Dimpy
Refugee
Joel said on one of the perk videos or something that when you lose attributes from status effects, you lose the corresponding perks if the perks requirements exceed your modified attribute rating. The interesting things is that with the right(or rather, wrong) buffs, it should be possible to have negative attributes, so I'm wondering, should the rate of one perk level lost per two attributes points of the associated group lost continue on even as the attributes become negative? In other words, should debuffs potentially cause the player to receive negative perk levels? If so, what should they look like?
I think that it would actually kind of work if the negative levels of the perks had effects that were just inverted versions of the positive one. For example,
Okay, that was a lot of examples. Sorry about the text wall. Are there any perks that wouldn't work well with this philosophy? Does anyone care to add more examples?
I think that it would actually kind of work if the negative levels of the perks had effects that were just inverted versions of the positive one. For example,
if four levels in the machine gun perk gives a damage bonus with automatic weapons and a stamina boost for every successful hit, negative four levels gives a damage penatly and a stamina drain for every hit.
If the positive "force of personality" perk give your teammates a passive attribute bonus with your amazing charisma, negative values will turn you into a stat-reducing downer.
Getting a low medical perk value would reduce healing effectiveness, which is ironic because when you're in the most need of medical attention, you are the least equipped to give it to yourself. Instead, you would be encouraged to get help from someone who is in a better state.
A negative "flurry of blows" would mean that every 2-4 successive hits would get greatly reduced damage.
Some of the battle perks that have special crit chances or power attack bonuses associated with them would instead have some potential for "critical failures".
Some of the level 4 fortitute perks have the ability of "shrug off" things like attacks, diseases, and injuries, and I'm not sure how well that would work. However, it might be fair if going the other way on the fortitude scale made you so weak and sickly that you had a chance to randomly catch diseases, and injure yourself, which is kind of like the inversion of "shrug off".
I don't have a good list of the items to be canceled, but the negative perk levels of the crafting perks like "hammer and forge" and "master chef" would restrict the player's crafting recipes even further, eventually taking away essential things like aloe bandages, the stone axe, and even simple boiled eggs.
Roland said that he wanted nerd-poling to be a level 5 parkour perk, but maybe TFP could start it off as a level zero perk, meaning it would be restricted if you got level -1 or less in parkour. I think this was already a thing in a way; I remember not being able to nerd-pole when I got a broken leg because of jump height restrictions.
If the positive "force of personality" perk give your teammates a passive attribute bonus with your amazing charisma, negative values will turn you into a stat-reducing downer.
Getting a low medical perk value would reduce healing effectiveness, which is ironic because when you're in the most need of medical attention, you are the least equipped to give it to yourself. Instead, you would be encouraged to get help from someone who is in a better state.
A negative "flurry of blows" would mean that every 2-4 successive hits would get greatly reduced damage.
Some of the battle perks that have special crit chances or power attack bonuses associated with them would instead have some potential for "critical failures".
Some of the level 4 fortitute perks have the ability of "shrug off" things like attacks, diseases, and injuries, and I'm not sure how well that would work. However, it might be fair if going the other way on the fortitude scale made you so weak and sickly that you had a chance to randomly catch diseases, and injure yourself, which is kind of like the inversion of "shrug off".
I don't have a good list of the items to be canceled, but the negative perk levels of the crafting perks like "hammer and forge" and "master chef" would restrict the player's crafting recipes even further, eventually taking away essential things like aloe bandages, the stone axe, and even simple boiled eggs.
Roland said that he wanted nerd-poling to be a level 5 parkour perk, but maybe TFP could start it off as a level zero perk, meaning it would be restricted if you got level -1 or less in parkour. I think this was already a thing in a way; I remember not being able to nerd-pole when I got a broken leg because of jump height restrictions.
Okay, that was a lot of examples. Sorry about the text wall. Are there any perks that wouldn't work well with this philosophy? Does anyone care to add more examples?