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I'm not entirely sure the interpretation of my title as an absolute statement rather than a general comment on how unlocking traits is often detrimental would be a constructive thing to post about, but I'm sure you had some reason for doing it.
Concerning your second sentence, I have no clue what you're talking about.
The only time I mentioned Charismatic was when talking about my character's starting traits. You might have also noticed it's not among the traits I said I was interested in seeing appear in my level up options.
I realize some traits can only be taken at character creation and I'm fine with that.
If you can't see the value of most perks you need to learn more about the game.
This especially seems super weird.
So your plan is basically to restart every time you play a different class.
Because I can assure you that soldier, for example, needs a completely different perk list than doctor.
Good luck with that...
How is it a "git gud" issue? This game is stupid easy.
Once again, I know that most traits have their use. But even if a trait is excellent, that doesn't mean I want it on my list. Maybe it has no use for that particular character, maybe I think it's OP, maybe I just won't be using the particular strategy that it supports. In any case, the more traits you're forced to have in the pool, the less reliably you can get the traits that you want.
I don't need to restart every time I want to play a different class, I can just unlock a few key traits and leave the ones I don't ever intend on using. For example, I don't usually like having followers in video games, and that means there's a whole lot of traits I don't need to unlock.
Besides, I could simply have a different save file for different trait unlocks. It's just inconvenient that the game would force players to mess around with files when it could simply keep the minimum trait pool small.
At this point I feel like I'm repeating myself a lot, and it seems like every one of my responses are to posts that have zero relevance to the subject.
Aye, I agree.
There's seriously no need to trim the list down so far. Big Bullets may need a bit of a fix, but other than that... everything has a use. After all, even when playing with the same class, the SITUATION can be different, so you may have reason to make different choices on different playthroughs. It's the same with items. They're all good. But you make decisions based on the situation and what you already have. There's a bazillion ways to create a strong build for any character.
Er.... if you're playing the game by only allowing the "perfect" traits/items for the build you want to create from the beginning, then your perception of the game's difficulty is probably a bit off.
Turn everything on after unlocking everything, and THEN start beating the game every time, regardless of chosen character, and you might be in a position to say it's "stupid easy". After all, a game like this isnt balanced around having "perfect" builds every bloody run.
And even then, it's possible to keep ramping up the difficulty via mutators.
The reason people keep saying things like "git gud", is because once you HAVE gotten good... you find that you dont need to have only incredibly specific traits/items to create a really strong character. And you'll actually learn that traits/items you THINK arent useful, actually really are. I mean, that's the case in any game in this genre, but it's relevant to Streets of Rogue more than any, since the game HEAVILY rewards creativity and improvisation.
Again, it's your game, you can and should play it how you want to (the point is to have fun, after all), but there's reasons why everyone is reacting to your posts the way they are (we're not trying to be rude or anything, just to be clear). Particularly considering the sorts of players that games in this genre tend to attract. The RNG and the need to improvise and make tough decisions are typically one of the attractive points about games like this. So for many fans, the idea of mostly removing that RNG and that need to improvise will be rather baffling.
I mean, it's like if you were playing Binding of Isaac, and turned off 500 freaking items just to make the god-tier items appear every single run and that's it. You CAN play it that way (mods and all), but most fans would be baffled, and will ask: What's the point? Where's the challenge/fun? That's where alot of this is coming from.
Sorry, I dont mean to be so rambly here, but I'm very bad at being concise.
You are playing a roguelike.
I don't know if you have experience in this genre, but any other roguelike I played did give the player way less control over what stuff they get.
Usually none at all.
The genre is just like that.
If you don't like it, this kind of game probably isn't for you.
I don't care all that much about optimizing power, I mostly care about optimizing fun. A lot of the traits simply don't do anything. A sucky trait is totally fine if it's one that I'll enjoy playing with, too.
But if that trait never shows up because the list is filled with boring/useless traits, then leveling up does nothing.
Only down to the minimum number of traits, which is raised when you unlock new traits. Which means a whole lot of useless and boring traits cannot be disabled.
First things first, this is NOT a Roguelike. It's an action game and not turn-based, it's not tile-based, and the permanent progression isn't purely horizontal, it's quite a bit vertical.
While I like Roguelikes quite a lot, one trait I've always greatly disliked (fortunately not inherent to the genre) is that some of them force you into a certain build, one that the player might dislike. The player having to adapt to certain random elements is totally fine, but there's a point where the player stops playing the game and the game starts playing the player. That's not good.
If you already start with the traits you actually care about, and don't need ones that help with combat, then whatever appears should be okay for you. You don't need Endurance, because you don't get injured enough time to need healing traits. You don't need melee, because you use a tranquilizer gun. You don't need firearms, because the tranquilizer knocks people out in 10 seconds regardless of your skill. The only thing you sort of probably need is the speed stat. Anything else you get will either make you sad or won't make you happy.
Level ups are usually a "you get nothing, better luck next time" kind of deal. That sucks.
After adding so many more traits, he did give us the ability to trim the fat a bit, so I think that suits most people just fine as a sort of balance. Getting a bigger chance of useful traits without streamlining it to make it too easy.
I'm all for the randomization myself and tend to leave them all on. Most of the time there is something that at least benefits me in some way, even if it isn't ideal, but there are times when none seem to be what I want - but I like that.
Whatever the case, glad you are enjoying the game again!
The reason why you rarely see green traits, is because they don't appear in the list every level up. So even if you could magically dumb down the list to the 3 traits you actually like, you would just get attributes.
I have indeed been spending almost all my money at augmentation booths. I don't really buy anything ever (aside from Tranq gun refills) so I do have loads of money laying around, at least on this character.
For characters with higher expenses, well... I guess they'll just have to be lucky at level up. At this point I'm thinking it's necessary to simply start with the traits you want anyway, because you're just not going to get them via leveling up.
It also makes leveling up useless, which means I have been grossly overestimating the Super Studious trait and have been wasting time and taking unnecessary risk going after nonquest loot.
Right now I believe that the proper way to play this game is to consider that experience is useless. Character level does not yield any benefits.