DRL > Requests For Features
Brute tweaking?
Bloax:
I was thinking about how annoying it is to actually start with a melee build.
Yes, they become rather nasty later in the game, but now I'm thinking about how nasty everything is in the beginning.
To compensate, it might be a so-so idea to make it give you some health in addition to damage.
So, from "+3 Melee damage*Brute level", I'm thinking about "+((1*Brute level)d2 + Brute level) Melee damage, and +5*Brute hit points"
Yes, some extra health, but 0 to Brute level less damage.
Thoughts about my wacky idea?
Deathwind:
Melee in the early game isn't that hard once you learn what you can charge and what you need to handle with care.
The change in damage (lvl1 = 2-3, lvl2 = 4-6...) is not really enough to warrant stapling half a level of ironman to it as even the most basic melee weapon already has a large damage variance (combat knife = 2-10). The extra HP would just server to break vampyre more than it already is.
Bloax:
I can't really see what's more to learn about sergeants now, other than gift-luring them in (often) impossible conditions.
And it could be (1*Brute)d3 for all I care, but a bit of extra health would still be nice.
Or well, I don't know, 10% Melee resistance instead of health?
Don't tell me that dealing around with tougher foes (tomatoes) isn't luck-based (dodge dodge) early on now though.
Gargulec:
Hell no. Brute is fine as it is (some even claim that a bit on the OP side thanks to the melee accuracy bonus), and sergeants are not that bad as they tend to portray them: you can charge them, just remember to run. Unless they are on the edge of your vision, you should not take more than 1-2 hits, and it is hardly unbearable.
As for the damage bonus: what Deathwind said.
Deathwind:
Maybe lower the accuracy bonus to add some melee resistance?
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