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Post by drspendlove on May 14, 2018 15:16:13 GMT -5
Fast Getaway: +20 Escape for 2 turns, learned by Navigator
Sharp Steering: +15 Range Change +15 Escape for 3 turns, learned by Pilot
Because Range Change is used when escaping, it seems like this is a choice between 20 escape for 2 turns or 30 escape for 3 turns for the same cooldown. Now, I realize that these are on different Jobs, so the opportunity costs of talents are different but... it still seems like Fast Getaway is underwhelming.
The Spy's bolt is basically Sharp Steering without the versatility of being able to control enemy ships' movement nor advance more easily.
Allow me to propose an alteration on two of these three talents:
Fast Getaway: +25 Escape, +5% Armor for 2 turns
Sharp Steering: +15 Range Change, +5 Escape for 3 turns
(Unchanged) Bolt: +30 Escape for 3 turns
This gives fast getaway the advantage of being better at escaping than sharp steering with a small mitigation to incoming damage should you fail your first roll. This makes sharp steering attractive for persistent range change, and a backup skill for escaping if you fight at range 5 a lot anyway (torpedo builds perhaps.) This makes Bolt the best escape ability but if you fail while trying to escape, you'll take a little more of a beating than if you'd been using Fast Getaway.
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Post by fallen on May 14, 2018 15:37:39 GMT -5
Thanks for the feedback!
Made some changes here. Fixed a few Talents that need to prevent Escape.
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