DoomRL > Requests For Features
Compilation of fixes, changes, and new ideas
Icy:
Sounds good.
Updated the main posts with everything.
Omega Tyrant:
On the talk of nerfing Inquisitor Set, I do stand by what I said earlier about it, but I do think Nyarlaptotep's Boots and Malek's Armor themselves could receive a slight nerf. I would reduce their movement speed from +25% to +20%, as well as decrease their generation weight from 3 to 2.
With Nyarlaptotep's Boots, on their own they clearly outclass all other boots. With +25% speed, they're as fast as A-modded Tactical Boots and A-modded Phaseshift Boots, except while those boots have no protection and average protection respectively, the Laptop Boots have as much protection as you can get without having full fluid immunity (with them reducing acid damage to 1 and lava damage to 2, which then gets reduced to 1 when running or if you have any TaN investment). If you find them and can't or aren't making Antigrav Boots, you have no reason to not wear them unless you can complete the Phaseshift set (which has its own limitations, as you'll have to wear defensively mediocre armor unless you take a big sacrifice in mobility by making Cerberus Phaseshift Armor). If you reduce it to +20%, there would at least be an argument for wearing the other boots without having to make Antigrav Boots, and you would no longer get the absolute best of non-Antigrav movement speed and non-immunity fluid protection in a single pair of boots.
As for Malek's Armor, it doesn't egregiously outclass other armors on its own, with quite a few being better defensively. But still, the only armors that can match or exceed its movement bonus are Phaseshift Armor, Duelist Armor, and A-modded Tactical Armor, none of which come close defensively without using the former two in the very expensive and hard committal Nanofiber Skin and Cybernano Armor assemblies. AP Energy-shielded Vest does boost movement too while outclassing Malek's Armor defensively, but Malek's Armor still beats the Vest's movement bonus by a solid 10% and has inherent regeneration without the need for any rare mods, before even considering the potential of the Inquisitor Set (and that regeneration has no catch, unlike Lava Armor and Necro Armor). As a single piece, it combines mobility and protection in a way that no other armor does without other rare finds and heavy investment. Reducing its movement speed to +20% would keep it inline with the Laptop Boots after its proposed nerf, and make it not as much ahead of other armors without any investment. You could probably justify nerfing the speed of both to +15%, but I do like to be cautious with nerfing, and they are uniques still, so I would be fine with +20%.
As for the generation weight, at 3 each, they're currently among the more common uniques, despite both being clearly among the best uniques and being highly desirable equipment for virtually any build. They do have one of the latest spawn depths (not spawning until floor 15), but that is still overly common for such strong equipment, and so a generation weight of 2 would be more fitting. On another note, I would bump the Medical Powerarmor's generation weight to 3; even with its proposed buffs it still wouldn't be amazing, so it should be one of the more common uniques.
Icy:
I can agree with all of that.
Omega Tyrant:
So thinking of buffs for Survivalist, which is widely considered a very underwhelming mastery, and I found myself agreeing with the consensus after finally trying it for myself in a UV run. I find thinking of buffs to try making it competitive while keeping the idea of it intact to be tricky; as is, you could obviously just let it get Hellrunner or Son of a Bitch to make it a lot better, but the idea of the trait is you trade being an absolute tank for terrible offense. One old suggestion I found on this board was to make it guaranteed to reduce damage to 0 when you have strong enough defenses to do so, but I agreed with the replies to that thread that would have the potential to be broken under the right circumstances.
Now the proposed inherent 10% omni resistances for the Marine would definitely help Survivalist more than any of the other Marine masteries, though that on its own won't be enough. So after thinking it through, I propose the following buffs:
Reduce the required levels of Ironman from 3 to 2
Have Survivalist double the health recovery of Small Medkits and Small Health Globes
With the first buff, you will be able to get Survivalist a bit sooner, and can put off that third level of Ironman for getting other, better stuff. Especially helpful when Finesse and Whizkid are essentially a must to succeed with this mastery, which alongside Survivalist will currently take you until level 11 at minimum to get them all, really damn late just to get a build in a functional state. I'll also note the other general masteries (Gunrunner and Scavenger) only require five cumulative traits, so having Survivalist do the same would keep it consistent with them (and it's certainly not better enough than them to be a minimum level 7 mastery).
With the second buff, it'll help Survivalist better do its job of keeping you alive and give it a noticeable benefit in the mid game before you can get good enough armor to take advantage of the 0 damage perk, as well as still let it do something in the late game if you're unable to get good enough armor. This also helps give it an actual healing boon over Vampyre, which otherwise does the extreme damage tanking a whole lot better (and still usually would even with this buff). With all these buffs, Survivalist probably still wouldn't be more than mid at best (offense > pure defense will always be true in DRL after all), but I think it would make it reasonably viable, and give players that like tanking builds a legitimate alternative to Vampyre.
Icy:
I agree with both buffs. It would help make it far more viable, wouldn't be game-breaking at all, would likely still be a mid-tier build as you said, and also isn't a dramatic change.
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