Raiders! Forsaken Earth

Raiders! Forsaken Earth

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thebadman Nov 15, 2020 @ 9:16am
Trinket balance.
Should passive trinkets be nerfed or active ones buffed?

Active trinkets are single use, need a turn(duh!) to apply benefits and usually are outright inferior to most passives.

Medkit - single use 30hp heal vs 20 max hp from charm/groin protector. Medkit is terribly weak here can't even use it on allies.
Doll - crit immunity, worth 8 masochist skillpoints at worst, lets player capture Citadel first week just like that.
Goggles - stun immunity, insane value on taunt masochists.
Burgle - I think its only active item aside from maybe radio that does not suck?
Taser - Probably could use cooldown, frontline does not lack stun and "stuns", neither do backline, player would have more reason to kill enemy backline if they could stun again with it.
Inhaler - single use +4 max stamina vs 2 max stamina from masks. Useful basically only on 1-2 stamina after armor guys, could use stamina refresh I feel.
Last edited by thebadman; Nov 15, 2020 @ 6:25pm
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Showing 1-7 of 7 comments
Thanks for these. I intend to take another look at the accessory bonuses in the next while to make sure everything is balanced.
Stray Nov 15, 2020 @ 2:43pm 
I definitely agree with the Medkit being weak. I always end up scrapping it for parts. I also agree with the Horn (Burgle?) being awesome. I usually have my badass snipper take out someone strong on the enemies back line then go around buffing everyone with 10+ Armor, then I have the guy with the horn blow it the add +5 hit to everyone, then I go ham on everyone I'm fighting. Fights go quick and I barely take a dent.
I think rather than throwing nerfs out on the better trinkets, the weaker ones should just get a buff.

I would love to see the suicide vest get a buff. As of right now, it's more or less completely unable to be used correctly.
One would look at the vest and think that you would place it on your weaker raiders, to soften the enemy up - but the 60 damage to the entire field is crippling.
My dreams of sending a party of super weak raiders armed with suicide vests to soften the defenses of well-entrenched or numerous enemies is unfortunately, a wash :(
Latest update I increased the medkit. Thinking about making it applicable to other raiders. Will also have the taser usable more than once. The passive ones I buffed a bit more as well - I really want a bit more strategy in the assignment of those.

With regards to suicide vest, let me think a bit more on that. Could be that it inflicts full damage toward enemies and maybe 3/4 damage toward friendlies? I certainly don't want it to replace claymore mines and artillery fire missions though.
Sayaka Maizono Nov 16, 2020 @ 6:11pm 
I'm trying to hold off on my balance and gameplay suggestions for now, but seeing this thread, I would also suggest a balance pass on the laws too.

I reject most of the laws because I find the downside worse than the benefit.
thebadman Nov 16, 2020 @ 6:35pm 
Some laws exist mostly so you do not auto-accept everything, shrinking the pool to get best laws ASAP. Its mostly negative initiative laws offering some poor/useless "benefit".
I'll take anything in regards to the suicide vests.
I would love to send a line of disposable recruits in to blow themselves to hell. It's so very raider-esque.

Anyways, love how receptive you are to feedback. Just the fact that you're so active on the forums is a huge deal. Love the game!
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Showing 1-7 of 7 comments
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