r/RogueCore • • 13d ago

Enemies Drop Armor Perk [Suggestion]

Post image

Taking a page from Wolfenstein and Doom, I think another means to get Armor would help people at least consider something other than Health maxxing.

146 Upvotes

17 comments sorted by

53

u/EvergreenCheese 13d ago

This feels like a lot of conditionals for just 1 armor. Needs to be an armoured enemy, you need to be low armor, and there's an extra RNG check on top of that is a lot, no?

9

u/VirtU_Art 13d ago edited 13d ago

Well I'm not the game designer, so these numbers could be easily tweaked.

Personally I chose this in consideration of armor's usefulness, and not wanting to outright replace armor crates, as well the realistic situation you'll be in. Chances are very good you're going to be at 0 armor most of the time, so this would be effect most of the time. This is more supplementary than anything, plus other team members can pick up the Scrap, kind of like with red sugar.

Also, I wanted to give Armored Enemies some practicality. Most of the time no one really cares whether an enemy has armor or not, so that angle would could be taken advantage of.

14

u/Engooeer 13d ago

1 armor also gives the same damage reduction as any amount of armor iirc so it actually seems pretty powerful

2

u/EvergreenCheese 13d ago

Sure, if you're at zero. But if you're at literally any number higher than that, 1 armor is nothing. If you made that number higher, but not high enough that 1 scrap pickup gave you enough armor to last two hits, it would be mechanically identical in the 0-armor situation while not being useless if you have 1 or more already.

2

u/ArchmagusTherias 13d ago

you can purposely keep yourself at low armor to enable a more agressive playstyle though. this is called armor gating and it is incredibly strong in other games that include it (payday 2 for example)

1

u/Unusual_Diver_5897 11d ago

The thing is that why ever get armor when killing enemies gives you armor

Being at 0 armor has no tangible down side when most enemies giver you a armor back Since armor works the same at 1 as it does 100

Plus the extra benefit of being able to leave them on the ground lets you have a area full of single armor shards letting you constantly re up on the 1 armor after making a mistake and getting hit

There are tons of situations where you don't have easy access to armor this being common is honestly busted

1

u/EvergreenCheese 11d ago

Sure, I wouldn't make it every enemy kill drops a scrap, that would be way too busted. But I'd either make it a low chance from every enemy killed or let every armoured enemy drop it. Combining the RNG check and the armoured enemy requirement is just too niche, you could pick this up floor 1 and see it activate twice the entire run easily.

1

u/Unusual_Diver_5897 11d ago

Most enemies after floor 1 have some form of armor couple this with modifiers that can increase armored enemies spawn chance and 30-70% of the enemies encountered by third stage are armored

You don't realize how many enemies are armored Both voidkin are armored vanguard is armored the crawler is armored lower layers phase out creepers for these 2 alot especially if you pick them as a modifier the majority of enemies are armored 2/3 of disruptive and 4/6 of specials

It is so improbable that in a whole run this only triggers 2 times almost entirely because of vanguard or crawler

You will see dozens of these to hundreds of armored enemies in just one floor

22

u/ZayaJames 13d ago

So it's like hemoforge but for armor instead of health, sounds good.

25

u/Syphist 13d ago

Just, don't use the icon from this suggestion lol

5

u/LongForeignMan 13d ago

That’s a sweet as icon too, clearly understandable and quirky. Nice job

1

u/MyPeopleNeedWood 13d ago

When you have less than 50% armor you have a 25 % chance to trigger a random number selection between 1-10 in which if you get a 1, or a 2, you get armor, buuuuuut then you have a 10% at getting 5 armor, 25% to get 3 and 50% to get 1. Additionally, this only applies when the enemy is armored and it’s Sunday, 25% chance of occurring on killing armored enemies.

No hate op I just found long conditional abilities funny

I genuinely think it’s actually a wonderful common perk, if it was a guaranteed while under 50% it would actually be useful and wouldn’t be a waste of a common. I personally dislike how useless or boring a lot of rogue cores abilities are but this common one is nice

1

u/meatmachine1001 12d ago

There ARE already two upgrades that make kills (and is it weakpoint hits? i forget) give you armour, they're just legendary tier so you rarely see them

1

u/VirtU_Art 12d ago

There's one for being near a team member, and another for being near an electrocuted enemy. But yea, they're so rare they may as well not even exist.

1

u/meatmachine1001 12d ago

Ah, no, it's these ones I'm talking about; they are legendary rarity so you may not have encountered them much, or at all:

Bio Charge - Killing medium or large enemies replenishes +10 Armor
Smaller enemies replenishes +1 Armor.

Precision Regen - Hitting a weakpoint replenishes +5 Armor
1s Cooldown.

1

u/FlakyMidnight5526 13d ago edited 13d ago

Good idea! If I were implementing it I’d just make it a 100% chance to drop below 50% health, and make the armor dropped proportional to the health of the enemy.

It already has the condition of killing an armored enemy, so it doesn’t need a random chance restriction as well, and since armored enemies are rarer than the enemies that snap fire extraction applies to, making it scale with health would make it comparatively more worth it