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personally I haven't touched born ready in ages outside of on scout and thats mostly cuz I barely play scout and can't be bothered when i do, not even on something with long reload times like the autocannon do i personally feel it being necessary or important honestly, sure it's nice but I prefer other perks
also it would pretty much make almost every reload speed upgrade pointless
i don't think it'd make the game too much easier if it was base kit but I think the game would be less engaging if it was
Born Ready is a curious case though, like you said, it's convenience at best (even if it works very well with autocannon or coil gun whatever) so it isn't that good. There's simply no need for it to be base kit outside of that little bit of convenience it can bring, but if it were base kit then it will always undermine the challenge of keeping your guns reloaded. The cost of all of this currently is using one of your perk slots that could be running something more useful which seems fair to me.
Love how slow this game is. Love the reload animations.
Other games have backpack reloading because the core gameplay loop of those games is high octane bloodfests of always killing something. That doesn't fit into DRG as its combat gameplay loop is more of a horde wave defense. A core tenant of horde wave defense loops is resource management, spend it too quickly and you're out before the wave is done. Spend it too sparingly and you might get overwhelmed beyond the point of recovery. Outright removing that element by making Born Ready a base kit perk would be bad for the design of DRG.
On top of that, the best thing to do in DRG is to move and don't get hit in the first place. You can sprint while reloading so great players use that reloading time to reposition. Its not all that beneficial on higher difficulties to mag dump, switch, mag dump, switch, mag dump etc.
I don't even remember the last time I used Born Ready tbh. I rarely even hear others having it equipped either so I question where you're getting this "Everybody uses it" metric. I'd hardly put it in the same tier of perks like Dash or IW. Its a minor convenience perk to negate the possibility of being punished for poor ammo management, nothing more.
Personally I think reload management is an important and engaging part of playing any shooter.
It's fine to have a perk, but making it the default would just be weird.
I think that it's run frequently by other players (which unless they made the voice lines clientside at some point I would argue against as I barely hear the lines anymore) because it's a combination of nice QoL and a tangible benefit in the form of extending your firing time via weapon switching.
The problem is that the rest of the passive perks are not strong enough to compete with Born Ready's convenience/utility.
Could solve this in a few ways without nerfing Born Ready or turning it into base gameplay:
1) Concentrate power of passive perks: Make other passive perks stronger by combining related perks and/or buffing them. New perks that are equally as strong to fill newly created gaps. (Ex: Veteran Depositer + Deep Pockets; also +5 bag size; Strong Arm + Unstoppable)
2) 4th passive perk slot. We can assume Born Ready, but if someone doesn't want it they'll get a power spike.
As for a possible Born Ready nerfs/changes:
3) Change Born Ready to have an additional "empty clip" requirement: The off-hand weapon only reloads if the on-hand weapon ran out of clip/overheated.
4) Turn Born Ready into an Active Perk: Instantly cool/reload both weapons when double tapping R. Has a 30s cooldown.
Perk Diversity and Customizationඞ:
One of the strengths of DRGඞ is its emphasis on individual player choice and customization through perksඞ. By incorporating Born Readyඞ as a core mechanic, you risk homogenizing the gameplay experienceඞ. The game's perk system currently allows Dwarfsඞ to tailor their loadouts to their preferred playstyle or team strategyඞ. If Born Readyඞ were to be made a core feature, it could reduce the diversity of loadout options and make the gameplay feel less dynamic and personalizedඞ.
Risk of Lowering Difficultyඞ:
DRGඞ is known for its cooperative and challenging gameplayඞ. Implementing a core feature like Born Readyඞ could potentially lower the difficulty of the game by reducing the downtime during reloadsඞ. Challenges in resource management and decision-making are integral to the game's identity, and reducing these challenges might make the game less engaging for experienced dwarfsඞ.
Impact on Balanceඞ:
The argument that perks like Born Readyඞ should become core mechanics if they're widely used can be counterproductiveඞ. Instead of making everything a core mechanic, it might be more effective to balance and tweak perks in a way that encourages dwarfsඞ to explore different loadout optionsඞ. By integrating popular perks into the core gameplay, you risk introducing imbalances that can affect the overall experienceඞ.
Maintaining Perk Varietyඞ:
Perk diversity provides an opportunity for the developers to introduce new and innovative gameplay mechanics through the perk systemඞ. By incorporating Born Readyඞ as a core mechanic, you potentially limit the design space for introducing new and exciting perks that could add more depth and variety to the gameplayඞ.
Maintaining a Learning Curveඞ:
Part of the fun in DRGඞ is learning how to effectively manage your character's abilities and perksඞ. Mastering the art of reloading efficiently is a skill that players can develop over timeඞ. If Born Readyඞ were a core mechanic, this learning curve might be reducedඞ, which could diminish the sense of achievement dwarfsඞ experience when they become betterඞ.
In conclusionඞ, while the appeal of incorporating convenience features like Born Readyඞ into the core gameplay of DRGඞ is understandableඞ, there are valid concerns regarding the impact on diversity, challenge, balance, and the learning curveඞ. DRG's current perk system allows for customization and strategyඞ, and careful consideration should be given to the potential consequences of changing this dynamicඞ. Instead of making popular perks into core mechanics, the devsඞ could focus on balancing and expanding the perk system to encourage players to explore different playstyles and strategiesඞ.