry Defense, making SD scale better and it can be useful outside the rare combats where you have an NPC ally. Or make it the base perk for level 11. Maybe swap with Shock Absorbers and make the bonus also affect Shields?
Sentry Defense: Depends on how much damage it does and how much durability it has. Does it's damage scale? I assume it does, with the note about Drone Control. For that matter, do it's defenses (HP/Shields) scale? If not, it's effective damage gets reduced twice (level based defense + scaling HP) and/or it becomes more easily destroyed at higher levels. If neither, it becomes obsolete even faster (damage gets less effective, stays active for less time).
Shield Bubble: How many fights would this be useful? Currently, even those that it would, you're highly unlikely to be level 11 yet. Worse, it's mutually exclusive with the ally-generating Sentry Defense. It's probably better saved for level 13 so you can have it with Sentry Defense, making SD scale better and it can be useful outside the rare combats where you have an NPC ally. Or make it the base perk for level 11. Maybe swap with Shock Absorbers and make the bonus also affect Shields?
At level 8, Second Wind became better than Burst of Energy (66.5 Energy + 80 HP vs 60 Energy), now it's superior to Smuggled Stimulant (75 E + 120 HP vs 75 over 3 rounds). Upgrading Smuggler and Tech Specialist Energy recovery probably wouldn't be out of line. Maybe Burst of Energy/Smuggled Stimulant can give bonus Evasion while active?
Getting Second Shot or Second Attack if you missed it earlier isn't bad, if you have the stats for it.
Not needing a Bonus Hit Rate weapon for your additional attacks is potentially useful, since you can then use weapons with better base damage/can Crit/Stun/Trip.
Getting Second Shot or Second Attack if you missed it earlier isn't bad, if you have the stats for it.
Not needing a Bonus Hit Rate weapon for your additional attacks is potentially useful, since you can then use weapons with better base damage/can Crit/Stun/Trip.
Right now, Tech Specialist has the most abilities to spend Energy on, but the worst recovery. Granted, Shield Hack/Charge Shield aren't that useful, and I rarely find myself using Gravidic Disruptor/Thermal Disruptor either. If Melee, they don't have to worry about Energy because they only spend 15 Energy for a buff that lasts the whole fight. If Ranged, their extra damage is dependent on expending 20 Energy/round. Yes, it has a possible Stun effect, but you break even with only 2 rounds of Overcharge. More than that, and you need to Power Surge/Deflector Regeneration in trivial combats afterward. I admit to not having played a Ranged Tech, so maybe it's better than I think.
Smugglers are dependent on landing Flash Grenades/Low Blow (without a Stun weapon), but Flash Grenade is 10 Energy, Low Blow is 15, and they have better Energy recovery (at level 7, before then they're kind of screwed).
Smugglers are dependent on landing Flash Grenades/Low Blow (without a Stun weapon), but Flash Grenade is 10 Energy, Low Blow is 15, and they have better Energy recovery (at level 7, before then they're kind of screwed).
Active Ability Count
Mercenary
1. Headbutt
2. Power Strike/Rapid Fire
3. Take Cover (Optional)
4. Carpet Grenades/Detonation Charge
5. Sturm Und Drang/Overhand Blow
Smuggler
1. Flash Grenade
2. Low Blow (Optional)
3. Stealth Field Generator/Disarming Shot
4. Gas Grenade/Grenade
5. Mag Binders
Tech Specialist
1. Paralyzing Shock
2. Overcharge/Charge Weapon
3. Static Burst
4. Gravidic Disruptor/Thermal Disruptor
5. Charge Shield/Shield Hack
6. Sentry Defense (Optional)
Mercenary
1. Headbutt
2. Power Strike/Rapid Fire
3. Take Cover (Optional)
4. Carpet Grenades/Detonation Charge
5. Sturm Und Drang/Overhand Blow
Smuggler
1. Flash Grenade
2. Low Blow (Optional)
3. Stealth Field Generator/Disarming Shot
4. Gas Grenade/Grenade
5. Mag Binders
Tech Specialist
1. Paralyzing Shock
2. Overcharge/Charge Weapon
3. Static Burst
4. Gravidic Disruptor/Thermal Disruptor
5. Charge Shield/Shield Hack
6. Sentry Defense (Optional)