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Post by drspendlove on Jun 22, 2020 15:40:36 GMT -5
Exo-Scout talent level 5:
In crew combat against xeno only, Crippling Rifle Attack with +10% Ranged Accuracy; successful hit causes -4 Initiative, +36 Bleeding, -10 Energy (Plas/Rad) Resist, -10 Bio-Poison Resist for 3 Turns
1.5x initiative, usable from all positions against 1, 2 and 3.
I think this talent ties up its value into too many buckets, none of which really play well together. It has the universal benefit of raised accuracy which is fine. The initiative cost is an excellent debuff. But from there things get less ideal. 1d36 bleeding is great but doesn't stack with energy resist penalties nor bio poison resist penalties. So it seems themed to rely on followup of other talents. This is fine. However, the energey debuff isn't massive nor is the bio-poison defense debuff. It's unlikely you'll have a strong focus on both energy damage and bio-poison damage in your team, leaving one of these perks unused, and making this a poor choice in most situations for 1.5x initiative.
Consider increasing either the bio-poison resist, or the energy resist to -20. This would make one of them a serious attack followup strategy. Alternatively, you could add a -10 Bleeding Resist. While this definitely doesn't help focus the talent, it would synergize enough with itself to make it more attractive. Additionally, it opens up some minor lines of bleeding stacking via Zealot and Blade Dancer. Penalty to Bleeding Resist also makes sense thematically w.r.t. a burrowed shell lodged in Xeno flesh.
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Post by fallen on Jun 22, 2020 15:58:14 GMT -5
Thanks for the feedback! It hits a lot of notes.
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Post by drspendlove on Jun 22, 2020 16:52:30 GMT -5
For future readers, note that it is 1d18 + 18 bleeding not 1d36 bleeding.
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