PDA

View Full Version : Update 03/21


Thanatos
21-03-06, 17:39
Here’s a list of suggestions that came up so far during the discussions in both forums. These are all player suggestions, and there are many different approaches, some even contradict each other. Feel free to further discuss any of these points in the respective threads!

Thanatos
21-03-06, 17:39
Discussion Update: Private Eye

Thoughts/Ideas on the role of the Private Eye:
- Allrounder role: No longer accurate – should be restored
- Solo player role: Works well – should be upheld
- Difference between PE and Spy too small – should be changed

Thoughts/Ideas concerning the mainskill distribution:
- Current state: STR 60 / DEX 80 / CON 65 / INT 60 / PSI 35
- More STR at the cost of DEX and CON
- More PSI at the cost of DEX (also CON or INT)
- More INT at the costof DEX (also CON or PSI)

Thoughts/Ideas on the current/possible professions:
- Remove Assassin (Spy-only)
- Remove Berserker
- Introduce Combat Medic (PPU PE)
- Enhance the possibilities as Engineer

Ideas to rebalance the PE:
- Overpowered: PE + Xbow – Xbow should only be available to the Spy
- Limit PE to low and medium techlevel weapons, no rares
- Leave the damage output as it is, but instead increase the tank’s damage output
- Remove or severly limit stealth for the PE
- Less healing capability, less damage more defense
- Should be unable to cap weapons
- Should not be able to use damage boost
- Make Resurrection available to PEs again

General ideas concerning the rebalancing:
- Limit the amount of drugs that can be active at the same time
- Stealth could cancel any shelters, deflectors or other buffs (temporarily or for good)
- Rework the ranges of weapons respectively weapont types
- Adjust the clip sizes for pistols
- Johnes items are too strong

Comments:
The Private Eye is generally considered „balanced“. However, some combinations (i.e. Xbow, Johnes Stealth Tool) seem too powerful.

Thanatos
21-03-06, 17:39
Discussion Update: GenTank

Thoughts/Ideas on the role of the GenTank:

- The tank should be more of a damage sponge, but in return he should have a lower damage output.
- HC tank does too low damage compared to the MC tank, while the MC tank is somewhat at disadvantage in PvP

Thoughts/Ideas concerning the mainskill distribution:

- Positive response towards the removal of PSI with tank-only medkits. Move the free skill points to DEX.

Ideas to rebalance the GenTank:

- Faster HP regeneration than other classes
- High damage reduction through armor and CON (resists) without intensive PPU support, compared to other classes
- High movement speed with little STA loss, but not the fastest class in the game
- High carrying capacity for heavy weapons, while making those weapons and the respective ammo heavier
- Change the self implant tool to a tank selfheal tool (stimpacks as ammo)
- Knockback sounds ok, but only moderate knockback from explosive weapons

Thanatos
21-03-06, 17:39
Discussion Update: Monk


Ideas to rebalance the Monk:

- Introduce a new skill under PSI (Exotic PSI), and use it as requirement for the aggressive PPU spells like damage boost, parashock and possibly also buffs
- Additional suggestion to split monks into APU/PPU/EPU
• PPU: pure healer, excellent self heal and good group heal
• EPU: support monk, has the strongest buffs, damage boost, anti spells and a weak group heal
• APU: pure damage dealer, excellent offensive abilities

- Turn the hybrid into a debuffer, add high APU and PPU requirements to anti spells


General ideas concerning the rebalancing:


- Reduce the effectiveness of the PPU’s spells on others and reduce the APU damage

- Add a concentration penalty that will appear from chain casting or when casting under fire

- Make the damage output and cast failure chance dependant on whether the character runs, walks or stands still. Strongest damage while standing, weakest while running. In relation to the suggestion above, concentration would be higher while standing

- Weaken damage boost in general

- Make it possible to cast over Shelter/Deflector/Heal but only if the new spell is a better version

- Make Psi resist work on all damage types done by Psi modules

- Improve the group spells somewhat and make the sanctums work only on the team. In return, weaken the effect of single-modules so that you need both types to get optimal support. This may reduce the need for 1:1 support and gives the PPU more ways to support his team.

Thanatos
21-03-06, 17:40
Discussion Update: Spy


Thoughts/Ideas on the role of the Spy:
- Improve his role as high-tech fighter
- Differences to the PE too small – possibly add some unique features for the spy
- Reduce the role of the hacknet spy in outpost fights

Thoughts/Ideas concerning the mainskill distribution:
- Current state: STR 40 / DEX 100 / CON 40 / INT 100 / PSI 20
- Add 5 to PSI at the expense of DEX or INT
- Remove PSI for more STR and CON
- Remove PSI and add a sixth skill: Tek (just a suggestion): Nanobots that heal, remove poison, buff

Thoughts/Ideas on the current/possible professions:
- Improve the possibilities for hackers
- Improve the possibilities for drivers
- Improve the possibilities for riggers
- Improve the possibilities for Assassins
- Rehtink the position of the Infiltrator compared to the PE

Ideas to rebalance the Spy:
- Add more distinctive applications for pistols and rifles
- Adjust weapon ranges
- Improve stealth compared to the PE


General ideas concerning the rebalancing:
- Rework the range of weapons respectively weapon types

Comments:
- The Infiltrator is generally viewed as too strong compared to the assassin
- The majority of the professions available to the spy is viewed as not rewarding enough or too unpolished