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Do these skills suck?

Hey RMN! I'm getting close to release, but I'd really like some feedback on the passive skills available to the player. You can choose one with each level up. I'm worried that some might be too complicated to understand or the benefit might be too small for the player to select them. I think they're balanced, but I would love your input.

In short, do any of these skills suck so bad you would never pick them?

Tier 1 is available from the start of the game -- all the tiers above require at least 5 points invested in the tiers below to open up.

Enforcer
Tier 1
  • Elbow Grease: Increases melee attack damage

  • Tough as Nails: Increases defense

  • Mixed Tactics: Freshly swapped weapons receive a 1-turn damage bonus

  • While They're Down: Enemies with broken arms or legs take extra damage


Tier 2
  • Focused Rage: Taking damage speeds up the next turn

  • Adrenaline Junkie: First use of adrenaline has no cost

  • Follow Through: After killing an enemy with a melee, next turn comes sooner


Tier 3
  • Shattering Blow: Attack that breaks a weapon receives massive damage bonus

  • Rend Armor: Melee attacks can tear apart armor

  • High Ground: Any attack that catches an enemy on a weakpoint adds knockback


Tier 4
  • Rampage: Successive melee attacks stack speed and may break limbs

  • Split the Sky: Any killing blow becomes explosive and hits all enemies on field


Gunman
Tier 1
  • Nimble Fingers: Increases range attack speed

  • Like a Butterfly: Increases evasion

  • Soft Spot: Increases critical damage

  • Headshot: Ranged critical hits have a chance to blind the enemy


Tier 2
  • Fleet of Foot: Increases weapon swap and skill speed

  • Gun Crazy: If able, counter attack with range weapon

  • Big Game Hunter: Killing an enemy with a range attack restores food points


Tier 3
  • Ricochet: Ranged attacks have a chance to hit two enemies

  • Hair Trigger: Deals extra damage to enemies who are closer to their turn

  • Quick Draw: Criticals are easier after swapping weapons


Tier 4
  • Bullseye: Unlocks a smaller critical zone that deals massive damage

  • Overclocked: Massive range attack empties ammo stock at stacking 15% damage penalty


Trickster
Tier 1
  • Reversal: Increases counter damage

  • Pester: Adds chance to cancel target's charging skill with a critical hit

  • Rope a Dope: Counter meter decays more slowly

  • Nick of Time: Rush makes turns come faster


Tier 2
  • Refined Technique: Skills are cheaper

  • From Behind: Counter damage bypasses armor

  • Silver Lining: Having a negative status effect increases AP gain


Tier 3
  • Tripped Up: Chance to break an enemy's legs as they pass by on turn bar

  • Once Again: Adds a extra melee or ranged strike if enemy is caught on a weakpoint

  • Feigned Pain: A successful counter negates some of the damage received in the same attack


Tier 4
  • Feint of Heart: Able to hit more feints before feint lock

  • Retribution: Adds a critical attempt during counter attacks


Leader
Tier 1
  • Friendly Face: Increases chance to find an ally and increases ally XP gain

  • Graceful Exit: Increases chance of escaping battle

  • Draw Fire: Draws enemy attention, slows hits if user is targeted

  • Well Dressed: Weapon and armor proficiencies level up more quickly


Tier 2
  • Intimidation: Nearby enemies on the field are slowed

  • Respect: If injured in battle, allies receive a damage boost for their next turn

  • Dirty Job: Skills that use SP or HP receive a damage boost


Tier 3
  • Eye For an Eye: If suffering from a status effect, attacks have a chance to inflict it and heal self

  • Lay Hands: Transfers allies' negative status effects to user

  • Last Straw: If an ally is killed in battle, damage and speed are massively increased for 5 turns


Tier 4
  • Not Yet: If killed in battle but allies are still alive, adds chance to self revive

  • Diligent Mentor: Allies acquire all the talents from the tree marked with a star


Survivor
Tier 1
  • Good as New: Sharpened weapons lose less durability

  • Scrounger: More likely to find ammo in crates

  • Poacher: Enemies have a chance to drop an extra item after battle

  • Handy Man: Building shelter and furniture costs less SP


Tier 2
  • Pack Rat: Increases carrying capacity

  • Rationer: Hunger increases more slowly

  • Craftsman: Making craftable and cookable items costs less SP


Tier 3
  • Free Shot: Attacks have a chance not to reduce durability or ammo

  • Appraiser: Crafted items have a higher rarity chance

  • Well-Rested: Increases the amount of health regained by sleeping


Tier 4
  • Cartographer: Undiscovered areas cost no SP to enter and hidden areas are visible on map

  • Taste For Blood: Adds a damage bonus in battle for a fuller hunger bar.

  • Material Needs: (Story mode only) Able to carry one extra possession to the next rung

Posts

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In general, I doubt I want any of the weapon swapping feats since I mostly stick to a single weapon and I take the opportunity cost of not dealing damage on that turn.
Hmmm I was worried players might be discouraged to swap. Would it help if the damage bonus were something like 200% to make up for the cost of not attacking?
There are a couple related mechanics that factor. For one, weapons have a durability rating and can break mid-battle, so that would be a good reason to switch. Also, weapons require crafting so they're harder to come by than in a typical RPG.

The player has to be diligent about crafting and repairing to make the bonus worthwhile, so I don't mind if it's a little impressive. The skill currently has 3 levels that give a 75%, 100%, and 125% damage bonus, so that notch above also requires significant investment.

Does that change the calculation at all?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Idea: Active skill that launches your weapon at an enemy and makes you switch to a new one. The first weapon, once launched, cannot be used again during that battle, but is retrieved after the battle ends. This is would be enough of a cost, since the player would not be able to use it repeatedly.

Passive skill could increase the damage dealt by this active skill, or the speed of using it?
Oh, that is a cool idea! Would be an all-or-nothing kind of move, since it would leave the player barehanded. LockeZ, were you thinking this should be a permanent game mechanic, or something unlockable on the skill tree?
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