Slight armour rework

MiTHMoN

Refugee
Recently I got to thinking, in the current state of the game, how would I do a soft rework of the armour sets...? So, here's a low-effort off-the-top-of-my-head concept. I'll keep the same current sets, just change their bonuses around a bit.

I've never liked the sets having incremental bonuses based on quality, so I'll just strip that down and treat them as if they always get a "quality 6" bonus. I'll try to make the bonuses vaguely fit with the item piece, thematically.

(Heavy)

Miner
Head ; Immunity to falling terrain.
Body ; +25 max stamina.
Hands ; +50% entity damage of mining tools
Feet ; -35% degradation of mining tools
Set ; +30% mining tool harvest, +50% block damage of mining tools, -30% stamina cost of mining tools, -20% fuel cost of Auger.

Notes: Didn't change too much with Miner set, but weighted the set bonus.

Raider
Head ; Stun immunity.
Body ; +25 max health.
Hands ; -25% tool/weapon degrade.
Feet ; +6 meter safe fall distance.
Set ; -50% chance of all injuries, +4 armor.

Notes: Raider, to me, is the generalist "tank" set, and so I wanted it to be about taking less damage and injuries and not being slowed down.

Nomad
Head ; -20% cost of buying food and drinks.
Body ; +10 carrying capacity.
Hands ; +25% chance of finding additional food or drink in loot.
Feet ; +20% run speed.
Set ; -60% food and water use, -30% stamina recovery cost.

Notes: Wanted to weight the bonuses to the set bonus. This set is about enduring and surviving through by being efficient with food & water. And, as the name says, being nomadic. So I leaned it towards looting and buying food/water.

Nerd
Head ; +10% chance of finding an additional magazine in loot.
Body ; +20% faster crafting from chemistry station.
Hands ; +20% faster crafting from inventory.
Feet ; +10% chance of finding an additional magazine in loot.
Set ; +20% XP gain, magazines give 2 skill points (100% chance).

Notes: To me, the Nerd set is about progressing faster and being able to craft better, at the cost of other gameplay bonuses (such as combat).

(Medium)

Assassin
Head ; +20% sneak effectiveness.
Body ; -50% stamina cost of aiming with bows and crossbows.
Hands ; +20% faster reload with bows and crossbows.
Feet ; Sneak sprinting makes no extra sound.
Set ; +60% sneak damage, +60% damage with bows and crossbows, -99% enemy search (hide faster).

Notes: I wanted to hone this set in as being a bow and crossbow sneak archery set, while also giving bonuses to non-sneak (such as blood moon) scenarios.

Biker
Head ; +200% faster natural recovery from concussions.
Body ; +100% longer buff duration for beer and moonshine.
Hands ; Apply bandages 100% faster.
Feet ; -20% fuel use for minibike and motorbike, -20% stamina use for bicycle.
Set ; +60% melee damage, +6 armor.

Notes: This set is a "tough guy" bruiser biker set. It seemed thematic to imply (with the bonuses) that this archetype uses consumable items before, during, and after engaging in a melee fight.

Commando
Head ; -25% explosive damage taken from all sources.
Body ; -50% bleed damage taken.
Hands ; Apply First Aid Kits 100% faster.
Feet ; +20% run speed.
Set ; +50% damage with all guns, recovery items work 50% faster, -50% stamina cost of aiming guns.

Notes: The Commando has always been the "gun" set, but what I imagined for it is being the "gun vs gun" set, designed specifically around the concept of being shot at.

Scavenger
Head ; +25% chance to find additional loot in vehicles.
Body ; +20% faster crafting from workbench.
Hands ; Scrap items 30% faster. (for example, radiators to brass)
Feet ; +6 meter safe fall distance.
Set ; +30% resources when salvaging, -30% stamina usage when salvaging, +20% bartering (selling only).

Notes: Scavenger, to me, is about clearing roads of vehicles, and gutting buildings, then either selling or crafting with the resources.

Ranger
Head ; +15% damage against animals. (living and undead)
Body ; -20% sprinting stamina cost.
Hands ; +15% attack speed with spears and shovels. (perception melee)
Feet ; -15% stamina cost using shovels.
Set ; +30% resources from animals and corpses, +50% damage and reload speed of all Rifle class guns, -50% stamina cost of aiming Rifles. (pipe rifle, hunting rifle, lever-action, sniper)

Notes: I'm leaning the Ranger to be the "pest control" / "hunter" / "animal control" set. Generally an "outdoors" vibe. Hunting and harvesting animals, and clearing corpses. And also being an option for a pseudo-dig-quest set. And being the Rifle set.

Farmer
Head ; +20% chance to find seeds in loot.
Body ; +30% Rotting Flesh (all sources). (from zombie animals, from static corpses, higher quantity when looting).
Hands ; +20% attack speed with Bone Knife and Hunting Knife.
Feet ; +20% faster crafting Farm Plots and seeds.
Set ; Extra crop harvest (100% chance), +20% chance to gain a seed when harvesting.

Notes: I moved the important bonuses to the set bonus, and I wanted to give general gameplay bonuses to the rest of the pieces (so players are encouraged to actually use the set rather than only using 2 pieces when harvesting their crops). I've made Farmer and Ranger as somewhat competing sets, because they both gain a bonus to Rotting Flesh, but Ranger gets a bonus to all of the resources so it's generally better in that regard, while Farmer's Rotting Flesh bonus is more specialized.

(light)

Athletic
Head ; -20% jumping stamina cost.
Body ; -20% sprinting stamina cost.
Hands ; -20% tool and melee weapon degradation.
Feet ; +20% run speed.
Set ; -20% stamina using melee weapons and tools, +20% faster attack speed with melee weapons and tools, +60% melee damage (melee and tools).

Notes: I wanted to change the identity of this set from being a "runs around" set to a melee set. With this proposed rework, Raider is the generalist tank, Biker is a bruiser melee, and I wanted to make a lighter, squishier, but generally more specialized melee set ("glass cannon"), and Athletic makes the most sense if you think of the set being themed as an "athlete" (rather than just someone who jogs). I also don't want to restrict which "close range" weapons this set is for, so it could be used with any tool or melee weapon.

Lumberjack
Head ; +100% XP for upgrading frames to wood and repairing wood blocks.
Body ; Repair twice as much on wood blocks.
Hands ; +25% block damage against wood.
Feet ; +6 meter safe fall distance.
Set ; +50% wood harvest, -30% stamina using axes, -20% fuel using chainsaw.

Notes: I want to slightly reimagine the Lumberjack as not just an axe class, but an axe + chainsaw + carpentry class. The wood builder.

Enforcer
Head ; +100% vitamin buff duration.
Body ; -30% degradation of .44 Magnum revolver and Desert Vulture.
Hands ; -20% vehicle fuel use.
Feet ; +20% run speed.
Set ; +50% reload speed and damage with .44 Magnum revolver and Desert Vulture, +20% bartering (buy/sell).

Notes: I wanted to solidify the Enforcer as sharply dressed and charismatic/threatening. And being the (revolver + vulture) .44 specialist. I imagine them smoking cigars and chewing on vitamins, because getting sick is showing weakness. It's about keeping up appearances.

Rogue
Head ; +20% sneak effectiveness.
Body ; +10 carry capacity.
Hands ; +10% chance to find a lock pick in loot.
Feet ; Sneak sprinting makes no extra sound.
Set ; +30% more cash & dukes in loot, +20% lockpicking speed & success rate, +20% loot stage, -99% enemy search (hide faster).

Notes: Mostly moved the bonuses to the set. This is the alternative sneak set to Assassin, and would make a decent pairing. The Assassin is the friend who goes in and clears, and the Rogue is the friend who goes in and loots. It's never a good feeling to be the friend who wakes up zombies while your friend is trying to be a sneak archer.

Preacher
Head ; -50% negative effects from Dysentery.
Body ; -15% damage from all animals (alive and undead) while in the Forest biome.
Hands ; Delay bleeding by 3 seconds. (gives players a chance to bandage before taking the bleed damage)
Feet ; +100% faster untreated recovery from Sprained Leg and Broken Leg.
Set ; Immunity to gaining Infection, Fatigue, and Near Death Trauma.

Notes: I wanted to shift the Preacher set from being the "generalist combat" set, to being a "casual" set for players who want to avoid getting bodied in the early game. So I'm picking bonuses that won't be necessary in the mid-late game, but are nice-to-haves in the early game.

How I imagine sets to be obtained:

I think, instead of the pipe bundle we get early on, we should get to choose a set of these armours. That would mean, for players who want multiple sets for different tasks, they have to craft them normally (using a Legendary Part per piece) once they reach 100/100 armour crafting. But for the players who just want to pick a vibe for their character and stick with it, they can. It would encourage players to try a set per playthrough.
 
Nerd helmet, Raider chest, Raider gloves, Nomad boots is my goto and currently give:
+20% exp, 50% faster crit healing, 60% more melee damage, 20% increased movement.
If i swap to your suggested...
Head ; +10% chance of finding an additional magazine in loot.
Body ; +25 max health.
Hands ; -25% tool/weapon degrade.
Feet ; +20% run speed.

I lose a lot of damage and gain 25hp. None of the heavy armor sets seem to give damage bonus's... though the reduced weapon degrade is a nice buff.

My best in slot with what you have...
Is actually exactly the same with the helmet being a dead slot, i guess nomad or miner as the extra magazines would annoy me.
Maybe i could swap to biker set as it gives bonus melee and the +6 armor makes it very comparable to heavy armor, but all 4 armor piece bonus's do nothing end game?



Still, i like the idea of the armor bonus's getting an overhaul! I hope TFP take some time to improve and balance the various armors.
 
I don't think any armor or set bonus should give an XP bonus unless they all do.

I kind of like bonuses scaling with quality. I wouldn't ditch that. Drawing out getting quality 6 gear is a good thing, IMO.

I sometimes wonder how it might work if all of these various bonuses were mods to be applied to armor. You pick your appearance and then "craft" the armor capabilities that you want. I wouldn't say I have fully thought that through as there could be combinations that are "too good", plus the number of mod slots needed would have to change. You might even need multiple categories of mod slots.
 
I don't think any armor or set bonus should give an XP bonus unless they all do.

I kind of like bonuses scaling with quality. I wouldn't ditch that. Drawing out getting quality 6 gear is a good thing, IMO.

I sometimes wonder how it might work if all of these various bonuses were mods to be applied to armor. You pick your appearance and then "craft" the armor capabilities that you want. I wouldn't say I have fully thought that through as there could be combinations that are "too good", plus the number of mod slots needed would have to change. You might even need multiple categories of mod slots.
What if the armor you looted had a chance to have the bonus from other armor types instead of its default. Would fit with the constantly wanting to find new things update they are planning. And would allow currently mixed armor users access to set bonus's... there are some good ones i would really like ya know?
 
None of the heavy armor sets seem to give damage bonus's... though the reduced weapon degrade is a nice buff.
The actual intention is that the full set bonus (for having all 4 pieces) is generally a lot stronger of a boost than mix-and-matching. So the melee sets (in my proposed rework) are generally going to be Athlete and Biker, and to some degree Miner, with a slight bonus on Ranger.

I didn't make this with the intention of using random pieces. But, if I were to build an outfit from mix-and-matching pieces...
Ranger helmet (+15% damage against animals)
Miner body (+25 max stamina)
Farmer hands (+20% attack speed with Bone Knife and Hunting Knife)
Commando feet (+20% run speed)
I sometimes wonder how it might work if all of these various bonuses were mods to be applied to armor. You pick your appearance and then "craft" the armor capabilities that you want. I wouldn't say I have fully thought that through as there could be combinations that are "too good", plus the number of mod slots needed would have to change. You might even need multiple categories of mod slots.
Knowing me I'd create some kind of melee monstrosity where I have a huge bonus to attack speed or something.
 
I look at Ranger differently. I see them as an expert in a region.

I could see them having some weather-related benefits (temperature/wetness/storms). I could see them having some map-related benefits. I could see travel-related benefits. I could see hunting benefits.

When it comes to weapons benefits, I'm not really a fan of armor suggesting a benefit with a specific weapon or class of weapons.

I'm a weirdo though -- I don't usually see attributes and armor as "character classes" the way many people seem to. I can see how armor might enhance a role, but armor can be changed so it isn't a hard association so much as just tools for the job, to me.
Post automatically merged:

What if the armor you looted had a chance to have the bonus from other armor types instead of its default. Would fit with the constantly wanting to find new things update they are planning. And would allow currently mixed armor users access to set bonus's... there are some good ones i would really like ya know?

It would create more of a reason to loot -- which is already heavily incentivized, but it may be perceived as taking away from options to build your character as you're now more dependent on random loot generation to get what you want. That said, if a person could scrap random armor to recover things they would use to build what they wanted, you might find an interesting middle ground.
 
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