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You could start with a jumpstart in certain skills, and have some access to a few things sooner than usual, or pick a trait or career that'll inflate a skill more than normal.
However with each skill level needing exponentially more points than the last, you'll level up most lower level skills fast and start to slow down when getting closer to the max level.
I have noticed a slightly different skill level distribution when I played difficulty, like forgoing sharp melee for the entire run, or trying to focus more with ranged weapons, but most of the basics skills like strength, sprinting, crafting, construction, and others you can't avoid (especially in solo) your skill levels will look similar for each run.
If by "defense course" you're referring to Self Defense, this is actually not a good trait. It's only helpful during the early game, but makes virtually no difference later in the game since it's just a flat +3 damage. Using better weapons and leveling up Blunt Melee and Sharp Melee will heavily offset the bonus from Self Defense.
I wouldn't recommend taking it even if you plan on focusing on melee.
Exactly this. At least now I know that what I'm experiencing isn't out of the ordinary. Thank you.
Noticed the bug last night. Means I'll have to wait till the next update in order to start a Tank character.
Agreed. Except that with most other Traits it pretty much comes down to Role Playing. I want a Tank and it makes sense that a Tank would have that skill. Just a shame that it's not a percentage and a better one at that.
1. Stealth - Lab Assistant
+ Decathlon Competitor
+ Fanny Pack
+ Inconspicuous
- Dry Skin
- Hearty Appetite
- Slow Healer
2. Tank - Summer Intern
+ Buff Brainiac
+ Decathlon Competitor
+ Fanny Pack
+ Self Defense
+ Thick Skinned
- Dry Skin
- Hearty Appetite
- Painfully Obvious
- Slow Healer
- Slow Learner
- Weak Bladder
3. Forsaken...Summer Intern with All Negative Traits and No Positive Traits
All played on Apocalyptic Difficulty of course :)
Some of the Traits are taken because they "Make Sense" in an RP kinda way. The first two builds have 0 left over points as well. All thoughts are welcome :)
I'm hoping that at some point they'll do a rework of traits. They've already made some changes to jobs and some to traits too, but traits in general still seem to need some more changes. Some traits are clearly more useful than others while others are just not useful at all.
For instance, besides that Self Defense should be changed to a percentage rather than a flat value, Fear of Violence only gives +4 points for something that severely limits your character. It should be a lot more than that.
Agreed. Compared to Narco which is just an inconvenience and gives more points.
its one of only 3 positive traits that never lose thier usefulness and never become obsolete. the other 2 beeing buff brainiac and fanny pack.
weak bladder is actually a positive trait in disguise because mugnades are OP.
they already confirmed they want to make more changes and think about ways to make jobs more unique without adding OP traits to each.
by 1.0 the system should be finialized.
they are still uncertain if they wanna provide a way to respec traits where if they do it itll be limited to a 1 time deal per character as they feel the trait system would become pointless if the player could just respec
Actually, this is exactly why Self Defense becomes obsolete later in the game.
+3 damage when you're just starting the game, where your Blunt and Sharp skills are low, and using weapons like a Makeshift Spear or Pipe Club, is great. It's a damage increase of at least 30%.
+3 damage when you're later in the game, using better weapons and with higher Blunt and Sharp skills, is considerably less useful.
Let's say you're using a Lightning Spear with Sharp 10. That's 36 damage, or 39 with Self Defense, which is less than a 10% increase.
With a Laser Sword and Sharp 10, it'd be 50 damage and the increase from Self Defense is even less considerable.
With heavy weapons it's even worse. An Impact Hammer, for instance, and Blunt 10, that would be 70 damage. The +3 from Self Defense is less than 5% of an increase, which virtually makes no difference.
If they change it to a percentage increase instead, it'd never stop being useful. And they could make it so the damage bonus is a minimum of +3, so it wouldn't lose its usefulness during early game.
EDIT: just to add a note here, I understand that you were saying it doesn't become obsolete because it always provides a bonus even if your skills are maxed out. The counterpoint I'm providing here is that, while this is true, the bonus provide becomes less and less useful over time, until reaching a point where it virtually makes no difference.