LW Perk Pack detailed Balance FEEDBACK - all classes

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DjAci
Posts: 63
Joined: Fri Jul 15, 2016 12:07 am

LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

Hi guys. This will be a very long post, so keep sharp.
First I want to say I love LONGWAR and for me it’s like the best game ever…period. For reference I have 1600 hrs in EW/LW and 600 in XCOM 2 most on Legend difficulty. I love what the team did with XCOM 2 for now and I loved the two new packs they released.

Immediately I did a L/I run (for the umptieth time) to test it and want to give my CONSTRUCTIVE balance feedback. I didn’t manage to test in detail every single perk but got a good understanding of the large mayority. I hope to give more detailed suggestions as time goes on and the community helps shaping out the final version.

One thing I can say is that I can’t shake the feeling this mod was a bit rushed. There is a number of bugs and balance not on the level of what I came to expect from LW team. But don’t take this too harshly! I did follow LW from beta 13 when stuff was fairly polished, so I am sure this 90% quality will end up in the usual 110 – 120% of 100% possible when the LW team is done with it:)

I hope this thread will open a discussion regarding the balance and help the community polish things out to perfection. This isnt' as detailed as I wanted it to be, but I tried to bring out the most glaring problems IMO. I hope this will spark a constructive debate on the community side.

So here is my breakdown, first the general remarks, then class by class.

GENERAL REMARKS:
Spoiler: show
1:
New classes feel a bit OP compared to old ones. There is one extra rank that corresponds to lost GTS perks, but the extra perks are usually Colonel levels with each soldier getting two (at Colonel and Brigadier!).

What I like about XCOM 2, compared to XCOM EW and LW was that the rank progression is a bit subtler, no really super OP ranks at lower levels, and even Colonel ranks were toned down. This makes for a smother, more tactical gameplay LW was known about and it fairly well in the final version.

At this moment, especially in the late ranks the difference between low and high ranking soldier is huge. This results in more emphasis in not losing a soldier and making a return from a few serious losses more difficult (if the enemies are appropriately scaled, which now they are not obviously at this moment but that will surely change) which makes for more binary and less tense campaigns. XCOM is at its best when you are at the verge of hope getting on just barely, and less pronounced rank differences make that possible.

2:
Dual shot abilities are problematic if not under serious control. One problem during old LW development was the problem that some support classes almost became useless as general soldiers in using their rifles as their aim was low, had no doubleshots and were used only for their skills. Then an aim flattening and rework came to make sure each soldier is viable as a shooter, some more of course but within reason.

Currently that is what is happening with the LW Perk Pack. Some classes get to shoot up to 4 TIMES every turn. That is super OP and declasses everyone else. RANGER, GUNNER and GRENADIER are the most problematic. TRAVERSE fire is the greatest problem.
In vanilla XCOM 2 the Colonel abilities gave about +60% flat DPS per turn (take RAPID FIRE as example, with aim penalties against low cover as you won’t always get a flank). Many perks (TRAVERSE FIRE, LEU…) now give flat double dmg at much lower ranks giving far OP soldiers.

Even if you step up the less shooty classes (SqS sniper, Shinobi, Specialist) to match the others, you end up with the problem under point 1 (too much rank difference)!

3.
There is a number of bugs. Some perks don’t work at all (LOCKDOWN, smoke grenades), others have unintended side effects (DEATH FROM ABOVE), some are just bugged (SAVIOR). This is explained in more detail in the class section.

P.S. Savior seems to share the bug with COLLECTOR and SCAVANGER from Leader Pack, giving multiple bonuses!
CLASS OVERVIEW:

RANGER:
Spoiler: show
Currently the most OP class. Just far too devastating from the start, mainly due to LEU.

Squaddie:
LEU is perhaps a bit OP just from the start. Having a double shot ability from the get go is a bit too much. There is far less reload and ammo considerations like in LW where you had just 3 ammo and lost a turn reloading. A cooldown of 1-2 turns maybe, or a recoil penalty like SPARK overdrive would be great. Even if the aim penalty would weaken brigadier abilities like rapid fire or rapid reaction it would be a welcome change, because those are OP as hell with this class. It would also force you to choose whether to fire first shot and follow with a special shot with an aim penalty, just use the special shot without penalty.

Corporal:
STEADY WEAPON is a clear loser here. Actually, it is a loser with any other class as well except sniper which gets it by default. I can’t think of a situation that isn’t very rare that I would even use this skill. Especially in a time constrained game like XCOM 2. You want killing enemies, not setting up shots in a high to high cover trading. I recommend a new skill here.

Sargent:
Generally fine, AGGRESSION is more powerful because of the way XCOM 2 handles crit calculations, but nothing sticks out.

Lieutenant:
I guess CENTRE MASS is a bit of a filler (back to old, give us something more interesting than RANGER from LW discussion) but otherwise fine.
Love the CLUTCHSHOT though it is weak (look in sniper) and it is very similar to WALK FIRE!

Captain:
EVER VIGILANT and FAN FIRE are OK, especially if an aim penalty would be added to LEU after first shot.
GRAZING FIRE on the other hand is OP AS HELL. It almost can’t miss. The graze is not a separate roll against cover, it is a separate roll with no cover, so if you miss you have 80%+ chance to do half dmg. It is almost guaranteed 50% damage no matter the cover. It also triggers rapid reaction for almost guaranteed 4 HITS PER TURN. Seriously, this needs to be nerfed with an A-bomb and still will end up being OP how OP it is now. My suggestion is to simply make another separate roll with the same chances for a graze attack, one that uses enemy cover. Also, it completely declasses WALK FIRE.

BUG!: After moving, EVER VIGILANT will default to a pistol overwatch which is not intended I think.

Major:
This seems fine.

Colonel:
LETHAL is fine in terms of power, but it is CENTER MASS’s big ugly brother and just as interesting, especially if there are two in the same tree. Else is fine.

Brigadier:
OP clusterfest once more!

RAPID FIRE is a powerful ability and fine for a brigadier rank, but not when combined with LEU. This is once again a LEU problem. If LEU gave 15 aim penalty after first shot that stacked with the 15 of RAPID FIRE we would have a nice choice and a more reasonable class.

SATURATION FIRE is fine by itself. But it’s more of a gunner kind of thing. Imagine if it would be a new skill that would remove LEU aim penalty and maybe give some other bonus to make it competitive (extra aim for a class that doesn’t like to move is nice, or just a flat dmg bonus)

RAPID REACTION is also ridiculous. With current enemy AI and COOL UNDER PREASSURE you will mostly manage to do all 3 shots, after making your first shot with LEU. THAT’S 4 SHOTS A TURN, EVERY TURN many will be crits. It also works with grazing fire. Giving this class the “KILL ALL” ability would be less OP. Some nerf to get it under control, and make sure missing an OW shot really is a consideration.
ASSAULT:
Spoiler: show
Also OP, but less than RANGER.

Squaddie:
RnG is fine and works fine.

Corporal:
CCS is OP as F***, especially this early. In LW it was a later rank, you had less ammo and reload meant a turn, also it was just an OW shot, not covering fire OW shot. Now it’s a captain level+ powerhouse. Needs to be put way high up the tree or nerfed big time. Activating just once per turn could do the trick.

Sargent:
DEADSHOT is fine, TRENCH GUN is maybe a bit stronger, but SLUGSHOT is too weak. In old LW shotguns had a bigger range penalty and it would be good, but now at mid range they are ok and loose little aim at longer ranges. You will get +15 aim at best (which is not to scoff at) but at 5 turn cooldown and 2 ammo it’s too much, not to mention other two perks that are more substantial. No cooldown, but ammo penalty would to it justice.

Lieutenant:
LIGHTNING REFLEXES are a clear winner here. Others are fine, but the ability to ignore and then nullify enemy OW fire is too strong this soon. Also SHINOBI has an inferior SHADOWSTEP two ranks up at major, where is the logic here? Maybe it should be the other way around.

Captain:
All fine here.

Major:
OP fest. This is the general problem here, multi shot abilities before brigadier is bad. HIT AND RUN is fine, but RAPID FIRE and CLOSE ENCOUNTERS are brigadier/colonel level perks. This early and with more to come later is a bit OP. Not RANGER class OP, but OP.

Colonel:
Seems fine between skills themselves, but I think only resilience deserves to be here. I would push back BEO and CUTTHROAT to major, and bring RF and CE to colonel.

Brigadier:
Untouchable is where it needs to be, so is rupture, Leathal could go down to colonel and rF could be in its stead.
GRENADIER:
Spoiler: show
Also a bit OP, mainly due to TRAVERSE FIRE.

Squaddie:
Very fine.

Corporal:
HEAVY ORDINANCE is a clear winner, and much too early. I would exchange places with BIGGEST BOOMS, as the dmg bonus (+1) is greater than the avg crit bonus (0.2*2=0.4). It would also randomize one shot kills in early game for a more lively experience.
STEADY WEAPON is just bad as it is in other classes.
FORMIDABLE is fine.

Sargent:
Fine.

BUG!: Smoke grenades don’t work. It was patched I think, but with this mod they don’t give bonuses. Really bad.

Lieutenant:
Fine, but CENTER MASS is boring.
WTS and CENTER MASS should change places because it fits better thematically.

Captain:
LOCKED ON is fine, but it seems like a filler, isn’t thematic. It’s there because of TRAVERSE FIRE and that is a problem because…

BUG!: Smoke grenades don’t work. It was patched I think, but with this mod they don’t give bonuses. Really bad.

Major:
…TRAVERSE FIRE as DOUBLE SHOT on Major is OP! It is almost as good as LEU. Almost no difference, dunno why even bother. Almost copy paste and OP at major the same as LEU is OP at squaddie. Else is fine.
I really love the STING GRENADES.

Colonel:
Fine.

Brigadier:
VOLATILE MIX is a bit weak for this rank. Grenades already have a generous radius and just the adv. launcher gives +2 radius. If exchanged with TRAVERSE FIRE it would be better. TRAVERSE FIRE would be a bit OP even on this rank unless it had a cooldown.
GUNNER:
Spoiler: show
Buggy and has many double shots.

Squaddie:
A problem right from the bat. AREA SUPRESSION is bad. It’s worse than regular suppression. You get only one reaction shot and that one is not on the enemy you want, but the one that moves first. It also doesn’t work with holo targeting. At the very least you should have just regular suppression as an additional choice, one that most would choose anyway.

My suggestion, put AREA SUPRESSION as an upgrade of the regular one at major opposite lockdown, reduce its area and allow it to react to everyone moving. So you get real multiple suppression, or an upgrade of a single one with lockdown.

Corporal:
Fine, but STEADY HANDS seem a bit off, better to go to RANGER and something else here.

Sargent:
Great! This is where LOCKED ON makes sense.

Lieutenant:
Seems fine, maybe WALK FIRE is a bit outclassed at this rank.

Captain:
Ok, but DANGER ZONE is problematic as it is associated with a very bad AREA SUPPRESSION and arguably can make it even worse as you can’t focus a single unit. So you have a transmutator perk at best (no net gain, just chnage) and two solid perks next to it.

Major:
BUG!: LOCKDOWN just doesn’t work, period. Doesn’t work as in no effect at all. Otherwise it’s an AMAZING perk and would love to see it utilized.

TRAVERSE FIRE is just OP, especially at this rank. It would be OP even at brigadier. I mean there was double tap and rapid fire at similar ranks in LW gunner, but traverse fire is better with no cooldown and penalties.

Colonel:
Fine.

Brigadier:
Ok.
SNIPER:
Spoiler: show
A solid well balanced class.

Squaddie:
All good.

Corporal:
Fine, but…

BUG!: PRECISION SHOT adds crit chance, but no extra crit dmg!

Sargent:
Very good:)

Lieutenant:
Very good, but…
DEATH FROM ABOVE is seriously OP!!! It gives an action back at ANY primary weapon kill from high ground. In vanilla, it meant you killed with a sniper and had an extra action. You could then use a pistol to kill, but as a secondary weapon it didn’t trigger death from above and with one action you couldn’t use the sniper rifle. Enter SNAP SHOT and voila, you can now. With SNAP SHOT each kill gives an action and allows you to fire again. Essentially you got SERIAL at Lieutenant rank. This looks like an oversight to me. The skill should have a limit of activating once per turn. Also, with primary weapons that need one action too shoot, it should be higher up the ranks, captain level at least as even with the one per turn limit or even better limit it to secondary and burst weapons.

Captain:
AIM was and still is underwhelming, a bit less so with the marksmen, still. I was thinking about a “cover shot” (just a working name) skill that would reduce your aim, but hunker you after shooting to make your vulnerable snap shot sniper able to bear the rigors of frontline combat.

LONG WATCH should definitely switch places with DEATH FROM ABOVE after the latter is fixed. Even at captain the combo with SNAP SHOT would be too much maybe.

Major:
CLUTCHSHOT is nice but weak, I mean it does damage comparable to COMBAT PROTOCOL and has one charge. COMBAT PROTOCOL is available from corporal and has 2 charges. It could instead replace RETURN FIRE in this form and the latter being scrapped. Or make it a low cooldown (2-3) turns skill that you can use unlimited times.

Colonel:
All is well.

Brigadier:
GUNSLINGER is outclassed by the other two, hell it’s outclassed by KILL ZONE with the latter being superior on every count including being on a lower rank. This is not a brigadier level perk and needs either serious buffs or a new perk altogether.
SHINOBI:
Spoiler: show
Amazing concept, fairly balanced, a bit weak compared to others (stealth variant).

I agree with some that the name doesn't fit. Old japanese ninja word is cool, but somthing like "Commando" would perhaps better fit the modern thematics of XCOM.

The stealth variant can't do much, especially when concealed. It is a scout though, so repacing one skill like SHADOWSTEP with MARK TARGET that doesnt break conceal would be great. You could help your team while concealed and who better for a mark target than a designated scout.

Also I added a suggestion for a SERIAL replacement that would add a third conceal ability.

Squaddie:
Love it, especially FLECHE!

Corporal:
I love the COVERT idea but think that next to the other two it needs a buff to maybe 33%. Now it typically takes away just one tile of detection radius, 2 at least would make it worth it. Remember it gives no real combat benefit, and once conceal is lost, so is the bonus.

Sargent:
Ok, though HUNTERS INSTINCTS is a bit OP at this rank, maybe +2 to dmg and more melees crit (+20) would be the way.
Also, SHADOWSTRIKE and HUNTERS INSTINCT should thematically switch places.

Lieutenant:
Very good, but…
Same as SNIPER, DEATH FROM ABOVE is seriously OP!!! It gives an action back at ANY primary weapon kill from high ground. In vanilla, it meant you killed with a sniper and had an extra action you could then use a pistol to kill, but as a secondary weapon it didn’t trigger death from above and with one action you couldn’t use the sniper rifle. Other primary weapons don’t need two actions and can fire as long as you keep killing. Basically, the SERIAL perk. This looks like an oversight to me. The skill should have a limit of activating once per turn. Also, with primary weapons that need one action too shoot, it should be higher up the ranks, captain level at least as even with the one per turn limit or even better limit it to secondary and burst weapons.
Also, EVASIVE and DEATH FROM ABOVE should thematically switch places.

Captain:
Good

Major:
SHADOWSTEP is really weak here, it is not a great skill and at major rank really sucks. On the other hand ASSAULT gets much stronger LIGHTNING REFLEXES much sooner. The two should be replaced between classes.

Colonel:
DEEP COVER was bad and still is, especially for this class, and especially with no OW perks to match with. Would be better on a RANGER or gunslinger SNIPER.

GHOSTWALKER gives me mixed feelings. I love the idea, but it feels a bit weak. Part of it should be already in covert. Maybe replaced by MARK TARGET?

IMPLACABLE is great but…

Brigadier:
…it’s almost the same as HIT n RUN. Almost copy paste, I can’t even imagine how those two combine (didn’t test that).
Otherwise the skills are solid however…

While SERIAL is great I was thinking of a new skill for brigadier that would be perfect for stealth SHINOBI. Something like ASSASSINATE (working name), once per mission (or with a long cooldown 5 turns), killing the last visible enemy won’t break your concealment. A stealth shinobi is great, but feels like he can’t help your team while concealed. On his ultimate rank he would get that ability. Kill the last enemy your squad can currently see and remain concealed (or technically reconceal). Then you could really have that fantasy of silent sword takedowns:)
SPECIALIST:
Spoiler: show
Most balanced class IMO. Love the hack mechanics.

Squaddie:
Love it, ALL OF IT!!!!

Corporal:
Neat.

Sargent:
SPECIALIST sergeants are wild party boys and girls into smoking weed and doing gangbangs;) Otherwise they are fairly balanced.

Lieutenant:
Nice and good.

Captain:
Also good.

Major:
FIELD SURGEON feels a bit outclassed. It’s great but doesn’t scale well with on HP flat as enemies get more dmg later. Making it say 20% recovery reduction time would be much better.

Colonel:
EVER VIGILANT is great, but it is contrary to what SPECIALISTS do, SUPPORT! If the perk said, any actions except attack it would be fine, but as it is (unlike ranger) you cannot use your gremlin if you want it to work. That’s a big turn-off for this skill.
Also, maybe savior should be +2HP and +1 free medkit charge instead +4 HP (similar like in LW). This would greatly increase the flexibility of healing (better 5 weaker heals than 4 stronger ones to avoid overheal), and make more perk combos viable (you could skip field medic and still have notable healing to focus more on hacking/shooting).

Brigadier:
The first two perks are great, but RESILIANCE is there for no reason at all. Why would you ever choose it? SPECIALIST is not a frontline combat soldier and has no other tanky perks to synergize with. Really no reason for it at all.
My suggestion is to replace it with a new fancy skill “Overclock” (working name, but it’s pretty good I think) that would improve your gremlin to reduce cooldown of aid protocol by 1. This would give you no cooldown on AID PROTOCOL and 1 turn cooldown (instead of two) for THREAT ASSESSMENT! How cool would that be:)
gimrah
Long War 2 Crew
Posts: 422
Joined: Fri Jul 15, 2016 12:25 pm

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

Love your work guys. I was really hoping for something like this.

I'm just starting out a run (6 missions in), so can't comment on most of OP's thoughts. Although I do have some general and specific observations on this post. I play Legend / honestman, with bigger squad (6-8) and bigger/nastier pods (ABA and Better Pods Plus). And LW cover values.

I think it's fine for some ranks to have powerful skills and others to be less powerful and for the classes not to progress at the same rate: so you have power levels and different classes coming into their own at different times. That works for me.

I disagree lightning reflexes is a no-brainer here. There are so many other ways to deal with OW in X2 that LR is much less important than in EU/LW, although it's still good. And the other alternative perks are both good.

Agree CCS is a bit OP in X2. Largely because of the reinforcement mechanic and especially this early. Later on you have so many ways to massacre reinforcements in a convenient place that it barely matters. So either curb the number of shots or push it to a higher rank.

I disagree that heavy ordnance is in the wrong place. It is powerful but it saves you bringing 2 grenadiers, which is boring but otherwise necessary. The +1 damage perk would be much more OP at this level because it would kill troopers outright.

Does smoke really not work? Is that a SLG thing? I use reliable smoke mod and it worked in my last playthrough pre-SLG.

I don't agree that traverse fire is that OP on a grenadier. In my last run I was playing with shadow ops classes and one of the equivalent class (a sapper dragoon) got LEU from the AWC. It was handy sure but I didn't use it that often because she was usually moving and/or grenading. Yes this grenadier can get lethal too but by brigadier you'll be on late tier weapons so the +2 is less gamechanging.

With volatile mix, yes you get quite a big radius already but radius is always good and +1 on top of an already large radius is an awful lot of extra tiles, and you get a hefty +2 damage boost too. I would be torn between this and full kit. (Lethal is good too but not my preference unless I took traverse fire, but I'd be tempted by both the others.)

I find area suppression is quite good. Early game it has been very useful, especially with the large pods I play with. And I think it does combine with holotargeting, at least on the primary target, but may need to check again. You do have to use it differently to LW, because lancers and sometimes others will run it. And because it totally nerfs enemy aim but you have to watch for AoE.

I still feel demolition needs a boost. I think it should be 100% to hit but finite environmental damage or 84% to hit but guaranteed to destroy the cover. Preferably 100% to hit and then its damaging power scales with weapons, so you need beam to knock down a UFO wall and mag to get through a tree.

If lockdown doesn't work, please fix it. I don't know that it's the best choice at that level but I want this in my life. Killing with suppression is so satisfying.

Unlike the grenadier I could see that traverse fire is super powerful on a shooty class and perhaps too much so. If it doesn't have a cooldown, perhaps it should have one. If it does, then it's probably fine.

Totally agree on death from above if it hasn't been tweaked from vanilla. It shouldn't be serial at Lt rank. One trigger per turn would be ok. I would still take it, but it wouldn't break the game and it wouldn't be a no-brainer.

I didn't like field surgeon in LW but I could definitely see it being useful in X2 now that armour doesn't stop you getting injured. But it's got to be worthwhile, which probably means it needs to scale.

Looking forward to working through Shinobi class especially. But I don't quite get the detection radius perks. I mostly don't find detection radii are a huge deal. Yes, you could solo stealth a facility or maybe if you're very lucky, get into one of those awkward hack the vehicle ones, but it seems a very situational build, and up against some powerful damage builds. Maybe a failure of imagination or maybe they're just not that good.
gimrah
Long War 2 Crew
Posts: 422
Joined: Fri Jul 15, 2016 12:25 pm

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

Just one clarification: when I say "maybe a failure of imagination", I meant on my part in terms of how to use those perks effectively.
gimrah
Long War 2 Crew
Posts: 422
Joined: Fri Jul 15, 2016 12:25 pm

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

Ooh ooh and another thing. I'm not convinced that a LEU class like ranger is OP. I think there's a psychological effect because they get a lot of kills because they take all the clean-up kills. But I remember from LW when my infantry got injured I thought my tactical effectiveness would drop significantly but actually it didn't because other classes have so much more utility options.
DjAci
Posts: 63
Joined: Fri Jul 15, 2016 12:07 am

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

gimrah wrote:Ooh ooh and another thing. I'm not convinced that a LEU class like ranger is OP. I think there's a psychological effect because they get a lot of kills because they take all the clean-up kills. But I remember from LW when my infantry got injured I thought my tactical effectiveness would drop significantly but actually it didn't because other classes have so much more utility options.
It's not the kills, ti's the DPS, and compare them to classes that have more vanilla perks (like sniper and specialist), it just outclasses them.
gimrah
Long War 2 Crew
Posts: 422
Joined: Fri Jul 15, 2016 12:25 pm

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

Right but all a ranger is is DPS towards something that's right in front of it at the start of its turn and preferably not in cover. (The OW perks could be a different story but that's not LEU.) It can't blow up cover at a distance, it can't hack, it can't heal, it can't flank (well).

Killing stuff isn't the specialist's primary role. The specialist is more of a toolbox for solving problems. That's why Firaxis adjusted the XP system to give them more XP for assists. Now killing stuff is a sharpshooter's job granted, but squadsight is huge and the pistol perks give a different kind of DPS (as does the sniper rifle for that matter).

Now, I wouldn't at this stage of my campaign argue that the class isn't OP overall, especially given that you can build him to be a very powerful overwatcher, which is the specialist's big offensive play. But then they buffed specialist in LWPP by not putting key perks against one another (e.g. you get haywire for free and you can have both vanilla colonel perks).
DjAci
Posts: 63
Joined: Fri Jul 15, 2016 12:07 am

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

Sure, Ranger is a DPS class, so is Sniper, now compare the DPS of a gunlinger, or Sqsight sniper with the Ranger. Especially with grazing fire. How can you beat 4 shots per turn evry turn with rapid reaction + LEU. (LEU works with OW perks as a normal shot + wahtever OW perks u have)
Amineri

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Amineri »

Don't worry, we're watching feedback on perk balancing very carefully. JL has already made a few adjustments based on what he's seen so far, so definitely keep it coming :)
Qabal
Posts: 11
Joined: Sun Jul 17, 2016 1:19 am

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Qabal »

@DjAci, You play a much different game than I do. Out of the 9 Brigadiers I have so far, I have only 1 Ranger, 1 Gunner, and no Grenadiers. The only reason the Ranger is that high is because I brought her on the SLG mission and camped for awhile, and it's one of the rare times I just sat there taking 2 shots a turn.

I'm not the greatest player (I stick to Commander difficulty), but the general goal is to take out a pod the same turn it activates, and, outside of activating a pod from concealment, my Rangers and Gunners aren't typically in position to fire twice (I miss the HMGs from Long War). As for Grenadiers, I play with the Grenades Damage Falloff mod, so maybe that's why I have yet to get one to max rank. I always take one with for cover destruction and Sting Grenades (love those!).

You do make a lot of good points though. With Death From Above combo'ing the way it does with Snapshot, Sharprshooters are easily the most broken class at the moment. You think shooting 4 times a turn is OP? I screwed up, activated 3 pods at once, and my Captain rank Sharpshooter solo'd 2 of those pods.

My best 2 Brigadiers are easily my Assaults. Close Combat Specialist is every bit as good as you say, but Trenchgun is my new favorite skill. It takes some set up, but, with some cover destruction help from my Grenadier, I was able to use Run'n'Gun with Killer Instinct, throw an axe to take out a Snakeman, and proceeded to Trenchgun a pod consisting of 1 Archon and 3 Sectoids for over 30 damage each, and that was before I had Bring'em On. She also Solo'd 2 pods of Chrysalids and finished off a Berserker in the Avenger Defense mission due to a combination of Trenchgun and CCS. I love my assaults, but they'd easily be the most OP class IMO if not for the Death From Above glitch.

As for Gunners, I worked hard to get mine to Brigadier, and I rarely see the reason to bring one at all. Initially, the Shredding was useful, but then I started bringing AP ammo. You're right about Area Suppression being near useless. At least in Long War, you could build a Bullet Wizard and Shred and Hollow Target the entire area, not to mention that Shred in Long War was basically Rupture. That's not the case in Xcom 2, and I'd rather bring just about any other class with me. I wish the LW team would take a page (steal?) out of the Escalation Gunner class, and add something like Iron Curtain.

Shinobi are definitely a bit lackluster in the stealth department, but, when they get Reaper, a melee specc'd Shinobi could combo Reaper and Fleche to pretty much clear everything. I've been using the SpecOps class for scouting (another mod). It has a unique stealth kill mechanic that may in itself be a bit OP, but it doesn't feel that way compared to the rest of the classes from the Perk Pack. No disrespect to the Long War team, but the SpecOps class is easily my favorite right now.

Specialists are right where they should be, and I always include one on my team, too much utility to leave one behind, and I find myself making them my Leaders still, just as I did with the vanilla class.

Anyway, DjAci, thanks for taking the time to write up everything. While I don't agree with everything, I agree with quite a bit. Also, I didn't know a couple of those perks were broken, so thanks for that as well. I just wanted to add my 2 cents, even if I ran a bit longer than intended...
Hjarr
Posts: 20
Joined: Sun Jun 26, 2016 12:04 am

Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Hjarr »

First of all, great work overall on the Perk Pack.
I will give a quick rundown of things that pop to my mind. I've only made a few L/I runs now on the Perk pack. This post does not intend to go into much detail just general feedback.

Firstly I don't agree with the Ranger assesment at all. In my opinion one of the weakest classes. Double shot is nice but most missions are timed and you don't have time to shoot against cover. Even in non-timed missions they are just allright. I'd still have pretty much any other class over them (except Gunner).

Assaults and especially Shinobi are the core of my team at the moment.
Shinobi is usually used for keeping him concealed for as long as possible and safely scouting patrols. In case of a bad mind control situation or other tough spots > go for guaranteed Sectoid kill with sword. I think at the moment Shinobi is nearly perfectly balanced, you'll always want to have one with you but he's not too good.

Assaults are just very effective, albeit basic. Just as they should be.

Gunner is so far very very lame. Worst class by far. While Suppression used to be one of the core abilities to have in XCom EW/LW that is not the case in X2. In X2 most enemies will just run suppression so you are basically wasting 2 ammo for an overwatch shot. I'd look to make suppression only an area effect ability (kinda like it is now except not targeted on an enemy for larger coverage) and have the suppression not end when taking a shot against movement in that area.
Granted I haven't got any higher level Gunners yet, but that's because I opt to never take one because they just drag the team down.
Also Gunners have like 88% chance to hit right next to an enemy. Why? Makes them very unreliable.

Snipers are decent. I'm not seeing much difference to vanilla snipers but that's alright. I'd like to see a Wound Shot giving normal shot + damage per turn or something like that in the lower perks though (competing with Precision Shot or Deadeye perhaps?).

Specialists are really unimaginative imo. I like the vanilla Specialist more tbh. Specialists feel like baggage until you get the medikit upgrades. And even that's worse than vanilla I think. You really should get 3 medkits to use with the early medikit perk like in vanilla version (I think you get 2 with Perkpack now if you bring a medkit).
I think Gremlin delivering medkits should be a base ability as well. This is debatable but imo you really can't skip the Medical Protocol upgrade on a Specialist since it's so essential.

Also Revival Protocol should be a Sergeant rank skill like vanilla X2 since stun lancers are much of the early enemies you fight.
I think this is the only class that really needs a rework of some sort. Give us mark target, revive (unconcious, stunned), some kind of stun or earlier medkits or something as early perks for Specialists.

Grenadiers are alright. Heavy ordinance shouldn't be a Corporal level perk though. Make it either Sergeant or Lieutenant (like vanilla) perk.
-----------------------------

Well, that went longer than expected. I'll give some feedback on the actual perk tree "choice balance" later.
DjAci
Posts: 63
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

Amineri wrote:Don't worry, we're watching feedback on perk balancing very carefully. JL has already made a few adjustments based on what he's seen so far, so definitely keep it coming :)
Great to hear, I posted my feedback here as I thought it was the best place to reach most of the community, if there is a better one I would be glad to hear about it.

Keep up the great work guys ;)
DjAci
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

@ Cabal

You make some great pointes there, as I said, i didn't get to play in detail with all the perks (trenchgun in particular), but what you say is also possibly disconcerting.

Current PerkPack classes within the context of current enemies and difficulty (and I played with a better ADVENT for more challange, but basically the same pods as vanilla) are more powerful than vanilla making the game easier. That is bad I think, as most people finished the game and want a new challange. What I loved about LW was that the classes felt weaker than vanilla with these super tight similar hard choices where each subtelty mattered. I would very much like to see that in this mod.

In particular all multishot perks (or multi target like trenchgun) should be present only at higher ranks and in small numbers under strict control. Most perks should not give your soldiers a lot of direct combat bonus (DPS, armor...) but a very subtle bonus more aimed at greater tactical flexibitily, meaning: My solideir is not much stronger on average but is better if in specific situation if I can make them happen!

This means you have to squeeze everything from your tactical game to make the most out of your soldier. Those are mainly conditional buffs like LONE WOLF. You get a neat bonus, but only if you tactically make it happen as opposed to LEU where it is a lot of firepower in most of situations.

Additionally there is the effect of the extra tier. GTS perks were available at captain rank and where combarable to captain perks. Basically, you got two captain perks, one normally, the other in GTS. Now you dont have GTS (which is great imo) and have a new tier with three perks to choose. But on average, you don't get captain level perks, instead you get Colonel perks at Colonel and even stronger perks at Brigadier. So for most classes you ned up with two OP vanilla Colonel perks instead of two Captain perks making the classes even stronger. Many are also a bit similar. Take an example of IRON CURTAIN and SATURATION FIRE. The first is basically the seconds little brother. Similar with CHAIN SHOT and CYCLIC FIRE.

About Ranger. I agree that the Assault is just around there with the Ranger and possibly even more OP. A lot depends on how your campaign went and which class got to shine. Also, at different difficulty the pace of the game might be different so you played a more mobile style. Trust me, if you got in a longer fight you would see the power of Ranger. Also, if you routinly kill Commander squads in the first turn you should definitely try legendary. It's fun and intense.
Last edited by DjAci on Sun Jul 17, 2016 3:56 pm, edited 1 time in total.
DjAci
Posts: 63
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

@Hjarr

I see people think Ranger is not that great as you don't do cover shooting. At first maybe, after GRAZING FIRE, it's like cover doesn't exist. I did the probabilites and math to back it up. Near the end it becomes crazy. Still I think assaults and grenadiers are similarly strong, with assault maybe even going above ranger.

I do agree that shinobi is among better balanced classes, maybe the best. I don't think the "he's weaker but you need one" (which I do agree is the case now) is a good balanicing philosophy. He should be a choice to have or not to have in a team imo, not a weaker necessity.

I do agree with the rest (especially gunner)

That being said, I agree that the Specialist could use a basic gremlin heal by default. Some sort of healing is almost mandatory, and by taking the specialist you can have it. Then you can choose wether to go all the way there or choose something else like hacking or OW even on your first specialist.

Wether he needs more inventive perks is more of a taste than balance issue. For me it's fine now.
Qabal
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Qabal »

@DjAci

I might try Legendary, but I'm not sure yet. I have quite a few mods, and I'm working on my own balance. I've been using A Better AI and Increased Enemy Squad Size, but that still gets easy late game (everything does), so I've been thinking about scrapping them both and using a A Better Advent. That will increase enemy pod size even more in the late game. I also run 6-8 soldiers in my squad for that Long War feel, so I need to increase difficulty to compensate.

I'm hoping that one of the upcoming mods from LWS addresses the difficulty and makes a lot of the added power from the Perk Pack necessary. While it'd be nice to have a full blown Long War 2.0, I'm really hoping the the Guerrilla War mod becomes the new standard like Long War did in Xcom EU/EW. It's only in Alpha at the moment, and the strategy layer needs to be balanced around the new mechanics (you get fewer corpses because you have to extract them with a new item or carry them when you extract), but it's a lot of fun. As far as I can tell though, there's just one guy working on it, so it may never get the level of polish Long War did.

Anyway, I'm getting too off topic from the OP here. After bug fixes (hopefully Death From Above can be fixed), nerfs (I love the Assault class, but CCS should probably get moved back. Trenchgun is very powerful, but it DOES require a lot of setup to work properly.) and buffs (Clutch Shot is extremely weak, especially in how late you get it. It should really be a corporal or lieutenant perk, and usable on a cooldown. Even if it had no cooldown whatsoever, it'd still be a far weaker perk than Grazing Fire.) I really wish they'd go a different direction with Gunners though. Please bring back Bullet Wizards!

As a side note, I like the AWC perks. It differentiates classes enough to make them feel unique from one another even if they're built the same. I prefer that to Hidden Potential and Not Created Equally as soldiers unlucky enough to get low mobility never saw any action in my games. The perks would have to filtered for the Perk Pack to prevent ridiculous combos though. I still had the Retroactive AWC mod running with the Perk Pack, so I was still getting an extra perk. Before my Ironman save bugged out (sadface), one of my Rangers rolled Guardian. I didn't realize it until this forum post, but, if I had used that Ranger with an Extended Magazine and Grazing Fire, that's 7 possible overwatch shots all just about guaranteed to hit...

One more thing: I agree that the name Shinobi is out of place. While a cool name, it just doesn't fit in with the rest. Personally, I'd change Ranger to Infantry, and Shinobi to Ranger. It's not exactly game breaking, but I thought I'd add my opinion.
Qabal
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Qabal »

Here's my Sharpshooter re-balance borrowing heavily from Lucubrations Sniper Class.

I removed Death From Above entirely. In it's broken state, it'd be too powerful at any level. I also changed Clutch Shot to a 3-turn cooldown. It's a huge buff to the ability, and I'm still not sure I'd take it over Snapshot...

I plan on taking on the Gunner next.

edit: My Gunner re-balance (first draft) borrows from both Escalation Classes and Grenadier and Gunner class seperation (separation is spelled wrong in the mod).

A couple notes:

I went with single target suppression from the start, added Mayhem and Suppressing Fire (additional stacking -5 aim onto target) from -bg-'s mod (Suppressing Fire is a GTS perk in his mod), and I'm using the Escalation versions of Flush, Danger Zone (affects Flush) Collateral Damage (might be identical to Demolition, but Demolition never successfully destroyed my target's cover for me, even with magnetic weapons), and Iron Curtain. Taking 4 mobility away isn't overly useful, but taking an action point away is definitely worth a high tier perk.

If Lockdown is indeed not working as intended, it's a waste of a slot, and, while I'm not a huge fan of Cyclic Fire, I can't think of anything better to replace it with.
gimrah
Long War 2 Crew
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

@DjAci

Your 4 shots a turn logic is presumably reliant on rapid reaction. As in LW, I far prefer shots on my turn where I full control and can do something else if shots miss. Yes OW shooters have their place, but for me it's different and less powerful (because it's situational).

What the gunslinger offers is different kinds of DPS, i.e. large numbers of low damage shots. In many cases, you end up with enemies on 1HP (eg after a grenade). Your ranger's couple of rifle shots are overkill on these, assuming he even has good shots from where he's standing. But the gunslinger can move and still get 2 shots off or indeed unlimited shots with faceoff. He also has the other extreme with bluescreen rounds and fan fire for up to five shots on a big target.
DjAci
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by DjAci »

gimrah wrote:@DjAci

Your 4 shots a turn logic is presumably reliant on rapid reaction. As in LW, I far prefer shots on my turn where I full control and can do something else if shots miss. Yes OW shooters have their place, but for me it's different and less powerful (because it's situational).

What the gunslinger offers is different kinds of DPS, i.e. large numbers of low damage shots. In many cases, you end up with enemies on 1HP (eg after a grenade). Your ranger's couple of rifle shots are overkill on these, assuming he even has good shots from where he's standing. But the gunslinger can move and still get 2 shots off or indeed unlimited shots with faceoff. He also has the other extreme with bluescreen rounds and fan fire for up to five shots on a big target.
I agree, those are vaild points with the gunslinger, but the pistol does half the assault rifle damage. And ranger with CENTER MASS and LETHAL can get cca. +50% damage so we talk about one shot equalling 3 pistol shots. True, you don't get to choose and that is a minus, also rapid reaction might miss and not chain, also there might just not be 3 actions to trigger to.

Still most of those problems are rare and in my experience you will get those 4 shots (1 is choosable and normal, the first in LEU) 75% of the time, and each is like 3 pistol shots. That is an equivalent of 12!!!!! pistol shots each turn. Even with a 0.75 factor it is still 9 shots every turn on avg!

The raw difference in power is overwhelming, and can not be comensated by the greater flexibility of the gunslinger. It's just a whole other level.
gimrah
Long War 2 Crew
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gimrah »

@DjAci

Well if you're including the brigadier perks the sharpshooter has serial, which is only ammo limited. Yes it has a cooldown but hopefully you're not facing overwhelming numbers from start to finish (unless it's a haven siege but I can't even get that mod to work with my others).

But a lot of this is reminiscent of the OW builds for gunners and infantry in LW. Early game opportunist / CUP are very powerful. Later on some people reckon it's a legit way of maximising firepower, as you do. Others, like me, simply aren't comfortable with the loss of control and ability to follow up. It might miss, especially if the first target is in full cover. If it doesn't miss it might not do enough damage. Maybe it will proc twice on one trash target (or a heavily armoured one) and not leave enough for the target you wanted. And if that happens you have no follow up because it's not your turn. So you're either comfortable with that trade-off or you're not.

In LW I used rapid reaction overwatchers (medics and rocketeers) but without covering fire and I didn't use them for alpha striking: they were for activations and ambushes (i.e. where you break LoS). It was great but it was their secondary role. My infantry were pure damage builds. My gunners were rapid fire SAW tank killers.

So on the basis we're able to have this debate, it suggests the classes are at least somewhat balanced, albeit with playstyles creating preferences.
gbudiman
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by gbudiman »

Gunner and Ranger classes' overwatch seem to be bugged when used with Overwatch All mod. The Overwatch All command will put these two into pistol overwatch instead of primary weapon, while other 5 classes work just fine. Don't know who's at fault here - just reporting this.
Louis Cyphre
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Louis Cyphre »

I love the new classes and skill, thanks so much for the mod!
Here is some feedback on the things that could be improved.

SHINOBI

Fleche is too strong in the early game and the bonus damage should be limited by either sword tier or soldier rank.
Shadowstrike needs some love, I would increases the crit bonus to 100%. You get to use it only once or twice per mission, might as well make it count.
Infighter is too weak. I did some calculations and it reduces incoming damage by roughly 10%, sometimes a little more. That alone would be fine but the four tile restriction makes it very inefficient.
Hard Target is similar. 50% dodge gives 20+% damage reduction, which is roughly the difference between being in half and full cover. But how often do you have ten enemies in sight? And aren’t you dead anyway in such a situation :P
Deadshot was already meh as a GTS perk. As a perk with opportunity costs it’s even weaker. I would increase the crit bonus to 15% at least.

ASSAULT

Close Combat Specialist, should be moved way up the ranks, it can decimate pods all by itself.
Deadshot is even weaker on the Assault than on the Shinobi. Assaults have so many sources of crit, the 10% is a drop in the ocean. I would replace it with a (buffed) Infighter to highlight the Assaults close range playstyle.

RANGER

Ever Vigilant is currently bugged and uses the pistol for overwatch :/

GUNNER

Area Suppression needs some love. It currently isn’t better than normal suppression, sometimes even worse because the Gunner might fire at a target you don’t want to. My suggestion is to give the ability free aim for easier targeting the enemies you care about. And let the Gunner fire at ALL targets in the area. Every shot after the first should have a stacking aim malus. Something like 80% of the hit chance on the following shot. So it would be: 60% -> 48% -> 38.4% -> 30.7% etc.

SHARPSHOOTER

Precision Shot seems not to increase critical damage as advertised. Also, only 33% bonus critical damage is a bit weak.
Hjarr
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Hjarr »

Louis Cyphre wrote: SHINOBI
Fleche is too strong in the early game and the bonus damage should be limited by either sword tier or soldier rank.
I don't agree. For Legend difficulty the damage is fine. You are taking a huge risk of activating a pod when you run a long range Fleche.
Louis Cyphre wrote: Shadowstrike needs some love, I would increases the crit bonus to 100%. You get to use it only once or twice per mission, might as well make it count.
Shadowstrike is alright, but it's competing against Hunter's Instinct on the same row which is much stronger. I think Hunter's Instinct should be nerfed instead.
Louis Cyphre wrote: ASSAULT
Close Combat Specialist, should be moved way up the ranks, it can decimate pods all by itself.
It's good, but since Assault will be taking the most fire in missions Formibable comes really handy and I usually go for that since losing troops on L/I is really costly. So I think the choice is pretty balanced.
Louis Cyphre wrote: GUNNER

Area Suppression needs some love. It currently isn’t better than normal suppression, sometimes even worse because the Gunner might fire at a target you don’t want to. My suggestion is to give the ability free aim for easier targeting the enemies you care about. And let the Gunner fire at ALL targets in the area. Every shot after the first should have a stacking aim malus. Something like 80% of the hit chance on the following shot. So it would be: 60% -> 48% -> 38.4% -> 30.7% etc.
Suppression is so weak right now and should definitely get some kind of a huge buff. Gunner is based on the suppression skill and is thus the weakest class at the moment.
Louis Cyphre wrote: SHARPSHOOTER
Precision Shot seems not to increase critical damage as advertised. Also, only 33% bonus critical damage is a bit weak.
It does increase critical damage for me. +30% bonus critical for a sniper is anything but weak.
Grimagor
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Re: LW Perk Pack detailed Balance FEEDBACK - all classes

Post by Grimagor »

First, I really love the new classes and I'm waiting for an update to SPARK.
About the most controversial class, the gunner:
IMO the gunner isn't a bad class, is really good.
The problem isn't the class, the problem is the weapon.
Think about it, is a weapon that only works in one class, is expensive and must be charged every three shots. LW gunner's weapons have a much larger ammo. LW Perk Pack's Gunner have a lot of abilities that requier two or three shoots!
Obviously you can put larger magazine and autoreloaded but honestly, since when a class must relly on weapon mods for don't be useless?

What do you think?
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