Skills rebalance proposal
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Contents
Skills rebalance proposal
Assault
- Proficient with assault rifles and shotguns (complete list here)
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
)
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
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
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
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
- Proficient with machine guns, cannons and grenade launchers (see complete list here)
Brawler
Bash and melee attacks deal 50% more damage (passive skill)
War Cry
Limits the AP of all enemies within 10 tiles to 2 (3WP 1AP)
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
Killing an enemy grants allies 1 additional WP (passive skill)
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)
Sniper
- Proficient with sniper rifles and pistols (see complete list here).
Extreme Focus
Overwatch cost is reduced by 1 action point(passive skill)
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
Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles (passive skill)
Weak Spot
Disabling a body part also remove that body part's armor (passive skill)
Mark for Death
Increases damage suffered by the target by 10 from each hit until the end of the turn (4WP)
Berserker
Armor Break
Next attack will shred an additional 30 armor (4WP)
Close Quarters Evade
Attacks from enemies within 10 tiles deal 25% less damage (passive skill)
Bloodlust
Damage and movement are increased proportionally to the health lost (up to double) (passive)
Ignore pain
Disabled body parts remain functional. Cannot Panic or be Mind Controlled (passive)
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 the next turn (5WP)
Infiltrator
- Proficient with crossbows and spider drones (see complete list here)
- Gain +25% to stealth while undetected
Surprise Attack
Attacks from behind gain shock damage equal to 3 times the damage dealt (passive)
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
Deploy 3 spider drones with one action (2AP)
Vanish
Move within 5 tiles and disappear from view for the next turn (4WP)
Sneak 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´s not tactical; there are no meaningful choices regarding the use of the skill, as damage from all attacks is doubled provided a trivial condition is met. The first suggestion seeks to address these problems by limiting the bonus to a single attack per turn, and as it's also the first attack, some tactics would be required to make the best use of the skill. With the second suggestion a Sniper / Infiltrator or Heavy / Infiltrator has to choose between damage buff or more attacks per turn.
Technician
- Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)
Fast Use
The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1(passive)
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
Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored (2WP 2AP)
Remote deployment
Turrets can be thrown in a radius of 10(?) tiles and deployed for 1 AP (passive)
Electric reinforcement
Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack (6WP 1AP)
Priest
- Proficient with weapons that deal
virus damage (that is,
Redeemer and
Subjugator)
- Can use special head mutations, which give them additional abilities
Additional
abilities acquired from head mutations
A particularity of
is that they have access to a unique set of head mutations, each of them adding another ability (or 'spell') to their repertoire:
Judgement Head: Instil
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 in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% 8 and making them immune to panic (1AP, 4WP)
Screaming Head: Cast
psychic scream, reducing WP of all enemy units in an 8 tile radius by NTC (3AP, 4WP)
Synod Head: Living allied units within 7 tiles recover 2 WP at the start of the turn (passive skill)
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
Cause a target to panic if its current WP are less than the
(3WP, 1AP)
Mind Sense
All organic enemies within 15 tiles are automatically revealed (passive)
Psychic Ward
Allies within 10 tiles are immune to panic and psychic damage attacks (passive)
Mind Crush
Deal 100 damage to all enemy entities within 10 tiles (6WP, 1AP)