13. January 2017 at 02:49 #18693actionjackParticipant
Some new perk ideas. (numbers and wording are just suggestion, subject to change)
Ram: Gain an attack ability to deal damage and chance to stun to a melee target. Effect increase with space traveled and armor value.
Blitz: Recover 3AP this turn. Start with 2 less AP next turn.
Firm Grip: Gain 15% accuracy when using a single-handed melee weapon with both hand.
Fleet Foot: When dodge an attack, atomically move back 1 space (if no obstacle or enemy)
Blood Rage: Gain 5% increase for 2 turns in damage each time you take a HP damage.
Exploit Weakspot: If your Initiative is higher than opponent, gain 5% accuracy and 10% armor penetration to your melee attacks.
Nimble Fairy: Each time you dodge an attack, the opponent build up 15 Exhaustion.
Weapon Toss: Gain an ability (5ap) to throw your main weapon at a target. You may switch a weapon for free afterward.
Counter Shield: If you block a hit with a shield, opponent would build up 10 extra Exhaustion and reduce 10% less damage.13. January 2017 at 16:12 #18761OrthegaParticipant
Ram is very similar to Ork’s charge (and stronger with the included damage), so it’s a no (I mean, should remain an Orc only ability).
Blitz could be very useful for a two-handed build or knife build, and personally I like it a lot, nice one!
Firm Grip would synergize too much with the Duelist perk I fear, but I have mixed feelings about this.
Fleet Foot it’s too strong for 2-handed weapons that strike from 2 tiles away, as it gives free distance without giving your enemies a free-attack or using up a lot of fatigue with the Footwork perk.
Blood Rage I kinda like the concept, but how about having the same value as a malus if you’ve not taken damage? That way it’s not simply a boost if it happens, he needs to be hurt, else he’s less effective.
Exploit Weakspot it could be as I tend to ignore Initiative as a stat, and that would give me a reason to invest points into it, but at the same time I don’t really like the effect.
Nimble Fairy good one, I would drastically reduce the fatigue value, as experienced fighters tend to dodge a lot, and either adding this to the Nimble perk or making it a character trait.
Weapon Toss sorry I don’t think this one will work, being in a realistic settings you can’t simply effectively throw every weapon (maybe changing this into a knife specific perk that gives knife users throwable knives?), and this also brings the question “do you recover the weapon?”, as projectiles are not recovered but always use up ammunitions.
Counter Shield mixed feelings about this one too, I mean I like the idea but we already have the Shield Expert perk, and a mace user would benefit too much from this combo I fear.13. January 2017 at 23:40 #18771actionjackParticipant
Thanks for the feedback Orthega.
Lots good points, and as it is hard to balance things in theorycraft, opinion are all welcome.
The hope is to see more synergy and combo builds with some stats (especially some under use ones).
The only thing I would counter is Weapon Toss. I feel a trained person should be able to toss any kind of weapon with decent effency. I imagin the damage be lowered (maybe at 75% or usual value), limit to single hand weapon, and its a range check (which hurs the melee thrower), but should be at 4 or 5 ap, and act as a free weapon switch.
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