PC Armor sets bonus are definitely going to need a rework

It’s funny that people assumed for months that the set bonuses would be so powerful that everyone would use the same set and there would be no diversity. Now that too-high expectations have come down to earth and it appears that mixing and matching will be viable for gameplay people are calling the set bonuses worthless….lol
 

Im sure there will be adjustments as TFP watches what people gravitate towards but a design that makes mixing and matching pieces a competing objective to pure sets is a good thing and doesn’t need much reworking. 
 

if the set bonuses were as OP as what people were expecting then there would be a whole different list of complaints. 
People weren't expecting them to be OP but we sure as heck weren't expecting them to be that badly designed. 

Having an entire set bonus be useless like the bikers because a single piece of gear gives that same bonus is kinda pointless. 

Giving a bonus to a set of gloves that only improves damage for 1 weapon vs others that give the same damage bonus but to all weapons or all mellee weapons or all ranged weapons is also unbalanced and makes the other armor piece useless which then ruins having the set bonus because that set bonus also isn't worth getting.

No one is asking for OP bonus sets just set bonuses that make sense and actually make us want to get an entire set as opposed to going with individual pieces.

Besides we aren't the ones who hyped up this whole overhaul to the armor/clothing system with these things that's mainly on the pimps side.

 
Every new build has something people don't like. You either come around to like it or work around it. On the whole I'm more excited about the changes even the armor. 

I have a pet peeve about the starter armor and my new character tomorrow is going to be named IamGroot

 
I'm sure there will be some adjustment but I like the mix and match nature of it right now. I hope they avoid the standard boring route of needing to have the set bonus or you might as well not be wearing armor. 

 
I feel like they just need to balance the values better.

General Rule: More specific bonus = higher % bonus.  More generic = lower % bonus.

Its kind of ridiculous that we get 60% to all damage to zombies on one set of gloves, but another is only the radiated zombies.  Another is 60% to all melee, another 60% to all range, but still others are limited to specific weapon types like rifle or axe.  All of them at 60% means you'd never want to pick anything but the most generic, widely-applied bonus. (Though i wonder, does melee dmg gloves apply to block damage, or is it just entities?)

I'm just throwing numbers out now with little thought, but If you're restricting to just axe or .44, 60% is fine, maybe even more.  If its all zombies, I can't see justifying having it above about 30%.  Perhaps 40% for all range/all melee, and 50% for rad zombie bonus.  But they need to vary so you don't have a go-to for everyone.

Same with the better barter stuff.  How is one 20% buy/20% sell, but another is 20% on buy only?  Shouldn't you get a bigger bonus if it only affects one half of the transactions?  Another is severely restricted to only buying and only consumables, but is still only 20%?  Why not 40% if its so restricted?

Finally, I agree on the set bonuses being too weak.  They shouldn't be super powerful, but keep in mind that to get them you're giving up potentially better piece bonuses on other sets.  So they need to offset that to be desirable.  Having zombie damage to preacher set bonus is a great idea, but rather than moving it (because +dmg is clearly intended to be a 'gloves' bonus) reduce the glove % in line with above guidelines, then make the set bonus an additional stacking %.  Or make it additional rad zombie damage, again stacking with base zombie damage.  Something that gives you a % bonus that moves beyond what you'd get mix-and-matching.  So you can use preacher to specialize in only zombie damage, but be giving up xp boost, etc to get that extra damage not available any other way.

Personally, I really dislike xp boost.  That leads to higher levels, more skill points sooner, and reduces the grind you'd have to do any other way.  While I'm not pro-grind, having it, but then making a shortcut past it, is bad itemization.  I hated the nerd glasses before, too.  You don't want to be the person several levels below the rest of your group, because even 5 skill points can be a huge power difference until probably level 70 or 80, when most of your core build stuff is bought.

Same goes for extra skill points.  Most of these bonuses are about "get x bonus while wearing".  Skill point gains, you retain that bonus after you've read the magazine and take the clothes off.  You keep it forever.  You're talking about reducing the skill mag grind by as much as 50%, which is absolutely huge in the new learn-by-looting world.  The only other bonuses even close to that are the extra yields, but that's not nearly as big a deal for consumable resources like food and wood that get used up.

Maybe i just don't like the idea of "put on my smart clothes to read a magazine", though.  I'd much rather see it as an Int-line perk, than as an armor bonus.

 
Reading through all this bickering, I have a feeling Pimps will just cut bonuses from individual pieces in half or even more, so set bonuses will "sound better".
All this bickering about which pieces are great, just calls for a nerf bat and we haven't even got to play with them.

 
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