Punisher perk

Started by VanillaPudding, March 14, 2013, 09:58:06 PM

Previous topic - Next topic

VanillaPudding

QuoteLevel 1: 5% Damage Immunity, Weapon Specialization: Unarmed.
Level 5: 10% Damage Immunity, 1d4 Damage Shield: Slashing, Heavy Armor Proficiency, bonuses are not removed while using heavy armor.
Level 8: 15% Damage Immunity, 1d6 Damage Shield: Slashing.

Quote:
Originally Posted by Rage
+4 STR, +4 CON, 1d4 Damage Shield: Piercing, -4 AC
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON, and damage shield while raging.
Level 1 rage is capped at +4/+4/1d4 (Total)
Level 4 rage is capped at +6/+6/1d6
Level 8 rage is capped at +8/+8/2d4

Having tested this one out I find it rather lacking, and also a bit odd. The idea appears to be that you get hit, yet it gives out heavy armor feat. The damage shields have the same issue as Evards in that the two sources are separate and so your 1d6 and 2d4 are handed our as two sources that are easily negated.

When compared to other perks with a similar rage (or identical) rage it is just inferior overall. What I would suggest is -

Bump up the DI % to 20% at 8, 15% at 5.
Add DR 2/- at 5 or 8
Make the damage shield +1 / Add chaos shield at 6% or so (level 3 property) /

HalflingPower

Its good enough as is, having played it.

Drink Blur, laugh at punisher.


Edvard

The % proc chance on that chaos shield (18%) is on the high side, but I also agree that the perk damage is too easily circumvented by base damage reduction tools. Would be nice to see a fix.

VanillaPudding

6% was the suggestion, level 3. (it is 2% per chaos shield property level)

Howlando

Chaos Shield will never be given out as part of this perk. That makes no sense to me at all.

I think the perk is perfectly powerful; I might favor removing the heavy armor feat in exchange for improving the damage shield.

Outcast

The most powerful perk, tbh.

Pandip

I think the perk would be better-suited to its concept if the heavy armor was replaced with 2/- DR or something of that sort and the damage shield was somehow consolidated into one roll. Otherwise, blur or 5/+1 armor makes this perk just short of useless.

HalflingPower

Everything needs to have a counter, Punisher is almost like a duelist perk in its functionality, lets see those parry builds beat you now!

I DO NOT THINK improving the damage return is a good idea at all, on my punisher when something hit me unblurred and I was raging it took up to 15 damage (I had acid splash on hit armor of course)

The damage reduction is a decent idea though, but no more then 2/ along with the 5-15% DI or else it will become silly.

Kinslayer988

Heavy armor makes it special. It is good as is!
<SkillFocuspwn> no property developers among men only brothers

Kotenku

It was my understanding that the punisher perk is designed to simulate the spikes on a warrior's armor doing a 'thorns' type of damage. Like the way in PnP you can add Spikes to full plate to get bonuses in grappling, etc.

A logical improvement to this feat would be to improve the damage shield, and make it ONLY activate in Heavy Armor. Perhaps if the damage shield scaled based on what class of armor is being worn, eg 1d2 in cloth, 1d4 in light, 1d6 in medium and 1d8 in heavy, with a flat bonus of +1, +2, +3, +4 in rage at base, and maybe double that bonus at 5 or 8.

efuincarnate

I played it for quite a while, and found it very effective, especially if you make use of the unarmed feats it grants. Very good in PVE.  If I had a clue as to how to pvp I am sure the dwarven faction would be ruling the server :P , that perk makes one hell of a duelist, dealing out damage every time you are hit , it adds up in a long duel, where pots effects  run out etc..tho swapping the heavy armor for a bit more dmg shield does seem more to fit the theme.  Spikes can be added to any sort of armor? Not sure if the +1 AC vs. a bit more dmg shield is a good trade off or not.

VanillaPudding

I really have to nudge this forward again. The honest truth is that the "primary" effect of this perk, the damage return, simply does not scale well and is nullified far too easily. Any way to make these two damage sources scale at the higher levels would be great, and I personally suggest that they are simply allowed to pierce X/1 DR or be made into negative damage type or something (since that isn't resisted)

HalflingPower

I thought it was fine the way it was.

Charisma makes your damage return scale up and the perk is powerful, it needs an easy counter such as the one it has.

Mort

The Full Armor Proficiency has been removed from this perk.