Palworld

Palworld

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What New/Reworked Pal Skills/Traits Would You Like to See?
With all the traits that affect Attack, Defense, and Work Speed, I'm surprised there isn't traits that can positively/negatively affect total HP, especially when you consider that HP is able to be influenced with souls like the other three stats can but has no traits that can influence it. So I'd throw that into the ring for new traits.

As for a reworked Pal Skill? I'd want to see Shroomer Noct have their passive completely changed. As it stands, both Shroomer and Shroomer Noct have the same exact passive. This means that, outside of purely aesthetic reasons, no one would ever really use a Shroomer in their base as an emotional support Pal because of its natural Nocturnal state giving it an edge over Shroomer. I'd change Shroomer Noct's passive to what I call, "Aggression Spores." While deployed as a Pal in a base, Aggression Spores will increase the Attack of all base Pals by 5%(10%)(15%)(20%)(25%) so long as it remains conscious. Does not stack.

In this way, Shroomer Noct gains a new identity not as a work foreman keeping everyone in line and sane, but as a support unit passively buffing your Pals for raid defense but, more specifically, against summoned bosses. And with a fully condensed Shroomer Noct, that bonus can go all the way up to 25%, making it a MASSIVE force multiplier more so than an additional offensive Pal. Of course, it needs to stay alive in order to provide this buff so getting those new HP traits on it, alongside Defense traits, so it has more of a chance to survive? Good idea.
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Showing 1-15 of 18 comments
Personally I think the stamina buffing passives should also boost HP, especially for ones that can't be ridden. I know there's a mod that does this, but I think that mod buffs things a bit too much.
As for the low tier passives that noone ever uses, I think they should be entirely reworked to very niche uses but aren't intrinsically worse than a gold or diamond skill passive. Like an attack or defense buff on low hp (think red and blue tearstone rings from dark souls)
Or a Cool Down reduction for specific element skills at say a 20% rate or so
i'd say anything with "ridable" or "rider now attacks in this element". i kinda want any ridable pal to be ridable regardless and when you make a pal collar, you'll get more mobility. currently right now, most pals are a downgrade when you go around fighting above it's level. you can't dodge or move out of some attacks. i don't mind moving slower when you don't have collar, but i want to feel the difference once i get a collar made.
I wouldn't mind a work/base passive that would allow Pals to take eggs out of Breeding Ranches and place them into storage chests.
Cash Feb 3 @ 8:30am 
Boss hunter

Increases damage dealt to Alpha bosses, Tower bosses and raid bosses by 50%
Killial Feb 3 @ 9:03am 
Actually, quite fair, in my opinion, regarding Noct pals. The dark element itself, thanks to its passive, is very strong for working pals. Therefore, identical versions will almost always be inferior to Noct versions if they have the same partner skills. Something needs to be done about this, I would say.

As for passive skills:
I also agree that there is woud be nice to have passive for HP.
Or, perhaps, for HP regeneration speed (at least when pal in the sphere).

Recalling various other passives from different games, I think, for variety, an option like "the last stand" would be interesting, which, upon receiving fatal damage, would allow a pal to stay alive with 1 HP for about 5-10 more seconds before falling. Or something like that.

Passives for the cooldown/efficiency of partner skills would also be interesting. For example, with the name "loyal partner".

Passives like "draught horse", to increase the player's weight limit (a good alternative for purely support pals, and also make pals with this partner skill even more effective).
tag545 Feb 3 @ 9:08am 
a speed stat for pal movement would be nice so it isn't just locked to skills.
The pals that giver carry weight should give more.
My little twink can carry 2000 units, but a giant dinosaur can carry like 200? seems silly.
Broncherry and Kingpacca should give like 1000 carry weight IMO, make them actually useful for more than a few levels in the early/mid game.
make surfent Terra stronger, or a lot stronger and not stack. being able to juice them to 20% wouldn't be broken because with 5 you'd have no flyiing mount, so it would still probably be suboptimal to bring 5 to go mining or whatever. I also don't think "ore is weightless" would be bad, especially if it required 4-5 fully juiced pals. I would advocate for either
15->25% via juicing (stacks to 100%)
or 40->80% via juicing (doesn't stack)
something that ranches for cave mushrooms
I read everything you wrote and I came to the conclusion that all Pals really deserve rebalancing in all ways, unique passives for Pals that are of a different element, balancing especially in raids. You should look at the speed of all mounts because there are some that are extremely slow and I hope you do that.
Yeah, I was thinking of a trait for help with Carry Weight too. Something like "Organized" for a lower tier version of it with the inverse, of course, being "Disorganized." That, or they could buff the passives for the like of Broncherry and company. Perhaps make it so Over Affectionate is stronger when fully condensed but it can't be stacked with itself anymore? Which would mean my Backpack team, as I call them, would have to change from all Broncherry to one Broncherry and whatever other unique passive that aids in Carry Weight but overall it'd be a net positive gain.
Just had another idea for a passive rework, this time for Kikit, as its current passive is kinda, well... pointless. I've only just gotten into the game but I believe, some time ago, there was a work trait known as Oil Extraction that would've made what Kikit currently has, which is reducing the weight of all carried Oil, to be useful? But with Oil Extraction gone, in place of automated Oil Extractors, the only time the player is actually going to be carrying Oil is if they find it out in the world, whether it be from specific Pals, Supply Drops, or running Oil Rig. And it isn't going to be in NEAR enough amount to justify having Kikit along to lessen the load unless said player has gone on one heck of a Smokie Safari.

So to make Kikit actually viable? The passive will be changed to, "Nose For Oil." This new passive makes it so that, when assigned to a base, the output from Oil Extractors in that base is increased. For example, at LVL1, Oil Extractors would produce 2 units of Oil per cycle, with the amount increasing by one each level for a max output of up to 6 units of Oil. Much like my idea for the Shroomer Noct rework, I don't think this should be allowed to stack to avoid completely breaking things. Or if it does stack, it can only stack based on how many Oil Extractors the base currently has. Or, barring that, it only being able to stack up to a maximum of say, three times.

This would make the Oil grind a lot easier, and make yet another Pal viable for use.
Originally posted by Killial:
Actually, quite fair, in my opinion, regarding Noct pals. The dark element itself, thanks to its passive, is very strong for working pals. Therefore, identical versions will almost always be inferior to Noct versions if they have the same partner skills. Something needs to be done about this, I would say.

As for passive skills:
I also agree that there is woud be nice to have passive for HP.
Or, perhaps, for HP regeneration speed (at least when pal in the sphere).

Recalling various other passives from different games, I think, for variety, an option like "the last stand" would be interesting, which, upon receiving fatal damage, would allow a pal to stay alive with 1 HP for about 5-10 more seconds before falling. Or something like that.

Passives for the cooldown/efficiency of partner skills would also be interesting. For example, with the name "loyal partner".

Passives like "draught horse", to increase the player's weight limit (a good alternative for purely support pals, and also make pals with this partner skill even more effective).

I like that idea for a Last Stand ability though I'd make it slightly stronger by making it so when the ability activates, the Pal has a massive damage boost until the timer eventually runs out and it is forcibly KO'd.

Heck, to add on to that? Why not a Parting Gift trait? When the Pal falls in battle, it provides an AoE heal to all nearby friendly units alongside increased health regeneration for a small amount of time. How to make the heal strong enough where it's actually viable to be considered for use is the question. Perhaps the strength of the heal is based on the fallen Pal's current Attack?
Originally posted by tikiman572:
With all the traits that affect Attack, Defense, and Work Speed, I'm surprised there isn't traits that can positively/negatively affect total HP, especially when you consider that HP is able to be influenced with souls like the other three stats can but has no traits that can influence it. So I'd throw that into the ring for new traits.

As for a reworked Pal Skill? I'd want to see Shroomer Noct have their passive completely changed. As it stands, both Shroomer and Shroomer Noct have the same exact passive. This means that, outside of purely aesthetic reasons, no one would ever really use a Shroomer in their base as an emotional support Pal because of its natural Nocturnal state giving it an edge over Shroomer. I'd change Shroomer Noct's passive to what I call, "Aggression Spores." While deployed as a Pal in a base, Aggression Spores will increase the Attack of all base Pals by 5%(10%)(15%)(20%)(25%) so long as it remains conscious. Does not stack.

In this way, Shroomer Noct gains a new identity not as a work foreman keeping everyone in line and sane, but as a support unit passively buffing your Pals for raid defense but, more specifically, against summoned bosses. And with a fully condensed Shroomer Noct, that bonus can go all the way up to 25%, making it a MASSIVE force multiplier more so than an additional offensive Pal. Of course, it needs to stay alive in order to provide this buff so getting those new HP traits on it, alongside Defense traits, so it has more of a chance to survive? Good idea.
Chillet Ignis. There is absolutely no debate.

It for sure is guaranteed. I bet that I don't even have to explain why.
Originally posted by tikiman572:
Just had another idea for a passive rework, this time for Kikit, as its current passive is kinda, well... pointless. I've only just gotten into the game but I believe, some time ago, there was a work trait known as Oil Extraction that would've made what Kikit currently has, which is reducing the weight of all carried Oil, to be useful? But with Oil Extraction gone, in place of automated Oil Extractors, the only time the player is actually going to be carrying Oil is if they find it out in the world, whether it be from specific Pals, Supply Drops, or running Oil Rig. And it isn't going to be in NEAR enough amount to justify having Kikit along to lessen the load unless said player has gone on one heck of a Smokie Safari.

So to make Kikit actually viable? The passive will be changed to, "Nose For Oil." This new passive makes it so that, when assigned to a base, the output from Oil Extractors in that base is increased. For example, at LVL1, Oil Extractors would produce 2 units of Oil per cycle, with the amount increasing by one each level for a max output of up to 6 units of Oil. Much like my idea for the Shroomer Noct rework, I don't think this should be allowed to stack to avoid completely breaking things. Or if it does stack, it can only stack based on how many Oil Extractors the base currently has. Or, barring that, it only being able to stack up to a maximum of say, three times.

This would make the Oil grind a lot easier, and make yet another Pal viable for use.
Or you can also make Kikit able to be tossed as a bowling ball; dealing massive ground damage to targets.
Last edited by Sam the big Toucan; Feb 3 @ 9:24pm
Killial Feb 4 @ 1:35am 
Originally posted by tikiman572:
I like that idea for a Last Stand ability though I'd make it slightly stronger by making it so when the ability activates, the Pal has a massive damage boost until the timer eventually runs out and it is forcibly KO'd.

Maybe so. Since many skills require more than 30 seconds to cooldawn, then perhaps some other boost is needed for the last seconds. Or at least attracting enemy threat.

And speaking of attracting enemy threats, I suddenly thought that maybe a bodyguard pal would be also a good idea. Either a passive or a partner skill. Which would redirect some of the damage players take to the pal. I think in combination with defensive passive traits (the same potential HP boost trait), this could help make a really good defensive pal.

Originally posted by tikiman572:
Heck, to add on to that? Why not a Parting Gift trait? When the Pal falls in battle, it provides an AoE heal to all nearby friendly units alongside increased health regeneration for a small amount of time. How to make the heal strong enough where it's actually viable to be considered for use is the question. Perhaps the strength of the heal is based on the fallen Pal's current Attack?

There are a few pals with healing, like Petallia or Lyleen. Considering that you lose a pal (and possibly their other support passives like Vanguard) in the case you described. Which means you're already sacrificing for the ability to only trigger once. And you also need to have other pals already damaged to plan for effecient mass healing. Which means you need planning. I think a little less than Petallia or Lyleen amount would be plenty. And also, so as not to make them less relevant in this aspect.
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Date Posted: Feb 2 @ 7:01pm
Posts: 18