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The additional effect on Take Cover doubles down by giving this skill a use for Assault Infantry units that take Deep Reserves at Sgt, as well as filling the role I wanted for refilling the Reaper's Shadow Stacks.
I have a plan to handle Annihilate... I'll tack on plus one additional charge of Banish per mission. That should make it worth the 25AP cost. But I'm not quite sure what to do with the other two spots... What are your guys thoughts?
Steady Hands you could just buff up the stat values imo
So what kinda things or builds should these Reapers be able to have, but don't currently?
In the Operative tree, we have mainly Pistol skills, making the Reaper the only true Gunslinger in the pack, at least currently. To go with this, I propose thusly:
Weapon Specialist - Maybe tweak this a bit, keeping the +1 damage on Primaries, but buffing it to +2 for Secondaries. This gives them a real focus on the Pistol, and further strengthens their subsequent skills.
Then to replace Target Definition, I propose a Passive that makes Pistol shots Rupture and/or Shred armour, maybe make this based on Shadow Stacks? Unsure
Wraith, the sneaky damage dealer. No major changes I can see, apart from maybe switching Shadowstep with Shadowstrike in Phase. Maybe increase Haunt's damage bonus, since when paired against Weapon Specialist I'd say it's more appealling. Anyway what you suggested for Annhilate sounds good.
And the Predator, a true stealth assassin, picking off key targets at longer ranges than most. This is the toughest one, and I don't think anything is needed to be changed aside from Steady Hands. Side note, I *love* Xenovore, very cool. Anyway I like the idea of reinforcing the stationary Reaper at Colonel, so how about a skill that increases damage the more turns you stay still? This tree suffers from not having a skill that increases damage on *all* targets, as Weapon Specialist and Haunt can both be triggered on *all* targets, whereas Xenovore is only 5 enemies.
I think I'm going to go for a 1HP rupture effect. It may be a little small for a 25AP ability, but I think 2HP rupture would be too much.
Steady Hands' bonus may also be a little small for a 25AP ability... it will just be getting bumped from 10% Aim/Crit to 15%, but given the Vektor Rifle's crit damage and the other sources of crit available to the Reaper, I think it can still be worthwhile.
Undermine: Pistol shots no longer require a kill to trigger Silent Killer and will rupture the target(s), causing them to take +1 additional damage from all subsequent attacks. (This will not prevent excluded abilities like Faceoff from breaking concealment though)
Annihilation: Continue firing at other targets until you run out of ammo when using Banish. Can now use Banish twice per mission. (Banish will have a 4-turn cooldown between uses)
Steady and Deadly: If you didn't move last turn, gain +15% Crit Chance and deal +1 Critical Hit Damage. Bonus is lost after moving.
1) Lieutenant's skills definitely need some diversity. Usually when you rank up you get a choice between abilities that reinforce different playstyles. And your own Proficiency Classes do that well too. But here we have three same-ish abilities? I don't have any good suggestions, but these abilities definitely need some work.
2) I think Target Definition needs the be back. Maybe push Death from Above to Lieutenant and put Target Definition in Sergeant? I think it would synergize excellently with Reposition and Fade/Vanish as it would allow to run out of vision to regain concealment while still having enemies visible.
3) We get pistols, but no Fan Fire? Then can we at least have Banish tweaked so it would be able to land critical hits?
4) I definitely wouldn't mind seeing Lightning Hands somewhere among abilities.
5) As a replacement for Remote Start maybe you can make retuned version of Fuse from Psi-Ops? I.e. "detonate enemy's explosives with a precise shot" or something along the lines. Maybe with a cooldown and/or hit chance tweaks.