![superpowered v0.20.01 walkthrough superpowered v0.20.01 walkthrough](https://i.ytimg.com/vi/6R5Vy5nfusk/maxresdefault.jpg)
![superpowered v0.20.01 walkthrough superpowered v0.20.01 walkthrough](https://www.old-games.com/screenshot/9200-2-superpower.jpg)
Cash is the primary bottleneck and Initiative influence is the secondary. Additionally, there are more valuable activities to pursue during school hours like working and influence conversion. Personal training is more than sufficient to max all talents sometime in May/June and has no RNG hell associated with it. The problem with buffing class rewards for Mental is my Billy doesn't attend a class after about October unless there is a ulterior motive (it completes a talent training, I want to watch a vignette or it is necessary to advance a mission). It would still be sub-optimal, but a more eventful playthrough. It probably wouldn't be worth a primary pick, but running a Billy with a strength secondary would likely be an interesting diversion.
![superpowered v0.20.01 walkthrough superpowered v0.20.01 walkthrough](https://attachments.f95zone.to/2022/06/1903550_Screenshot_3688.png)
If the opportunity cost was just the night period, early strength would have some early value. The reward would have to be substantially better for it to not be a trap option as it currently is. My primary problem with neighborhood watch is the two-period opportunity cost since you lose the lower-value period where you are patrolling (passing up a booty call, potential random event or public Ops opportunity) and lose the morning period the next day. The dev has written he wants to add intrinsic advantages to the talent perks such that having one opens up exclusive paths. By January my Billy has evened out his stats to 2 / 3 / 3 and by May they are 2 / 5 / 5 - strength would be higher, but I find combat works best with a natural strength around 2 so I never raise it past that. One thing to remember is the natural attribute divergence is an early game thing only. I do agree that the starting stat perks are underwhelming even in the early game and completely irrelevant as the game progresses.Ĭlick to expand.I agree with all your points if not your solutions. Obviously there isn't currently a much better option for mental (or god forbid, physical) based characters, but I don't think re-balancing now if those options are eventually going to be introduced is wise. It makes sense that the same logic be applied to high school classes. Neighborhood patrols really shouldn't be as efficient a use of time as a decent job that requires rep to unlock.
![superpowered v0.20.01 walkthrough superpowered v0.20.01 walkthrough](https://attachments.f95zone.to/2020/08/804581_1598551879894.png)
I will say that things that you will always gain access to without any action SHOULD be less rewarding that things that are gated harder. Maybe mental will shine more if they dip back into the law office side route and the community college is obviously being implemented. Though arguably social skill WAS more important in high school. I can understand Physical currently being underwhelming, but presumably the school section would be the place where a Mental focus should stand out the most. Without introducing new paths that allow Mental and Physical the same gains that socializing gives, a re-balance would certainly seem to be called for. That being said, Social is definitely overpowered. Assuming the long term planning follows the same logic, making balance changes now that might need to be undone later as other play styles become more fleshed out seems an odd use of time. I know that's hard to back up with how long the game has been in development, but basing this strictly on the old RAGS version of the game, the school was only one of many starting options and wasn't somewhere I really went all that often. Click to expand.I will say that it's difficult to talk about balancing stats when there is still quite a lot of the game to be implemented.