Timeslip
Timeslip Softworks
- Joined
- Aug 27, 2016
- Messages
- 910
AOO hasn't received a lot of playtesting so far, so will need some game time, but one perk sounds like a good place to start. Picking this perk will make the character stronger in AOO, but won't reduce them to just being good at AOO. A generalist melee fighter will naturally emphasize prowess, fleetness, toughness and close combat skill, and will be able to evade and deliver melee damage, soak more damage. Other perk choices will allow them to become stronger in additional areas, including things like inflicting status effects, free attacks. There will be quite a few more perks coming in future updates, and there's some natural synergy between Close Combat and Explosives, so it wouldn't be a huge push to make them able to reliably able to deliver explosive damage.In principle, I agree with your notion in general, and think unlocking AOO would be viable. However, if I understand it for the high AOO specialization itself you could just need 1 perk. All the other stats that play a role here, like chance to hit (Close combat skill) and Initiative (Fleetness), fulfill other functions and/or are byproducts of other stats being high, so will reach those on various builds regardless of the AOO mechanic. I wouldn't call that overspecialization exactly, unless the perk requires something off. So the question is more whether it's a binary.
There could be a nice synergy between the taunt ability (unlocked through perk) and AOO enhancing perk. If taunt is used, increasing aggression, enemies will focus on the taunter. If these are melee enemies, some will close in (ignoring squishier gunslinger allies). When taunt wears off, some of these enemies may re-evaluate their priorities, and become AOO targets. May not work so well against the gun happy survivalists though.
Edit: Personally, I would like to see if it's possible to have both. Fallout shows it is, you can imagine that as two systems. Difference between characters with Slayer perk (100% HtH criticals) and those without is substantial. So it may as well work as Timeslip describes, giving an upper hand to fast CC characters, but in the same time why not offer 100% AOO via the perk (requirement high inititative)? In a game with limited number of perks points it is some commitment, after all.
That's a clever compromise. It will take a bit of playtesting to see how it works balance wise, but it sounds like it won't be so powerful as to be game breaking as a mid-high level perk. Another possibility could be each character with this AOO perk could have a boost to general AOO chance, 1-2 guaranteed AOO hits per turn, and then fall back on the forumula to determine the chance of subsequent attacks. Concerning AOO, Overwatch, and the currently being worked on ability to delay turn, I think each offers a net gain to the tactical complexity of Vigilantes. Given the widely varying preferences of TB players, it's pretty much impossible for the implementation of each to be to everyone's liking. It's always good to get a different perspective on how a feature should work, and better still if a good compromise can result from the debate.