Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tinker I[cavesofqud.gamepedia.com]
Tinker II[cavesofqud.gamepedia.com]
Tinker III[cavesofqud.gamepedia.com]
Taking 29 in most other stats is a reasonable build because they provide you with supreme capability in some area that will help keep you alive, usually in a way that compounds the higher you get it - 29 Agility makes you flawlessly accurate and very hard to hit; 29 Strength lets you crush enemies with ease; 29 Toughness makes you almost impossible to kill; 29 Ego makes you a mind-wrecking Esper; and even 29 Willpower has its uses with the right activated abilities.
29 Intelligence is almost worthless. Skill points, unlike the rewards for all the other abilities, yield diminishing returns - you're going to buy the best skills for your build first, so by the time you have 29 Intelligence you're investing them in dregs that no longer help you. Pouring that much into one stat weakens you at everything else, and with Intelligence you're not getting anything useful to make up for it. Similarly, by the time you're at 29 Intelligence, identifying items has long since become trivial.
The fact that Tinker III is mostly not that valuable anyway just compounds the problem.
Basically Intelligence needs to scale to something more important if dedicated tinkers will be a thing - something you can actually rely on to keep you alive as your core combat trick, not a minor fringe benefit. Because the reality is that when you invest that much in one stat, you are giving up most of your other combat capabilities, and since the game is mostly combat, that means that investing 29 in Intelligence and not getting a basic combat style in return leaves you with a build that often just doesn't feel viable.
Inteligence would help you stay alive by providing you with better artifacts and crafting in general, i think that's what they went with. But ye the stat defintely need a boost, or at least the inteligence skills. Tinker 1,2,3 would feel alot better if it gave you a 3 choices of a recipe or a random one upon every level you get like mutations. And some rework to turrets, maybe give them infinite amunition that they can use from their own hp like some other turrets
The biggest problem with tinker 3 imo is that even if you put all the points and invest into it hard, you will never find the materials needed for it, or you better off just finding the item itself
Maybe flesh out first aid and tactics more?
This is also a problem, yes. High-level crafting ingredients are as rare as the items you build with them, if not rarer (Antimatter Cells and Phase Cannons in particular are far easier to find than the bits they're made out of, to the point where it makes sense to use them as your source for tier 8 bits - except that they're two of the main things you'd want to build, so if you have access to them then you don't need Tinker III at all!
Tinker 3 should allow you to combine random components and see what comes out, much like cooking does. It should allow you do do this without a recipe, therefore making the cost of Tinker 3 at least somewhat worth it. Give me something to do without my hundreds of bits if I don't feel like spamming grenades lol.