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Posted (edited)

ive always like the idea of passive talents in a game and while playing grounded and grounded 2, i thought they would be nice to have in here as well. passive mutations would always be in effect and require greater steps to unlock. its a way to reward the little things in game we do, by rewarding continued effort. for instance:

harvester mutation:

unlock:

Bust, or chop down X(for instance 100, 500, 1000, 2500, 5000) number of pebbles/grass/weeds/shells/acorns etc.

result:

10% increased tool swing speed for harvesting per level, 2% chance to instantly chop down/bust item per level. 5 levels

 

Leg day mutation:

unlock:

travel X meters(1000, 5000, 10000, 25000, 50000)

result:

stamina exhaustion recovery effect gained from sprinting reduced by 10% per level(only from sprinting so this doesnt effect combat stamina exertion). 5% movement speed gain per level. 5 levels

 

insomniac mutation:

unlock:

spend x(2, 5, 10, 15, 25) number of days consecutively without dying or sleeping, denying yourself that refreshed feeling.

result:

vision at night grows easier. can see in a radius arround you as if you were holding a torch. 2m radius per level. 5 levels

 

Hardened warrior:

unlock:

receive X(1000, 5000, 10000, 25000, 50000) ammount of hp damage from direct damage sources(non-player)

result:

innate damage reduction, applied before armor defense reduction, 2% per level. 5 levels.

 

Smithy mutation:

unlock:

repair x(20, 50, 100, 250, 500) number of items(gear) with at least half durability missing.

result:

repairing takes 1 less random item per level, minimum required repair:1 item. 5% chance per level to get free repair. 5 levels

 

obviously numbers can be tweaked based on what the devs think is too high or too low, but i believe passives should require work to obtain. also these were just the ones i came up with and im sure theres other good ones.

Edited by NukeGoose
added end statement
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