Post by drspendlove on Feb 6, 2018 10:54:45 GMT -5
I've been trying to brainstorm a relic that would be aimed at Scouts in the gauntlet spot. The goal would be to make putting one or more points in Grapple for Scouts not utterly useless. I wouldn't expect it to be a viable strategy on all difficulties, but for something that works on Hard or easier, I'd be happy to see a sane strategic option there.
I think it would have to have:
Very high accuracy. This is necessary because getting counter-attacked as a Scout can be fatal. So not missing is a big deal.
High parry. If the Scout is going to be in melee, really good parry coupled with existing armor that has parry could give them a shot at avoiding damage.
Stealth bonus. Something to make this Scout-specific would be necessary to clarify its intent and give it purpose other than punching Xeno in the face. Such a bonus would have no impact on other classes.
Some auto-block. Necessary to make it somewhat competitive with other non-relic choices here. It wouldn't have to be much, and it could be slightly less than other options.
It might be neat if it had ONE of:
+1 MP. This, coupled with the stealth bonus would help compensate from taking some points away from the stealth skill(s) and putting them into grapple. It would also help when approaching melee foes and (not on the same turn) retreating.
+20 Max Heat. Scouts, to my knowledge, have very few options to increase their max heat. This could make it useful in a number of situations for them to avoid overheating.
Grapple doesn't end your movement. This would be very neat if simple to program. It would be a game changer for punching and moving onto other targets or safer positions.
It should probably have these properties to compensate:
Low damage. It would simply be too strong to have an ultra-high accuracy weapon that also dealt reliably high damage. This would be compensated by points in grapple if someone wanted.
Low penetration. A high penetration gauntlet is the domain of the Engineer and we don't want to encroach on that. If necessary to make the gauntlet sweet enough, it could have *slightly* higher penetration than other non-relic, non-Engineer gauntlets.
Moderately High Gear Levels. This would be end-game gear, partly to avoid tricking new players into thinking this was anything but an extreme strategy.
This would put it in the role of having a hybrid scout that did normal scout things but also punched scitterings and ranged foes in an AP efficient way. Maybe this could be combined with whatever the Assassin/Scout idea coming is, I dunno. Again, this wouldn't be aimed to really be viable beyond Hard difficulty.
Thoughts?
I think it would have to have:
Very high accuracy. This is necessary because getting counter-attacked as a Scout can be fatal. So not missing is a big deal.
High parry. If the Scout is going to be in melee, really good parry coupled with existing armor that has parry could give them a shot at avoiding damage.
Stealth bonus. Something to make this Scout-specific would be necessary to clarify its intent and give it purpose other than punching Xeno in the face. Such a bonus would have no impact on other classes.
Some auto-block. Necessary to make it somewhat competitive with other non-relic choices here. It wouldn't have to be much, and it could be slightly less than other options.
It might be neat if it had ONE of:
+1 MP. This, coupled with the stealth bonus would help compensate from taking some points away from the stealth skill(s) and putting them into grapple. It would also help when approaching melee foes and (not on the same turn) retreating.
+20 Max Heat. Scouts, to my knowledge, have very few options to increase their max heat. This could make it useful in a number of situations for them to avoid overheating.
Grapple doesn't end your movement. This would be very neat if simple to program. It would be a game changer for punching and moving onto other targets or safer positions.
It should probably have these properties to compensate:
Low damage. It would simply be too strong to have an ultra-high accuracy weapon that also dealt reliably high damage. This would be compensated by points in grapple if someone wanted.
Low penetration. A high penetration gauntlet is the domain of the Engineer and we don't want to encroach on that. If necessary to make the gauntlet sweet enough, it could have *slightly* higher penetration than other non-relic, non-Engineer gauntlets.
Moderately High Gear Levels. This would be end-game gear, partly to avoid tricking new players into thinking this was anything but an extreme strategy.
This would put it in the role of having a hybrid scout that did normal scout things but also punched scitterings and ranged foes in an AP efficient way. Maybe this could be combined with whatever the Assassin/Scout idea coming is, I dunno. Again, this wouldn't be aimed to really be viable beyond Hard difficulty.
Thoughts?