DRL > Requests For Features

Unchain Intuition

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007bistromath:
When I say "the numbers" I mean the expanded view of which of those two things benefits your character more in the general case and in specific situations. That requires a bit more info than I have. Total health, the amount of damage any given thingy does, the effectiveness of armor, all that stuff.

Anyway, if you guys say they should be out in front, that's cool. I didn't want either of them to get moved back, I was just offering it as an alternative if unlocking Intuition would be against some kind of thing about how many base traits there are. If there is no such thing, I'm all for just making Intuition a base trait and not putting anything behind anything else. I'm also all for putting it behind Iro, or TaN, or SoB, or whatever, just anything except Eagle Eye. Eagle Eye is a terrible thing for something as generally useful as Intuition to be stuck behind. Specialist traits are the ones that should be in the back, it's backwards.

DaEezT:

--- Quote from: 007bistromath on January 04, 2008, 13:40 ---When I say "the numbers" I mean the expanded view of which of those two things benefits your character more in the general case and in specific situations. That requires a bit more info than I have. Total health, the amount of damage any given thingy does, the effectiveness of armor, all that stuff.

--- End quote ---

You start out with 50hp so the first level of IM effectively gives you +20% hp, the second 17% and the third 14%. Large meds, berserk packs, inv globes and supercharge all fill you up to a specific % of your hp so you benefit from IM a lot when using those. IM gets more useful as you armor level increases.

TaN gives you +1 armor. Each point of armor reduces received damage by one per hit. So a player with TaN(1) and a green armor gets -2 damage on every hit. The catch is that you'll always take at least 1 point of damage, which make TaN less useful as your regular armor gets stronger. A plasma burst from a commando/arach still does at least 1 point of damage per hit  even with red armor and TaN(3).

The last time we had reliable numbers about monster damage was in 0.9.8.5 and I don't know how much changed since then.

007bistromath:
Useful information! Particularly the bit about the damage floor. I can see why you need both of them, now.

Zeb:
I would agree with unchaining intuition. I love the lever effects, but can't use them because I don't want to invest all the levels in unlocking it then leveling it up.

There's no reason to have two skills requiring Eagle Eye anyway, and from a flavor standpoint EE as a prereq for Int doesn't make much sense.

RickVoid:
Here's a thought. At int3, take away the monster sense. That's the main reason we have it chained up. I don't even bother with levers anymore, because you need 4-5 levels to make int useful and prevent me from drowning myself in acid. (2 for cat-eye, 2-3 for int) Those are levels I could be spending on something else in an AoB or Mr game (like TaN or IM or HR)

Hell, you could even change it to a two level trait by getting rid of the first level of it.

Just my 2 copper pieces.

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