Nerf everything

I have generally been rather harsh when it comes to multipliers in this game, so this would generally be too much of a nerf for most forumites that I have read.

armor wise:
-remove accuracy buff or penalty
-spd only affected negatively base 0 (light), -1 (assault), -2 (heavy) factions can affect them slightly differently, but armor does no longer boost speed.
-stealth and perception can be effected positively or negatively.

skills:
RB becomes a double tap…its still a multiplier but a lot less potent.
all skills have a minimum of 1 AP expended, even pistol shots meaning that QA these has little impact.
very few skills can be spammed, quick aim, dash…go to 1/turn.
rally goes to 1/turn/team.
electric reinforcement becomes a unstackable buff like frenzy is now.
adrenaline rush no longer affects recover.
adrenaline rush disables all other skill buffs when activated (including rapid clearance)
some passive skills only trigger once per enemy (the now non-functional sneak attack being one of them)

random skills:
remove most +% dmg benifits, remove cautious -% dmg penalty. accuracy bonuses are granted by skills and can be stacked but the +40-60% boost you can get from this would be relatively minor compared to what we have now. gaining additional proficiencies also remains. skills that only grant +% dmg boosts get a acc, spd or str boost instead (example strongman could grant a minor +acc and a str boost rather then its current +30% dmg)
-reckless being the only +dmg boost random skill remaining at +20% dmg/-20% acc.
-melee damage boosters grant + spd instead of damage.

enemy interaction.
-less explosive focused enemies.
-enemies with psychic attacks don’t auto-overrun player will, not using abilities to maintain high willpower is to be rewarded.
-melee vs armed: melee grants counterattack options against adj enemies, and locks down ranged fire…both for player and pandoran. as well as an AoO function for actors trying to run past or attack in melee. allowing melee to block passages that their range can cover. bash does NOT grant these benifits, but can still be used when engaged. this makes melee far more brutal, as units engaged in melee have to either outright kill, get assistance or take damage from what they engage. this makes rectal examing a chiron or scylla a far less favorable option, and also makes locking down crabs or tritons more fun. and…it gives a reason for the relatively high AP cost of melee.
-replace armor break in the berserker line with charge, a WP using melee only skill that allows for 1/2 spd total tiles of movement and a single armor shredding attack at the cost of 4WP/2AP. single use per turn.

and many many more changes but this post would become way too long

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