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Originally Posted by
Divide
Before I start, the revamp had to take some time so thank you for diving into it and making it forum readable and all of that.
You're welcome. I thought if we want a proper change we need to show those who can make those chances what we want them to look like. so i did.
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I'm initially reeling reading this and kind of altogether balking at the idea presented, but I think bottom line is I need some time to really comprehend and experiment with what this might lead to. It would be interesting if someone were to be so ultra-awesome as to put these proposed changes into nskill to see what kind of builds you could do.
Your comment about diversity is a great start, but it would be helpful if you were to present a collection of setups for one class and point out their high and low points. One thing that will completely destroy this sliding scale of skillpoints vs statpoints is that there are skillcaps for items. You can only get so good at aiming something or can only do so much damage with X weapon. If these caps were removed (or re-negotiated), that would open opportunity for players to buckle down on skillpoints for a build.
I'm sure I could come up with a few setups - at least outlining them. For now, however, I had intended to present you all with the results of my thoughts.
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My dumb thoughts, in no particular order:
Is it really necessary to have implants put a damper on the opposite skill? If I'm slapping a rifle chip in my head, do I really need some -pc to balance that? Seems over-thought and under-applicable. In what scenario does a rifle/pistol spy pose any more threat than a pure pistol or pure rifle spy? Why do we bother putting enough thought into the negatives of implants that we end up putting -HC on a +RC or PC chip?
I agree to your point here. As far as I am concerned I wouldn't have put any negatives there at all as cyberware is an improvement over mortal flesh. Thing is, however, that some implants need penalties to maintain some sort of balancing - in example to prevent the hybrid monks you are mentioning later on. So I largely kept the penalties on these types of implants so that all combat implants have some sort of drawbacks.
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Aren't the tier4 stat boosters a little high on requirements?
no. They were designed with the idea of providing a hefty bonus so that say a tank could use it to unlock his last PA. Other classes won't really need it. (what would a monk want with +12 STR?) This is negotiable though.
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Can we please just get rid of +endurance on implants? Seems like a total waste of points in most/all cases.
For example - in what scenario would anyone want to choose the proposed Exp. Reflex booster over the plain ol' Reflex booster? Options alone don't create diversity. Good options create diversity. Changing out +END for +WPL or +TC could make the Exp. Reflex booster a contender.
WEP is a good point. I hadn't thought of that. acquisition of a target could be considered being linked to reflexes, so it is reasonable. T-C, however, is not.
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Isn't it time some attack gloves are introduced other than the Psi gloves? Don't we shoot our guns of swing our (stupid) melee with our hands? We added in a whole lot of implants for traders, why don't we just finish the marathon?
60 Machina Heavy Glove Str:60 Str:+2 HC:+15 T-C:+5
60 Machina Melee Dummy Who Needs to Go Play Some Other MMO Glove Str:60 Str:+2 TRA:+5 MC:+15
60 Machina Rifle Glove Dex:60 Dex:+2 RC:+15 T-C:+5
60 Machina Pistol Glove Dex:60 Dex:+2 PC:+15 T-C:+5
60 Machina Droner Butthole Glove Dex:60 Dex:+2 TRA:+5 RCL:+15
Nice idea and reasonable bonuses. I would, however, select a different name for the melee glove.
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No dex backbone could be paired with a holovest unless you wanted to walk around with only a pack of tictacs in your quickbelt. There is no reason to run a holovest setup with any other backbone other than +dex... because there is currently no reason for any spy to rock a +Str backbone. Couple that with the fact that rifles are significantly heavier than pistols and you are basically building a backbone series that will only ever be able to be used by pistol spies.
I've never used a holovest to begin with. Yet as far as the dex-backbones are concerned, the idea is to use them to get more agility and speed - as counterpart to the CON-implants, which slow you down but increase your survivability. I deliberately designed this so that those who would want TRA would have to use strength backbones - because that is their purpose after all.
I am well aware that this is a rather fundamental change, but I hope you see my point. You can get the dex you want elsewhere - from the Tier 4 dex chip for example.
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Part of the blind area here is that armor has its own revamp going and everything is so synergistic, it is difficult to make a decision without knowing what the next step in the process will actually look like.
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Weren't backbones in NC1 +1/3/5 primary stat? Would love to see that scaling back for many reasons, but that depends on the armor system update that is potentially on the horizon. Back in NC1 putting a Str booster 2 into your spy meant you could rock some Inquisition armor which was freaking game changing. There is no incentive with the current armor system (or backbone system for that matter) to attempt to reach for higher levels of Str as a spy, or a PE.
The incentive you speak of is precisely what I was aiming for with the dex-backbones. To make the player think "What do I want? and how do I get it?"
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Dismayed a bit at the complete lack of hybrid monk chips. No one wants the return of the hybrid nuker/healer/tanker, but many people out there want to see room for some hyb monks again.
I am currently working my monk towards hybrid, too. and with the bonuses I put there it should be possible to at least use both types of modules - depending on the armor revamp you mentioned. Neither would be extremely powerful over the other, but both should be able to be used. if my math is off we would have to lower some penalties there.