XCOM 2
RPGO & LWOTC - Compatibility and Balance Patch
Mrvecz 18 Mar, 2022 @ 9:22am
Further rebalancing discussion (Part 3) - Traits
Ah, starting abilities, your first line of abilities on a promotion, your first line of killing aliens. The first line of your soldiers build and where he or she should go.

Still wont escape my wrath

1) Traits that are too good

Veteran - Full mental immunity, this perk does way too much in actual gameplay and makes every other will based perk or trait look total garbage. Either remove it outright or change it to give +30 will so it still functions as a psi attack defense perk.

Irregular - This one does way too much and has actual no weakness if you use it on a sniper or you actually play semi competently of not letting your enemies take a turn. Inate low profile also ensures that Advent wont shoot at you and will shoot at the rest of your team (due to how Advent targetting works)
Concealment should be relegated to limited consumables or skills, having auto, infinite stealth whenever you are out of LOS (Which is extremely easy to abuse) is just way over the top

And dont even get me started using this on a sniper with stealth skills, absolutely no downside and EXTREME gains to the point such sniper will be able to mow down most enemies in the map on his own with obsene bonuses from stealth perks that are suppose to work on a basis of being relegated to losing your concealment when used and not being usable again, perks like +50% aim and crit might sound good as initial attack you do once per battle.

But that sniper on the other side of the map that Advent will NEVER see ?
50+ aim every turn ?

This trait needs to be either outright removed or reworked to be completely unrecognizable

Version A)
This perk would give the soldier -50% detection radius reduction
Version B)
This perk would give soldier inate phantom and 2 charges of reconcealment
Version C)
Reentering concealment needs like 5-6 turn long cooldown and low profile needs to be deleted so there is an actual risk using this soldier.


Militia - Another overpowered trait, the +3 aim is ♥♥♥♥♥♥♥ when compared to what the +2 line of sight actually does, it lets you OUTRANGE Advent, you can see them, but they cant see you, which means you can open up with things like AOE supression on the clumped up pod and absolutely decimate them before they scamper to cover. This is like concealment, except you can use abilities that dont work in concealment for a good reason.
50% range penalties reduction is also completely busted with snipers, there is a reason why snipers get long range penalties so they cant just snipe from the other side of the map and they have to move to be "just far enough" to not have insane aim penalties. This turns this penalty in to absolutely nothing in the sea of bonuses sniper build will have.

It also removes penalties from short range attacks, machineguns (and sniper rifles) have aim penalties from short range attacks.

Tactitian - Doing damage even on missed attacks, finishing moves are based on cooldowns and consumables for a reason in LWOTC, not just attacking. This is is extremely powerful and should be replaced by LW2 Grazing Fire (50% to graze on a miss, enemy dodge lowers the chance).

Mercenary - Useless till the end game where it spirals out of control, LW2 has completely different values when it comes to what the game expects you to have and in the late game you will have like an income of around 1000 supplies. This isnt as overpowered as Militia or Covert and could be changed that it stops at 25% but spikes up for every 5 supplies you have so if you want to maintain this increased crit chance you would have to maintain 250 supplies is a more realistic number in the most of the game.

Spirit Thief - +50% Psi damage boost is way too strong given its easy to line up kills for your psi soldiers. It also makes things like void rift absolute bonkers. This should be +25% damage boost.

Overseer - +1 shredding in soldiers LOS for his entire team is excessively good given armor is more prelevant and there should be a reason to use grenades and shredder armor or the shredder perk.

Marksman Squadsight - NO trait period should touch how far you can attack enemies, squadsight should be only relegated to sniper rifles period. Not machineguns !.

Panoptic - +2 sight radius, no trait should touch vision range as it opens up insane possible attacks.

Warden - +20 aim on reaction attack is tad bit much given this pretty much cuts the aim penalty to half, 15 aim would be better given as a stronger version of another trait that gives +10 aim on overwatch.

Profesional - 25% damage boost on overwatch shots is really excessive given its % based increase, with cool under pressure and better weapons the increased damage is quite drastic.
This should be changed to give +1/1/2/2/3 flat damage boost on reaction attacks.

Saboteur - You just dont hoard intel in LWOTC, this should kick in way earlier and be less powerful. 2 intel per 1%, capping at 25% crit boost.


2) Perks that are OK
Lightning Reflexes - It is a general knowledge that Assaults are among the most powerful classes in LW2 and LR is a no brainer pick. So even if powerful, this trait doesnt need any nerfs whatsoever.
Low Profile - Powerful trait, but not gamebreaking
Trial by fire - This trait is actually useful in LW2 and lets your soldier have more gradual spike in aim so you can freely pump points to other things like dodge, HP or mobility. This enables certain builds so its a great perk.
Evasive - Ensures the first hit will be soft, its OK
Scrounger - Economy boosting perk, its alright
Resilience - Makes your soldier uncritable, this is powerful but not gamebreaking.
Will to survive - Neat defense trait, albeit you shouldnt be getting shot at in the first place.
Deep Cover - Great trait
Eagle Eye - This is just +10 aim trait
Old Guard - Strong early game trait, given how weapons function you will be sticking around with balistic weapons for a while.
Scout - Freebie scanner is good trait
Blast Padding - Armor and 50% DR against explosives is good.
Juggernaut - +2 HP is good
Choleric - You are still getting hit, although with Guard procs this would be a good perk.
Anarchist - Freebie grenade and increasing crit chance, this is alright
Coward - An interesting swap of stats if you do get hit.
Mithridatist - Selective immunity against poison is great, albeit just carying a medkit does the same.
Moving Target - Its a dodge boost
Nerd - Well look at this, Musashi COULD create perks that arent just plain overpowered and had some drawbacks, you become a hack god, but you become a glass cannon.
Pretorian - Great to start up a melee soldier.
Cyber adept - +20 hack with gremlins 50 and you have 70 hack to start with, this is fair perk.
Runner - +3 mobility, this trait is good in LW2 enviroment.
Student of the blade - Makes you an insufferable weeb to the entire team, a trait that actually has a downside pleases me.
Vigilante - Encourages flanking
Electritian - Freebie EMP grenade and +2 electric damage is really strong with gremlins combat protocol, it also enables you to make a dedicated Mech slayer soldier.
Band of Brothers - Its a free action in LW2, so being able to do it for free again is actually great.
Drifter - Strong perk that rewards risky close range combat, great trait to have in game.
Marksman - Another aim boost, decent
Gun Nut - OH YES, another perk that actually has some drawbacks for its strong effect, it makes your soldier John Wick when it comes to slaying enemies with weapons, but he will also be the target of every ♥♥♥♥♥♥♥ in his LOS.
Hotshot - Encourages flanking
Team Player - Encourages clumping up for aim boost, great way to invite grenades and other splash attacks so this balances out.
Nimble hands - 1 magazine free reload on 4 turn cooldown is balanced
Prodigy - Lets have players with some more powerful soldiers
Synthetic Genes - Lets have players with powerful soldiers if they roll this trait
Bulletproof - Defense just shifts aim at everyone else but the soldier unless he is the sole target, this is alright perk.
Xeno biologist - +1 damage on autopsied targets is good trait
Athlete - Another good trait that has an actual downside.
Pioneer - Really strong late game perk.
Meditation - Its alright, the boost isnt that much and you are limiting your mobility with hunkering down at the end of your turn.
Heretic - Conditional damage boost against specific enemies are OK
Psionic Conduit - mighty trait with a strong downside of draining your will, its OK.
Revolutionary - Alpha strike booster, this is quite strong.
Xenophobe - Conditional damage boost is ok (Aliens arent Advent Troops, but things like Vipers, Mutons and other nonhumanoids)
Human biologist - The other damage boosting trait, this one is stronger because Advent troops make up most of the enemies in most missions.
Bloodlust - Really strong trait for melee soldiers.
Chemist - Freebie acid grenade and boost to acid related damage, this is a strong trait that opens up a possible build of armor shredding god.
Scrapper - You are still getting hit, not sure how that +25% crit chance will help you.
Flashbanger - Freebie flashbang, its good trait.
Hotshot - +10 on reaction attacks, quite useful.
Infighter - Encourages risky close range combat by making blows softer
Survivor - Carting around near dead soldier is extremely risky and Advent will try their best with their killshots and grenades, but most importantly Chosen will go for them with highest priority and LWOTC Chosen are on a completely new level when compared to WOTC.
Activist - Makes you harder to spot and makes you unspotable by civilians (They have 1 title detection radius which gets removed with this trait)
Fortune Hunter - A trait with actual drawback that encourages flanking ?
Unstable - A trait with actual downside, albeit i would increase the panic chance to 50% so its a coinflip, 50% damage boosted psi abilities is really strong.
Driven by vengeance - You are getting hit buddy, a small bonus and +2 will means ♥♥♥♥♥♥♥ if your soldier will be constatnly in infirmary and not getting XP.
Smoker - Freebie defensive trait, its OK.
Mind over matter - Your psiops wont be exactly capable of tanking much, although your ablatitive and soul steal could in theory let you tank and actually utilize this trait without infirmary time.
System admin - Decent, puts out framework for Robot-slayer buiild
Lone Wolf - Going alone is one step away from being mind controlled and being deleted by Advent, this is a balanced perk that requires some brain power to use.
Renegate - This is almost overpowered but i would left it as it is.
Stalker - Makes your soldier more sneaky, fine as it is.
Revolutionary - Mighty alpha strike trait, also is quite similar to Renegate
Brute - A good tank building trait, it also has flat damage reduction from melee attacks, with Iron Skin this actually lets you make a soldier that can take no damage from melee attacks which is really cool.
Pyromaniac - Very powerful given incendiary grenades are top of the line grenades.
Toxicologist - Gas Grenade is underused by general population so this perk is nice, also opens up a possible build of chemical warfare specialist grenadier.
Fire Dancer - Great, immunity against fire will be useful against Warlock.
Rebel - Decent finishing perk for shooty classes.
Psionic atrophy - Has a strong downside so its balanced.
Open mind - Fair tradeoff
Inspirational - +5 aim and will for nearest troops isnt excessive and its alright.

3) Perks that need to be checked if they even function in LW2 enviroment
Guerilla
Outcast
Informant
Lone Warrior
Guttersnipe

4) Perks that need a buff
Pacifist - Unfortunately, LW2 involves slaying aliens in much greater numbers than before and having a soldier that does ♥♥♥♥♥♥♥ is way too cripling for a measly +5 squadwide defense. The penalty needs to be lowered to 10% per kill so it takes longer to reach a point where attacks will do only chip damage.
Iron Will - +10 will is ♥♥♥♥♥♥♥ and also veteran exists, this should be like +20
< >
Showing 1-2 of 2 comments
Mrvecz 24 Mar, 2022 @ 8:56am 
More traits could also be added, there are now plenty of vacant perks that arent used as far as my addons go or just from heroic classes.

What i have in mind

1) Crusaders Rage
There isnt even a single perk like this aside from Field Surgeon, but Crusaders Rage is invididual based, not squad wide. This is a really cool perk as it lets you have soldiers capable of utilizing all perks that require getting hit without having to rest up in infirmary for weeks when they get critshot through solid cover.
This Templar perk lets your soldier have 8 HP ignore wound treshold, so armor is actually useful on this soldier, it also boosts his damage the closer he is to dying so this is cool, enables certain builds and has high risk, high reward aspect.

2) Grazing Fire
This trait should replace the overpowered damage on miss trait, this perk, otherwise made for gunners give a missed shots a 50% to graze, the graze rolls against dodge so some enemies will be considerably resistant to being hit even with this trait. This is a good trait for overwatch and supression builds. Rangers could get this too and it helps with multiple overwatch shots since even a graze counts as a hit.

3) Return Fire
When attacked, soldier would fire back at his enemy.
This is rather innacurate, but triggers even when missed so its still a free overwatch shot.

4) Combat Fitness
This is a stat stick, i guess this should be fine as a trait given it is pretty much a decent leg up on stat buying. This gives 4 aim, 1 mobility, 2 HP, 4 dodge and 4 will.

5) Tradecraft
Lowers infiltration, makes soldier sneakier.

6) Paramedic
I am suprised we dont actually have any healing based traits, this gives +2 medkit uses, so your soldier has 3 healing charges. Also lets them heal someone as free action once a turn. Healing isnt strong because it relies on you failing or getting just bad luck. So this can be strong.

7) Dedication
Its an otherwise XCOM row ability that gives soldier an ability on a cooldown that boosts mobility and gives a shadowstep, this is pretty much a weaker lightning reflexes that has more general uses.

8) Total Combat
This is a trait that makes your soldier a grenadier without having to use grenade launcher and its quite cool.

9) Impact Compensation
This is a cool tanking trait.
ebonfowl 1 Feb, 2024 @ 7:07pm 
My most powerful list (I play with selected origins so my perspective is different, but selected Origins should be considered in the balance calculus):

Mercenary/(the other one that uses intel): enormous crit bonus. No downside. I play with selected origins, and everyone has this. This is notably less powerful early on with LWOTC's tight economy, but I'm a late-game planner anyhow, and it still shines there. Just hoard until you max it, then consider that resource value to be your new zero.

Pioneer: GREAT long-term damage boost trait with no downside. Doesn't work with melee FYI.

Unstable: this is a massive boost to psi damage (includes Rend and other Templar abilities from Disciple/Shard Wielder specs) and though the OP correctly points out that there is a pretty steep drawback, it is ENTIRELY removed with a Mind Shield (but not Solace!). ALL my psis get this.

Training Disciple: added by Samurai spec. The bonus is massive (+3 mobility and +20 dodge) with no downside. With the ability to put stat points where you want them with RPGO straight regular stat boosts aren't that great, but this one is so big it is hard to sleep on. Particularly for melee soldiers who usually have the room.

Bulletproof: the OP is correct that this generally just prompts enemies to focus on other characters, BUT if you play with selected origins like me, then every soldier that will be anywhere near the enemy has it and the rising tide raises all ships. RPGO defense stat boost plus bulletproof is still the paramount combo to make your squad almost impossible to hit. Even better with the patch as the practical threshold for defense has been lowered from ~35 to ~25.

Gun Nut: this one is great for snipers. Even better in LWOTC due to the higher base weapon damage leading to even bigger percentage-based damage buffs. Just keep this away from anyone that will be mixing it up with ADVENT up-close, especially if using Bulletproof + high defense on your other troops, because they will get focused into an early grave.

Professional: killer for Gun Fu Akimbos and anyone focusing on the Sentinel spec. Reactive/overwatch soldiers are insanely powerful after Ready for Anything due to their ability to completely shatter the action economy, and this trait makes them even more deadly.

Disagreements:

Veteran: COMPLETELY replaced by a Mind Shield. A little better in LWOTC due to the delayed accumulation of sectoid corpses, but eventually becomes useless.

Militia: very good, but I don't think this is broken. With scopes, high Aim, perception PCSs, and passives my snipers can shoot across the world via squad sight and never miss, even shooting directly into cover. Power curve favors early game, where it is great.

Irregular: good, but like Militia, I find it is not super useful late-game. Mercenary gets my crit to 100% and my snipers never miss anyway. Not sure what else you get from always shooting from concealment, maybe I am missing something. Power curve favors mid-game, where it is great.

Warden: same issue. My reactive/overwatch soldiers always hit. Aim boosts are less important for reactive shots/overwatch because the enemies you are shooting at are usually out of cover by definition early game, or its late game and your aim is so good that cover doesn't matter.

Spirit Thief: SUPER situational. What if there are no psi baddies? What if you can't line up the alpha strike kill on the psi enemy with your psi character? Unstable + Mind Shield is straight better.

Other Notables:

Marksman Squadsight: an excellent trait, but it doesn't really favor my playstyle. I can't comment since I don't use it.
< >
Showing 1-2 of 2 comments
Per page: 1530 50