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as for ai use other talents - they get tarrot card effects applied to them, which does increase the difficulty. and using luck regen per turn, also effects the enemy, so it can be a strategy changer as well.
the rest, well, didn't play with em.
No snags!
On the hardest settings I thought it was a god send. It mean that I had a safety net if ♥♥♥♥ hit the fan as it protected me a lil bit, also I could use my golden bullet.transfusion a few more times a round which is always nice.
Am finishing off the second scenario now so I'll try the next without the mod active for a change
and I tended to play at times with some heavy arterilly on one person - which required close to 200 luck to use even half of em - once dodges r factored in, and the limited restore options (mainly my choice there - iron man === healing item > luck restore item) * * * so, having regen there would be more beneficial in these scenarios. perhaps a 1 or 2 party member only run.
but yeah overall I totally agree - luck regen per turn increases battle longetivity and without proper playstyles and other in game mods to compliment it - worthless.
A favortie tactic of mine is using Crippler Ace card with a Revovler Rifle ( ammo capactiy mainly vs the 2 shot per turn pistols) and shooting 2 enemies per turn.
We all know the 2nd shot Never hits after that luck boost from the 1st.... but then again, there are times when u want to drop someones luck. perhaps so that 4 damage half cover musket can connect ;-)
Scattershot will miss 4/4 enemies in a wide-open group, they'll regen 10 luck & scatter, and then scattershot will miss 4/4 AGAIN (100-55=45+10=55-55=0=MISSx2) even if you manage to line up some of that same group in the open a second time.
At least on this first mission, it makes the shotgun scattershot ability utterly useless- the only way to kill the dozen or so enemies is to abuse LOS to get close for a 100%-to-hit, or luck out and have someone in the open you can Fan down. And they have more than enough people to pin you down with their reaction-fire circles. It's a little bit ridiculous.
The other 2 scenarios I played with it on, (method in madness, law & order), it worked out fine.
But this second main campaign scenario is REALLY not balanced for it, at least on hard.
That's actually the scenario I first tried the luck regen with and yeah, it made the first encounter last forever. Haven't tried it in the others yet but I can see it being a good thing if you're also using the enemies abilites modifier.