I forgot this aspect yes, was lloking only at soldier perspective but it’s a team skill.
But for me your count is irrelevant. The soldier get 7AP, 3 attacks, it’s not worth any nerf.
The problem is the team get 49 AP and spend 14 AP and 14WP so won 35AP for 14WP cost, looks wrong. I think limit Rally to 2 or 3 uses per team and per turn should be totally fine, still a great use, still some powerful use cases, and no true OP holes.
Yes I didn’t understood your proposition. Well cap tend be very good tools, Stealth need one and in my opinion attributes effects too, I don’t like much this because for example Rage Burst is 500% damages, Rapid Aim is sort of 200% damages, Adrenalish Rush is potentially 400% damages.
The problem of excessive damages isn’t above 200% damages, it’s Rapid Clearance making one shot kill very powerful. It’s my opinion.
For example I’m fine with one shot kill to manage RF.
That’s why I’m saying put a hard cap on APs that can be spent per turn. That way max AP a team of 8 can get through rally is 32 - 8 = 24 AP. And with the opportunity cost of rapid clearance (no point in using it if you max out your APs through rally).
At first I also favored limiting RtT to 2 or 3 uses per squad per turn. But here is the problem. These 2 or 3 APs are perhaps not too much on their own, but they can be used very effectively to close rapid clearance loops and extend them beyond reason. That’s why rapid clearance and rally the troops should be tackled together.
An alternative way in which rally could be limited would be range. Allow the skill to give APs only to troops that are in close proximity to the unit who is using that perk and you’ll bring a new type of tactic thinking to the game.
It’s a possibility, but hard to say how it would work out without testing.
If I was imagining this skill from scratch (or in a mod) I would do something like this:
Assign hierarchy within a squad, so that there is one leader and one or two lieutenants.
Give leadership abilities to the leader and to the lieutenant(s) that boost performance of the other soldiers in the squad limited by range (give APs, WPs, damage/accuracy/defense boosts, etc.)
This would encourage gameplay based on teamwork, and more specialized builds.
For me you are looking problem at the wrong direction, all impressive OP holes I saw was either from bad design of Lairs/Citadels that need both a huge rework anyway, either involving Rapid Clearance, with most impressive involving Rapid Clearance and Adrenalin Rush.
First RC need a good nerf, including in the light of RC+AR. Past that it will change a lot games OP holes. Secondly Lairs/Citadels need a big change, this will break OP holes based on high speed and quick kill.
Not really. If it’s the cap is set at 8 AP, it’s just double the regular AP. Put 4 differently colored rectangles above the white ones, and that’s just off the top of my head. I’m sure there are better ways to show it.
These are not the only “impressive” OP holes by far. If you want impressive, throw in an infiltrator in the mix.
But, anyway, look at it this way: suppose RC is nerfed so that the loop breaks more easily or so that it ends before it becomes OP. However, nothing is done about RtT.
Don’t you see that RtT can then be used to mend the RC loop? Or for the soldier to continue attacking after RC ends? These are extra attacks coming on top off the RC attacks, they are unreasonable by definition if RC is nerfed so as not to be OP.
Even if RtT is nerfed so that it is reasonable on its own (say, 2 or 3 uses per squad per turn), those 2 or 3 APs can mean the world of difference to how RC works.
Slow compared to Assault/Berzerk. But yeah stealth 100% should not be allowed, for vanish, I think it can be kept as it is. For the 100% damages it won’t make better a full team of infiltrator compared to a more diversified team, and from far. All 7th skills are powerful, Infiltrator isn’t better.
Are you arguing for the sake of arguing? I said assume RC is nerfed, e.g. as per one of your suggestions:
:sigh: you are arguing for the sake of arguing. You know that it’s not about the 200%, it’s how that stacks with all the other damage buffs and how it works with the other skills.
And so, I like this idea and I want changes on this way. VOLAND you created a topic on CANNY or do we need to think How to raise this topic in TOP in this forum?
P.S. and this is a question on a new topic, How to make the forum "transparent" for developers, if CANNY exists.
IMO the game needs to nerf player skills that causes a continuous loop. For example, only 1 dash per turn allowed. Abilities that regain AP should also be limited to once per round. [AP refund if X] abilities should only be once per round, but maybe buff them a bit - and give the skill higher cost or cooldown. AP regain is fine, but they should function to give a big advantage when you need it most, adds to player agency.
For one or all of these nerfs, the counter-balance should lie in making things like way too OP enemy damage and armor values weaker.
Damage stacking should have a soft cap so that any bonus damage above 160% is cut in half.
These changes needs to happen imo because it adds to balance and player agency. No more ridiculous action loops, more decision making as to when to use special abilities to best effect. The counter balance being weakening the current insane pandoran scalings.
This is the way - because it brings both extremes of player and AI power more centralized towards a middleground.
I have gone in my opinions on the matter from “no cooldowns/caps to skill uses” to “cap skill uses” to what I’m suggesting now.
Here is the thing about, for example, dash: even 1 dash per turn with top speed, armor speed buffs, frenzy and blood lust and whatnot is like entering hyperspace. At the same time, for a normal build even 2-3 dashes per turn is OK. So my suggestion: set a hard limit on how much a soldier can run per turn. Then it’s up to the player to choose how to maximize mobility.
The problem with increasing cost to balance the utility of a skill, or cooldowns, is that it is very contextual. Meaning that if the skill allows you to wipe out, or almost wipe out all the enemies, it doesn’t matter what it costs or that you can’t use it next turn.
Of course limiting Rally the Troops to once per turn per squad would probably eliminate the chance for any OP holes - even with 8 soldiers it’s 1 AP to each of the seven soldiers for the price of 2APs. However, even allowing two RtT per squad per turn would increase the chances for OP holes when you take into account Rapid Clearance (and how these 2 extra APs from RtT could be used to mend a broken RC loop).
Again, my point is that if you set a hard cap on how many APs a soldier can spend on a turn regardless of refunds, you take care of the problem without the need to nerf any specific skills. 8 APs is plenty, I think, and, as to RC, the chance of getting 4 APs for 5WPs is a reasonable deal.
Do you mean damage can be increased by 60% and any buffs applied after are cut in half? So the stealth x2 = 100% buff would be 60% + 40%/2 = 80%?
I agree - that literally goes without saying, particularly on easier difficulties.