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Cool :)
The submitted melee character had for example an evasion score of 82 and an armor score of about 10 (the ap penalty of 2 points was annoying, but no problem if nothing can really hurt me).
I think that it should be more difficult to stack evasion:
- warrior: evasion + 15, but only against melee attacks
- artful dodger: evasion + 10 or + 20 during the first turn after stealth initiated combat
Farming evasion is not necessary, because reaching this evasion score with a solo character is no problem if you select all evasion feats (their effects stack).
Nope, i started with lone wolf (evasion + 15), tagged the evasion skill, increased the evasion skill to level 2, purchased the distortion field (enemy ranged to-hit chance - 35) with the starting money, used aimed attacks against the arms (enemy to-hit chance - 15) and selected warrior (evasion + 10) at the second level which you reach really fast.
You could replace fast runner with lone wolf, because reaction attacks were never an issue for my melee fighter with a con of 4 and the other effects of lone wolf are great, too.
I think that it is hardly a dedicated evasion character, because every character could have this amount of evasion if you replace lone wolf with artful dodger or true grit.
Instead of reducing a penalty towards 0 armor handling could reduce the penalty to its base value:
- armor handling = (str - 4) + (armor - 1) = 0 - 15
- armor has an armor handling requirement = 0 - 15
- armor has base evasion, initiative, reaction and sneak penalities
- every point of armor handling below the required score increases the penalities by 10 %
This is like watching the mandolorian and seeing him dodge blaster shots because he's so good in his armor. No, that would be dumb. Instead, he takes a hit on his armor and shoots the guy because that's what armor is for.
The author makes a fine point. Winning in this gamesystem means evasion + armor skill + shield. You won't get hit, when you do you won't take damage, when you do it'll get absorbed. There are a few "geometric progression" systems like this that cause your midgame character to suddenly become a titan.
Once you hit that multiplicative peak, you've trivialized most of the content. Until you do it's absurdly difficult. There's very little in between.
I think the real issue is how early you can get a distortion field gadget, that is what trivializes solo. It's not even worth bragging about. Also there is 3 you can get in the game besides the store, so earning those doesn't feel like much of a reward when you can get the one that really matters 10 seconds into the game.
That is exactly the reason why the previously suggested mechanic would be better in my opinion: You could set the base evasion penalty of every piece of armor to 0, 5, 10 or 15 and it would be impossible to reduce it below this score, but if the character does not meet the required armor handling score these penalities would be increased by up to 150 %.
I think that not when you get the distortion field or how many of them is the issue, but the balance between the three gadgets. The distortion field should increase the required ap for ranged attacks (tier 1: + 3, tier 2: + 4 and tier 3: + 5), the energy shield should have more hp (tier 1: 25, tier 2: 40 and tier 3: 55) and hp regeneration (tier 1: 5, tier 2: 8 and tier 3: 11) and the cloaking field should turn a character only invisible if the enemy is at least a few tiles away (tier 1: 4, tier 2: 3 and tier 3: 2).