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I don't think that its time to start nerfing stuff.
First step should be to optimise the way mobs act in combat, aswell looking at the stats and gear they are generated with, then its time to balance when anything else is flawless.
Also keep in mind that the area we are currently in, is meant to be the starting area. So mobs wont be that challenging and no one would stick here when the FTL gates are finaly open.
When that happens we'll get higher challenges in ascending Tiers, the farther we go from the center.
I have about double the amount of Int on one of my chars, cause I finished the prologue with level 10 , int30+ cause I didn't wanted to spend hours to see progress.
So it's up to the people if they sacrifice other stats in favor of Int to progress faster.
I, for myself, expect that I have to change my approach sooner or later, when the challenges get bigger, bugs and AI flaws are crushed, and that fast glass cannon style is no longer possible.
tl/dr
First crush bugs and flaws, then beef up the mobs to the desired level, then judge if something is too op , then start nerfing things.
regards
Arb
Disagree!
Thats just a cheap solution to circumvent the "fact" that skill increase has to be adjusted, to a point where it doesn't matter if your weapon can land more successfull hits in the same time.
It just a matter of numbers, for example: Pistol/Smg have 25% higher fire rate compared to SG
So either boost SG skill gain a bit or lower pistol/Smg and so on with all weapon types.
How much impact Int has or should have is a different thing, in the end it is the same for all weapons/skills
Again with the differences in skill gain based on weapon type , you are litterally forced to spend more Int to come on par with fast weapons/Pug etc.
I still think, bring weapons to an equal level , remove the flaws in the enemy AI, scale their dmg/armor to a desired point, check the impact from attributes from gear at the player (doesn*t seem to work atm) and then start nerfing.
Arb
Enemy AI is really affecting the game in a way that is making encounters too easy and needs to be addressed right away - I'm on it. That becomes more pronounced the further you progress. I do want players to feel a power curve.
I'll be working on all of this incrementally over time with AI on my list first.