- It doesn't grant MP. - It doesn't grant Dodge (not a big deal.) - It costs 2 AP. (instead of 0) - It costs 15 Heat (instead of 6) - It cannot be used while overheated. - It lasts one turn fewer.
All of that in return for a higher stealth level. However, stealth is often a maxed out skill for scouts due to needing the skill base for bonus critical damage. The additional stealth from this talent doesn't add to critical bonus, as it isn't base stealth.
I propose the following changes:
- Cost of 2 AP -> 0 AP - Cost of 15 Heat -> 3 Heat - It can be used while overheated - High ranks offer a small +Critical Hit chance (Starting at Rank 6 gains +1% critical hit chance per rank, up to a maximum of +5% at rank 10.)
This would make it have the advantage of being the lower heat alternative to Overdrive. However, as you'd need to use it more frequently (one turn fewer duration still) it isn't quite as massive of a delta. It would be good for stealth scouts that are focusing on avoiding detection rather than rushing to objectives and sniping for massive critical damage. The bonus critical hit chance makes the otherwise excessive bonus to stealth at those ranks perhaps situationally worthwhile to get at high ranks because unlike field of focus, it doesn't decrease MP.
Post by drspendlove on Dec 5, 2018 14:30:53 GMT -5
Another disadvantage for null field is that you don't start with a free rank invested in it. Another lever you could use (albeit a harsh one) would be to make it have a default rank instead of overdrive.
Post by drspendlove on Oct 19, 2019 14:26:06 GMT -5
Actually here's a good alternative. Make bonus Stealth add to critical magnitude! This would be a small bonus to all scouts but would especially shine with Null Field for insane crits. If this alternative is considered, a tiny buff to some Xeno would probably be merited to keep the balance.
There is a point in increasing stealth to 28 and the only way currently is with several points in Null Field. 28 because of enemies are said to have min 2 and max 30 detection radius. In theory (I never tried) with 28 stealth, the scout only needs to keep slightly out of the way of xenos to avoid detection.
A stationary scout shooting twice per turn can keep Null Field up (almost?) indefinitely even on ironman. If moving around a lot with 10+MP, as it is, scouts will overheat in about three turns and be unable to apply Null Field again. I think this is very desirable and allowing this talent to be used while overheated would be game breaking as it would allow moving, quasi invisible scouts for 6-8 turns which is often the duration of the entire mission.