|
Post by fallen on Oct 13, 2014 17:15:10 GMT -5
Thanks for all the feedback and the good discussion. We will continue to look at this one.
|
|
|
Post by plunk on Oct 13, 2014 21:19:44 GMT -5
I wonder how the stats of people using and putting points into Farsight would change if the game didn't tell players to use it in the first 30 minutes of gameplay.
When a game gives a shining endorsement on something, players are going to use it. It'd probably be a better idea as far as skill efficiency is concerned, if you just collected info from people who get far in higher difficulties with minimal deaths.
|
|
|
Post by fallen on Oct 13, 2014 21:21:43 GMT -5
plunk - thanks for the feedback!
|
|
|
Post by xdesperado on Oct 13, 2014 22:01:17 GMT -5
Think I've only leveled up Farsight once in all my games. Cory Trese and fallen, sorry guys but my own personal opinion is that these are broken abilities. Exposing a section of map is not that big a deal if it doesn't show enemies. Having to use it after combat begins is an AP/SP drain on the character which prevents them from taking other potentially more beneficial actions. Then you factor in your limited pool of trains...are the points I'll have to put into Farsight to reduce it's AP cost worth the loss of levels elsewhere? Your rogue characters are already spread a bit thin with lock picking and trap removal on top of the combat talents. So far we can get by with them at basic starting level but when/if more complex locks and traps come into play they are going to have tough choices to make, same with trying to cross train Kjartan to handle some of that load...not only does the SP have to come from some place but the training as well. Points put into these non combat talents are points unavailable for talents that could be key to keeping the character alive and combat effective.
|
|
|
Post by fallen on Oct 13, 2014 22:08:34 GMT -5
xdesperado - thanks for the feedback. Definitely exacerbated by some of the system simply not being implemented yet (security checks, etc).
|
|
|
Post by beuns on Oct 13, 2014 22:44:36 GMT -5
An option to help locate enemies in the surprise round (if won of course) could be to show what the character heard with a little wave (think x-com : enemy unknown). Without knowing for sure where the enemies are it would help either preparing an ambush or rushing to the direction. Just my 2 cent
|
|
markc
Consul
[ Patreon ]
Posts: 108
|
Post by markc on Mar 31, 2015 8:50:30 GMT -5
I think I know the answer to this, but does the debuff also only apply to shots which land on the first turn? If so, I think the skill would be more generally useful if the high crit chance applied only during the surprise round, but the skill could still be used for the debuff at any time.
MarkC
|
|
|
Post by fallen on Mar 31, 2015 9:58:41 GMT -5
markc - the curse is applied at any time, regardless of surprise round. The high crit % is applied only during stealth.
|
|
markc
Consul
[ Patreon ]
Posts: 108
|
Post by markc on Mar 31, 2015 10:48:19 GMT -5
markc - the curse is applied at any time, regardless of surprise round. The high crit % is applied only during stealth. Great! That is what I was hoping for, otherwise I think it would be a very limited talent. MarkC
|
|