DRL > Discussion
Your traits of choice?
Kornel Kisielewicz:
Note that the Intuition nerf is a very discreet one:
-- the 50% misschance isn't big
-- the true nerf comes from the fact that damaged out-of-LOS enemies come directly at you now (instead of aimless wandering)
Potman:
50% isn't big? Because it sounds pretty big to me, and I indeed can't hit anything in the dark anymore.
And however it is, Inituition is now, for me, pretty useless.
Firstblood:
Standard build:
Hellrunner, Intuition, Ironman, Juggler
... I always try to take some Hellrunner, and Ironman.
... The Intuition path is still too useful to ignore, although CatEye is a good alternative now.
... Juggler, for same reasons as TFoN.
(RL and instant swap to CG/PR, or instant swap back to RL)
(or instant swap to DSG/CS for close encounters, and swap back)
(or instant swap to from one emptied PR to another in really dangerous close encounters)
AoB:
Berserker, Hellrunner, Ironman, Tough as Nails
... this is pretty much standard for any melee character
AoMr:
Hellrunner, Intuition, Son of a Gun, Whizkid
... sniping with pistols
AoLt:
Berserker, Hellrunner, Intuition, Ironman
... weaker melee fighter with foresight n CG/RL to balance weakness
My opinions on my least used traits:
TaN: I can't say much against this, as I've never used it apart from in N! run, where it was essential, but as its use is probably very dependent on how much damage you take, I prefer Ironman. I can see situations where TaN is better though.
Rel: Very useful in 0.985. Still useful in 0.987, but if you have an advanced weapon, you can do better with WK.
Cat: Int[3] was more useful in 0.985, at least on UV where you had lots of traits. Have to play more 0.987 games before I can judge this one.
Shottyman: Shotguns are a bit more useful in 0.987 with the new AI, but still the weakest type of weapons IMO. Shottyman trait as a function rocks though.
Badass: 2-3 levels of this trait seems too much to me. 1 level might make it too good. This trait would be more useful with just one level, and a very slow or non-existant health degen, or very slow health degen down to 150% and then stop at 150%. Although I've never taken it, I'm basing this purely on the fact that you need 3 levels of Badass to get the health degen to stop, so maybe its just for me that its not a good trait, as I spend a lot of turns exploring levels after I clear them. Might be more useful to other players. IMO probably the weakest trait in the game (esp. as TaN is now the requirement instead of Ironman, so less boosted health), next to SoaB, which is weak solely because it doesn't seem to work, or work as expected.
Triggerhappy: I'm not fussed about the potential ammo wastage, as I can always carry a backup shotty for the formers. This is an awesome powered trait! (the fact that is has more than one level makes it powerful as each level is a big boost on firepower) but I don't know if I will ever take it, because SoaB seems broken or almost worthless.
TFoN:
--- Quote from: Kornel Kisielewicz on May 04, 2007, 07:57 ----- the true nerf comes from the fact that damaged out-of-LOS enemies come directly at you now (instead of aimless wandering)
--- End quote ---
Which should work like a charm to lure single enemies away from the LOS of an AV, where they'll stay dead once you kill them :)
It should also work to better herd enemies into liquids, which is crucial in N!. I think that where this trait is most necessary, this is less of a nerf and more of a change.
The 50% miss rate only means twice the number of bullets. That basically means 1/2 damage, though rockets are more likely to destroy scenery and barrels are more likely to be hit if behind an off-LOS target. It still enables for some pretty sure killing with the mostly advantageously multi-shooting CG and PR (as more shots means everything's less luck-based), and SGs are unaffected. I've already taken out quite a few targets by shooting a pistol/CG up a hallway, and since it seems monster AI hasn't been changed so that they stop heading towards the center horizontal line, I've also killed by shooting, in any room, up the horizontal line closest to the center. So, IMO, this is still an excellent trait.
I love TaN, and find it to be much better than IM. I've written about that once... I'll find it in a moment.
My current problem with Badass is the Stonewall merger. As I've said in the past, anything that pushes me so far back, I'd rather be far from anyway. Other than that, it really is too expensive. Having it reduced to 2 ranks while increasing the value of the first'll probably be best. Then, again detach Stonewall and make it a one-rank 3-tile knockback reduction of strategic value.
--- Quote ---Triggerhappy: I'm not fussed about the potential ammo wastage, as I can always carry a backup shotty for the formers. This is an awesome powered trait! (the fact that is has more than one level makes it powerful as each level is a big boost on firepower) but I don't know if I will ever take it, because SoaB seems broken or almost worthless.
--- End quote ---
I thought you said it was SoaG that's buggy. Either way (and certainly if it's both), this seems pretty extreme to have been missed all this time. Not to say that it couldn't happen. On the contrary, as EE and Brute say they give a bonus of 4 in the trait descriptions and 3 in the mortem (v0985, at least), which for me is enough to speculate. This would, however, be a very embarrassing bug to discover, as I'd commented on the usefulness of SoaB on several occasions :) On the other hand, that means I had won games with up to 3 traits wasted :P
TFoN:
The "8 shots" must be refering to a former commando/Arach attack, but I couldn't find any mention of that earlier in the conversation. Maybe I thought there was such a comment when I orignally posted :)
--- Quote from: TFoN ---1 armor for 8 shots means 16% max HPs saved, assuming you're still at 50 max HPs. That's a huge difference, aspecially if you're shot at more than once. Anyway, consider that IM is a 20% increase from 50 HPs, so the match is at least close even at just one attack, but since use of those additional 10 HPs requires healing (often a full heal, otherwise you may stay beneath the 50 HP line), TaN is more likely to come in handy. On the other hand, if you're down to 2 HPs, are still in danger, have no access to healing and happen to level-up, IM can be a life-saver :)
[...]
To truly value the weight of TaN, try playing an entire game with no armor.
3 armor means 6% maxHPs saved, which is, among others, a good chunk off Caco hits. Also, since we can probably agree that 1 point of armor isn't much to rely on, consider that 3 armor is almost 4, meaning that with TaN(3) you have indestructable, weightless, stackable near-red armor on at all times. Together with red armor, that's 7 points, you reduce damage from all monster attacks by 14% maxHPs. AA puts you at 18%. What does our AV have to say about that?
--- End quote ---
Here's the original thread.
[M|96%|Win] YAFVP - shottyman path by Zarin.
Nothing there of much relevance here, but anyway.
My idea and reasoning is that there's a very good chance for TaN(1) saving 10 HPs between full health and death, with each additional rank of TaN likewise matching each additional rank of IM.
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