Topic: New and/or Improved Perks

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  • #14560
    Wargasm
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    EXISTING PERKS IMPROVED (or made more realistic):

    Crusher: should be a 100% increase, so that 8 damage is done to shields with a hand axe instead of just 6 damage (which, with most shields, means you still need to use the Split Shield skill just as often and incur as much fatigue as if you’d never bothered with the perk) …
    Head Hunter: a +10% chance to hit the head only after hitting the body and only until the head is hit (i.e. just an overall +5% chance) isn’t sexy enough; it should be a fixed +10% chance (which I believe it used to be when it was tier 2) …
    Fast Adaptation: I assumed at first that this would represent simply a +15% chance to hit the same opponent, in the same position (perhaps just on the same turn?) … it would be more realistic that way, and then it could be moved back to tier 1 ;-) …
    Bloody Harvest: fine as it is, except that the description should make it much more obvious which attacks will be enhanced …
    Bullseye and Close-Combat Archer: both fine as they are, except that they (or some other, less devastating range-related skills) need to be available on tier 1 …
    Dodge: instead of being lost as soon as any scratch takes a couple of hit points, its effect should merely be diminished by injuries – e.g. (current Initiative) minus (current Hit Points lost) *0.15 (but just zero if the hit points lost take it to a negative value) = Dodge bonus …
    Shield Expert: simply not sexy enough; the bonus needs to be bigger to make it as attractive as other perks … alternatively, Shield Expert and Deflect could be combined into one perk
    Anticipation: not sure, but definitely needs more description of exactly how the bonus is calculated; should perhaps be tier 1 …
    Nimble: melee defence should only be increased by 1.5, but the bonus should be compatible with carrying small shields (fatigue cost of 5 or less) or bows …
    Bags and Belts: should not apply to two-handed melee weapons (but bows are fine) …
    Quick Hands: the number of item switches should be counted by items replaced as well as by items armed with (so that, e.g., putting away a sword and shield and arming with a bow is counted as two switches rather than one) and this perk also should not apply to two-handed melee weapons, but you should be able to discard any item at any time without using any action points (without needing this perk) … it would also be more realistic if (with the perk) item switching was halved to two action points for all switches on any turn

    NEW PERKS:

    Precision Strikes: gain a +10% chance to hit with attacks that require precise aim/timing or intense concentration (i.e. Puncture, Decapitate, Destroy Armour, Knock Out) and ignore armour with an extra 10% of damage done with any weapon/skill used …
    Rejuvenation: regain up to 5 hit points at every positive morale check (10 upon reaching confident morale), and gain an additional 10 bonus hit points upon killing an opponent …
    Shield Archer: gain the ability to carry a shield while carrying and shooting a bow (does not apply to crossbows) …
    Pike Zone: a Pikewall skill is unlocked (or should exist to start with and should now have a reduced fatigue cost), and the Knock Back skill with a pike costs 10 less fatigue to use and imposes +10 fatigue on any target knocked back …

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