Suggestion: change the two passives in CK tree (Offensive Steamroller and Downer) to give two active talents that focus more on "quantum magic" (not sure where these would fit, but ideally on the middle tree). May be pick one or the other sort of approach to give flavour and show that there is only so much "quantum RAM" available. I am thinking about one skill being "Bully opposing AI" and disrupt tally / AI actions (a bit akin to leverage options). The second being AOE effect to disrupt quantum communications between AI and guards/enemies, flipping their status randomly (unaware/suspicious/alerted) and also changing move pattern / actions randomly. May be giving some random debuffs to enemies as well (picked from the pool of -% accuracy, -% move speed, -% evasion, -range, - MP, -AP). Would probably need to put AI into higher alert/security level to balance out.
#Cyber Knight "flavour" talents/upgrades
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Another option: rather than being talents in the skill tree, these would be "upgrades" for Quantum rider implant that you insert into slots, where number of options available would be greater than the number of slots. Once upgraded, you gain associated skill to go with the chip similar to how items work (except these ones are permanent).
Potential upgrades: in addition to two above, single target pure damage nuke/DOT to account for quantum virus frying the implants, ranged destroy armor by disrupting nanomaterials, ranged disarm by disrupting biometric weapon locks, iFry in the matrix to bust AI (after all this was what cyber knights were supposed to do), wireless access to Matrix terminals or being able to interact with other chips/locks/objects from x meters, being able to hack biometric locks for weapons (?), drone stun, "worm jam" that allows you to take control of an enemy unit for x turns.
I like the way you're approaching that and I think Downer may just be offputting because it's activation is so conditional and hard to control effective use (and that feels very off for the 'two steps ahead' motif of a CK).
My thought for a direct ability was Entanglement. We have Disentanglement to act as a harassing tool for electronic foes (drones), why not Entanglement as a way to share damage received between two targets. Feedback one feels is transmitted to the implants of hte other, for partial damage. Put that on an at risk runner, or yourself, and it could by you a lot of breathing room or mitigate a potential bad moment.
Seems like it has both direct applications and fits the commander style of the CK in my mind.
I quite like your Tally removed idea as well. That does feel 100% in vein for what's misisng as a direct advantage currently only in Vanguard(?), I think?
How about a token like system for the quantum effect, eg. you have 4-5 effects (details of each depending on QR upgrade level) and each turn you can move around one token out of three. So you can get 3 different effect or maybe 1 strong and 1 weak one in your chosen categories. Would make the quantum aspect much more visible.
Perhaps remote effect would be just 1 token, but Cory said earlier today that it's un-fun if the CK effects (outside talents) are different when the CK is not present vs is participating in the mission.
I like the aesthetic your propose with the tokens but unless there were a group of other talents using same approach, it's pretty one off and needs a bunch of ui overhead to communicate and control effectively... the dynamism is a nice thought though. At moment I'm trying to think of hoe to make downer more service able...
Turning Quantum Assault into a kind of offensive ability could be a lot of fun.
An alternative could be to map the QR implant into a base building that produces leverage
I think I saw andrew or Cory state that had been tried before to undesirable outcomes. My guess is it created undesirable choke points on use/acquisition both.
This is actually different I think. My suggestion would involve 0 interaction between the base buildings and QR. It would just use the same technical implementation.
I recall Cory (?) commenting today that connecting the base mechanisms and QR didn't provide desirable results
So the interaction would be ONLY between QR tokens and the mission planning
Additional leverage due to quantum upgrades would also be easy to implement. For skills overhaul/additions I know that active skills are preferred to passive skills, and CK has 4 passives (if you move Centering into left skill tree) that can be changed into something with more flavour.
if you can use that skill on enemies then you can tag two enemies and damage target behind cover by shooting the exposed one. I think there is a Dota2 skill that does exactly that and can be used defensively and offensively.
did you mean downer or what I proposed?
what you proposed
Been trying to think of other ways to use that Quantum Precognition motif in intersting ways that is not just playing into the buff/debuff logic again, or at least buffing something different (like attack range, something I don't see get modified outside weapons themselves). I also hope those updated to 'team and self' language may help some confusion. It was never immediately obvious you could Center yourself, for instance, and that's a tasty combat benefit.
CK has a Stun, has Initiative control (nearly as good as a stun in many use cases ), has Action Point proliferation (tactical Surge is insanely good)...
Sec Manipulation as you and Varis have pointed out is really the only other place I can go past 'do big attack thing', which the CK has a lot of freedom for in teh various buffs now (that are, noteworthily, not weapon type specific... they're good with just about ANYTHING you enjoy)
Is there an interesting channel of abilities or 'zone of control' maybe that is needed that is currently not exploited? For instnace, Does Quantum Lookahead just need some better opportunistic features along with its intel and initiative functions (which are hella strong) instead of just making a new 'thing dies faster' power?
ah, I think I know what's been nagging at me.
CK could use a Reaction shot/action ala Overwatch.
- Overwatch is currently only on Soldier & Sniper (Gunslinger as of edit?)
- it fits the whole 'predictive' tone of CK's quantum functions
- can do different things than existing overwatch (maybe not an attack for damage? just an interrupt that applies a status effect?)
- operational functions for Overwatch like abilities already exists, minimal code implementation (not creating all new stuff)
- ability still feels in line with commander functions (control battlefield) and better 'badass unit' utility
Sniper also has an overwatch type talent
Does Gunslinger now as well? (haven't been able to look)
might be too much of a good thing then.
but it does fit the CK motif.
If a CK version was desirable, I would not code it as a LOS cone, but applying a reaction to a zone marked ala Lookahead. Control applied to a puddle of space. That might be too strong though, if nicely defining.
Yes, there is an overwatch talent for Gunslinger as well - starting right skill
Ok, so it fits, but is markedly less distinct than I thought due to gaps in my knowledge. Not sure that's BAD, and I believe a 'puddle' of control react would be meaningfully impactful and different (I quite like the idea of 'if someone breaches this zone, interrupt them ending their turn, no damage applied, no LOS required') but it's not as defining without being a significantly different construct.
- Passive talent that allows more implants - emphasizing the "Cyber" part. Especially as the CK is already down one implant from the Quantum Rider.
EDIT: To specify further, increasing the Implant limit by, say, +1/+1/+1/+1. Some possible extra effects from other points, like +10%/+10% bonus from Implants.
This will help to make your CK special by having implants up to the gills. Not sure if it meshes with your lore, though.
that is not correct. the Quantum Rider sits in its own unique slot--no other implant uses that slot. Cyber Knight can obtain any implant.
You still have a maximum of 6 cybernetics pieces, and it counts towards them.
I don't think there is any such limit?
Hence my talent suggestion.
Say +1/+1/+1/bonuses increased by 10%
Also seen here:
So I'm thinking about the "Quantum" of the Quantum Rider. The idea of Quantum mechanics is that a thing can be simultaneously multiple things until direct observation collapses it into a single wavelength. For example, whether light is a particle or Wave is dependent on how it is observed.
So maybe some Cyber Knight abilities could explore the idea of "Quantum States." Maybe, for example, you could have an ability that allows you to Quantum-superimpose yourself on an ally's position, making it so that you Were always there, not your ally. Effectively swapping places. With upgrades, you could do this to enemies as well.
Another might be "Quantum Assault" instead of being a debuff to drones, being a low damage "Attack" that counts as every damage type simultaneously, implying that it "collapses" into whatever damage type can bypass an enemy's resistance. It starts with relatively low damage, but upgrades can increase it or reduce its cooldown.
You could also have some fun with the Diagesis of things like save files and retried missions all being "Possibilities" calculated by your CK's Rider.
A reset mission is just your CK looking over his quantum rider, not liking the outcome, and making so that this particular mission didn't happen that way.
There's this game called Lancer which has a faction, "HORUS" who are hackers who have figured out quantum computing AI which allows them to develop "Paracausal" technology based on advanced quantum mechanics. There's a lot of good inspiration there.
I love the theme take here but for me that starts to get into 'actual magic' levels of tech on the place swap. making a sensor ghost though ala decoy would fit same kind of idea (a ghost representation in the system) but doesn't get that 'directness' that you and others were seeking I'd think. Still a bit C n C versus 'in the trench' uses.
Same with the take on Quantum Assault. To my mind, keeping in mind that it's the power of quantum -computing-, not Star Trek Heisenberg Compensator TechnoMagick, I think is important. There is a tech level tone in the game for overall superpower limits I want to respect.
Most of the stuff I see in the tree currently I can get to a place of 'you used their tech against them' or 'probability calculations' or 'drawing on data from the Q-sec AI in Real Time' kind of interpretations. Stun, for instance, is all about Ghost in the Shell real time hacking their implants to my way of thinking.
I think those are great abilities, but I think the rationale may be pulling the wrong way? Quantum Assaulte being a systems feedback attack to do what you propose though as an alteration? Honestly, it's what the name suggested originally. Bombard target with quantum data firepower and overload their system so 'hijinks ensue'. :)
Something akin to a Cyberpunk 2077 "Quickhack" would be kinda fun.
This might be one of the best 'in world' arguments I've ever heard for save games/retry level/retry turn. Honestly man, that's pretty clever line of reasonsing and fits, totally.
Overloading and overheating bionic machinery, causing bionics to short circuit and fry your targets from the inside out.
Exactly, and if CK's are so rare, it seems to fit why they'd be rare. you don't want that kind of pwoer wandering around uncontrolled. Again, I think that's what Atomic Stutter is now, conceptually.
Like, keep the support and prediction branch and the tank branch, but maybe have one branch be your "Hack-Wizard" that uses quantumn computing to destroy your enemies from the inside out.
Right, that kind of approach I think fits nicely and is notably absent in the CK tree. Maybe it's not about direct damage but damage amplification? There's a precedent already that more tech means greater % chance of wounds... what about Quantum Assault adds a proepr damage multiplier to the affected target(s). Not even chance to crit, just literal 'all hits are better hits'
That way it would still be weapon choice independent, useful to the CK and his team.
That feels very on brand and 'combat style' flexible to me.
Ehhh, I like the idea of it being something a bit more "Kill them with your brain" if that makes sense.
not directly magic, but like, slicing into someone's eye bionics or turning their wetware into a fireworks show.
I think we're on same page here mate, just negotiating degree of intensity/directness. Both work, both I think are sound approaches.
Your vibe from what I can tell feels a bit more "I CAST GUN!"
Which we alread have a lot of, tbh.
I had similar idea - single target pure damage attack or damage-over-time to simulate attack from the inside
True on the second point. But going full tilt magic missile automatic damage I think skirts some of the norms otehrwise established outside AoE effects.
Not remotely saying I'm right, was just trying to draw from teh existing structures. Most of the other 'damage powers' seem to piggy back on modes of existing attack, either melee or ranged, or have additional conditions.
to be clear, I like hte direct attack option. Actually, direct attack with lingering vulnerability sounds about spot on to me.
then it's direct threat AND still feeds the team can capitalize flavour. Kind of like a more flexible Bio-Coat or N-coat bullet
gunshot not required.
Exactly.
yes, iFry option
And that would better facilitate multiclassing, too.
I don't think it should be especialy dangerous on it's own (i.e. it's not Take 1000 damage puny mortal). But even if it did a 20-50 pt hit, and made the target more vulnerable, relatively cheap AP cost upgraded? I've lost track of how many times I'd have loved just a smidge of damage.
Maybe a passive can increase its damage for every installed bionic? That could create an interesting incentive for both multiclassing and chroming out.
installed on who though? Not sure NPCs have a 'bionic count'?
probably CK, enemy can't multiclass?
Hmm... something that is more effective the more 'borged you are? That's certainly interesting.
Yeah. ^^^
It might be the software uses the ware of your other bionics to "Co-process"
If the rider is linked directly to your nervous system, likewise so is every bionic.
So it makes sense that it might be ale to use those bionics to enhance its own abilities, just as it enhances theirs.
well, it's borrowing processor power from all available sources. In a way otehr implants can't. I totally see it.
it would be a novel effect and unique in game terms too
Exactly.
and reward multiclassing as well as opportunistic cyberware. And it's not inheretnly 'not useful' if you are not borged to teh gills either, as we've outlined. That seems liek a good candidate ability across the discussion.
not our call of course, but we all three seem to think the combo checks a bunch of hte right boxes
Agreed.
I have thought about it previously - implant interaction is completely missing, but in theory it may be nice. Or may be too much work to include it for all implants where you get bonuses or debuffs depending on how implants interact. May be it's best to just have scaling bonus to this one particular skill in CK tree, than to go all the way with "Matsumoto makes best implants for this, but then they would not agree with your other implant here".
Going back to CK skills, would be nice to get some sort of interrupt/disable skill. Although from the way combat works in CK, the value of "classical" interrupt is lower - everything happens quickly and in their turn. An obvious mechanic to use would be an AOE stun, but there is a stun in CK tree already, and AOE stun would be very powerful. May be something like one of anti-drone skills that CK have, but applying to humans: -x AP, -x movement points, -x accuracy, AOE effect? Although this may not be "direct" enough and lean into the buffing/debuffing niche that CK already has a lot of stuff in.
Soldier tree I recall had that one talent which gives massive upgrade to damage and armor shredding (unless I'm mixing 2 talents I was not really planning on). That could be switched with Centering - tactical team buffing seems to fit well with Soldier too.
Or Centering can replace Downer in the left tree, making that tree full "Team Buffs/Benefits". Either way works.
Honestly for a cyberpunk game I feel like the cybernetics could stand some more definition and depth. So far from what I have played, they only ever seem to matter for your class and maybe some buffs.
Having bionics that provide class-agnostic active abilities could be neat, with different "marks" or "Updates" increasing the ability's efficacy.
I think more would be coming with Warmachine as that's a borg-centric class with weapon implants.
Steamroll and Downer looked nice, I wanted those for my CK 😃 Add good combos with combat classes
I can't see it. 4 points for a once every 3 turns buff that also has a conditional trigger (for Steamroll). Downer would work in a crit build for sure. CK/Sniper may be fun, but I have not played with Sniper at all so no experience there.
Scourge has a talent that does something similar-ish - the sharpnel created from one of their shotgun talents leaves "mines" that will do damage and end the turns of enemies walking into them. A fully upgraded toxic mine will also cost AP and probably pretty much end someones turn
according to the roadmap, there will be at least 50 implants by the end of EA, with many more coming for years after EA. that's way too many to create implant interactions.
CK already has 2 Overwatch interrupt talents
not the Overwatch interrupt. More of a "you want to throw grenade? denied. You trying to heal? Nope". i.e. when you are interrupting enemy actions but without the cone and shooting. Although I suppose not much use in current meta - easier to just stun most difficult target than play action denial.
ah, that was not obvious from your post
Trying to come up with funky control/commander skills, which are not buffs. It really boils down to either buff your side (which we have covered) or hinder the opposing side, so roots(can't move)/snares(-move speed or minus MP)/stuns/AOE debuffs. Having a single target damage skill would be nice on CK to account for obvious implant hacking and so frying guards from the inside (although this may fit Jacknife more).
Or be more natural against drones
I'm still waiting for the highly cyborged killer enemies (do HHs count?)
I was also thinking of an interrupt 'zone' (in my earlier comments I mean, to @mystic rivet and @merry bear ), which we don't really have currently I think? We have stun mines, poison clouds, barriers, but not a 'zone of control' where it's just a 'turn over', no other major side effects. Overwatch, without the fire fight. Use case wise I'd think the closest match might be the vanguard's Reflective barrier, which allows you to safely move through a space in ways no other powers do save Smoke Screen (which is about ot have other impacts). The ability to just force a 'stall out' to the enemies turn without LOS would be incredibly powerful for battlefield management. Possibly too powerful, to be fair.
I certainly thought so based on their threat level and durability (least the one I fought... just.. yikes.)
I don't have all the +HP implants but my CK sits at 365 hp. Can probably get to 400, may be 450ish. The mission to rescue the Scourge had 900 HP character lol
If we slightly buff Quantum Assault (to say be -4 AP and -4 MP with all upgrades) and make it apply to everyone and not just drones it's net effect may be fairly close to that? That or AOE stun (like a concussion grenade)
The player side has an incredible ability to concentrate firepower and debuffs on a single target over time slot, compared to the NPCs
(Real time multiplayer games are very different in that respect)
Agree, I think player is OP currently relative to opposition. I hope that the drones will even it out + we will get some juicy mill-spec teams with implants and funky things as opposition.
I've noticed Brave Star has mostly upgraded from their SWAT people
Sometimes I get at least a bit of a jump scare. The coast is clear and you're closing on the objective and then this renders at the edge of your detection range (just outside obj):
chicken legs are always fun 🤣
I've seen them time and again and fortunately never had to fight one
looks like Truck Job? I did warn you about those drones
I keep forgetting how cool the new drones look.
"Robot With Pants" is such a good look.
The thing with the Cyber Knight, like I said, the tree just isn't large enough to cover all options. Its a leader role that you only get one of, that should be capable of being paired with most other classes and work fine.
@bleak pine I think your statistics are wrong because only one other person so far ha agreed with you.
that's not how statistics work
I should probably check the lore but if cyber knight is supposed to be an actual buff class for yourself and others, design-wise you could probably just make the entire class a buff on already existing abilities either stat wise or new effects. Woulf be much easier to add it, could even allow other classes some small amount of access to it through some elite abilities mechanic.
Comparing the Cyber Knight to your character on WoW isn't quite the same. Baldur's Gate, it gets closer. CKF isn't a CRPG, but since it's got the RPG elements, the comparison can work, to an extent.
Statistically, you're right... a lot of people don't play Healer or whatever on WoW, or any MMO for that matter.
But I really really doubt it's single digit.
um, yeah, if a dozen people say you are wrong and 1 person says you are right, I don't think you can say that single-digit percentages think you are wrong
we are talking specifically about player interest in a primary ability set for their main character. I don't see any reason why the average persons interest would change over much between types of RPGs but if there is more relevant data I'd be happy to look at it.
but statistics is not what we should really be talking about
Its moreso the perception of the main character.
That's not a random or large enough sample to do inferential statistical tests on
In CKF, you've probably noticed, especially with Ahab and I believe Varis as well to an extent, not everyone really views the Cyber Knight as the Main Character, necessarily.
The assumption of a strong main character is off I think but if you have a lingering feeling the Knight is off as a buffer then dunno how exactly one can refute that feeling
agreed, but based on the limited information available I believe that single-digit is incorrect. now, let's get back to the actual issue
what do people think of this idea?
Besides asking to give it more time and come back later when you've seen more of the context
Also the primary ability set for the main character does shift from MMORPG to other types of RPG's. That's why I do call out the WoW example especially, but do concede to Baldur's Gate.
I'm not sure what you mean by that
could you explain the idea in a bit more detail?
Yeah I'm not too sure what you mean by that either.
let me look up the lore for cyber knight to make sure my idea works
we have a limited amount of lore; the devs have a lot more, going back to their pen and paper games 20 and 30 years ago
Ok I think it could work. What if cyberknight was literally just an elite version of EVERY class. Have a separate buffer class. which honestly should happen anyways since making buffer unique would be very restrictive.
So literally every ability has an elite upgrade. could be a purely stat upgrade or offers extra mechanics onto the ability. Other classes, somehow, can gain minimal access to these elite ability upgrades (maybe after a certain level or completing their storyline?)
Example: Flush in Gunslinger
Normal: Any enemy targeted (hit or miss) by this attack is debuffed with -10% Kinetic Armor, -10% Ballistic Armor and -25% Cover Bonus for remainder of the Turn.
Elite: Any enemy targeted (hit or miss) by this attack is debuffed with -20% Kinetic Armor, -20% Ballistic Armor and -50% Cover Bonus for remainder of the Turn.
MIght i suggest reading the threads inisital ideas as well, as I think that would offer some good context for you. There are ways to make the CK less 'pure commander' and more 'Commander+', if discussion to date is any indicator I think.
That'd only really work if we had every class implemented right now. And personally even if we had that... I'm not sure about that.
That would leave the CK with a number of talents they'd have... No real use for. Most of the Cybersword talents are rendered useless if you want to use a rifle and pistol or something.
Currently, their buffs are able to affect themselves and anyone else regardless of their weapon choice.
so, you are suggesting that the CK has elite versions of every talent of every class (which will be several dozen eventually)?
Cyber knight lore: "During the Quiet War, as the quantum technologies arms race soared, their abilities were enhanced to levels far beyond what was originally intended. "
This does sound like elite abilities
Their cognitive abilities I'm pretty sure.
"their abilities" were specifically things related to quantum communications
I don't know. The CK Computer is just a computer slapped in their spine.
That gives them a bunch of tactical data and communication stuff.
or just security defeating/data processing abilities no one wanted them to have (because it was able to undermine AI controls, for instance, liek we do now)
Original lore: "Their preternatural coordination and signals processing gives them talents to buff their squad, manipulate the initiative order, predict enemy movements, disrupt drones, and generally serve as a force-multiplier for their squad."
My change: Their preternatural coordination and signals processing gives them advanced talents beyond normal human capabilities.
you choose 2 trees. That would add a lot to repayability for runs
Thing is, the other classes already do that.
recall that originally their initial purpose was carrying quantum encrypted communications. those are "their abilities" that were enhanced
Gunslinger's whole thing is using a computer to push their capabilities of using pistols and revolvers' beyond human capabilities.
that couldn't help with direct combat abilities like accuracy?
Do they not have a buff that messes with accuracy right now?
I haven't looked at every talent
That's what I'm thinking
Because that just sounds like you'd want a talent that buffs accuracy.
It says they were couriers with advanced quantum computers in their heads. Slight difference but it matters for allowing them elite classes.
"Cyber Knights originated as data couriers for the quantum age, carrying a cutting-edge quantum-secure computer surgically implanted into their spine. "
And if it buffs accuracy... well, that's part of the support playstyle. And they can buff themselves, mind you, so they don't even really need to be 100% support.
Yes but CKs are still human... ish
they were couriers with advanced computer in their heads which were carrying the messages
lore-wise the difference is the cyber knight has a quantum computer in their head while if i remember correctly gunslinger is a nervous system/spinal implant right?
They're both in the spine.
When you start hitting Max Mercer levels it's debatable, but the CK is still very much human, so to give it too much power would negate having the point of a team at all.
And they both augment something
the Quantum Rider is actually described as in the spine, but apparently not in the same place
Beyond human capabilities.
im assuming a hacker could do the same. there has to be something important about the quantum computer element
Max is more machine then man anyways. Dude's got like 250 DV
Exactly
If his brain was in a cyborg i frankly wouldn't be able to tell the difference
Max is what happens when the toaster achieves sentience with a side of HK-47 in him
the Quantum Rider is designed to interface with quantum computer systems. they used that as secure couriers, then the abilities were enhanced to become weapons against rebellious AI
Quantum Computer: Enhances tactical, communications, and encryptions beyond human capabilities.
Gunslinger thing: Enhances reflexes, probably hand-eye coordination, etc beyond human capabilities.
Matrix augment thing (hacker): Enhances capabilities in the computer beyond human capabilities.
I don't know all the technical words to use for the Matrix one but you'll get my point probably
I'm very good with words
if thats the case, the current set of abilities feel mostly out of place
It sounds like cyber knight is mostly an advanced hacker
Lemme put it this way
They all enhance something of themselves, beyond human capabilities. Cyber Knight isn't enhancing everything beyond human capabilities though
no, not hacker at all, though some versions do have hacker abilities added
Cyber Knight and Hacker do have some overlap.
The knight is a walking talking shooting electronic warfare machine in the shape and fragility of a humanoid
their abilities are mostly related to the ability to interface with their team, and to interfere with other people and drones
But the Knight isn't connected to the Matrix... and lo and behold, as I said earlier, it gives them an in if you want your Knight to be a hacker.
The Knight is very generalist. They can work with any job.
my point is they SHOULD enhance everything beyond human capabilities. that woulf be the reason they are so highly prized and unique.
CKs are supercomputers you can shove illegal mods in and make stupid crazy stuff happen. Hackers are more of the traditional hack the mainframe and hack the enemy
the former is exactly what I want then. That would be the actual generalist Cyber Knight with repayability potential
They are.
But if you make them OP, which is sounds like this is tending towards, you negate the point of having a team at all
Think of Wasteland (the game). If one character could do everything, what would be the point of having a team who are effectively worse versions of you?
You need to have them compliment each other, not overwhelm each other.
I think its possible to tune the idea I'm talking about but there has to be diverse playstyles with the character that feel good to most players.
The only real solution I think there is to this, would be to have the Knight be like they are in the first game...
There was no Knight class. You were just whatever job you picked, but you had the implant. But I like having the Knight as a class, and that the Knight is still unique in some regard.
You can't do everything yourself, you're still required to specialize and have a maximum amount of abilities.
So it's not even a great solution
precisely.
Is this issue just because we don't choose the multiclass at the start?
We both know how broken and how quickly that happened. Don't we ?
but currently choosing other classes and losing entirely unique cyber knight abilities feels BAD. Its technically possible but not enjoyable.
Wait
Hold the phone a sec guys - Majority seem to agree CK is currently Commander or Commander+/Buff centric and turn management centric.
Hoooold up
(waits)
Waiting.
holds up chicken pot pie dinner
@bleak pine Do you have a sim trainer ?
It sounds like what I'm suggesting is sort of a variation on the first game then. I haven't played it
hurry up I'm hungry.
Sounds delicious btw.
Or just the one INITIAL respec ?
Eh, the first game was more like Star Traders with a different combat system.
yes
Like uh... Closest example I can think of off the top of my head is like Fire Emblem. Its not really, but you can kinda get the gist. Tile based, tactics that kinda thing. But the overworld was like Star Traders more.
Then you can respec out of the multi class at any point to drop back point into either class that is not implant forced
that's my suggestion though? are you agreeing with me?
This is another example of technically possible but not enjoyable. That's without even getting into never ending respec tokens making choices feel very low stakes.
Not enjoyable?
That's kinda the intent of the sim trainer...
Change your loadout for the the next mission
Both equipment and abilities
You're changing your entire characters training every few days. that's a bit different than equipping a different weapon
I feel like it's mediocre. But then again it was frozen and I'm impatient with microwaves....
But that would be making an OP character
This argument is essentially just a variation of the prior one. The argument being: if you don't want to have your main class be a buffer then just multiclass. I have the same response of you losing out on unique and strong buffs.
Which is fun for about 20mins only to realize your team becomes dead weight and 'slow down' the game
It's designed to be a game where your CK leads a team, not is the team. If that fails, the whole premise fails.
Losing out on the buffs... if you're going to use the buffs regardless, I don't know if I see the problem?
Because if you could have everything, you'd be OP
Unless I'm misunderstanding.
It's a gameplay decision.
Difficulty would go out the window.
The team would be useless
You'd be Superman fighting thugs the level of Joker with Teen Titans slowing you down
It wouldn't be fun
you wouldn't have everything. you'd still be limited to 2 or maybe even one class. you'd still have a limited number of skill points to use
Which kinda brings us back to where we are now.
And still be VASTLY more overpowered then your team.
Not sure if i'm happy or embarassed I followed that analogy perfectly MM, well stated.
tldr. buffs are limited to main character, buff character should exist as a separate option, main character should not be forced to be buff character or lose out on buffs. Saying just multiclass misses the point above.
I still don't really see the issue with it.
You don't want character A to buff people, you want character C to buff people...?
But then there's no call for a CK to lead a team. They're force multipliers.
But you're bringing both character A and character C regardless.
you'd just be a stronger variation on normal classes. may even balance by limiting cyber knight to one class with all elite versions of abilities.
So why does it matter then whether character A does it or character C?
Which would still fall into the OP territory
Again, Superman dragging the Teen Titans around
yep
This sounds to me like " Amalgamation. "THE" class"
not necessarily
(I'm sorry Raven, I'm throwing so much shade at y'all x.x)
If the knight can literally take basically anything from other classes then yes. Given enough time they'd be super broken
Lore-wise. What if the quantum enhanced computer was just an elite class implant? You choose it at the beginning. No multiclass or if you do, you don't get elite abilities in that secondary class.
I think where you're getting caught up is that you think the CK is the 'hero' with a supporting cast.
The CK isn't the 'hero', he's part of a cast
While i think that is true, it's definitely ensemble, not 'chosen one'
That was the word, thank you
because most people put themselves in the main character and don't want to be a buff class. you may also not want to take buffer on every mission but you probably want to take your self insert main character on every mission if reasonable
Then it's the wrong game because it's a team tactics game
:p
I was picking up what you were laying down, I gotcha ;)
I self insert myself into the soldier who believes the machines are gods.
I worship at the altar of Max Mercer and offer up my toasters as sacrifices.
he's the leader of the group that the player makes with a unique or nearly unique set of abilities already?
I want Max Mercer to voice a Tech Priest.
No, you want a Tech Priest to voice Max Mercer OR for Max Mercer to admit he's really a Tech Priest in the wrong timeline
Or people want to be the commander of an elite team and feel like the commander of an elite team in a squad command game. That line of logic cuts both ways immediately mate. I get where you are coming from but I think there is a clear baseline to honour here too in terms of world presentation and limits on the system and genre of play style.
And all this preference push ignores the target of what specific abilities, working within the systems alreadyd here, would make the CK feel a bit more directly badass/impactful versus 'meh buffer', no?
But anyway, while I'm joking slightly, a lot of things come down to personal preference. Which is what I kinda want to get across in this comment
More like he hires people to assist him. He has a set of skills but he can't do them all
It's a Heist game, everyone brings something different to the table.
and he's clearly the main character, the hero of the story
'
Do not insert youreslf into the avatars Zero.. that's a... different game. 😲 (levity appreciated)
He isn't
And again, I want to say that the Cyber Knight again is not actually restricted to being 100% support character.
what a leader looks like depends on a persons perspective. currently its limited to buffer or multiclass but I've already explained the problem with multiclass and haven't heard a good refutation of it yet.
You can buff yourself and then shoot/stab someone... which isn't any different from a soldier buffing themselves right before they shoot someone.
he is unless you want to lose out on an entirely unique skillset (I understand some abilities in CK may not fall entirely in buffer but the point still stands)
yes
My point is you can in fact still use the very same skills.
On yourself.
Except maybe initiative manipulation talents.
For... obvious reasons... you're already moving
Precomputed only
You control a squad with different abilities. You may grow attached to a character for being slightly better in stats or luck or half a thousand things, but they are part of a squad. No character stands on their own. They're also not actually the main character but that's a different story.
Because otherwise it's absolutely cracked
I asked a few days ago if the Knight's buffs affected themselves, and I was told yes...
Precomputed and tact surge. And a couple others
I haven't really tried, admittedly
Ugh this pot pie tastes like I'm eating butter
Like I said, I'm actually on the side of supportive main character, but I'm trying to avoid as much "Well I like this so..." as I can
💀
once again you are making overly broad statements ("most people" "don't want") which are clearly not true
oh I get where you are going with this example now. This is a different example. In xcom you are the overall invisible commander from the base. In CK you are the character you design with a unique implant and class. Completely different perspective.
I mean... let's be honest... if the Commander was a class on XCOM... they'd probably be like the Knight
Pretty much
Yes but we're really fighting through a squaddie's eyes.
The CK being the squaddie
I should actually play XCOM. I played a couple XCOM-like games, and I played technically one mission of... Enemy Unknown I think?
The idea you're sharing is making the CK the main character instead of a cog in the machine
I'm trying to think of good examples.
so which part are you denying? That most people put themselves in the main characters perspective or do you now believe the majority wants their main character to be buffers (50%+). I've noticed a trend where you nitpick wording instead of what you clearly know I am trying to convey. If it keeps happening I will not respond anymore.
I think I said it best earlier when your idea sounded like having a hero with supporting cast, but while you're in the perspective of a protagonist doesn't necessarily mean you're the most powerful person in the team.
Ok ok
The Avengers.
Your character may be Captain America and a badass in his own way, but it wouldn't be the same team if you didn't have an equally powerful cast
I am not convinced that "most people" in this game put themselves in the Cyber Knight's character. I am not convinced that most people consider the Cyber Knight to be the "main character". I am not convinced that most players are dissatisfied with the Cyber Knight's rather powerful role
If Captain America was the only person of consequence, there wouldn't be the Avengers.
Because if Captain America is the strongest, what's the point of the Hulk? If he's the most tech savy, what's the point of Iron Man? If he's a literal god, why bother having Thor?
They're part of a whole.
I understand that you are dissatisfied with it, @bleak pine, but I would rather you didn't imply that a majority agree with you.
Just because the camera spends most of it's time on Captain America, it doesn't make him the only person of consequence
And that's why there are many moments where the others shine, to remind watchers that they are a TEAM, not just Captain America's sidekicks.
I do not object to you making proposals that will make it feel better for you. you may indeed come up with something that would be useful.
(lol Captain America and Friends sounds hilarious though)
C.A.P.T.A.I.N A.M.E.R.I.C.A.'S F.R.I.E.N.D.S lol
Do 50%+ prefer their main character to be a super soldier? Probably.
How many of those players mind if their main character isn't? Decent question.
Do 50%+ of players self insert into the main character? I actually am not sure. I'd say its probably pretty evenly split.
Do 50%+ of CKF players believe the Cyber Knight to be the main character... Questionable. I don't know. Clearly there's people that do, but there's also people that don't...
But my problem originally wasn't about the majority, was still mostly about you saying that the amount of people who would be fine with the main character being supportive being single digit.
I still do not believe that at all.
And MOST IMPORTANTLY, that's simply not how the creators intended the game to be played. There's always mods though
I actually do have an answer to that. The main character decides the strong area of your party. Lets say you want to be well rounded but want one specialty area. the main character IS that specialty area. Instead of a sniper, you take a cyber knight sniper to round out your team. Or if its an open map you take a ton of snipers including your cyber knight sniper. The elite abilities would serve either as a replacement for the less advanced character or an addition to it. Right now there is no replacement for the cyber knights class because its unique. At least with my idea you could replace your cyber knight temporarily if necessary (wounded, in detox, etc.)
That last bit would negate the risk of having your CK on the front lines
Majority of early adopters may agree with you. I have no data to say otherwise. But if interested in a wider audience after early access, there actually is data on what classes the majority of people pick in RPGs.
In RPGs yes, but CK isn't a traditional RPG. It's in an RPG SUBcategory, which is still different.
I mentioned this earlier sorta, but people compare CKF to CRPG's like Rogue Trader and Baldur's Gate.
Which I don't agree with.
I mean Skyrim is an RPG, but CK is a very different kind of game
Fast Response, Interdiction, Enforcement National Defense Service - F.R.I.E.N.D.S, at your service, Sir! :)
(it's not any better or worse than SHIELD or SWORD :) )
Point taken. Sword and Shield acronyms are terrible.
(I am NOT proud of that joke :) )
Lemme give a counter argument. Vanguard sniper. One of currently the most absolutely wicked strong multi class options.
Has nothing to do with the knights abilities. Frankly does more for less then the knight. How ? Blend and into any of your sniper talents of your choosing. One shot 100% crit rate. per blend.
i thought you were just saying how the cyber knight is a part of a team? Why would it matter if they take a break and let a less advanced version or their class take over for a mission?
They're a critical part of the team. But not the only important part of the team. It's risk/reward
Oh. And the for all intents. Within optimal range. Can't miss.
People work with the data available to them. If you have more specific data to this category that would lead to more accurate inferences then I am all ears. If you say the current audience of the game, I'm going to point out that's a very niche audience that is willing to try early access games and/or already likes trese brothers games.
The init manipulation is a core concept of the whole game and removing it from your "main character" could be problematic. Also making elite versions of every class would need a very simple implementation to be viable.
there might be some variations between turn based and real time RPGs in terms of class preference. I haven't seen much of it though.
The real problem I think is only the team buff/enemy debuff abilities besides init things... and maybe those only partly
I'll say this is actually somewhat misleading.
I was just looking at the talents a bit more and actually I'd still say a majority of the talents that buff you can use on yourself. The only ones you can't seem to be... Rewind and Sync.
Aka the busted ones
A lot of talents otherwise actually are around debuffing enemies.
Or abilities that trigger on you being hit.
Which again, debuff enemies.
Giving an option to replace those with combat abilities could be a thing. I don't think we need a huge fix here but it could open more options for CK?
I'm not saying go with my idea. I threw it out there randomly and worked through it while talking to you guys. I still need to read other prior ideas in this thread. I'm just pointing out the very clear barrier that an audience will face when they realize their main character is pretty much forced to be a buffer. Plus its a limitation on design later. What if you guys want to create buffer classes for the game? Then we are back to my original idea of cyber knight just being an elite version of the buffer class but it would be far more narrowly implemented.
But still, a majority of the talents can be used on yourself, and you're still able to use Cyber Knight abilities without being overly supportive.
Yeah but then it'd be an entirely different game.
That's really the heart of the problem.
It wouldn't be the same game.
what wouldn't be the same? it is fairly lore accurate already
A Tactician class could be nice to take some weight off CK shoulders ❤️
although if you guys have behind the scenes lore i dont know about then maybe not
Nothing concrete.
Most of my knowledge is from the first game about Corporations that got renamed.
RIP in Peace AzTek.
Doesn't necessarily mean it'd be a fun change.
Anyway, like I said I'm looking at the class a bit right now, to see what could be changed while still keeping it... generalist.
Then I think you'll see that the approach (waaaaaay up there now) is focused on Buffer+ or at least, buffer with selfish, boosting benefits that means sure, boost your team, but be very effective directly while doing so.
but the problem I just mentioned arises. currently CK is the main character for a variety of reasons but partially because theyre unique. if a tactician class is added, it'd make sense because apparently the CK isn't supposed to be the main character so they can be swapped out when needed but it has the problem I mentioned of CK just being an elite version of tactician class then, hence no real reason not to offer a variety of choices for elite abilities instead
I was wrong... there's no skill that buffs accuracy. There's skills that debuff enemy accuracy...
some powers are certainly a bit lackluster currently but as i understand the state of things (flawed as that may be) that's more of a draft/iteration issue than wholesale misalignment of hte CK's intended capabilities.
They seem like they'd make a good tank actually though.
Debuffing enemy accuracy, increasing their armor, increasing their AP... all without actually buffing a single teammate technically.
Again, CK is not the main character. He is Captain America in timeout. You can't just grab Superman to replace him when he's out.
Bonus points if you face down a grav tank as one
The CK is critical but not the main character.
This actually seems to be the main thing.
The Cyber Knight doesn't have very many things that actually increase damage outright.
He's not easily replaceable. That's by design. He's important but is also nothing without a team of equally capable mercs
They reduce incoming damage to themselves, and reduce the accuracy of enemies, thus reducing the amount of damage incoming to the team as a whole.
They can manipulate turn order, and AP...
You're supposed to feel like something's missing, or there's a gap there. Because there is.
a variety of things do make him the main character. Unique class, unique implant, completely player created, hires the team members, makes the decisions in dialogue. I'm really not sure how you could argue otherwise?
Will there be story reasons that the CK needs to have these specific abilities?
I'd say that makes him important, but not necessarily main. Though perhaps I'm using main wrong.
It's all about perspective of the main character in all honesty in my opinion.
I spend far too much time customizing all the initial characters, so to me they're all the main character in some way
He's a PoV character imo
In every way I can think of, he's the person the designers would want people to see themselves in. Seems like the focus of the story but again I only have limited access to that story so maybe I'm missing something.
The first five, at the very least
If you have one PoV character, thats absolutely your main character. as far as I know from all stories I have read
No, it's not.
The Great Gatsby. The PoV character is Nick but the main chracter is absolutely Gatsby himself.
No one really cares about Nick, we're just watching the carwreck in his eyes.
CK is a PoV character but of an ensemble cast.
Anyway.
I want to go back really quick to the actual mechanics of Knight.
Looking at these skills again... do they benefit more from buffing their teammates?
Yeah probably honestly. Is that gonna stop me from using the Knight's other skills and giving her a sword and making her a tank instead? Not at all, if there's anything, my motto is I don't care about the meta.
You can still use the Knight's unique abilities in a different way from the overall supportive playstyle.
And you can use them to complement basically any class.
alright that's a fair point. I've never personally read the book but I guess it happens though very rarely. I've literally read thousands of fictional stories and am even writing my own book series. I have never seen it.
Hey, me too!
Whether you can do it on higher difficulties is up to everyone else to discover. Sparda said you could, I'll take his word for it. Ahab also mentioned he rarely even brings his Knight in the first place.
I've been trying to write...
I've actually had a few ideas that kinda take the same PoV as Nick in the Great Gatsby, but there's a reason it's rare to see lol
I like to write, and I like reading.
But I have absolutely zero confidence in my own abilities.
So I get nowhere very quickly
But that's beside the point
Writing is hard as hell as it is!
You can do it. But it's sub optimal. But what i say is give it ago. You might even teach me something
Oh no I won't. I'm terrible at this game, I ain't touching Chrome.
Who said chrome ?
I'm terrible too
I did
Zero, are we clones?
Are we?
Well i didn't lol
👀

🍵🧻
Hm. I was guaging your reaction to the Steel Song flag.
I can't determine whether you are truly my clone or not.

You are my clone!
Anyway I meant on higher difficulties.
So I guess I didn't specify Chrome.
Do it on low difficulties
I can't even really determine what difficulty I play on, I play custom...
Even on easy you can learn something higher diff players can more readily "exploit"
Do it for shits and giggles
^
I was probably gonna
I usually don't use swords very often.
I've recently taken to blades though
Which was probably very notable on STF since I've been playing Zealot a lot
reminds me of a meme I just saw...
But I think I play on... Normal...+?
All characters can die permanently, but I can save freely (mostly for Hacking missions... I'm uh... not ashamed to admit I somewhat savescum specifically those missions. The rest not intentionally)... some other stuff.
Agreed. It would be neat to have some kind of non CK Buffer class, maybe a hacker subtype who "Overclocks" ambient tech.
That's great and all, but the thing about games like this is the power to tell our own stories. I think what kills the CK For me is it demands we play a very specific kind of protagonist.
One that points at an enemy and goes "Abelard, destroy this man's balls immediately."
I wonder if Face is supposed to be a buffer class.
That would be a different game.
That would be STF
CKF is a very different game.
You mean what I did in Rogue Trader, by making my main character a buffing support character? (I only said this 'cause you mentioned Abelard)
Like, played to its best potential, the CK is a cheerleader who gets other players to do cool things For them. And that's not fun.
Except your Star Trader COULD BE ANY CLASS
And this feels like a step back compared to that.
It was to say that CKF wouldn't be CKF, it'd be STF.
The two games aren't meant to be the same
Just brainstorming for a second. Might be kind of interesting to have face do something on missions eventually? Either before or talking in ear piecr during the mission
They're making the Face into a class
So yes, we're going to be able to bring the Face on missions eventually
CKF isn't a sequel of the same type of game, it's its own seperate type of game. It'd be like comparing STF to Heroes of Steel
oh i didnt realize they ever were planning on making them come on missions
Entirely different games.
Yeah, they've mentioned a few times that they've been working on the talent tree.
I don't know how much or how close the Face is to being realized, but its planned
My point is both games are about choice in some form or fashion. In CKF You choose Your approach to a heist. You choose what mercs you bring, their loadouts, their abilities, their implants.
CKF isn't even in the same vein as CK Classic... and this is technically a sequel.
So why can't I choose to be something other than a cheerleader?
from what I heard i thought it was like a talent tree related to things like base building
Because it'd be a different game.
I just had this argument like an hour ago.
You can choose to be something other than a cheerleader just fine.
Your talents work with the other classes well enough, you can buff yourself with the abilities aside from a couple exceptions, and you have talents that take effect on hit and debuff the enemies...
And buffing yourself with your own abilities is not any different from being a Soldier and using self-buffs.
I still fail to see why CK needs to be a distinct class at all.
In all honesty?
Probably 'cause it's cool.
And because the CK fills a special role in the team.
I just figured out another problem I had with current design decisions. There aren't high stake decisions in a few key areas. Respec is both annoying because you need to waste a building slot but also too easily accessible. But cyber knight really lacks choice as well, aside from multiclassing which I've already mentioned the problem with.
There's probably no definitive answer to that one. Do they need to have the Knight as its own job specifically? Probably not.
Well, unique. He has a particular set of skills and needs to be boosted by very capable allies
For some people, playing the team cleric is probably a lot of fun. But I would appreciate there being some level of choice on what kind of cyber-knight I am.
Like, just make different "Classes" of CK and let players choose from the get-go.
that's pretty much what i suggested above too
Look, I'm starting a game to try out the Cyber Knight that doesn't bother with the team buffs at all. Still using the Cyber Knight tree so its not deadweight which has been your guys' only real argument about it.
"Mastermind" is your base. Then maybe like "Wireghost" is for deep diving hackery and tech manipulation. "Paladin" for combat. Boom.
The only thing that Cyber Knight really lacks is an increase to damage potential I think.
And I guess accuracy improvement, which I really thought they had, but it turned out to be debuffing enemy accuracy instead.
Narrative feel is a very real argument for game design. :/
but the main character (I've already described how they are the main character) is extremely limited in choices. which is weird because aside from cyber knight class and respeccing, the game seems very sandbox but with meaningful choices.
And again, this is a particular type of narrative. The game is designed with this particular point in mind.
What's the narrative feel of the Knight?
To me they seem like a leader of a band of mercenaries in the underworld. Nothing about them seems to contradict that.
then its not really a sandbox if the character that fits every checkbox of the main character is shoehorned into a specific role
It's not meant to be a sandbox.
It's a heist.
That's why STF and CKF are so different in terms of how the narrative feels
thats new. everyone else who I have heard describe the game has described it as a sandbox.
Interesting. That was never my impression of the game at all.
Literally the entire point of the game is "Approach missions how you want."
Yes but that's not a sandbox
I think they have a different view on sandbox games.
Minecraft is a sandbox.
I also have a different view on Sandbox games.
It has sandbox elements, but I don't consider it to be a true sandbox game.
Fable gives you options how to approach combat but who would call Fable a sandbox.
But we're starting to devolve into arguing semantics at this point. I don't think any of us will agree on the other's definition of sandbox here.
Hell, STF is a sandbox. But CKF is a heist game with options, and honestly I have no idea how you would make a heist game sandbox as a heist really requires things to happen a specific way
yea I am pretty sure we are speaking a different language than the others here. I'm not getting how things like sandbox and main characters definition are getting revised to fit this game.
They're not, they're just not what you think they are.
Thus my point.
not really. you could skip a mission, go in stealth, go in guns blazing. Its not on rails. You can even skip the initial debt mission and pay off your debt in this game.
There's no revision happening. No one here probably fully agrees on what a sandbox is, or the perception of a main character.
Let us try not to talk circles around eachother shall we ?
What i'm gonna say now is this.
So I really want to move away from this particular argument
there are actual definitions for these things
There's also a definition of roguelike, yet you'll still find thousands of threads arguing the differences.
Maybe give the game itself a pause for a bit and when we get to the point of actual proper launch sink your teeth in again and see if your opinion changes or you still stand by it
I'm not going to fall into arguments about genres.
So I'm going to say again, no one here is going to fully agree on the definitions, we should not try to argue this particular thing
Is the game supposed to offer:
(1) meaningful decisions
(2) flexibility in terms of the decisions you make?
If so to either of those things, the current iteration of CK goes against that. You are required to choose those abilities or you lose access to them entirely. If neither of those things are considered necessary for:
the character that you design
who is the focus of the story
who is required on a lot of missions
who makes the decisions in the game etc.
(who we aren't calling the main character)
then fine that is also a design decision but I think it doesn't mesh well with nearly all other aspects of the current iteration of the game which offer far more freedom and meaningful decisions.
Anyways. I have said all I wanted to say and feel like I'm talking in circles now so I'm done with the conversation. It was a nice discussion and I fleshed out my alternative CK idea a lot from it.
The problem there then just lies in that unless you pick every single talent in the Knight's tree you're going to miss out on some of their talents regardless.
But yeah we're talkin' in circles. Hopefully nothing I said came off aggressive.
Also, design-wise there's the issue of there being a single buff/support character.
CK is multirole and not support/buff. There's also team buffs for other classes like the combat classes that were coveted by the original proposal. Both Sniper and Soldier have quite nice team buffs and enemy debuffs.
Many classes in the game have important multirole abilities. How multiclass is used really depends on the player I think (although TB have collected some pretty interesting statistics) but eg. I tend to MC more towards multirole than trying to just find a combo for a single role.
Thoughts on reading this thread:
"I don't want to play a buffer"
--- then don't. Go into the thick of things and multiclass into soldier.
"Only buff class is CK"
--- There are other classes being considered. Juicer is a combat medic idea that would inject buffs into characters. Bring drugs for now: they are buffs.
"I want the CK class replaced with 'elite' talents"
--- That is asking for less gameplay content for zero benefit. Why? How would this ever be a good idea?
"CK isn't customizable enough. I want to customize my main character."
--- Fully agree. There have been other discussions about adding more depth to the starting character without removing the CK class.
Wow, long discussion. At the very start of the game, you can multiclass your CK into any of soldier, cybersword or hacker, and never put any points into CK talents. (hacker, because you can choose that implant in the current character creation screen.) But, IMHO you will miss out on two of the best talents, Tac Surge (which, granted is a team buff) and Atomic Stutter (long range stun).
the former part of your post missed why that isn't a good idea but the latter explains why its not a good idea and hence why it doesn't allow meaningful decision making because it forces you into a decision.
explained already that you miss out on an entirely unique class if you don't spec into it on your primary character so its not actually a meaningful decision since the options aren't relatively equal value.
other buff classes likely will end up having the problem of just being lesser versions of cyber knight, hence a more narrowed version of my idea of CK being an elite version of regular classes.
You would need to explain why it would be less gameplay content and I'm fairly confident you will reply with something I already answered.
ok
Well, if I'm honest, I'm curious about other buffing classes...
CK seems to be based around debuffing enemy accuracy, improving initiative and AP, and a bit of increasing movement speed with rewind...
Also they can do a bit of damage resistance for themselves, as well. Then there's a few talents that some other classes do anyway, like disabling security, or debuffing drones, etc...
Would other buffing classes really be a lesser version of Cyber Knight? Buffing damage, buffing damage resistance (aside from yourself under certain conditions), buffing accuracy, etc, none of those are under the Knight right now for example.
I do think a talent for increasing accuracy would actually fit Cyber Knight though.
Not sure where it would fit in the tree though
maybe lesser version might not be the correct phrase. Fulfilling similar roles might be a better way of putting it. Some buffers would of course be lesser versions though unless the creation of CK would permanently close off that design path (which it might).
The problem of multiple buffers, even if different, is what if you don't want multiple buffers on your mission team but like the non CK buffers powers more? You either leave your primary character behind or forced to take both. Hence, fewer decisions you actually get to make.
It's like if I wanted to bring a pistol using character but also had to take a revolver using character because theyre the main character and no one else had access to revolvers. I would not like to be forced into that decision even if I liked revolvers. Especially when no other part of the game is that restrictive.
I'm not really here to debate anything more tonight, I'm about to head to bed.
One thing I'll say, mostly just what I think Fuzzy's mentioning about "less gameplay content", is that I think he means you'd be removing an entire tree's worth of unique skills in favor of already existing skills (but slightly better).
That means you have a nearly ready made buffer class to add to the game. Part of the problem is you're essentially always forced to take that class on missions if you want to use your main character, which players may want to use more situationally. Sure you can respec but I'd be very surprised if respec isn't revised before full launch because its both too easy to access and too inconvenient to build the building for.
My boss actually got all the skills that we are thinking of as buffing. He says "management wants this done now" - this works as a Tactical Surge lol. More work done by the team per unit time. There is also "Discipline, bitches" to get a Synch on and a Rewind in form of "babe, one more time". Current CK "buffing" talents wrapped in different language would not be out of place on any middle manager. Which is fine in my opinion, because humans are just monkeys and you need skills to manage them. The right side tree with survivability buffs is good too, making CK best tank in the game. I suppose the real issue is that the CK with supercomputer in spine has middle tree with mostly passive which is more of support (even though you can't beat left tree skills in terms of support). Your points are really better spend on the left side or on the right side, middle is almost an afterthought. Extra 10% move speed and some damage boost on kill every 3 turns is not "Wow" nor does it really make a lot of difference compared to say "Coordinated Charge" (which you switch on demand so its by default is better).
Several ways/narratives to spice up the current CK design: 1. We already select addition to Quantum Rider at the start during character creation. Being able to slot extra stuff in (which is currently best in the game compared to other traits due to both how much you are getting and also a chance to increase this bonus further during hype breaks) would allow customisation as you would have slots and so would be able to add to either firepower/survivability/etc. Potentially can bring in extra story arcs as it would be rare stuff, so you would need to trade favours/work for corpos/steal, bribe etc. May be some of these QR upgrades bring in extra skills as well similar to what the items do now.
- We can change passive skills in the middle CK tree to actives that give class more "Omph" and "Wow". Tricky as there is limited space available in the tree so can probably fit 4-6 skills in? Ideas are either single target damage skills (implant hacking from the inside) or more area of effect crowd/battlefield control. Drusus also suggested a neat skill - where two guards or friendlies are "coupled" for x turns and share the damage/effects received. In theory a skills similar to Vanguards K-protocol can be added that would reduce X tally to account for CK deceiving enemy AI. Concussion grenade is already in game as well, so AOE stun centered on CK with a long cooldown is always an option. My idea was a skill to disrupt AI communications with guards to give some debuffs and give them random alert statuses, a bit of an EMP bomb, but not sure if this is feasible as we use same tech so will affect CK team as well.
- There is an overlap between CK and Hacker, and this is the tilt I was getting from the fluff that was in game - if CK is an evolved rogue AI killer then he must be spicy in the Matrix/hacking/etc. With starting bonuses CK would probably be the best Hacker you can have, so can always fluff it that way. Potential option may be giving CK something that no other Hacker can do - not sure what can it be to not make CK very OP. Remote Matrix access? Easier AI bullying?
- Another way to account for "quantum magic" was suggested by Varis, which would a dynamic system that would use token/leverage mechanic where a set number of tokens for quantum effects was generated and you select some effects from a list every turn or every mission (and presumably which effects are available change depending on how/what upgrades you did for Quantum Rider). Big plus is the dynamism of the system and being able to use the coding for the leverage mechanic.
- Just an idea as well - make it so that number of talents for CK is a bit higher than for the rest of characters. May be can have +2 Talents to the cap used for all other characters? Or may be make it a scalable ability, +1/+2/+3 extra Talents to account for "quantum magic" and multi-tasking? With level cap being higher it may be a way to power up CK a bit more compared to other mercs (and allow more build options). Currently multi classed CK is probably more restricted by talent limit - if you go Hacker and have 9 talents total, 5 minimum Hacker talents would leave you with 4 talents to do anything else. Going through the tree you can't ignore talents so "just multiclass" option currently is limited by that.
- In my understanding CK is not able to change matter directly, just by doing fancy stuff with Quantum Rider. So no direct matter manipulation a-la Nanotechnician or other classes in Anarchy Online, where world was full of nanites and you can manipulate everything directly if you learn certain skills. If we don't have that restriction then a lot of things are possible, but I am not sure how this fits the world @glacial nebula .
Lots of talk here in the night! Lemme just put my 0.02 € in: I get where @TheGuiseppe is coming from, and I mildly agree that having free class choice for the main character would be better than needing to keep one multiclass slot for CK. I'm also sceptical about the numbers though - I'd be interested in links, but basically I think RPG is a very broad genre to generalize from, and there are several big pitfalls to look for when comparing things:
- was the data collected over RPGs of every genre? Might audiences with preferences for Traditional Fantasy make different choices than audiences with preferences for Cyberpunk?
- 1st person single player vs ARPG vs squad based vs ...
- mainstream vs indie audiences
More practically, it'd be a lot of effort to implement at this stage - and I don't think just doubling every bonus would work
it would mean a lot of balancing
would be a cool mod though
-2 AP -4 init -50 HP for upgradeable to 2 turns? With a chance it also jumps to the next enemy within 6m? Would make CK a bit i to a technomage, not be too different from what is already done... dunno, it could also have +25% crit vulnerability?
One just realizes there are few damage dealing abilities, the whole game is about stacking buffs/debuffs. CK is the hero by having the almost monopoly of init buffs.
Concerning this. Cyberpunk as a genre is pretty niche. To my knowledge in recent memory the only big "explosions" in attention towards the genre was Deus Ex Human revolution and mankind divided and recently Cyberpunk 2077. That's it
And anybody with a rifle is a heavy hitter
That is NOT a lot of attention even if the numbers add up to 10-20 million people
By contrast look at the fantasy genre in general. And i rest my case
Terminator + a small handful of other movies
I guess cyberpunk is much less an escapist genre than say space opera. Which is way more popular.
Some of this discussion reminds me of my complaint about a year ago behind the lore for Sec Tally and the weak lore about the Cyberknight and why they're special.
[ Still about CK lore, but otherwise off topic]
A lot of these heists seem doable without a CK. There's a bit of lore about the CK running interference with the Sec AI, but that feels like a stretch to me. That seems to imply that without CK, the place would be swarming before you arrive. But the lore also suggests that the disturbance created by the CK quantum calculator is the reason the Sec AI knows something is subtly off.
Huh, back then, I was basically making similar arguments to @bleak pine . The quantum rider in the CK should be useful for other purposes. If it's a freakin' quantum calculation device that can know where someone will walk before they do (anticipate), then that should allow some other effects too. If the calculations are about the macro-scale, then predicting a head turn for accuracy boost doesn't make sense. But I don't know what would fit the cyberpunk lore.
The part that doesn't fit lore is a calculator for quantum encryption being able to hurt someone. It runs a simulation and suddenly Frank the Guard has his insides scrambled...? That makes no sense. The game was planned as hard-ish-sci-fi. I think it's meddling with soft-sci-fi where the excuse "it's very advanced" is used and the game can borrow elements from fantasy. The developers would need to weigh in, but my memory is that this was not their plan. I think things have drifted that way, which justifies the current requests of "just make the quantum rider damage people from across the room."
I think games are more satisfying for having self-consistent lore. But at the end of the day, it's the developer's choice. I think they're aiming for Trese-brand fun, and I think they are successfully developing that.
Very much my thoughts as well. If quantum rider is just telling you what is the most probable outcome - its one deal. If its somehow hiding the base that we build from enemy recon by quantum interference its another thing (and this is where a bit of ewar centric ideas come from). If the "rogue AI kill" was just CK reaching jack in point and using quantum effect to inject a virus which is in cold storage somewhere else then it a different set of capabilities and skills.
I suppose that would mean that in missions without CK there should be no ambient tally increase, only tally from detections/actions/gunfire etc. But then CK is there to encrypt comms, so guess it would still be there.
afaik the CK is assumed to be always lurking nearby the mission to do the quantum magic. I am not sure how the lore handles that when the CK is unavailable for missions due to medical treatment.
Agree with you.
Another lore question: if CK is very rare, and CK allows this type of flaunting the "law," then how do the other gangs and contacts survive?
Barely
I think that's part of Jelly and Giuseppe's point: if it's quantum magic, then why can't it be more potent.
My original interpretation of Sec AI manipulation would be that the Sec AI knows the background buzz of the city. The CK can think like the Sec AI, so CK can guess what the Sec AI will treat as nonconcerning, then tell the team what behaviors would allow them to blend in the best with the background buzz of the city. The masking isn't perfect, so the Sec AI tally goes up slowly instead of instantly at 10 or 20.
Cyberpunk is about life being impossible but then again humanity is fairly good surviving that
We've been through worse I think
(See 20th century, genetic bottleneck in homo sapiens, etc)
I mean we didn't always survive, but there was a chance
Shove em in the car during cyber surgery. It'll be FIIIINE
human waves generally can be used to overcome technological advantage or disadvantage. And in cyber worlds life is cheap
Agree with you.
To clarify my position: I think Giuseppe's suggested changes would make a worse game.
However, I acknowledge that the lack of starting team customization is an area for improvement. Devs have said they have plans for this.
I also agree with the implied "the game's lore is weak and not fleshed out." Lore isn't required to be fleshed out or self-consistent, but when it isn't, it can be jarring when someone stops and thinks about the story being told.
If we think of this game as telling a story, then we don't want plot holes.
If the game isn't telling a specific story, then it is reasonable to consider the suggestion to add physical quantum magic.
In my opinion, Suspension of Disbelief is why someone listens to a story in the first place. Once the story is told, the story should be self-consistent. Events or abilities that are incredulous can be jarring and interrupt the experience.
Plot holes are when the original suspension of disbelief doesn't cover the situation. Usually that would be a good place for the author to rewrite some of the backstory to maintain plausibility.
I think game is pretty good in the current state in terms of tactical gameplay, and would become even better with drones and more classes. Lore probably exists that ties it all together, but it would be good to have more explanation of what CK is and how Quantun Rider does stuff. I don't think I like the idea of "elite class CK" as it would quickly go towards being OP (and player is already OP relative to opposition), plus an overhaul of class system is not in the budget. However some finishing touches on CK may be fun to do if possible without derailing the world building/adding too much work for Devs.
^ That's why you started this thread, eh?
An idea dump, yes
but from reading Cory's words I think the Quantum Rider upgrades/additional modules are out of the window as those don't exist. So no plugging in additional stuff other than what is provided during character creation. Which is a bummer as would be a neat way to show the world by interacting with different areas (probably way over budget limitation lol).
Andrew was asking for CK talent ideas. Treading the line of balanced, lore-fitting, and fun is difficult.
I think we could do with a lore brainstorming thread. It's a bit elitist of me, but I'd rather the lore be brainstormed by those that played Cyber Knight Classic. That should give a feel for the world that grew into CKF.
It seems like there should be a mission where you retrieve another quantum rider. Depending on how it compares to your own, then you'd have a choice: replace your own, give it to a friend to start their own crew, or destroy it.
I think it's critical to call out any team buff that affects self as a 'buff, that also affects team'. Tactical Surge is fantastic for teh CK themselves and simply stellar for the team by extension.
Buffs that also are usable on oneself for significant benefit can just as easily be classified as self-buff benefits (and some, like Tac Surge, are incredibly powerful ones at that, making a class that is always flexible regardless of weapon or play preference - more AP and Better Initiative options, not to mention Stuns, are universally good abilities for the CK themselves)
I actually agree with this line of thinking but I can see the advantage of being able to override safeties, remote hack their system, with said advanced encryption cracking capability. Hence, in any direct damage discussion, the assumption is that you are cracking encryption and giving bogus commands to their implants.
I still prefer this causing a damage amplification effect (which I think would be unique) over direct damage myself, as I've proposed previously, but I do think there's a good case for some targeted 'hack the human's stuff' abilities beyond Atomic Stutter (which uses the same logic, clearly).
Same rational was what I was using for Entanglement, proposed earlier. Damage registered by target 1 was simulated in target 2's systems and feedback.
Not sure I'd call you elitist for wanting people who comment or contribute to be educated in the material Fuzzy. :) One should know how to bake bread before critiquing a bread recipe. :)
yea, borders need to be defined first for any model. Because there is always Anarchy Online and some older games with "high" cyberpunk in the form of power armor / nanos for all / the Grid and other wonders.
As someone who was at AO on day one, their take on cybertech was deeply disappointing. Sold as Hard Sci Fi storytelling, started issuing Combat Pillows to Nano-mages. Riiight.
I don't remember marketing but AO was not hard sci fi for sure
This is a point I kept trying to make, about how even if you want to multiclass into another job and focus more on that other job, you don't have to avoid the Cyber Knight tree entirely by making use of its buffs on yourself, which would in turn not make it any different from a soldier self-buffing right before a shot anyway.
There were only two I saw that you couldn't use on yourself.
Rewind, and uhhh...
I think it might be Tactical Surge actually.
No, wait, it was Sync
Sync and Rewind
The text is updated
Which text?
the text which clarifies whether a buff can be used on yourself.
"yourself or a teammate"
And I know how I'm biased here but I do feel that helped interpretation of the tree. Thanks for that
Also, a question that affects the CK power discussion and perhaps more broadly... anti drone powers. These really stand out at moment due to lack of drones, sure, but should these be best against drones but still have non drones applications, however more limited? That too might help in CK talent consideration (if the hard either/or wasn't to support a specific design goal)
I'd think that approach might also help tailor talents to still have options and optimal uses as well as direct uses with more freedom
Okay, so I think what we need to consider is a class tree that "Splits the difference" between TheGuiseppe and My own bugbears with the vision of the brothers. So let's take stock of what a Cyber Knight IS according to the current game design philosophy.
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The CK Is a Leader.
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The CK's presence must serve as a "Trump card" that can turn the fate of a run with a variety of abilities designed to multiply the existing force of your team
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The CK's abilities directly interface with Quantum Security and computing systems.
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The CK's abilities are unique. OR at least, the combination of their abilities must come together to create something that feels unique.
Let's look at what works with the CK.
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The ability to alter initiative is an interesting and novel concept. It very much speaks to a certain kind of playstyle, and it offers lots of options for that specific style.
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The CK's center tree being primarily passives lends itself well to the flexibility and versatility aspect.
But the problems as I see them are this.
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The CK's abilities in some cases are either redundant (Used by other classes like hackers or vanguard) or lack a sense of "Impact."
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Most of the CK's active abilities aren't about you doing something cool, they're about you letting someone else do something cool. Acheivements feel "Deferred."
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While the center branch does augment mutliclassing with its bevy of passives, to get to it one must select an ability that feels unituitive and, again, feels more at home in the control/prediction/buff playstyle found in the left branch.
So what we need, in terms of solutions is to reconfigure the current tree and maybe minimally tweak some ability effects.
I am not sure I'd agree with all that, need to consider a moment, but overall I think you're on track and very well stated. I do think you're right that the solution is in tweaks not wholesale alteration (but that speaks to my own biases here, in fairness). Nicely said @marsh ermine
I am on board with this @marsh ermine . Its better to aim for something achievable as I don't think any radical alterations make sense now with some core things from roadmap still requiring work.
Nice analysis
Can you link the comment?
In which case, I think I have a potential proposition here.
Quantum Branch. **
Conveys the ** "Leader As Mastermind" fantasy.
Having Quantum be the prediction and buffing branch makes a lot of sense. With the deep brain implant it creates a feeling like you're trying to staple your nervous system to a supercomputer to better "See" What it's seeing and make decisions based around that. Focus HARD on the idea of aiding your allies and predicting your enemy's next move through this. Maybe have "predict enemy pathways" be a passive you get at the top or something, as Lookahead currently feels very clunky.
Heavy Armor Branch
Conveys the "Leader As Warrior" Fantasy.
Literally what is Lookahead doing here? Ludonarratively, this tree being predominantly passives makes a lot of sense. If a Quantum Rider is such a powerful piece of tech that it temporarily "Kills" its user, then it must require a lot of physical resilience (Whether bionic or natural) To even house the bloody thing. I would say, aside from shifting Lookahead, maybe place the bionic heart in the center and have Ult Pump be its capstone. (Extra gear-slots as a tree node feels lacking. Why not have a base structure or a fixer talent focus on your team's gear? You could call it "Storage Space" or "Allocations Expert")
Additionally, you could probably blend Cardio Jolt and Ult-Pump. Have Ult Pump be the "Default" effect, but allow the fully upgraded version to be usable even while bleeding out, and then have it usable on yourself as well as an ally. Have it that you "Quantum Entangle" your heartbeat with an ally's, meaning your heart and theirs are in a state of quantum-locked "Sync" so one jump-starts the other.
Also, small flavor addition: Change it from "heavy armor" to "Revenant." Really lean into the fact that a CK needs to "Die" to don the rider. And feeling like a "knight" reanimated by technology feels like a beautiful blend of Slavic Legend and Cyberpunk badass.
Survival Branch
This one makes the least sense and would probably need the most "Dramatic" changes. First off, it's called "survival" When the center tree is literally all about upping your survivability. Second, it focuses entirely on drones of all things. I get that Drones have yet to be fully implemented, but even with them this branch lacks a lot of the "Tools" that other branches do.
I propose a change to this branch. If the Left branch is using quantum computing to predict and the center is using one's own ability to house a quantum rider to survive, then I propose the rightmost branch be using your enemy's connection to a quantum computer to exploit The enemy. Think of it like Ghost in The Shell, how Major Kusanagi can hack an enemy's cyber-eyes on the fly. Or how Lucy in Cyberpunk Edgerunners can overheat someone's neural-ware to cook them from the inside out. This conveys the fantasy of Leader As Anomaly. You are playing something strange, someone who has acess to abilities that can seem almost frigthening to those who witness it. And the good news is we can do this with relatively few changes to the current branch.
Disentangle and Quantum Assault don't need to change that much actually. However, I would say they should start only affecting organic enemies and then go on to effect drones as these abilities are upgraded. That way their flavor of "Hacking" feels a bit unique because it's exploiting your enemy's connection to a quantum network to shut off their eyes or Assail their nervous system.
From there, we can get more "dramatic." We can blind our enemies, cripple them, but let's get a little scarier. I propose "Quantum Burn." Using your enemy's connection to the network, you overclock any bionics and inflict a small amount of damage. This damage requires no weapon but nevertheless raises the alert since the network will likely sense your "Disturbance." You can upgrade the damage you do with a quantum burn, but it likewise raises the security, complicating matters further if you're not careful.
To further balance access to Quantum Burn, it and any other upgrades after Assault and Disentangle may require a "Cerebrospinal Lattice" a bionic upgrade to the spine slot. (Aside from balance, this would drive home the narrative of the cost of a Quantum Rider, as a player who wants all three branches needs to completely augment their entire nervous system.)
Other proposed abilities could be...
False Flag. Marks a target hostile as an "intruder" to the security system, pitting drones and soldiers against them until the start of your next round. Upgrades lengthen duration or buff enemy "Friendly fire."
Basilisk Pattern Infects a region of the map with a cognitohazardous code that temporarily "Freezes" the first security guard or drone that sees it in their LOS. Once it "Resets" it becomes immune to this effect and immediately enters the "Hunt" state. Upgrades lengthen duration or allow the pattern to work on multiple targets.
Biolink Glitch. Infected enemies have a chance to suffer a catastrophic malfunction in ther weapon's biolink ID system, causing them to "Drop" their primary weapon or otherwise cause the weapon to malfunction. (maybe the weapon has a chance to damage the user?)
TL; DR Left could focus on buff and prediction, middle on survivability (Move Ult Pump and jolt to the center. Drop the extra item slot and make that into a passive you get from a building upgrade or the fixer tree) and focus on the right tree on debuffs or tech-based damage.
Keep in mind all of this is a SUGGESTION. This isn't me saying what SHOULD be done. Just what I would do in a similar position.
I'm more okay with this idea actually.
So long as the abilities mesh well with the use of most weapons, so you can still realistically use any weapon like you can now.
re: combining cardiojolt+ult-pump. Maybe i'm not understanding, but with the current mechanics that proposal sounds rather tantamount to just removing cardiojolt. You don't go unconscious when you get the bleeding out status in this game. Bleeding out just means that if you're reduced to zero again without intervening medical attention then you actually will die.
Thus, the value of cardiojolt is that it's off-turn reflexive healing that then makes you eligible to for another round of bleeding out status rather than dying if you're reduced to zero again
it's a "circuitbreaker" talent, something that allows the character survive situations that would otherwise deny them the chance to respond
heist crews in flashpoint are actually already sneaky hard to kill, it's just that the game inflicts other forms of attrition upon you for leaning upon it too heavily.
A cyberknight who purposefully abuses those mechanics can take punishment that is frankly pretty absurd
On lower difficulties you can get hopped up on caltraxia and abuse them while rocking very high wound and stress resistance. I don't really recommend playing the game as if the CK is a T-800, but it's already surprisingly viable
Honestly the idea for the more ""offensive""" tree is that it would be weapon-agnostic damage. You're effectively using the rider to swim "upstream" through the enemy's quantum connection and then using tech skill to quickly burn them out. No weapon needed. Sort of like "Quickhacks" in CP2077
#ckf_chat message
Here is my take on changing CK skill trees:
Left tree should mostly be staying the same. It would contain all buffs and initiative manipulation. The only update for me would be to change Downer talent for Steamroll. I think that Steamroll would fit the theme of that tree better. I would move Downer to a class that has other +crit chance talents. Net: same number of talents for left tree.
Centering would move into right tree, together with Unflinching Stare (that I would like to see as a single target active skill, keeping with the “Survival” theme of the tree). I would probably move the Stopgap into right survival tree as well. Cardio Jolt and Ult Pump stay where they are now.
Two drone talents move to the center tree. So right tree would get +1 talent net.
Central tree is where most changed would occur. Two drone talents are added from the right tree (one skill above another as these are in the skill tree now, lowest linking with “Lookahead”). Two new talents are added:
- Fake AI comms (or “Go away”). Target guard would receive a faked order from Security AI asking to check a particular map area (player to select). Guard would change to Suspicious status and would proceed to target area. Upon reaching target area Guard changes to “Hunting” status and hunts in the area until new order from Security AI is received. Upgrades to increase duration. Increases security tally on activation.
If this is too hard to do, then:
- Biofeedback Overload (or “iFry”) - By decoding communications with Security AI Cyber Knight overloads target Guard’s implants with excess feedback. -3 AP, -3 MP, target can move but can’t shoot/attack/use skills. Upgrades add to range, strength of effect (bigger debuff) and also to duration. Increases security tally on activation.
Or (if the talents above fit some other class better)
- Party Time. Passive talent. By decoding Security AI orders entry point for next reinforcements is shown on the map. Upgrade to increase charges and reduce recharge.
Or
- Enhanced Countermeasures. Passive talent. At the end of turn there is an x% chance to remove "n" security tally from the count. Or may be this should be an active talent, remove "X" tally for "Y" turns. At the end of turn "Y+1" Security AI realises that something is up and you get "Z" tally extra generated in that turn.
Both skill lines then link up for a final talent (that is also linked up to Extra Carry).
I would like to see an AOE talent here that would affect both drones and humans.
- IFF Jammer (AOE interrupt/or “puddle of control” that Drusus suggested). Enemies in the area can move but can’t use any attacks as they can’t identify friend from foe. Upgrades to increase area size / duration balanced by large Security AI tally increase / reinforcement deployment due to threat level. If this is not possible or hard to code, AOE stun a-la Concussion Grenade would give similar effect and it can link up with Atomic Stutter.
Yes apparently no upgrades available currently. But then again different variants are not ruled out. Come to think of it, the implant is pretty complex and carries learning and memory from the previous owners.
@fringe fjord said that those things don't exist today. He also said that things will be different when they do exist
This one is a goldmine in terms of world building (remains of AI wars, weirdos in the Underbelly, wards, etc). But it can also allow player to explore different playstyles if you can just swap implant A for B.
Sounded more like high tier hypothetical event for much later timeline (CK3?)
I like the take across the board here Twista. The AP/Move removal on biofeedback certainly works but I would still consider alternatives there too like damage amplication/armor bypass or other secondary ways to make a target more deletable, or even direct damage to some small degree, but your take on it works just fine for my sensibilities.
And as long as the Drone skills are considered in a 'affects targets, drones most of all' approach (which I think should be more universal honestly, as a guideline), the skill location juggling seems sensible.
I am just thinking that the skills like "disarm because biolock on weapon is glitched or hacked" or "hack implants and cause pure damage on guard" may be better suited to Jacknife as that class is supposed to be more about physical devices hacking. But I am fine both ways - Biofeedback can always do certain amount of pure damage and/or debuffs.
I think that's sound (and I don't know much about Jacknife expectations). The targeting APs felt nicely on brand for the CK's motif to me, so all good.
I'm sure I just like Damage Amplification as a way to make the CK directly a threat (especially if that can get down to zero or one AP cost), as it checks all the boxes in my head:
- Self plus team benefit
- Directly affects target in a way that is impactful and felt (bigger damage output)
- Not like other buffs (isn't evasion or shred reduction, which are situational - just a flat 'this is going to hurt' effect)
- Totally attack choice agnostic
- Doesn't stray into Magic Missile territory, still requiring paired attacks/activity to capitalize, as seems to be the rule.
- Matches lore and spirit of other mechanics regarding cyberware, hacking interference and wound vulnerability
Your AP arguments I think are compelling for similar reasons, I'm just trying to explain my line of reasoning.
I checked Damage Amplification and I don't think that I saw any skills that use that effect. So it would a novel addition and a way to make CK more unique. Thumbs up from me.
So, to collate what all we've been talkling about.
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Left branch: Largely unchanged, maybe some minor reworks to certain control/force amplification abilities.
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Center Branch: Passives built around heavy armor/survival/ Possibly include the Ult-pump and cardiojolt since this is the more "Physical" branch of the three.
3.Right Branch: Focus on flexible debuffs, weapon-agnostic damage and/or Damage amplification.