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Author Topic: New Traits  (Read 65388 times)

Valkeera

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Re: New Traits
« Reply #15 on: December 12, 2006, 10:06 »

Maybe the "Basher" for SoaB 2 could allow you to do double damage / instakill with a certain chance (10% again?) per level... Though perhaps only for melee (excl. LS) and up to chaingun weapons.
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Igor Savin

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Re: New Traits
« Reply #16 on: December 12, 2006, 10:12 »

Maybe the "Basher" for SoaB 2 could allow you to do double damage / instakill with a certain chance (10% again?) per level... Though perhaps only for melee (excl. LS) and up to chaingun weapons.

Sounds boring...
We need second Shottyman.
Now that was a brilliant trait.
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Blade

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Re: New Traits
« Reply #17 on: December 14, 2006, 11:03 »

[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?
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Malek Deneith

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Re: New Traits
« Reply #18 on: December 14, 2006, 11:08 »

[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?
This one will be covered by one of the already planned Adv. Traits IIRC
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Adral

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Re: New Traits
« Reply #19 on: December 14, 2006, 11:10 »

[Anatomyst] You know about serious wounds and bleedings all: how to prevent them, how to cure them... and how to make them! Each level of this perk decreases chance of bleeding for you and increases chance of enemies to start bleeding from your attacks by 15%(maybe 20%) per level.
Any suggestions?

This could work (perhaps tweaking a bit the percentage of happening) if killing monsters by bleeding would give you experience, because right now it doesn't give you any. Picking this trait would mean forfeiting lots of experience. :P

Also, it would be nice to be know how much damage does bleeding do, although I think it would be more useful against monsters with big damage reduction.

EDIT: Spelling OMG
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Blade

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Re: New Traits
« Reply #20 on: December 15, 2006, 12:40 »

[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).
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DaEezT

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Re: New Traits
« Reply #21 on: December 15, 2006, 12:49 »

[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).

Why useless in normal games? With the current state of the AI it's easy to find a safe spot where you can spend 5000 turns  regenerating and on UV/AoI it would be very useful.

But with the current AI .... well... it would probably be very imbalanced right now :/
Maybe make it Nightmare! only.
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Adral

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Re: New Traits
« Reply #22 on: December 15, 2006, 12:54 »

[Regeneration] Anvanced trait, after 2 levels of Iron Man. Regenerates 1hp every n turns(where n = some big number). This perk is almost useless in normal game, but will be extremely good for Nightmare!(later i will explain, why).

Why useless in normal games? With the current state of the AI it's easy to find a safe spot where you can spend 5000 turns  regenerating and on UV/AoI it would be very useful.

But with the current AI .... well... it would probably be very imbalanced right now :/
Maybe make it Nightmare! only.

Not only it's easy to get a spot to rest, but if you clear a level, then it's just a matter of wait a certain amount of time (as higher as needed) to get 100% again. That, in my opinion, ruins the whole med-pack management fun.
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DaEezT

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Re: New Traits
« Reply #23 on: December 15, 2006, 12:55 »

Not only it's easy to get a spot to rest, but if you clear a level, then it's just a matter of wait a certain amount of time (as higher as needed) to get 100% again. That, in my opinion, ruins the whole med-pack management fun.

arrrrrgg.. I missed the most obvious point again :p
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Blade

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Re: New Traits
« Reply #24 on: December 15, 2006, 13:01 »

Maybe really make it only for Nightmare!? Belive me, there are no rest spots!
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DaEezT

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Re: New Traits
« Reply #25 on: December 15, 2006, 13:04 »

Maybe really make it only for Nightmare!? Belive me, there are no rest spots!

Well, Nigthmare! prevents the easy 'rest-after-everything-is-dead' thingy and the constantly high monster count might also make it hard enough to find save spot, so the trait would be balanced.
You are the only Nightmare! player so far so I can't really say how Nightmare! plays right now without regeneration.
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Blade

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Re: New Traits
« Reply #26 on: December 15, 2006, 13:07 »

You are the only Nightmare! player so far so I can't really say how Nightmare! plays right now without regeneration.
Belive me, after Nightmare! i count Malivicious Knives challenge and UV at all as child's play.))
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Valkeera

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Re: New Traits
« Reply #27 on: December 16, 2006, 13:17 »

Okay, let's do a little summary of some traits that may be acceptable suggested here so far:

Dodger: (adv., req. HR2, maxlvl 2) Increases your chance to dodge missile/melee attack by x% (to be determined).
This got two votes. Any additional comments on it? Might go hand in hand with a revision of Hellrunner trait to make the combination more balanced.

Basher: (adv., req. SoaB2, maxlvl 2) 10%/level chance to cause double damage with weapons up to chaingun.
There's still some controversy about it. Could be of some use for AoMr challenge and Shotties.

Kicker: (adv., req. Fin2, maxlvl 2) Knockback effect of weapons increased by 1/level(?).
Can be useful at keeping the demons at bay, or knocking powerful enemies out of LOS and then cutting the tail.

Ammo stacker: (trait, maxlvl 3) Increases the amount of all ammunition in one inventory stack by 10%/level.
Borrowed this from this RFF. Allows to carry more ammo while keeping precious inventory slots free for other items.

Anatomist: (trait, maxlvl 2/3?) Decreases chance of bleeding and bleeding damage, increases chance/damage caused to monsters.
This can be a useful trait, though perhaps the bleeding should be made more deadly to balance it.



Your comments and judgements, please? :-)
« Last Edit: December 16, 2006, 13:43 by Valkeera »
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Malek Deneith

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Re: New Traits
« Reply #28 on: December 16, 2006, 13:39 »

Quote
Ammo stacker: (trait, maxlvl 3) Increases the amount of all ammunition in one inventory stack by 10%/level.
Borrowed this from this RFF. Allows to carry more ammo while keeping precious inventory slots free for other items.
I'd rather made this an advanced trait requireing Reloader (2-3) with one level and giving a flat 100% increase to ammo stack - the 10%-20%-30% increase will produce odd max stack sizes.
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Valkeera

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Re: New Traits
« Reply #29 on: December 16, 2006, 13:45 »

I'd rather made this an advanced trait requireing Reloader (2-3) with one level and giving a flat 100% increase to ammo stack - the 10%-20%-30% increase will produce odd max stack sizes.

I'd suggest less than 100% flat increase - 20% would be enough, IMO.
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