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报告翻译问题
No, because then you've just traded 1 heroic feat for 1 non-heroic feat.
And most players would prefer to pick the heroic feats which are better than regular feats, your point being? Also, some regular feats are powerful enough to warrant picking at level 1, such as Lone Wolf, but the later you pick them, the less benefit they provide over the course of your game.
Skill XP is not the same as level XP, you don't get levels any faster because of Mastermind. And reaching level 5 in Early Access, IIRC, requires spending another feat to pick Educated.
As to whether Mastermind is "better" than every other heroic feat - at level 1 it's strictly worse than even a regular feat; at level 2 it's basically the same as a regular feat; at level 5 it "breaks even" if you pick Educated; and afterwards it's a clear net benefit. So essentially you are trading power at early levels for power at late levels. Considering that in many RPGs the early levels are the hardest, this might not be such an amazing deal after all. However, Mastermind is great for solo players who want to cover many skills with their main character, and it will likely make for the most powerful "endgame" character for perfectionists.
I see Educated as some sort of a cantrip. You trade a feat for hopefully enough XP to eventually get you an extra level up, in addition to a tag skill, which can be especially useful earlier on. I think it could either be used for lower INT characters for the extra tag, while hopefully getting its value back in the endgame, or for the full Mastermind triple dipping into feats.
For example in age of decadence, to access the machines in maadoran you needed very balanced attributes.
It's not all about stats.
While I agree, so far in CS there are no instances where you are forced into solo play (i.e. Dungeon Rats). You might be able to use companions as attribute piñatas (e.g. Jed for climbing the Hydro tower) for at least some of the checks even if you are going solo.
Age of Decadence had a lot of hard checks on attributes which gated optional stuff. PER 8, INT 7-8 and CON 7 were mandatory for quite a few things.
So far in CS many of the attribute checks can be bypassed or are wholly optional. We are only in Chapter 1 though, so there might be more coming.
I'm expecting that once skill progression is rebalanced, raw attributes will matter more and lopsided characters might have a more difficult time.
Yes, I completely understand - my expectations are that Chapter 1 is essentially a Prologue into the game - I believe that ITS will likely add checks as mentioned above which won't be possible if you are only focused on one attribute.
I may very well be wrong though.
Effective jack-of-all-trades are meant to push the system and the player to its limits and solve a meta-gamey puzzle. However, if they're too easy to play, then the game loses much of its replay value once you pass a certain skill threshold. Why bother with different builds when this one build can do it all?
On the other hand by being a jack of all trades master of none, it can lead to some very frustrating moments in combat where you are reliant on RNG to pull through. Looking back, trying to make hybrids that could "do all" were some of my most bitter moments in AoD, since my character was not robust enough to handle all challenges without reloading for percentages.
I would personally appreciate it if the game had hard checks that gated content. There were so many skills in AoD I almost never bothered to level because Lore and Crafting covered so much of the content.
On the other hand, this is simply a limit of time and resources. Total content is limited, and not all skills can get a fair share of the cake. This is why I appreciate there being fewer civic skills than in AoD, since once everything would have been done and the line drawn, there would inevitably have been a few left out (see Etiquette, Traps, Trading, Impersonate, Stealing).
For stealing especially, I'd like to highlight the thing from AoD that can be improved:
Stealing and unlocking trapped chests had no unique goodies attached. The best you could get was raw cash, in which you were already swimming, or modules which were already relatively plentiful. Looking back I would have liked there to be some unique piece of equipment or optional mission behind these. So many unique weapons were obtainable just by playing the game (Arbiter, Bolter, Kadmos' Skewer) or too late and therefore behind the curve (Vindicator spear and That Which Kills). It would have been fun for them to have been locked behind Stealing or Traps.
At the end of the day these are minutiae, and I for one wish only that the team get to do what they like and that the universe cooperates.
Actually having written that big paragraph, I just realised that the upcoming heists in the Factory will probably be uncompleteable by a Mastermind character, since they require DEX and STR for climbing. That's great.
That is exactly the situation i am afraid of.
I think that this is currently not the case, because your combat skills are 1 or 2 skill levels higher than of a character without the Mastermind feat, you get additional feats to improve your combat abilities and with int 10 you can tag your combat skills to increase them even further.
Even IF such restrictions will exist in the Factory it is no problem to have a high dex, str and int: Con 4, Str 7, Dex 8, Per 7, Int 10, Cha 4
Off the top of my head I can already see quite a few other drawbacks this build would have: no implants and very squishy. From the combat demo, each implant ends up being more valuable than a single combat feat even not accounting for the raw stat bonuses.
Moreover, for reliable stealth you pretty much need both the feats and the opportunity cost to level up sneak in the first place. If you get two of the three sneak feats as a Mastermind you already lose the bonus combat feats that were supposed to help you out.
It's actually the perfect example of what I was talking about, i.e. a character that can theoretically be a do-all, but in reality is extremely fragile. I'm not going to want to trade a couple of extra skill points and two extra feats over the course of the game for the endless frustration that is playing a combat build with 4 CON.
I'm saying all this as a good thing, by the way. Being limited encourages playing the game more with different builds.
Because of the way skill progression works, for the endgame the differences between 100% XP and 150% XP might only be one or two levels tops. For the combat skills it's not that much.
It's nice to have Mastermind characters that can technically cheese their way out of more encounters than normal, but definitely not out of all.
A character with con 4 has access to 1 implant and COULD increase the number of implants to 2 with the bionic feat (free Mastermind feat).
Playing with con 4 is certainly not endless frustrating, because it gives you 30 hp which is currently enough to survive all fights without any trouble or more than a single reload.
One or two additional skill levels to ALL important combat skills is amazing, because this means that you get a bonus of 5 - 10 % to your to-hit chance, 5 - 10 % to your evasion score, 2 - 4 to your armor handling score (additional evasion bonus of 2 - 4 points) and 1 - 2 % to your critical strike score (10 - 20 to your takedown score).
Which is comparable to (and worse than) the implant bonuses in the long run.
4 CON is indeed enough for right now.
While 30 or 40 HP (with Tough Guy) can be enough to get through the first chapter, you only need one higher grade flashbang thrown at you to help you kick your oxygen habit. Once tougher enemies start dropping by one might appreciate being able to tank more robustly.
No one's really using advanced grenades in the Pit because they're poor and can't afford them. Relying on distortion fields and high evasion later when higher grade weaponry, bionic eyes and grenades are more commonplace is likely to be dangerous. All the toys we currently use to cheese encounters WILL likely be used against us at some point. I can't wait.
I remember that in Dungeon Rats the absolute worst encounters were those with alchemists, who could easily deal 20 damage in one turn indiscriminately. It essentially made sure that a high health pool was mandatory
In addition, combat skill gains will be rebalanced, so while 30 HP can be alright with 80 evasion, suddenly being at 70, with more armour penalties, less accuracy etc, it might end up significantly more difficult.
Again, this is exactly what I'm hoping for. Having every build have some sort of soft counter or restriction is great. Evasion monks can be incapacitated by flashbangs, implant heavy tanks by pulse grenades, snipers by heavy duty smoke. Having no weaknesses takes the fright out of encounters.
If the maximum is 4 and you wish to change in the future, are the cult leader bonuses wasted on companions you left?
(I prefer having a "crew".
But I notice:
- With cult-leader I want my crew to stay alive.
- With Mastermind I treat them as expendable...)
You can always dismiss companions, so if you encounter someone better, they can always replace a companion of your choice.
I'm not sure what you mean by "wasted" bonuses. The XP they gained while in your party will remain that way, and new members will start gaining XP at a higher rate as soon as they are in your party. It won't work retroactively, however. If you later meet a character who is level 3, they won't suddenly be level 4 just because you have Cult Leader. You're going to have to level them up yourself.
Also, the 20% XP bonus applies to your character as well, so you always reap some rewards.
The +DR bonus always works for all party members.
Generally, you can see Mastermind builds as focusing on your player character, and Cult Leader builds focusing on your companions and your "crew".
If you want to have a full crew but still want to focus in your character, start with 6 CHA and get the Squad Leader implant, which will allow you to have a full party without having to invest so many extra points in CHA. This will allow you to spread the rest of the points around and make your character more versatile.
If you want the crew as a unit to work its best, with feats such as Captain and Cult Leader, then go for the full 10 CHA package.
I think that the following changes would make charisma, companions, cult leader, squad leader and mastermind more interesting:
- number of companions should be changed to 0, 1, 2, 3 with cha 4, 6, 8, 10
- xp are NOT divided between party members
- cult leader increases companions tagged lp by 25 % and reduces buying prices by 10 %
- cha reduces buying prices by 5 % per point above 4
- squad leader increases number of companions by 1 and companions tagged lp by 25 %
- mastermind increases the tagged lp by 50 % and the feats by 1 at 3, 6 and 9