Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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yaguero Dec 25, 2023 @ 3:52am
Skill checks need rebalance
By mid-late act 2 and the act 3 I found a lot of skill checks with absurd difficulty.
A INT focused Pascal with skill focused advancement could not get better than a 30% chance in some of the. That leads to save spamming and boredom. Not funny.
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talemore Dec 25, 2023 @ 4:14am 
The skills do not provide anything of value in a videogame since we have save slots.

Focusing on stacking is one thing but at some point it become stupid that you need party members who have a little of everything to not fall apart as soon one enemy hits them.

The result is that it becomes late stage poker where you put everything on a coin and flip if all enemies dies at turn one.

What it should do is unlocking options depending on the amount you have.

But we're not the ones making the game.

They could had made it stacking like

+1 MP for each 50 Athletics
+1 wounds for each 25 caurose
+1 Profit factor for each 50 commerce
+1 tile ranged attack for 50 awareness up to 10 tiles
+1 critical hit chance for each 50 coersion
+1 chance to hit for each 25 logic
+1 damage to humans for each 50 imperium lore
+1 damage to demons for each 50 warp lore
+1 damage to aliens for each 50 xeno lore
+1 healing wounds for each 25 medicae

Demolition, perusation and tech use gets none since they are simply too common
Originally posted by talemore:
+1 MP for each 50 Athletics
+1 wounds for each 25 caurose
+1 Profit factor for each 50 commerce
+1 tile ranged attack for 50 awareness up to 10 tiles
+1 critical hit chance for each 50 coersion
+1 chance to hit for each 25 logic
+1 damage to humans for each 50 imperium lore
+1 damage to demons for each 50 warp lore
+1 damage to aliens for each 50 xeno lore
+1 healing wounds for each 25 medicae

Demolition, perusation and tech use gets none since they are simply too common
The rebalance they are calling for is not added bonuses to skills, it is lowered difficulties for the skill check. Adding +1 damage to aliens for each 50 xeno lore won't help you disarm a -120 xeno trap, for example.
Last edited by tempest.of.emptiness; Dec 25, 2023 @ 8:22pm
yaguero Dec 25, 2023 @ 5:21am 
In other games they use different systems l, like thresholds to pass the skills once you invest enough xp But my point here is that whit vanilla companions, investing in one skill and giving the spares to another, it is crazy to find 30-20% chance in a lot of places. It does not make any sense.
For example, in act 3 there is a BS skill check with around 30% chance when Yrlet and Argenta are in my crew. Two characters focused on BS...in other to get at least a 50% you woul need your MC to focus on BS thanks to back ground.
It just doesn't work well. Its annoying
REhorror Dec 25, 2023 @ 5:40am 
I play on Unfair and just savescum, it works, takes a bit of times tho.

The game should just bypass the check if you have enough skills.
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Date Posted: Dec 25, 2023 @ 3:52am
Posts: 4