Afflictions and their sway
I'll start out by saying I decided to place this here in the combat section as it really mostly only affects PVP combat, with some small effect on PVE combat.
Let me start with my opinion: I believe there is a harsh discrepancy between afflictions in different subsystems, namely: the MUSUCLAR subsystem has afflictions that are quite better than every other subsystem's afflictions. I also want it to be known that, given that opinion, I don't want MUSCULAR afflictions nerfed. I'd just like other subsys aff trees to be on par.
Lets first break down each subsystem's afflictions:
As MUSCULAR is the subsystem I'll be comparing the others to, we will start with MUSCULAR.
Name Subsys Description
Atrophy Muscular +25% balance costs
Broken Ribs Muscular +10% internal damage
Crippled Movement Muscular slowed down movement
Damaged Left Arm Muscular +5% balance, -5% damage
Damaged Left Leg Muscular +5% balance, -5% damage
Damaged Right Arm Muscular +5% balance, -5% damage
Damaged Right Leg Muscular +5% balance, -5% damage
Haemophilia Muscular inability to cure bleeding
Mangled Head Muscular block some abilities
Mangled Left Arm Muscular block some abilities
Mangled Left Leg Muscular block some abilities
Mangled Right Arm Muscular block some abilities
Mangled Right Leg Muscular block some abilities
Mangled Torso Muscular block some abilities
Myopathy Muscular randomly unwield items
Scorched Muscular damage over time
Spasms Muscular muscular damage over time
Structure Collapse (L1) Muscular muscular damage L1
Structure Collapse (L2) Muscular muscular damage L2
Structure Collapse (L3) Muscular muscular damage L3
Structure Failure Muscular muscular damage L4
Tender Muscular +10%/stack muscular damage
Weak Knees Muscular damage to legs prones
Weakened Arms Muscular -10% melee damage
Weakened Legs Muscular -10% melee damage
Here we can see quite a bit of interaction between afflictions I can point out some things very quickly:
1.) Even without Mangled limbs, as they are currently disabled from being way too strong in the beginning, many muscular afflictions lower damage output while increasing time to regain balance, or increase the amount of damage that you take.
2.) All of these afflictions seem to pair very well with each other.
3.) The subsystem effect at 75% (Crippled movement) is quite honestly the most make-or-break affliction in the game, easily turning fights and making it impossible to run against a competent opponent, or impossible to chase them if they try to create space.
4.) The subsystem effect (Myopathy) Is even more make or break against most classes, and also tends to not have an effect if the enemy that you are fighting doesnt WIELD weapons, but actually wears them, making it useless against Nanoseer.
5.) The sheer amount of balance hinder inside of just four broken limbs is enough to stop affliction stacking, and damage strats by itself against any single-aff class.
6.) In the current damage meta, if you do not focus on giving muscular afflictions, damage is a real issue. It forces your priorities to be HEALTH, AFFLICTION, SUBSYSTEM or else you will die. None of the damaged limbs actually have a duration, so they are affs that just stick forever while your wetwiring heals your HEALTH.
Lets move on to our first subsystem that we are comparing and by far in my opinion the worst subsystem in game: SENSORY
Blind Sensory can't LOOK, can't see people entering/leaving
Blurry Vision Sensory -10% inflicted damage
Comm Blackouts Sensory chance to miss comm
Dazed Sensory +10% sensory damage
Deaf Sensory can't hear says
Delirium (L1) Sensory sensory damage L1
Delirium (L2) Sensory sensory damage L2
Delirium (L3) Sensory sensory damage L3
Demented Vision Sensory wrong vision
Dizzy Sensory +10%/stack sensory damage
Double Vision Sensory can mistarget
Echoing Sensory Sensory damage causes echoes
Nearsighted Sensory can't target enemies outside current room
Painspike Sensory sensory damage over time
Sensory Shutdown Sensory sensory damage L4
1.)Right off the bat we can easily see that sensory has way less available afflictions in general (5[6 if you include Dazed] compared to Musculars 10 [11 if you count tender])
2.)Disregarding the sheer lack of afflictions, only one of the sensory afflictions actually affects combat, and its -10% damage which could be comparable to a damaged limb except it has a duration.
3.)Echoing is pretty decent, but with a hard requirement of them having the other 3 applicable afflictions its near impossible to land, especially when you can't stack afflictions while having damaged limbs.
4.)Lack of afflictions means lack of things to talk about. Sensory is a joke.
Ill push WETWIRING out of the way really quick as im hitting character limit for first post.
Glitching Wetwiring 10% wetwiring failure
Hard Lock Wetwiring wetwiring damage L4
Malfunction (L1) Wetwiring wetwiring damage L1
Malfunction (L2) Wetwiring wetwiring damage L2
Malfunction (L3) Wetwiring wetwiring damage L3
Meltdown Wetwiring -15% mending amount
Overload Wetwiring +25% wetwiring time
Shortcircuit Wetwiring wetwiring damage over time
Vulnerable Wetwiring +10%/stack wetwiring damage
1.) None of these afflictions are applicable except for shortcircuit and vulnerable (as intended, by scoundrels) and that is a good thing. The subsys damage level afflictions are actually pretty good, but often redundant.
2.) The ones that tend to matter only really matter to the singular class that takes advantage of Wetwiring subsys, which is Nanoseer, and the enemy is dead from BREAKDOWN at 50% so they aren't able to be seen.
3.)I can state that so far from my tests WIREBLOCK seems to be very decent albeit with harsh requirements to get to I am not sure if it would just be faster to bash mind and mindmelt.
Continued in next post...
Let me start with my opinion: I believe there is a harsh discrepancy between afflictions in different subsystems, namely: the MUSUCLAR subsystem has afflictions that are quite better than every other subsystem's afflictions. I also want it to be known that, given that opinion, I don't want MUSCULAR afflictions nerfed. I'd just like other subsys aff trees to be on par.
Lets first break down each subsystem's afflictions:
As MUSCULAR is the subsystem I'll be comparing the others to, we will start with MUSCULAR.
Name Subsys Description
Atrophy Muscular +25% balance costs
Broken Ribs Muscular +10% internal damage
Crippled Movement Muscular slowed down movement
Damaged Left Arm Muscular +5% balance, -5% damage
Damaged Left Leg Muscular +5% balance, -5% damage
Damaged Right Arm Muscular +5% balance, -5% damage
Damaged Right Leg Muscular +5% balance, -5% damage
Haemophilia Muscular inability to cure bleeding
Mangled Head Muscular block some abilities
Mangled Left Arm Muscular block some abilities
Mangled Left Leg Muscular block some abilities
Mangled Right Arm Muscular block some abilities
Mangled Right Leg Muscular block some abilities
Mangled Torso Muscular block some abilities
Myopathy Muscular randomly unwield items
Scorched Muscular damage over time
Spasms Muscular muscular damage over time
Structure Collapse (L1) Muscular muscular damage L1
Structure Collapse (L2) Muscular muscular damage L2
Structure Collapse (L3) Muscular muscular damage L3
Structure Failure Muscular muscular damage L4
Tender Muscular +10%/stack muscular damage
Weak Knees Muscular damage to legs prones
Weakened Arms Muscular -10% melee damage
Weakened Legs Muscular -10% melee damage
Here we can see quite a bit of interaction between afflictions I can point out some things very quickly:
1.) Even without Mangled limbs, as they are currently disabled from being way too strong in the beginning, many muscular afflictions lower damage output while increasing time to regain balance, or increase the amount of damage that you take.
2.) All of these afflictions seem to pair very well with each other.
3.) The subsystem effect at 75% (Crippled movement) is quite honestly the most make-or-break affliction in the game, easily turning fights and making it impossible to run against a competent opponent, or impossible to chase them if they try to create space.
4.) The subsystem effect (Myopathy) Is even more make or break against most classes, and also tends to not have an effect if the enemy that you are fighting doesnt WIELD weapons, but actually wears them, making it useless against Nanoseer.
5.) The sheer amount of balance hinder inside of just four broken limbs is enough to stop affliction stacking, and damage strats by itself against any single-aff class.
6.) In the current damage meta, if you do not focus on giving muscular afflictions, damage is a real issue. It forces your priorities to be HEALTH, AFFLICTION, SUBSYSTEM or else you will die. None of the damaged limbs actually have a duration, so they are affs that just stick forever while your wetwiring heals your HEALTH.
Lets move on to our first subsystem that we are comparing and by far in my opinion the worst subsystem in game: SENSORY
Blind Sensory can't LOOK, can't see people entering/leaving
Blurry Vision Sensory -10% inflicted damage
Comm Blackouts Sensory chance to miss comm
Dazed Sensory +10% sensory damage
Deaf Sensory can't hear says
Delirium (L1) Sensory sensory damage L1
Delirium (L2) Sensory sensory damage L2
Delirium (L3) Sensory sensory damage L3
Demented Vision Sensory wrong vision
Dizzy Sensory +10%/stack sensory damage
Double Vision Sensory can mistarget
Echoing Sensory Sensory damage causes echoes
Nearsighted Sensory can't target enemies outside current room
Painspike Sensory sensory damage over time
Sensory Shutdown Sensory sensory damage L4
1.)Right off the bat we can easily see that sensory has way less available afflictions in general (5[6 if you include Dazed] compared to Musculars 10 [11 if you count tender])
2.)Disregarding the sheer lack of afflictions, only one of the sensory afflictions actually affects combat, and its -10% damage which could be comparable to a damaged limb except it has a duration.
3.)Echoing is pretty decent, but with a hard requirement of them having the other 3 applicable afflictions its near impossible to land, especially when you can't stack afflictions while having damaged limbs.
4.)Lack of afflictions means lack of things to talk about. Sensory is a joke.
Ill push WETWIRING out of the way really quick as im hitting character limit for first post.
Glitching Wetwiring 10% wetwiring failure
Hard Lock Wetwiring wetwiring damage L4
Malfunction (L1) Wetwiring wetwiring damage L1
Malfunction (L2) Wetwiring wetwiring damage L2
Malfunction (L3) Wetwiring wetwiring damage L3
Meltdown Wetwiring -15% mending amount
Overload Wetwiring +25% wetwiring time
Shortcircuit Wetwiring wetwiring damage over time
Vulnerable Wetwiring +10%/stack wetwiring damage
1.) None of these afflictions are applicable except for shortcircuit and vulnerable (as intended, by scoundrels) and that is a good thing. The subsys damage level afflictions are actually pretty good, but often redundant.
2.) The ones that tend to matter only really matter to the singular class that takes advantage of Wetwiring subsys, which is Nanoseer, and the enemy is dead from BREAKDOWN at 50% so they aren't able to be seen.
3.)I can state that so far from my tests WIREBLOCK seems to be very decent albeit with harsh requirements to get to I am not sure if it would just be faster to bash mind and mindmelt.
Continued in next post...
3
Comments
Lets start with INTERNAL here and save my favorite for last:
Bleeding Internal damage over time
Choking Internal internal damage over time
Coughing Blood Internal randomly take longer to regain balance
Frozen Internal vulnerable to fire
Haemotoxin Internal healing effectiveness reduced by 50%
Hypertension Internal more bleeding
Internal Bleeding Internal + health damage
Rejection Internal 10% chance to fail healing
Sepsis (L1) Internal internal damage L1
Sepsis (L2) Internal internal damage L2
Sepsis (L3) Internal internal damage L3
Sepsis Overload Internal internal damage L4
Sickness Internal maximum health -10%
Slowness Internal 15% slower balance
Staggering Internal attacks to arms send you spinning
Trauma Internal +10%/stack internal damage
Winded Internal damage when moving
I don't actually have much experience with internal things, other than FREEZE which for some reason does internal, while nano limbdrain does muscular. I'm sure they should both be hitting the same subsystem to at least progress a insta. Anyhow:
1.)Internal has 10 afflictions, one of which is unapplyable except by bosses(Haemotoxin), one only applyable by nano(Freeze). That aside this, tree is actually the one that I think competes the best with MUSCULAR.
2.) Slowness 15% balance very good, expecially when paired with muscular afflictions which also slow balance.
3.) Staggering is also very good, especially when combined with slowness, knocking balance by .57s per hit, which can help you get ahead.
4.) Bleeding is generally good, pressing damage.
5.) Sickness is pretty good, but it actually competes with bleeding, reducing its effectiveness.
6.) All of these do a very average amount of damage, too, which means that someone focusing internal will outright lose to someone focusing muscular, due to not being able to compete with their hindering.
And finally last but not least, MIND
Acrophobia Mind unable to fly or climb
Brain Swelling Mind halved resource gain
Catatonia (L1) Mind mind damage L1
Catatonia (L2) Mind mind damage L2
Catatonia (L3) Mind mind damage L3
Confusion Mind chance to hit a different target than intended
Disorientation Mind chance to move in a different direction than intended
Distraction Mind periodic balance loss
Encroachment Mind unable to take cover
Forgetfulness Mind - actions
Hallucinations Mind Seeing periodic hallucinations
Seizures Mind mind damage over time
Sluggish Mind 25% slower balance
Stupefied Mind +10%/stack mind damage
Stupidity Mind - actions
Vegetative Mind mind damage L4
Vertigo Mind chance to re-prone when standing up
My opinion on mind afflictions is very simple, they are mostly a bunch of "do something slightly noticeable without actually doing anything" afflictions, unless said affliction is heavily gated.
1.) Acrophobia: Climbing doesn't exist and wouldn't affect the classes that use it. Stopping flying has the most effect in group combat. Otherwise, it's kind of useless.
2.) Confusion: Just don't fight on top of mobs and it literally doesn't do anything.
3.) Disorientation: Generally you don't really care which direction you run away so long as you run away. Still, it does hinder someone's ability to get far after the first move, and has some point.
4.) Distraction: Our first good, but gated, affliction. Gives periodic balance loss comparable to staggering hits, but requires 3 mental afflictions already present to even apply, which as stated is harsh to get to when someone is slowing your balance time. Can also be mindswapped away and to.
5.) Encroachment: Probably the most effect out of all mind afflictions, but is a dead affliction against any melee class as they dont care if they can't take cover most of the time.
6.) Hallucinations: Actually a very good affliction that furies get. Fury also is able to give muscular afflictions, while putting out a high amount of damage, which means that this affliction is extremely effective for them.
7.) Sluggish: Another good, but gated, affliction. Hard requirement of Distraction. It gives 25% slower balance which is very good, but a duration of only 10 seconds, and can be mindswapped away, which means it doesn't even last that long. (3 seconds is three balances).
8.)Vertigo: Great if nano had any way to prone people. It's very strong on Scoundrel, who has a prone-on-demand ability.
As always, feedback appreciated.
https://ada-young.com/pastebin/ETBwIy0G
I do want to reiterate though, I do not want muscular nerfed. Id just like other subsystem afflictions brought up to par.