Shadowrun Returns

Shadowrun Returns

Adept skills need to chage.
The killing hands, Magic resist, movement buffs all need to be constant and not triggered. You can set it up similar to cyberware, but make another tab called Adept skills, with every three levels of Adept magic, you can equip another slot of adpet skills, so at 9 you can have killing hands, move speed buff, and MR equiped. Wasting an action for essentially a passive skill is stupid and clunky.
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Showing 1-13 of 13 comments
IlluminaZero Aug 17, 2013 @ 4:25am 
The buffs being castable is fine IMO, gives some variety...

The Chi skills just need to not be so utterly useless.
fredingue Aug 17, 2013 @ 8:00am 
Adpet is the only class i did not have the feeling to test all over the campain. My supposed-to-be adept finally chop chop chop-ed his way to the final just using his machete then sabre (and just dodge 2, as a Troll he can't hide under a mushroom).
Chi seemed so useless to me...
Last edited by fredingue; Aug 17, 2013 @ 8:01am
Raevir Aug 17, 2013 @ 8:33am 
Has anyone maxed out adept stats to find out if its as effective as weapon combat in the end?
You only need to go to Chi Casting 6, that is the final level to get triple attack (which is a fairly good attack) as the rest of the abilities have a lot to be desired. MR isnt that great, and the ability to reduce damage by 5 for a few rounds is absurd when you realize it costs 2 action points to use. I almost always play a physical adept/melee samurai as its my favorite class type. Chi casting 6, plus high melee weapon skills is far superior than not using chi casting. That double and triple attack is brutal. As far as I can tell Chi Casting has nothing to do with actual combat as far as hit percentage and damage goes, so there is no reason to level it up.
Cutlass Jack Aug 17, 2013 @ 10:39am 
Adepts were specifcally mentioned by the Devs as something they plan to improve by the Berlin Campaign in their latest article.
Im just curious why anyone would go into melee weapons without chi, as its really inferior to 6 in chi.
Kalon Aug 19, 2013 @ 6:31am 
Chi Focus and Chi onslaught aren't listed on the chi casting ability bar.....wtf!?
Last edited by Kalon; Aug 19, 2013 @ 6:53am
Sichr Nov 12, 2013 @ 11:25am 
good they plan to improve this. Adept powers being active and thus paid by APs is something I would really miss without any tears if it disappears. Also being limited to only 4 Chi powers is pretty limiting IMO. With such a little diversity of powers, adepts are left with quite poor choices. Still. I love adepts, With more than 400 karma gained through The deep one and The darkness falls and a few others...
HBS_Jeffrey Nov 12, 2013 @ 11:36am 
Adept Abilities have been revamped as of version 1.1, Magic Resistance are now allways on as a passibe ability when equipped, and bonuses like Killing Hands and Stride have a passive bonus, and an active bonus for the full spell effect. As for the number of spells you can equip this is changed as you increase your Willpower...

Personally PhysAdepts are my favorite class so I can say if you build them right (high str, dodge, will, with a few choice Chi abilities) they can be quite the 1 man army :)
Dwagon Nov 13, 2013 @ 8:49am 
Best that I can tell, the powers were meant to mimic Adepts in the tabletop....mostly.

This is one place where the needs of an RP tabletop game do not coincide with Shadowrun. In character, it makes sense to not have something like, say, Killing Hands activated at all times.

But since Shadowrun Returns automatically distinguishes between combat and non-combat scenarios, it's rather pointless. (FYI, Killing Hands was a toggle in the tabletop that had no set duration. Though other powers did have set durations like the stat boosters.)

I may give Berlin a chance, since Adepts are by far my favorite archetype in Shadowrun and I really did not like how useless they were in Shadowrun Returns (most of my adept powers refused to activate, due to a bug or poor UI).

In the tabletop, Adepts so versatile, yet carry more risk starting out. (cyberware is much easier to cheese with starting resources, while adepts have to worry about essence loss from ALL sources. including wounds.)

If you can make enough Karma to Initiate, Adepts can become extremely powerful and/or useful in just about any role. (not just combat) Of course, every archetype has long term investement options; it's all about how you play and the licks you take.
Stymie Jackson Nov 13, 2013 @ 11:43am 
Even after 1.10 I kept all the Adept abilities in my UGC as always on. Only the damage modifier ability takes 1 AP to activate (down from 2 AP in the stock ability)...it still has the same passive benefit as the regular ability, Obviously, counter strike, mana fist and the free AP attack are untouched.

I also added in an upgraded version of Mana Fist as it's still useful to use against high evasion enemies, but not at 10 damage only. It was also trivial to add Improved Reflexes (+1 AP in the UGC) as an Adept ability as well for high-karma Adepts.

Makes adepts much stronger but they still suffer from being damage sponges due to having to get up close and personal and the AI logic valuing proximity highly when picking a target.

Other UGCs have added additional abilities as well like Quivering Palm style monk attacks...but those aren't really in Second Edition.
Originally posted by HBS_Jeffrey:
Adept Abilities have been revamped as of version 1.1, Magic Resistance are now allways on as a passibe ability when equipped, and bonuses like Killing Hands and Stride have a passive bonus, and an active bonus for the full spell effect. As for the number of spells you can equip this is changed as you increase your Willpower...

Personally PhysAdepts are my favorite class so I can say if you build them right (high str, dodge, will, with a few choice Chi abilities) they can be quite the 1 man army :)


Great news Jeffrey, thanks for taking the time out to inform us of these changes. I cannot wait to restart a new compaign with the revamped adept abilities. I have stepped away from the game but I eagerly wait for the next campaign to come out. Changing the title to Dragonfall has upped my expectations, and I cant wait.
OoooordEr Nov 27, 2013 @ 10:48am 
For some change, you might check out my data mod : SME (utna's) Chi Casting. It has 30 chi spells (most of them with passive abilities aswell) and a couple of foci weapons.
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Date Posted: Aug 16, 2013 @ 6:14pm
Posts: 13