In basher I meant not only H2H bashing but a "bullet bashing" too =P
More unbalancing already? 90 turns without doing anything at 90% chance? Even 1 turn dizzied might be overkill... you just keep hitting the demon with a chaingun (which has 5 hits per turn, not mentioning you MUST have at least Finesse 2, so more chance of putting him out of combat) and he dies eventually without even touching you.
I don't quite get what's so useful about Kicker, but it might be just me.
Charmer is just a NO. We don't need Bards who tame demons in this game. :P
Ammo gainer, as RickVoid said, is useless. You can already hoard lots of ammo without it.
Ammo sharper is also contrary to the spirit. The thing with DoomRL is that you have to choose what you bring along because of the limited inventory. If we add this kind of things, we lose that strategy factor, which in my opinion is a bad thing to do.
On Stalker, I think it's just contrary to the spirit of the game, no matter the chance. We already have the almighty Intuition to snipe from the farthest places without being noticed. Also, Intuition already helps you NOT to push the wrong lever :P
Nerve Shot is just overpowered beyond any comprehension. Shoot a monster and watch the show. It is also agaisnt the spirit of DoomRL being a shooter-RL, implementing things like crazyness, enchantments and so on.
As I said, SoaB is pretty much useless, as well as some other traits. I think the priority should be making
every trait useful and then, implement new traits. The more valid strategies we have in our hands, the more fun we'll have with the game.
For example, SoaB might add +1 damage per
dice, not per attack. So, the shotgun would have 6d3+6(the number of dice rolled), the BFG 8d8+8 and so on. Right now, spending a trait for a 8d8+1 for the BFG feels a bit dumb.