XCOM 2
(WOTC) Fate's Ever Growing Class
16 Comments
Lanford 14 Sep @ 11:56am 
Speaking from experience, I got this class around early lategame and struggle to use her even though she came at Lieutenant as her stats still at rookie level. No OP perks going to make her useful as she can't hit anything reliably and the Psi perk won't do any damage as her Psi is 0 and it won't be anytime soon for her psi to raise to usable level.

This class need some stats growth per rank to at least keep the class from becoming deadweight if you didn't get the class early enough. Also, really need Psi growth at squaddie as it made first few psi perks became dead perk as you cannot utilize them at all.
Lanford 14 Sep @ 11:56am 
This is the best case scenario with, let face it, won't be in many people's campaign. And, even with best case scenario, aim is better than vanilla class as they only reach 80(ranger,specialist),76(grenadier) but lose to sharpshooter by 1 point. Ever Growing also has less HP than other classes except sharpshooter who had 8 HP while the rest are at 10 HP/

Sure that other stats seems to make up for aim and HP but as said before you need to deploy this class every chances you get and need to be available at the gatecrasher. This class also has only numindeck=2 which made this class rarer, in average campaign you won't ever hit this theoretically stats.
Lanford 14 Sep @ 11:55am 
I think the problem is, without ranking stats growth, made this class underpowered. Just take a normal legendary campaign, ii usually took about 60-70 missions. So, if we get this class at the gatecrasher, took tired and injuries into the account and took Ever Growing to the mission at every chance you get, you should have around 20-25 missions to deploy. So the final stats should look about

25 will, 25 aim, 75 psi, 12 dodge, 12 defense, 5 HP, 4 mobility, 75 hack, 2 armor, 24 crit, 2 sight, 1 extra utility

So the final stats will be

60-70 will. 90 aim, 12 dodge, 12 defense, 9 HP, 16 mobility, 80 hack, 2 armor, 24 crit, 2 extra sight, 1 extra utility
xf100t 7 Sep @ 2:14pm 
Agreed with Lanford. Electric Bolt isn't working. Also, I found this class's growth to be generally very underpowered with some very OP abilities over a long campaign. Even after sending them out almost every mission, their stats never really grew as meaningfully as standard soldiers. Maybe if I got to post end game it would make up, but as it stands it basically felt like an earlier psi with less end game potential.
Lanford 18 Aug @ 7:24am 
I did some test on psi abilities, it seems that Electric Bolt isn't working. Even when I have like 80+40 Psi, it stills show hit % as zero. However, the other Psi abilities work fine. Wish Fate come back to fix it soon
TITANMASTER25 18 Jul @ 7:30am 
Yeah, see @Furricade's comment. Until FateVoid comes back to fix the mod, the psi abilities are cooked, the shot's seem to be ok tho.
Furricide Penitence Grace 14 Jul @ 11:43am 
So, the mod doesn't work. The psionic abilities specifically. Volt shows 0% hit chance and then the other skill (can't remember the name) that's supposed to guarantee damage does nothing
agog43 26 Jun @ 8:43pm 
Awesome classes mate! Overpowered how i like them! I hope you can pump out a few more of these babies so that i can do a play through with your classes only! Anyways thank you!
Soul 14 Jun @ 6:16am 
Gonna say Defensive shot feel quite strong for a 1 turn cooldown (which mean after using it,you can on the very next turn) maybe give it 3 turn CD or something,cause right now,no reason to not use it,it do strong damage,2 malus to enemy,and doesn't end turn,this alone let you melt almost anything start/mid game,for a rookie skill its quite strong indeed.
TITANMASTER25 28 May @ 3:55pm 
Do I have to resubscribe to the mod for it to update itself?
TITANMASTER25 28 May @ 10:27am 
Awesome, thanks man
FateVoid  [author] 28 May @ 12:33am 
@TitanMaster25 putting out an update soon, should fix null ward not being usable.
TITANMASTER25 27 May @ 12:20pm 
Been using the class and having a blast so far, although I noticed the null ward is bugged out, it's always greyed-out and unusable. Great class, thanks for any help!
Soul 23 May @ 3:02pm 
Sound really unique,hope you figure the ability to change stats via config soon.
One thing that could fit too (just and idea on that one) is make it unique,as in after getting one you can't get another until this one is gone,and give it a high chance to spawn so you can get one early and really be able to build it.
Anyway,sound nice,gonna try it
spooky ghost 23 May @ 2:40pm 
should be compatible his other classes work with lwotc from what ive used, hope i roll this class it sounds like something different to try out, might be awhile though as im using every lwotc class available
xf100t 23 May @ 2:18pm 
lwotc compatible?