Difference between revisions of "Skills rebalance proposal"

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<code>Damage dealt while not spotted is increased by 100% <u><b>for the first attack of the turn</u></b> (passive)</code>
 
<code>Damage dealt while not spotted is increased by 100% <u><b>for the first attack of the turn</u></b> (passive)</code>
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Alternative suggestion:
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<code><b><u>Next attack the</u></b> damage dealt <s>while</s><b><u>if</u></b> not spotted is increased by <s>100% (passive)</s> <b><u>50%(4WP). Cannot be used with Quick Aim, Boom Blast or Rage Burst</u></b></code>
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<i>Reasoning: the problems with this skill are twofold; it allows to do too much damage as it can be repeatedly combined with other skills that increase damage output, making the game too easy, and it doesn't involve any meaningful choice, or tactics</i>
  
 
=<span id="technician"></span>[[file:Technician_training.png|60px|link=Technician]] [[Technician]]=
 
=<span id="technician"></span>[[file:Technician_training.png|60px|link=Technician]] [[Technician]]=

Revision as of 06:15, 18 February 2021

Mentaculus.png
Getting Started
Geoscape
Combat
Character Development
Classes and Skills
Mission Types
Final Mission (Spoiler!)

Skills rebalance proposal

  1. Assault Assault
  2. Heavy training.png Heavy
  3. Sniper training.pngSniper
  4. Berserker training.png Berserker
  5. Infiltrator training.png Infiltrator
  6. Technician training.png Technician
  7. Priest training.png Priest

Assault Assault

- Proficient with assault rifles and shotguns (complete list here)

Dash Dash

Move up to 1/2 of the movement of the character (3WP and 1AP; limited to 2 uses per turn) (e.g. with a movement stat of 20, a soldier can move 10 tiles casting Dash)

Return Fire Return Fire

Shoot back at an enemy when it attacks, provided that character is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range (passive skill)


Ready for action.pngReady for Action

Reloading and inventory management costs 0 AP (passive skill)

Suggested change:

Reloading and inventory management of the operative costs 0 AP (passive skill)

Reasoning: it's stupid and immersion breaking that an operative with this skill can be used as a logistics hub of sorts to allow operatives closely packed together to share a single weapon and reload it for free

Onslaught Onslaught

Refunds 2AP to another operative within 12 tiles, can only be used once per turn by the same soldier (cost 4WP and 2AP)

Suggested change:

Refunds 2AP to another operative within 12 tiles, can only be used once per turn by the same and on the same soldier (cost 4WP and 2AP)

Reasoning: to prevent "Cheerleading", which is both immersion breaking and somewhat OP, in that you can channel AP towards an Uber soldier that can optimize their utility

Rapid Clearance Rapid Clearance

Get back 2 AP for each kill until the end of the turn (cost 5WP)

Suggested change:

Until the end of the turn, the next attack after a kill costs 2 AP less

Reasoning: prevents net generation of AP from kills

Heavy training.png Heavy

- Proficient with machine guns, cannons and grenade launchers (see complete list here)

Brawler Brawler

Bash and melee attacks deal 50% more damage (passive skill)

War Cry War Cry

Limits the AP of all enemies within 10 tiles to 2 (3WP 1AP)

Boom Blast Boom Blast

Reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn (5WP)

Suggested change:

Reduces the cost of using explosives by 1 AP to a minimum of 1 and increases their range by 50% until the end of the turn (5WP)

Reasoning: prevents using mounted weapons or Vidar Launcher for 0 AP

Inspire Inspire

Killing an enemy grants allies 1 additional WP (passive skill)

Rage Burst Rage Burst

Fire the weapon 5 times in an arc, limited to one use per turn by the same soldier (5WP + standard AP cost of firing the weapon)

SniperSniper

- Proficient with sniper rifles and pistols (see complete list here).


Extreme focus.png Extreme Focus

Overwatch cost is reduced by 1 action point(passive skill)


Quick Aim Quick Aim

The AP cost of the next shot with proficient weapon is reduced by 1 (3WP)


Suggested change:

The AP cost of the next shot with proficient weapon is reduced by 1 (3WP), limited to 2 uses per turn

Reasoning: prevents spamming the skill with 1AP weapons to get free attacks, but allows the most common use of the skill to shoot twice with a sniper rifle per turn and keeps a limited synergy with 1 AP weapons; also similar solution to dash, so easy to understand

Master Marksman Master Marksman

Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles (passive skill)


Weak Spot Weak Spot

Disabling a body part also remove that body part's armor (passive skill)


Mark for Death Mark for Death

Increases damage suffered by the target by 10 from each hit until the end of the turn (4WP)

Berserker training.png Berserker

Armor Break Armor Break

Next attack will shred an additional 30 armor (4WP)


Close Quarters Evade Close Quarters Evade

Attacks from enemies within 10 tiles deal 25% less damage (passive skill)


Bloodlust Bloodlust

Damage and movement are increased proportionally to the health lost (up to double) (passive)


Ignore Pain Ignore pain

Disabled body parts remain functional. Cannot Panic or be Mind Controlled (passive)


Adrenaline Rush Adrenaline Rush

All abilities cost 1 AP until the end of the turn, can't use any skills or abilities that cost WP after casting it, Accuracy reduced by 50% and you are Dazed dazed the next turn (5WP)

Infiltrator training.pngInfiltrator

- Proficient with crossbows and spider drones (see complete list here)

- Gain +25% to stealth while undetected


Surprise Attack Surprise Attack

Attacks from behind gain shock damage equal to 3 times the damage dealt (passive)


Deploy Decoy Deploy Decoy

Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies (4WP 1AP)

Spider Drone Pack Spider Drone Pack

Deploy 3 spider drones with one action (2AP)


Vanish.pngVanish

Move within 5 tiles and disappear from view for the next turn (4WP)


Sneak AttackSneak Attack

Damage dealt while not spotted is increased by 100% (passive)

Suggested change:

Damage dealt while not spotted is increased by 100% for the first attack of the turn (passive)

Alternative suggestion:

Next attack the damage dealt whileif not spotted is increased by 100% (passive) 50%(4WP). Cannot be used with Quick Aim, Boom Blast or Rage Burst

Reasoning: the problems with this skill are twofold; it allows to do too much damage as it can be repeatedly combined with other skills that increase damage output, making the game too easy, and it doesn't involve any meaningful choice, or tactics

Technician training.png Technician

- Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)

Fast use.png Fast Use

The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1(passive)

Manual control.png Manual Control

Take manual control of a turret or vehicle weapon and shoot at a target (3WP 1AP)

Suggested change:

Take manual control of a turret or vehicle weapon and shoot at a target, limited to one use per turn per device (3WP 1AP)

Field medic.png Field Medic

Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored (2WP 2AP)


Remote deployment.pngRemote deployment

Turrets can be thrown in a radius of 10(?) tiles and deployed for 1 AP (passive)

Electric reinforcement.pngElectric reinforcement

Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack (6WP 1AP)

Priest Priest

- Proficient with weapons that deal Virus Damage virus damage (that is, Redeemer Redeemer and Subjugator Subjugator)

- Can use special head mutations, which give them additional abilities


Additional Priest training.png abilities acquired from head mutations

A particularity of Priest is that they have access to a unique set of head mutations, each of them adding another ability (or 'spell') to their repertoire:

  1. Judgement Head Judgement Head: Instil Frenzy frenzy in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% and making them immune to panic (1AP, 4WP)

Suggested change:

Instil Frenzy frenzy in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% 8 and making them immune to panic (1AP, 4WP)


  1. Screaming Head Screaming Head: Cast Psychic Scream psychic scream, reducing WP of all enemy units in an 8 tile radius by NTC (3AP, 4WP)
  2. Synod Head Synod Head: Living allied units within 7 tiles recover 2 WP at the start of the turn (passive skill)

Mind Control Mind Control

Gain control of an enemy in range and with line of sight (WP cost equal to enemy's current WP, 1AP; costs 1-10 WP per turn to maintain, depending on target type)


Induce panic.png Induce Panic

Cause a target to panic if its current WP are less than the Priest (3WP, 1AP)

Minds sense.png Mind Sense

All organic enemies within 15 tiles are automatically revealed (passive)

Psychic ward.png Psychic Ward

Allies within 10 tiles are immune to panic and psychic damage attacks (passive)

Mind Crush Mind Crush

Deal 100 damage to all enemy entities within 10 tiles (6WP, 1AP)