Hi guys!
Upon coming back to 0.9.9.7 and seeing the new huge amount of master traits, I thought it'd be time to give them a once-over and see what I thought of them.
Personally, I don't think these were as balanced as they were back in the day. Some are much better then others, whereas back in the day they were all pretty balanced and useful for the relevent build (Ammochain for chainguns, army of the dead for shotguns, fireangel for pacifist, blah blah blah.)
I don't know when this huge amount of masters was added and i've no intention to go looking through previous releases for patch notes, so if i'm talking known issues or old rubbish then please ignore me. =D
I'm going to be doing a (kind of decent, depending on how much time i have) run for each master trait, posting the mortem so everyone can see the stats, giving my opinion and asking for community feedback (On the trait, not on my runs. I am aware that i'm not the best DoomRL player, but i'd really like these threads to be about the traits, not my sucky gameplay >.<). At thelaptop's request, i'll be posting one thread per topic and waiting until one runs dry before posting another one, so i'd kindly ask that unless you have some pressing balance issue that's not a bug to wait for me to post one up :)
Now, that said, the trait that i'd like to put under the microscope today is Gunrunner.
For those unfamiliar with the trait:

Now, for my run:
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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Aki, level 8 Demon Sergeant Scout,
was electrocuted by a shambler on level 1 of the Deimos base.
He survived 65638 turns and scored 80365 points.
He played for 4 hours, 49 minutes and 3 seconds.
He was a man of Ultra-Violence!
He killed 414 out of 416 hellspawn. (99%)
He was a real killing machine...
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 4
Levels completed : 3
-- Awards ----------------------------------------------------
UAC Star (bronze cluster)
Hell Champion Medal
-- Graveyard -------------------------------------------------
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...===###======================###}...B...#...#===========#
...===###=====.......|....=====####[......#...#===========#
...===###====..###....###..====####...|...##//#==#######==#
...===###====..###....###..=|==..|}[.....%.....==/..}}.#^=#
...===###====..###....###..=|==.......%.%.....B==/.|..}#^=#
%..===###====..###....###..====####.......##//#==#######==#
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...====###====================###.....}|X.#.".#############
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-- Statistics ------------------------------------------------
Health 0/50 Experience 29947/8
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 1)
Hellrunner (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Intuition (Level 2)
Gunrunner (Level 1)
Fin->Jug->HR->HR->DM->MGr->Int->Int->
-- Equipment -------------------------------------------------
[a] [ Armor ] fireproof red armor [1/4] (9%)
[b] [ Weapon ] tactical shotgun (8d3) [0/5]
[c] [ Boots ] protective boots [2/2] (96%) (A)
[d] [ Prepared ] double shotgun (10d3)x2 [0/2] (P1)
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1] (A1)
[b] nuclear plasma rifle (1d7)x6 [24/24]
[c] green armor [1/1] (195%) (B)
[d] shotgun shell (x50)
[e] shotgun shell (x50)
[f] shotgun shell (x32)
[g] rocket (x10)
[h] rocket (x10)
[i] power cell (x50)
[j] envirosuit pack
[k] Arena Master's Staff
[l] shell box (x100)
[m] shell box (x100)
[n] shell box (x100)
-- Resistances -----------------------------------------------
Melee - internal 0% torso -30% feet 0%
Acid - internal 0% torso 0% feet 25%
Fire - internal 0% torso 13% feet 0%
-- Kills -----------------------------------------------------
80 former humans
32 former sergeants
32 former captains
49 imps
43 demons
93 lost souls
30 cacodemons
5 hell knights
7 barons of hell
2 arachnotrons
7 former commandos
5 pain elementals
5 revenants
2 mancubi
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 8 he assembled a fireproof armor!
Level 9 was a hard nut to crack!
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical shotgun!
On level 9 he finally was electrocuted by a shambler.
-- Messages --------------------------------------------------
Fire -- Choose target...
You see : out of vision
You reload the tactical shotgun.
Fire -- Choose target...
You see : pool of blood
You reload the tactical shotgun.
Fire -- Choose target...
You see : a shambler (unhurt) | bridge | [ m ]ore
Targeting canceled.
You start running!
You dodge!
You are hit! Your fireproof red armor is damaged!
You dodge! Boom!
You dodge! Boom!
Your weapon is empty.
You are hit! You die!... Press <Enter>...
-- General ---------------------------------------------------
21 brave souls have ventured into Phobos:
19 of those were killed.
And 1 couldn't handle the stress and committed a stupid suicide.
1 souls destroyed the Mastermind...
1 killed the bitch and survived.
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Okay! Let's take a look at how that run went.
First of all, I borrowed the build from
DemoMan's run. Check it out by clicking the link.
Now, as for the master trait itself, here's my opinion:
I chose to use shotguns for this run - The trait does not work with rapid-fire weapons and has limited potential with pistols due to the superior Gun Kata and the low damage you will do with pistols up until that point. That leaves you with a melee build - which will not work with the trait - and a "rocket" build, which is too unreliable to base a gameplay type around. Essentially, it's a shotgun only trait - which leaves me wondering why it's in the general section for scout and not the shotgun section.
The run went pretty well up until the point where I gained the master trait. At around level 6 or 7, where you can choose your master traits, you will start to encounter some of the harder enemies - Barons and Pain elementals on lower difficulties and the full arsenal of demons on the higher difficulties. At this stage, the benefits of the master trait should kick in to help give you a boost to keep up with these enemies - if you are forgoing a master trait, by this stage your build will have enough tailored traits to survive, perhaps intuition or hellrunner where a master trait would have blocked it - but in this case, I was left staggeringly behind by Gunrunner.
Gunrunner in my opinion can best be described as "The poor man's Gun Kata". Due to the dodgemaster requirement, it excels in taking out single boss enemies - You can easily get up in their face (or at a distance, if you prefer) and strafe around their hits while instantly shooting in return. However, it only applies while in the "Running" tactic, meaning that you can't exploit this regularly without massive RNG assistance due to medikits/globes, or a LOT of waiting - which is impractical, because you'll be using this in combat. In addition, you will be prone to running out of ammo during this stage, meaning you will have to run to cover to reload, or do so in the middle of combat. Both options are not favourable, with reloading in combat never being a good idea if you can avoid it and running to cover to reload wasting turns of your running tactic.
Extending the duration of the running tactic was not a noticeable advantage, since it was offset by continually having to find cover. In fact, I may have spent less time running in actual combat due to the trait and the lack of shottyman.
I can understand the benefit of shottyman to this trait though - essentially turning you into a mobile autoturret for the duration of your tactic. And I will see some people who have played further then me (I YASD'd on the Shamblers in Deimos Lab due to not understanding how they worked - Their attacks autoaim despite a miss animation, pierce like a railgun, and look like rockets but don't cause Fire damage? They also seem to teleport and flank you? But that's for another topic) claiming that the trait could be quite broken with shottyman, on a shotgun run. However, (and I don't know if the devs agree with me on this, this is just my opinion) a master trait should start to shine immediately. Not reaching it's full potential, of course, but you should be able to be like "Hey, I have a master trait now!".
With Gunrunner, it was more of a "Hey, I didn't really get any benefit from this trait..."
Compare almost every other master trait - the real benefits become available immediately. Cateye allows you to immediately start scouting or sniping, Ammochain immediately allows you to start pooping out plasma rifle shots like it's going out of fashion, Sharpshooter immediately allows you to
be incredibly broken with the GCB start dealing your maximum damage.
Gunrunner allows you to get a few shots off, in a limited fashion. Remember that the trait is essentially limited to pistols and shotguns - one of which has a limited clip, and the other has only one shot (With the exception of the combat shotgun, but against bulky targets and groups of mobs, you're going to want to use that double shotty. Face it. You know you want to.)
In addition to that, you are
basically allowed to do it only once per level without dependence on the RNG. Perhaps twice. Certainly not enough to help a playstyle, and in my opinion, certainly not good enough to be a master trait.
So, as for balancing, what would I recommend?
I would recommend that this be moved to the scout shotgun master trait, and the requirements being made Shottyman (1) and Dodgemaster (1). The blocked requirements should stay the same. To facilitate this, Fireangel would be moved to the Marine class General master trait, and Survivalist being moved to the scout general master trait (which makes sense, considering that a scout's job is to survive and report information). Why? Well, as it stands, with the limitation to the trait being only while running and having to take 3 extra perks on top of that to utilize the power of the trait properly, it seems to have one too many negatives. One of them needs to be a positive, and the more balanced option would be to make shottyman the requirement so that you can start going guns blazing straight away. As for moving it away from the general master traits? By very nature of it, you can't use Gunrunner with melee weapons, and the description prevents it from being used with rapid-fire weapons (not that I think this would be a good idea). This limits it to the pistol and shotgun - something that is not shared by any of the other master traits (Survivalist just gives you more HP and while it blocks berserker, it doesn't block brute, making even a melee survivalist possible, and Scavenger, while nerfing the other skillsets, doesn't make them unavailable - it also gives you the added benefit of those crazy-ass assemblies even easier, but that's for another thread). Ergo, for balancing purposes, it would be better to simply make it a shotgun master and move Fireangel (which I don't see as a shotgun mastery anyway. What's it for, blowing up barrels on yourself due to the spread? ?_?) to the general section so it can be used with AoPc. (The requirements i'll discuss in another thread.)
What are your thoughts? Do you completely disagree with my assessment? Do you think something totally different? Please post your thoughts and leave your feedback on the Gunrunner master trait!