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Underrail: The Incline Awakens

ItsChon

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Steve gets a Kidney but I don't even get a tag.
Oh boy, I finally started playing Underrail! I deliberately kept it away for some time for I feel that I will spend a lot of time with it. There's so much Fallout-wannabes made by Slavic folk, and UnderRail beats them all to death.

As my new tradition goes, first run is absolutely blind. No guides, builds, no nothing. Started on Hard+Classic leveling. I'm still to early, but I already see some game-design decision intended to address the shortcoming of Fallout' combat, like "no more infinite healing in combat". Good stuff.

I play on glorified calculator, but UnderRail runs smooth as shit through a goose. Load and save times are blissfully short. I'm kinda surprised, for example, I tried to play Darkest Dungeon and load times there were awful.
Its a shame you didn't give the oddity system a try, but yes you have a lot of good times ahead of you. You might have to restart once you hit the major wall though if you tried to do too much for your build. That's part of the fun though.
 

Wunderbar

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Oh boy, I finally started playing Underrail! I deliberately kept it away for some time for I feel that I will spend a lot of time with it. There's so much Fallout-wannabes made by Slavic folk, and UnderRail beats them all to death.
the great thing about underrail is that it's not a Fallout wannabe, it's a combat-focused and systems-heavy dungeon crawler.
 

Stavrophore

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I can't imagine a melee build on dominating, without great amount of CC. So basically psi monks with huge CON if possible, add some throwing. I don't know if traps could help for melee, though quick tinkering is extremely useful for ranged characters.
 

Blackmill

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I can't imagine a melee build on dominating, without great amount of CC. So basically psi monks with huge CON if possible, add some throwing. I don't know if traps could help for melee, though quick tinkering is extremely useful for ranged characters.

Melee's just fine on Dominating. The only bad part is Aegis base defense. Real fun being netted for 25 turns straight as melee and then waiting for 2 minutes each turn because there's three dozen NPCs in combat that have to act.
 

Parabalus

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I can't imagine a melee build on dominating, without great amount of CC. So basically psi monks with huge CON if possible, add some throwing. I don't know if traps could help for melee, though quick tinkering is extremely useful for ranged characters.

Melee's just fine on Dominating. The only bad part is Aegis base defense. Real fun being netted for 25 turns straight as melee and then waiting for 2 minutes each turn because there's three dozen NPCs in combat that have to act.

The pirate raids are also a chore. Expedition in general is much tougher on melee.
 

jackofshadows

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No wonder that Styg allegedly wanna nerf PSI to the ground. I'm only at Depot A now but so far just own everything on hard (should've start on dominating).
 

Stavrophore

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No wonder that Styg allegedly wanna nerf PSI to the ground. I'm only at Depot A now but so far just own everything on hard (should've start on dominating).

PSI is only strong damage dealer when you go the critical route[survival instincts/psychosis]. The tranquility/lower psi cost route is much more harder. So if anything Styg needs to decrease the critical chance of PSI abilities, or nerf survival instincts for PSI[like remove survival instincts for AOE psi abilities].

Strength of PSI regardless of its damage potential, is in its CC abilities/AP increase. Modest investment of two feats give you a 4 turns! force field, stasis and temporal increment/decrement. The stasis/forcefield combo basically let you be invincible while waiting for other cooldowns. PSI has also many feats and is much more fleshed out than other builds like sledgehammer, throwing, SMG. If i were Styg i wouldn't nerf the PSI much[beside temporal increment, give some drawbacks to it], but flesh out other build possibilities.

Health hit of PSI is completely irrelevant on dominating, since health is hardly a factor unless you go all in with 12 con and bodybuilding. Other than that you are glass cannon with pretty much every build in the game on this difficulty.
 
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Jezal_k23

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And then rebalance the whole game because a lot of content gets trivialized by the buffs? Sounds like nerfing PSI is the more straightforward route.
 

just

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i hope psi gets nerfed so hard you'll never be able to go past junkyard
or better you should just die if you decide to take the pill fucking psi shitters
 

Jezal_k23

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PSI is like the kid at the playground who is stronger than everyone else and he knows it, so he beats everyone up every day (other builds). And the teachers (game content) can't even get him under control because he just knows he's better than everyone else, he's just such a huge asshole all the time. Also the school administration (Styg) seems to be constantly defending him for some uncomprehensible reason. That is why he must finally be put in his place, once and for all.
 

Stavrophore

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Game is not balanced, many builds are shit compared to others. Styg would need to add more feats and items but that increases the balancing complexity even more. If the game had more testers/players/people who report back on their experience maybe it could be done. Since veterans play on dominating the game should be balanced with this difficulty in mind. On easy and normal and even hard every build is pretty much viable.
 

ciox

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Is there a list of psi abilities that can crit? I know that thermodynamic destabilization don't crit, but what other abilities don't crit?
Yeah, the shorter list is abilities that can crit.

Thought: Neural Overload, Psi-Cognitive Interruption
Psychokinesis: Telekinetic Punch, Electrokinesis
Thermal: Cryokinesis, Pyrokinesis, Cryokinetic Orb
Time: NONE
 

Parabalus

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Is shotgun jesus a viable build on hard? Using psi but getting bored and might restart.

It's very good and straightforward even on DOM.

Psi-Cognitive Interruption

How crits work for that? Can you one hit kill someone because you take let say 60% of psi, which crits double to 120% damage, and thats over 100% damage/health?

And implosion doubled with telekinetic proxy also can OHK?

Damage is just skill based % * psi burned (random 25-75), it doesn't scale off of the target's health.

No wonder that Styg allegedly wanna nerf PSI to the ground. I'm only at Depot A now but so far just own everything on hard (should've start on dominating).

When is that patch gonna come out anyhow?
 

ciox

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Psi-Cognitive Interruption

How crits work for that? Can you one hit kill someone because you take let say 60% of psi, which crits double to 120% damage, and thats over 100% damage/health?

And implosion doubled with telekinetic proxy also can OHK?

Double implosion will do at most 75% target's current health as damage twice in a row, both hits are also heavily reduced by resistances on any armored enemy.
This means it does pretty average damage for what it costs unless you're using it on a boss enemy combined with Expose Weakness, i.e an edge case, which is probably what it was balanced around.

The only way it can kill something is with Temporal Recurrence.
 

Stavrophore

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If you ever needed your W2C ammo for sniper rifle or assault rifle, protectorate dreadnoughts have plenty

03rNRs4.png
 

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