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Post by John Robinson on Feb 26, 2019 8:21:20 GMT -5
Killer's Aim is great. I cannot afford to use it with Stealth Mode as a prerequisite. The initiative cost is not the problem, it's the combat round you use it in. It reduces the team's fire power by 25% during setup. The cost is low (6 init). But you lose 2 attacks during the combat round instead of 1. This also gives the enemy two chances to stun or apply a debuff attack. Could you grant alms to this supplicant? Should this unwashed peasant be flogged and thrown from the walls? K-A new Initiative Cost = (Stealth Mode + Killer's Aim) =14 initiative. Thanks for giving it a think over. P.S. With this enhancement. If the talent was moved to rank 15, it would still be worth the wait.
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Post by fallen on Feb 26, 2019 12:57:17 GMT -5
John Robinson - ok, and the reason you say you are losing 2 attacks is because you have to Engage Stealth Mode with a buff and then use Killer Aim? Would be an interesting change, another way to get into Stealth Mode.
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Post by John Robinson on Feb 26, 2019 13:51:02 GMT -5
John Robinson - ok, and the reason you say you are losing 2 attacks is because you have to Engage Stealth Mode with a buff and then use Killer Aim? Would be an interesting change, another way to get into Stealth Mode. Yep. Lose 1st attack to activate first buff Stealth mode. Lose 2nd attack to satisfy Stl-m preq to activate Killer's Aim buff. To make good use of the 3 round time clock. I need to start both buffs one after the other. This leaves me vulnerable to enemy Debuff attacks, or I might even die from a direct fire attack. It's round robin, I'm not likely to get 2 actions in a row. The team member, or enemy with next highest initiative will act. More enemies will have more time to take a shot at me before I can get the combined buff effects started. Killer's Aim is a top tier talent, Maybe a little more flexibility?
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Post by resistor on Feb 26, 2019 14:19:38 GMT -5
Spy already has 2 ways to get into Stealth mode. 3 seems like too much to me. Maybe instead Killers Aim should also be an attack talent?
I suggest
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Post by John Robinson on Feb 26, 2019 23:43:08 GMT -5
resistor Distracting Shots, and Disappearing Act do not require prerequisites to use. My request is to remove the prerequisite obstacle when using Killer's Aim. I agree there are already two ways to turn on Stealth mode. However using Distracting Shots forces the user to retreat one slot. [x R R x | o o o x]. This disrupts my team's firing positions. You don't have to move into a new slot when using Disappearing Act or Killer's Aim. I use distracting shots to solve a specific problem. If the character in slot-2 gets hit with a knock back attack. Then using D-shots will put character 2 and 3 back into their correct slots. Not a big deal. I've seen some great user ideas put into the updates. Thought I would run one up the flag pole. Ignoring Killer's Aim is certainly not a deal breaker when playing Spies.
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Post by fallen on Feb 27, 2019 16:26:36 GMT -5
Thanks for the all the feedback. I've added it to the list for more detailed analysis.
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