RimWorld

RimWorld

Vanilla Psycasts Expanded
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Oskar Potocki  [developer] 30 Jul, 2022 @ 10:43am
Balancing ideas
This mod spent over 2 months in beta testing where we tried to balance it, but of course with 150 abilities and unlimited amount of possible mods, things are extremely difficult - or nearly impossible - to balance.

We would like to hear your feedback - if certain abilities are too strong or too weak, or cost too much power, let us know.

Please note: We’re not interested in changing how abilities work. We only want to know if their cost vs usability basis is fine. We can tweak damage, cost, stuff like that, but we won’t change meteor shower into a single big meteor impact ability based on one or two people asking for it.

The shorter the balancing request is, the better - we don’t want to read a 20 page essay why fireball should have 2 cells longer range. Make it short so we can all read it before morning coffee and think on it during the day.
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Showing 1-15 of 628 comments
Mad Catter 30 Jul, 2022 @ 11:07am 
Not related to Balance but please put <showUndrafted>true</showUndrafted> for self-buff abilities like those from Warlord Path for convenience.
Last edited by Mad Catter; 30 Jul, 2022 @ 11:08am
legodude17  [developer] 30 Jul, 2022 @ 11:09am 
Originally posted by Nazarekt:
Not related to Balance but please put <showUndrafted>true</showUndrafted> for self-buff abilities like those from Warlord Path for convenience.
Aren't those combat-related? Why wouldn't your colonists be drafted in combat?
Mad Catter 30 Jul, 2022 @ 11:14am 
Originally posted by legodude17:
Originally posted by Nazarekt:
Not related to Balance but please put <showUndrafted>true</showUndrafted> for self-buff abilities like those from Warlord Path for convenience.
Aren't those combat-related? Why wouldn't your colonists be drafted in combat?
When testing I like to give my colonist a speed boost while working. I also have zone set to position my colonist at defense positions when fight so they move there without me drafting.
Sonderistic 30 Jul, 2022 @ 1:25pm 
make deathlock prevent healing wounds and maluses (e.g bloodloss) as well preventing them from getting worse
Last edited by Sonderistic; 30 Jul, 2022 @ 1:26pm
Can I propose the idea of zombie workers for Necropath? Sorta like chunk drones from Technomancer path.

Capable only of dumb labour (hauling, cleaning, mining).

They would come at a cost of constant neural heat reserve and the zombies themselves would have working and movement speed penalty of 50% or something like that. Also they wont be able to use armor, weapons and clothes. This will make them not really OP and pretty easily killable by raiders, so they would only be usable as cannon fodder, while capable of doing basic stuff.

This will make playing a necromancer really neat :3
Oskar Potocki  [developer] 30 Jul, 2022 @ 2:15pm 
Originally posted by Sonderistic:
make deathlock prevent healing wounds and maluses (e.g bloodloss) as well preventing them from getting worse
No, the idea is you can use it to heal!

Originally posted by Catfield:
Can I propose the idea of zombie workers for Necropath? Sorta like chunk drones from Technomancer path.

Capable only of dumb labour (hauling, cleaning, mining).

They would come at a cost of constant neural heat reserve and the zombies themselves would have working and movement speed penalty of 50% or something like that. Also they wont be able to use armor, weapons and clothes. This will make them not really OP and pretty easily killable by raiders, so they would only be usable as cannon fodder, while capable of doing basic stuff.

This will make playing a necromancer really neat :3

Sorry, not interested in 'zombies'. That's been done many times.
Tacty 30 Jul, 2022 @ 3:27pm 
But in theory, can we suggest new psi powers or make an addon for this mod?
Oskar Potocki  [developer] 30 Jul, 2022 @ 3:47pm 
Originally posted by Decarabia:
But in theory, can we suggest new psi powers or make an addon for this mod?
Yes, absolutely!
Luckdemon 30 Jul, 2022 @ 6:38pm 
Can a player-visible toggle be added for the showUndrafted so we can choose individually if we want the abilities to show or not?
It would help a lot with UI clutter, especially for those of us with a lot of UI widgets.
Forty-Eight Thirds 31 Jul, 2022 @ 12:02am 
The 'Word of Fear' from the Necropath tree is rather unbalanced when used by the AI. This can end smaller colonies by forcing all of your pawns to flee.

Also, the 'Snap Freeze' ability seems a bit too cheap for its level of utility and strength. After unlocking this ability, most raids could be easily dealt with.
Mad Catter 31 Jul, 2022 @ 1:31am 
Looking thoroughly through all of the ability xml why so many of them have 0 entropy cost? Couple with the new heat cap and heat recovery I think abilities should cost more heat so players can use abilities that utilize heat like aggressive heat dump, etc. Maybe adding and increasing the heat gain while reducing the heat recovery rate from upgrading because currently you don't ever need to manage heat after a few upgrades.
fuzzymanboob12321 31 Jul, 2022 @ 3:53am 
An offensive ability for the necromancer could be corpse explosion from Diablo :griefer:
Sumatris 31 Jul, 2022 @ 4:28am 
I haven't yet had the opportunity to test it myself, but it feels to me that the Plant Timeskip being a level 1 psycast is severely OP even if the radius is just one square around the caster. There are many high-value plants that're balanced only by long growth times, and being able to instantly grow them to maturity for a moderate focus cost could be abused in any number of ways, from practically unlimited food to unlimited silver. Don't get me wrong, I really like the idea, but I think it should be way higher up in the skill tree, or at least far more taxing on the caster.
Last edited by Sumatris; 31 Jul, 2022 @ 4:29am
Fernando 31 Jul, 2022 @ 6:57am 
I decided to make a psycaster into a Lasombra, and naturally I picked Darkvision and Darkness from the Nightstalker Path. There is a pretty big problem with how these two abilities interact, namely that despite having Darkvision active, you can't shoot through the Darkness orb, so Darkvision is failing in what it's supposed to do in this specific instance, which is nullifying darkness.
I don't know if this is intended, but it really doesn't make much sense to have a character that's supposed to be a master of shadows be crippled by their own powers.
For that matter, the same issue happens if you have the Darkvision power from VFE - Ancients.
Toivoton 31 Jul, 2022 @ 9:01am 
So to try to keep this brief as requested (a moment of silence for my 20 page essay ;) ):

In particular the more expensive end of combat casts have way too high focus costs. Would feel better with lower focus costs and higher heat. Feels bad to throw some meteors, have it not kill the raid (which is good for balance) and then be kinda 'oom' for the rest of the fight. Throwing ineffectual (or poorly aimed) meteors and then being capped on heat feels much less bad because it 'regens' mid-fight and has more options to deal with it so you can try kiting back and delaying while waiting for your mojo to come back.

Combat buffs have too short durations. Guided shot is particularly infuriating since trying to use it with a long range (and therefore long aim time) weapon makes the shot 'fizzle' if the buff runs out midway. Makes trying to play a 'psionic warrior' really annoying as you have to keep the health page open to monitor buffs when most of the buffs really wouldn't break (with a higher heat cost) if it lasted for the entire raid (stuff like invis and probably overshield probably still needs to be short duration or at least then REALLY high heat). Increase duration and increase heat. Or turn into toggle/passive.

Psychic Shock is too spammable for how good it is. This is obviously not a problem in megabases, but dropping the first 10 pawns of your choice to be capturable is _really_ strong for a long while. In particular since you can have multiple casters. Should probably be the exception to the general focus/heat balance and have like a 50% focus cost.
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