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Αναφορά προβλήματος μετάφρασης
If anything i'd rather remove that chance from PSI than buff everything else. No need for arms race.
Taste for blood doesn't get removed once you miss, burst doesn't stop if you miss, with sledge it can be painful, yeah, so is with snipers, but they do the most damage if they hit once without needing dumb ass skills.
Because having someone with constant -20AP to Flurry and +100% damage from Onslaught is not overpowered?
And with that cost of attack you can get all the MP you need (1 flurry = +24 MP basically).
I think you are arguing with something i didn't say.
Are you suggesting the game is balanced around no reloads gameplay..?
Taste for blood is different in many ways. First, it need for target to be living and ability to bleed. Meaning that it's limited in where you can apply it. Second, for melee it's not always possible to get a kill/hit every turn, so you can easily get this buff lost, meaning that it's on timer and need constant attacks to sustain. Unlike TFB, Onslaught requires only hit and damge and doesn't have timer. And the damage bonus is twice of what TFB can get. So stuff like that would need ot be reworked with no-miss mechanics.
if there is no miss chance, there is no need for luck. That's what the question was all about. having the ability to get 100% attack is really powerful with those feats.
Then save/load how much you like) You might as well say something like "what's the point of experience if i can just export max level character and start a game with him".
I would say that the better you plan you combat the less you need to savescum. And i don't think that just because some people savescum because they didn't roll a number they like, rolling should go away form the game.
If anything some unpredictability is what spices the game, otherwise it would be too boring being able to plan all moves ahead (and those moves not exactly varying between combats). Situations of the variety "oh shit, i missed three time in a rows and now i need to deal with the aftermath" is what i remember from a game most, not the "oh well, it's gone exactly as i planned"
are you suggesting that right now you can realistically, consistently lose to enemies that have below-5% chance to hit you simply because it was rounded to 5%?
It's nice when you secure the maximum hit chance with stuns/traps, yet miss on first strike of flurry, rendering you basically helpless and with little AP left and zero damage done, and it's on motherfucking cooldown. Planning, my ass. [/quote]
"Unpredictability" is when your gunshots/explosions alert nearby enemies that you're not aware of and they get to join the party, yeah. Not when you fuck entire engagement up because you missed once.
If, for example, you are entangled you can't get a hit on an enemy with a melee because you can't reach him, so one turn without a hit/kill and stack is lost. I've been there, Onslaught has 2 turns timer, meaning much larger window of opportunity to keep it. And even without that, it's twice as powerful (Flurry is even more powerful) and applies against any kind of enemy compared to TFB
Jesus, are you dumb or what? I know that PSI is op, I ALREADY SAID SO, we are not comparing PSI to something, we are comparing similar weapons and feats (like taste for Blood and Onslaught). If devs start buffing everything to the level of psi, every difficulty would be an Easy one, which is why i said that i'd rather nerf PSI to avoid the arms race. Or to just leave it alone, and let Styg to insert his wizard fetish in the game how much he wants.