Posted November 21, 2024 by ChrisEmpyre
The Brute and the Sharpshooter has now been reworked, they both had some place-holder abilities that felt either rushed design-wise or didn't really fit in to the game.
These changes to the Brute will make it feel more 'even', as before it felt a bit weak early, and then becomes an insane monster at later levels. The double Brawn damage from critical hits with melee weapons in two hands, combined with the double damage from executioner lead to some moments of impossible damage numbers. The new Brute becomes a threat much earlier, and keeps being one late game aswell. There's no point in being able to hit for 30 damage in a game where enemies can be killed with a well placed blow dealing 12 damage.
Previously, the Sharpshooter just being able to hit headshot after headshot removed some of the depth of the base combat system that each character has to engage with, allowing it to not engage with it at all. This new capstone makes it so the Sharpshooter still has to use the Called Shot ability to increase their chance of headshot like all other characters, but in return the reward for the new ability is very powerful and still fits the theme of the Sharpshooter power fantasy. The Sharpshooter has a very high chance to hit headshots anyway, so in the end, giving it an ability that guaranteed headshots was in reality slightly redundant as well. The only problem so far is that the Sharpshooter now gains three specializations that are direct buffs to the Aim action, and I fear it might force the Sharpshooter playstyle in to 'find a perch, use two action points to aim, one to fire' each turn. Which, to be fair, is the Sharpshooter power fantasy, but I'll be trying to find a nice solution to this in the future that doesn't detract from this, while also not making the Sharpshooter feel forced in to playing every turn the same way.