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Messages - WitchLyfe

#1
Hi!  Been having a lot of issues with the vamp mod, I hope there's an update/fix for them soon.  This is one of my favorite mods.

1: Hunger doesn't seem to work at all, activates and drains vitae but doesn't restore any or clear blood off the floor like it used to.

2: Batform doesn't seem to raise movespeed at all, though the transformation works.

3: Unstoppable Tide will ignore hostile enemies right on top of it and go for prisoners (Moving fairly slowly thankfully, it tends to explode before it makes it to them).  Just tested it and it drained a prisoner dry even though it's on non lethal feeding.  This also happens with any other feeding method I try.

4: Vamps from caravans sometimes won't dig holes and will just burn to death.  Had some weird interactions with them as well where one time the remaining caravan with a vamp that dug a hole early wouldn't leave and they all just hung around until they started going crazy and killing each other.

I don't have many mods but I tried some different load orders just in case of some unknown conflict but same issues still happening.
#2
Releases / Re: [B18] A RimWorld of Magic
April 04, 2018, 11:38:49 AM
Quote from: Umbreon117 on April 04, 2018, 11:34:21 AM
Quote from: WitchLyfe on April 04, 2018, 11:16:03 AM
I already mentioned that Necro is one of the only classes where those penalties pretty much always make sense.  Being comfy around/playing corpses already says something about your personality.  Even if they aren't completely antisocial/asocial or whatever, it would still cause issues. 

They haven't "Always been associated with emotions and personalities", there are many different versions of magic in fantasy, lol.  Just casually forgetting about all the other available options because it doesn't suit your tastes?  Okay.  If you woulda just said "This is what I want because it's what I like", that's fine, lol.  Startin to sound like some Wicca shit or something :p  In plenty of stories, magic is just a tool or weapon like any other.

Anyways, as usual, I'm asking for options so everybody can be happy, rather than one way only if possible.  Doesn't seem like it'd be difficult to make separate versions of the classes without the major personality changes and penalties/bonuses, but maybe it is.
Why not have the personality change be gradual?

Like an infection, have a person slowly become more abrasive if they are a Fire mage. Cold (?) if they are an Ice mage. Anti-social if Necro. Etc.

Yeah that makes more sense.  That was kinda what I was getting at with the "specialize" unlock later in a mage's career.  I do prefer that it's optional, but gradual changes would at least be more realistic than just straight drastic personality changes.  Somebody slowly becoming corrupted by power is about as realistic as things could get after all :p
#3
Releases / Re: [B18] A RimWorld of Magic
April 04, 2018, 11:16:03 AM
I already mentioned that Necro is one of the only classes where those penalties pretty much always make sense.  Being comfy around/playing corpses already says something about your personality.  Even if they aren't completely antisocial/asocial or whatever, it would still cause issues. 

They haven't "Always been associated with emotions and personalities", there are many different versions of magic in fantasy, lol.  Just casually forgetting about all the other available options because it doesn't suit your tastes?  Okay.  If you woulda just said "This is what I want because it's what I like", that's fine, lol.  Startin to sound like some Wicca shit or something :p  In plenty of stories, magic is just a tool or weapon like any other.

Anyways, as usual, I'm asking for options so everybody can be happy, rather than one way only if possible.  Doesn't seem like it'd be difficult to make separate versions of the classes without the major personality changes and penalties/bonuses, but maybe it is.  If the dev just isn't interested in that, maybe I can alter it myself if it's just in traits.
#4
Releases / Re: [B18] A RimWorld of Magic
April 03, 2018, 06:12:27 PM
Removing bonuses I get, but some of the personality stuff I'm unsure of.  Normally you could say that a Druid/Priest was attracted to that type of magic to help people and/or are naturally in tune with nature or whatever, so their bonuses/penalties make sense.  A Necro is somebody who probably focused on learning to control undead because they're probably pretty anti/asocial or something.  But what happens when somebody learns to use magic from a scroll?  It suddenly forces personality changes on them?  That's kinda weird...  Learn Fire Magic and you suddenly become irritable?  Hmm.  Sure, raising Undead is going to cause issues with others regardless of the mage's intentions, but most magic is useful for any personality type.  So some of the bonuses/penalties don't make sense to just tack onto any pawn that learns that magic type in my opinion.

I wonder if there's a way to make it so that there are two types of mages.  One that had a natural affinity (And the personality bonuses/penalties) for that magic type (They were born with it), and one that just learned magic on their own (And is lacking the personality bonuses/penalties).  That'd kinda solve that issue anyways.

The first system really kinda forces a narrative anyways.  I guess I'm not too fond of that...  The stuff up until now has made enough sense that it didn't bother me, but it sounds like everything is going to become more specialized...  I like the idea that there could be a Necromancer that tries to get along with people, even though their undead scare people and such.  A calm Fire Mage, maybe even a Druid/Priest that enjoys combat.  Maybe they have a screw loose or something and like hurting people so they can heal them :p  That or they only care about protecting themselves/their allies.  Forcing personalty types on Mages is odd to me and really playstyle restrictive.  I mean, if you want your Fire Mage to be abrasive, you could just give them the abrasive trait.

Could also be later in a mage's career that they "specialize" further into their magic type and gain those penalties/bonuses if they choose to.  Kinda like how Lich is avoidable if you don't want the penalties.  Maybe all classes gain a "Specialize" spell or unlock it at a certain level?  Before then they don't have any of those "Life changing" personality changes or bonuses/penalties?

Short version is that I hope any major penalties/bonuses are avoidable like Lich in the future.  If stuff is forced, I can already tell I'm not going to want to play a lot of the classes anymore.  I mean, fair enough if that's the way this mod is headed, I've just lost a bit of interest in Necros with the Lich update and am not looking forward to anything else like that...  Necro was one of my favorite classes even without ult, so anything other than "Something I'll probably never use" for an ultimate would have been nice x.X  In fairness, if I knew exactly what was going to be restricted for Lich, I could have planned better for it and it wouldn't have been completely no-go in my current run.  I didn't think crafting magic items would be considered "mundane".  I thought it'd mostly be like cooking, cleaning, hauling and such.

Again, I'd rather the balancing be mostly in the damage/aoe range/mana costs and such over personality/job type stuff.  Ah, well anyways, I've probably been playing/testing this too much and will probably be taking a break for a while.  Maybe I'll check in in a few weeks or something or when Enchanter is released.
#5
Releases / Re: [B18] A RimWorld of Magic
April 03, 2018, 09:36:51 AM
Quote from: henk on April 03, 2018, 12:04:25 AM
Restrictions... Yes, I dislike that many spells seem to be powerful with no drawback. I do, however, hate scars. And missing body parts. And, often, you can't pick what mages you get. Sure, late game, you can get several mages, with each discipline covered, but for most of the game, you're lucky to have any mage at all.

Healing spells also seem to be the least overpowered spells right now. If penalties are needed to make scars and missing noses go away, then sure, that's fine. I just like having all pawns at perfect health.

I like Fire Mage's balance.  Their basic attack will pretty much always miss moving targets, Fire Claw is RNG in whether in lands, and Fireball is pretty slow and needs to be aimed well, though it is their most reliable spell with its large radius.  Of course burning gear and bodies can also hurt.  Their damage of course gets crazy at high levels, but most the mages are like that atm.  Turning a Thrumbo to ashes with Fire Claw is pretty silly/funny.

Yeah, hard for me to play without a Priest to fix scars.  Scars are so prevalent (Especially eyes) and completely cripple your team quickly if you're not the type to use a killbox or use a horde of animal to tank enemies for you.  Missing limbs are less likely, but I use EPOE for that, even though I'd rather they just have their original body parts repaired than become all powerful cyborgs, lol.  So I getcha there.  I'm looking forward to Druid's Regrow Limbs possibly being reworked.  If it is changed, I'll pretty much always want a Druid and Priest in my teams though...That could be an issue. 

I just use Prepare Carefully with this mod, so I can't really talk about the rough start up anyways.  My starting pawns are usually balanced though (I remove points and such to make the mage start weaker).

At least we can now craft a lot of the mage spells and even force a non magic user to become a mage.  That helps with that, though I've yet to play a colony long enough to be able to afford any of that.  Desert really hurts magic crafting advancements as I mentioned earlier.

Hmm, not sure if I'm up to testing out Bard just yet.  Might wait another patch or two first.
#6
Releases / Re: [B18] A RimWorld of Magic
April 02, 2018, 09:46:30 PM
Problem I see with some restrictions is that enemy raids won't be affected by a lot of them (Day to day stuff that won't hurt during a raid).  If your colony can't support more than a certain amount of mages, you could be overwhelmed in high level raids if the mage spawn chance is high or you get unlucky.  Tribal can already be pretty dangerous with base spawn chance. 

For example: If the enemy is capable of spawning/bringing a Lich along to raid you (I hope they can in the future, if it's balanced for it anyways), they'd receive none of the penalties of it, they'd just be OP as fuck in a fight and that's all that would matter for them.  You with a Lich are stuck with somebody who can only research outside combat (And who had to abandon most the skills they built).  Stack a bunch of penalties like that on all your mages vs their easy peezy combat only mages and you're at an extreme disadvantage.  We already have to deal with the chance of a raid at the end of a mana drain event and such.

This is one of the reasons I'm really not fond of the Lich restrictions.  I'd rather they be weaker and not be so incredibly specialized.  Priest's inability to fight and the social penalties of Necro before that are fine.  Most mages are still OP of course, I'm just worried about them becoming Lich-like.  Most the restrictions make sense so far, but if mages are just going to become that useless outside their few tricks, that'd suck.  Lich feels like getting a pawn that can only do 2-3 jobs in vanilla.  Just not worth the trouble, even if they do them really well.

I'd rather damage balance, aoe range, and mana cost tweaking before going into crazy restrictions like that.  I actually prefer small mage teams btw, just worried about how combat is going to be balanced around raids.

TLDR kinda:  Lich just doesn't feel good to use to me, even if technically their bonuses/penalties are balanced (I didn't play them enough to find out exactly how OP they are).  I think adding a lot of restrictions like that could easily cause more balance issues rather than fixing them.  Seems like Lich is too strong/weak.  I don't want more stuff that can one shot enemy raids or my whole team basically.  Of course abandoning skills feels really crappy too.  I hope future stuff won't be that extreme.  Pretty sad I don't want to use Necro's ultimate.
#7
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 03:30:37 PM
Was not expecting that master Necro spell, not sure how I feel about it.  It's the kinda thing you really need to plan for.  My Necro is my main crafter (Crafting + research passion, was going to be my magic item crafter), so I don't think I can use it.  Kinda sad I got it so early but it wouldn't be good to use it yet.  Maybe if I find a magic crafter replacement...

The bonuses are probably overall worth it, but it's so specialized it's pretty awkward.  Shouldn't a lich be able to craft magic items?  Already hard enough to find a decent pawn with crafting + research passion for magic stuff.  Pretty funny to imagine a powerful lich just wandering around all day and night with nothing to do when you run out of things to research, rip.  Early game you want as many available workers as possible, and late game they'll have nothing to do most the time (Unless you throw them at enemy colonies constantly), hmm.

I can't see myself really using it unless I plan a whole colony around it.  Almost useless outside of combat, and it's not like I'm really hurting for combat power already.  Would suck to toss away all the skills you've built up until you find it too.  I used it for about a minute to test the spells and see the buffs/penalties and reverted the save, lol.  Lich spells are cool anyways.
#8
Releases / Re: [B18] A RimWorld of Magic
March 25, 2018, 08:09:21 AM
Trying out Necro and Pally in a new game, looking good so far.  The undead are balanced better and it seems when they're rerez'd, their stats don't randomize each time like they used to.  Looking forward to testing the new/modified spells.  I never used the old Death Mark, but this new one seems a lot more balanced and has counterplay rather than just hoping something dies/doesn't die.

Ah, found a bug with undead.  Had one die in combat to a Thrumbo, his head was eaten by a raccoon and I had to wait a while to revive him because of a mana drain.  When he came back up he had levels in all attributes like when he was alive even though his profile says he's incapable of them.  When I dismissed him and revived him earlier that didn't happen I don't think.

Oh yeah, and his avatar image at the top is still missing his head, lol.  Interestingly, tabbing out of the game and tabbing back in fixed this.  Thought it was worthy of a screencap though: https://i.imgur.com/wlEjeS8.png

Well...An Arcane Supplier just appeared with Necro and Pally master spells early game.  I only have 200 silver and nothing to sell.  Here I go killing again...  Will have fun with that when I play later.  At least I have a nice big base set up to trap them in.
#9
Releases / Re: [B18] A RimWorld of Magic
March 21, 2018, 10:56:42 PM
Hmm, Glad sounds fun then.  Only classes I haven't tried at all are that and Sniper.  I've tried Arcane Mage, Priest, Druid, Necromancer, Fire Mage, Ranger, Summoner to 50+, some several times (Especially Necro, Summoner and Priest...I use them too often).  Tried Pally, Ice and Lightning to about 20-40.  Maybe my next run with be Pally, Ice and Glad start.  I might wait for a new patch first though before starting a new colony.  If Glad makes it easier to capture pawns, maybe I can get a Priest early enough to remove all the scars my meleers are going to get, lol.

I wanna use Lightning Mages more too, but they seem prone to causing brain damage, and that hurts recruiting options early on.  Probably need to start with a Priest if I'm going to use them again.  Just went through my Fire Mage being my main offense and crippling pretty much every raider that manages to survive.  Thought my Druid would be able to fix them up but it took too long to find and use Regrow.  Fire Mage ends a tribal raid of like 20+ enemies with 1-2 "surviving" with a third of their body parts missing, haha.  Need a break from crippling everybody.

Desert tribal was a really poor choice to test the new clothes/scribing too, took so long to get Devilstrand going.

Quote from: Torann on March 21, 2018, 11:06:17 AM
As always, nice feedback WitchLyfe.  I'll be looking into how to make regrow limb (and possibly add nose/ear/eyes) more balanced very soon.
As for leveling late game mages, I'll be adding some social features that will allow higher level mages to have conversations for both social interactions as well as training younger mages.  This should help late game mages level up much quicker (as long as they have a nearby mentor).

Awesome, and thanks for making a mod that's worth testing so much/giving feedback, lol.
#10
Releases / Re: [B18] A RimWorld of Magic
March 21, 2018, 10:43:34 AM
Quote from: henk on March 21, 2018, 10:20:43 AM
I agree that the whole concept of a seed of regrowth seems clumsy - probably a compromise to allow the spell to work at all. It's too bad regrow limb relies so heavily on medicine. If you get a druid from a ??? scroll that can't do medicine, they basically can't use their ultimate. Maybe regrow limb shouldn't be a master spell, but a regular one?

Ice mage spells are cheap, and tend to incapacitate enemies rather than kill them. Use the rainmaker spell if you have too much fire!

That's the feeling I was getting with it too.  Regrow Limb just seems really underwhelming.  It feels more on par with a Priest's Purify rather than an ultimate atm.  So many penalties and hoops to jump through to be able to use it.  Compare it to Resurrect for example that can save your pawns or give you a free slave.  Man, I love Priests/Resurrect.  Priests just overall feel really great to use.  I don't get that too often with Druids I guess.  I tried to like them x.x  Someone said they'd feel more useful in tribal runs, but that didn't help.  Think the only time I'll start with them again is if I'm doing a rainforest run, but that's my least favorite biome.

Ice sounds fun, I've recruited them later in runs, but I haven't started with one yet, so they're always behind in levels.  If I'm feeling up to it, I might try them next.  It's really hard to capture pawns without crippling them with a Fire Mage.  I'm down for a bit less damage, lol.  I really shoulda brought one along into this desert run/colony for their soil transform spell.  That woulda made my life much easier.

I really don't like trying to catch low level mages up in levels late game, rather just start over to test them.  At this rate with the base cost of clothes/gems, I might never get to test them though...  I might have to up the rate of magicyte next run.  Default rate seems balanced more towards mountainous areas/bases that I don't play/use.  I usually only have a couple hundred by the time I've stripped my colony of visible resources.  Guess you could just buy them too.
#11
Releases / Re: [B18] A RimWorld of Magic
March 19, 2018, 08:51:47 PM
That's how I always upgrade, by removing the whole mod and adding the new one.  TMagic B18 v1 9 5, most recent hugs and jecs.  Most of my complaints were with the old version I think, I had no idea the latest version modified how they worked since it wasn't mentioned.  I'll be happy to test them again if I can get them to work in my current save, lol.

Just tried a new colony and they work.  So it only broke my current save.  Poison Traps aren't worth starting this over, any way to salvage it in my current run/save?

I just got to Bionics in my tribal run before I could Druid Regrow again.  I haven't even found it yet again, 3rd time now starting with a Druid and making it to Bionics before I even find the spell.  I'm never going to be able to use it, lol.  Oh well, EPOE's to blame.  I think it might actually be cheaper to rush Bionics than try to unlock all the stuff and get the resources to use Regrow too, at least in my last few runs.  I'd actually rather use the Druid spell than turn my pawns all into OP cyborgs, but it's being a pain in the ass all around.  Still need neutroamine too.

Nearly died (Tribal + desert) trying to caravan to look for it early this run too, but no dice.  At least I have comms and can call for magic traders now.  Just in time to not need it anymore.  I still wanna try to use it though.  EPOE becomes way too powerful.  Maybe one day I'll find it and can afford to use it x.x  Hopefully before I get bored again.  My mages are already maxed out and raising their max mp now.

My RNG on finding the spell is shit, but I still don't understand the cost of it.  The other master spells are like automatic upgrades and initially useful, but it requires a lot of random resources you may not find regularly until late game.  I feel like the Druid should unlock a special plant or something that needs to grow to use it.  The random drugs are odd.  Randy Intense is rarely kind in my testing of this mod... 

I think the new gems and fighter scrolls are bogging down the mage trader's inventory.  I haven't been able to find hardly any spells I'm interested in since those were added.  Guess I just have to try to scribe everything.

Also noticed there are two Mana Potion recipes.  One comes with the Drug Lab and the other with Gem Crafting.  They use different resources, that intentional?

Edit:  Finally found Regrow Limb!  And Firestorm.  Regrow Limb stub reduces total speed by 80%, rather than just the one limb efficiency/speed, that seems like a mistake to me.  Dunno why one functioning limb and one stub would cripple them worse than a missing limb, lol.  I used it on my Hunter with maxed passives who's otherwise healthy and she's walking around like she's half dead (25% total movement).  I know it's called "Regrow Limb", but kinda disappointed it doesn't work on eyes.  That's where 80% of missing body parts are in B18 after all.  After all that, I have to use EPOE anyways, rip.

Fucking huskies ate my regrow seed and mana potions once too...lol.

Well, at least Fire Mage was fun.  Love their rng and they're pretty balanced, at least in damage vs reward since they burn bodies and gear to ashes, lol.  Maxed Fire Claw erases thrumbos when it hits.  It's kind of a "Fair enough" feeling for all that damage, lol.  Not much to salvage after a 50+ Fire Mage fights, even if you're quick on the fire extinguishing, the raw damage becomes pretty nuts.  I haven't even gotten into gems or clothes yet either. 

Think I prefer Lightning or Ice Mages though.  Lightning is probably the most useful thanks to all their lingering aoes.  Ice Mage seemed a bit UP in comparison to them, but I do need to test them more.
#12
Releases / Re: [B18] A RimWorld of Magic
March 18, 2018, 10:32:19 PM
Poison Traps seem to have bugged out when upgrading to the latest patch.  My Hunter goes to place them, just stands on the spot and uses up their stamina but it won't place and there's no warning that it was erasing an old trap like it used to occasionally when not placing (If there are even some still up.)  I tried until my stamina ran out and no dice on it placing the trap.  Also uses the cd.

Now that I'm mentioning that, it's always been obnoxious if you're already at max traps and it uses the cd and your stamina just to remove an old trap without placing the new trap.  I didn't know if it was intentional but having to use the ability 4 times just to place 2 traps sucks and drains your Hunter's stamina to 0 for the start of a fight for some traps that probably won't be triggered (unless used in a choke), not fun.  It also doesn't seem to proc on manhunting animals.  I learned that the hard way while hunting some Thrumbos, lol.  It does seem to proc on allies though...

Oh, and Beguile Animal and Arrow Storm can be leveled up but have no tooltip info explaining what they do.  I assume Beguile Animal has a higher chance of procing or something?  I can almost never get it to work on manhunting animals.

Looking forward to trying out the new clothes.  I just recently started a new tribal run so researching all that is taking a bit.
#13
Releases / Re: [B18] A RimWorld of Magic
March 15, 2018, 05:37:54 PM
Quote from: henk on March 15, 2018, 05:33:50 PM
Beguile animals on a pack of muffalos or elephants becomes an easy win. Or for extra fun, use it on boomalopes!

But I agree, druid needs more of a personality. It might just be that every other class has overpowered spells that can one-shot a raid, and thus merely being good means they fall behind in usefulness.

Yeah this is kind of it.  They aren't bad, actually they're probably one of the most balanced classes.  On their own they're fine, but put them in a mage squad and they won't be seeing much use.  Don't want people thinking I'm saying they're useless, I just want them to have more to do in a group setting.

Definitely think they should be attached more to growing, I see Druids as being really close to plants/nature, and right now they don't really do much for the plant side.  Lots of options for that.
#14
Releases / Re: [B18] A RimWorld of Magic
March 15, 2018, 03:35:15 PM
Quote from: Gungnier on March 15, 2018, 09:48:04 AM
I have a lot of general and spell/class ideas so i made a big list of it i hope you find them interesting

General idea:
-Bag of holding: goes into shield belt slot and increase carry capacity
-"rare" spell its like the spell scrolls which can be learned by every mage but its unique to the classes like the ultimate spells

Here my spell ideas:
Arcane Mage:
-Arcane Barrier: a sandbag like temporary fortification

This is alright

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Ice Mage:
-Ice wall:a temporary wall of ice

Like this too

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Druid:
Dryads blessing:AOE spell which makes crops instantly grow by 25%

Eh, might be a bit OP with devilstrand and make starving close to impossible.  I do think the Druid should have more to do with nature/gardening though, so it's a good start.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Fire mage:
Cauterize Wound:Instantly treats every bleeding but counts as a really bad treatment (high infection chance)

Eh, there's enough healing already.  I don't really want the stronger aoe classes having it too.  Usually the healers have penalties (Druid has no aoe, Priest can't be violent, etc)

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Lightning Mage:
Machine overload: Doubles the work speed on the (electricity using) "machine" but increases its break chance.

Hmm, not sure how that'd work...  They basically do the same thing with their buff already by amping teammates.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Necromancer:
Preserve corpse: Makes a corpse into "frozen" state for a week.

Of course I love this idea.  Lost some good corpses in my corpse freezer to early heat waves and repeated solar flares.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Paladin:
Purify: Aoe spell which "cleans" the area

Hmm...kinda weird.  I think this would fit Druid or Summoner better if anybody was going to have something like this.

Quote from: Gungnier on March 15, 2018, 09:48:04 AM
Priest:
Blessed Feast:Summon Blessed Lavish Meal for nutrition and mood buff

Again, I think this would maybe fit Druid better (Growing plants/food).  I do like the idea of Druids having something to help with gardening, if it isn't too OP.  Would be cute if they could summon some strawberries or maybe ambrosia rarely.  Cost of mana potions is kinda silly atm, ambrosia being the worse offender, so Druids helping with that would be nice.  Maybe they can sprout a random food occasionally would be interesting.  Sometimes you get rice, sometimes you get ambrosia, maybe haygrass, lol.

I think my favorite version of "Druids help with food/gardening" would be something like they summon a special tree or plant sprout that grows faster than normal stuff and/or creates more food than normal.  It would aid in obtaining food, but you'd still have to wait for it to complete to harvest it.  Maybe limit it to one plant/tree.  Maybe it has special properties like it can grow indoors.  Imagine having some massive Druid tree/plant in the middle of your base, dropping food on your colonist's heads every once in a while, haha.  Maybe they could grow something that improves mood, beauty or mana regeneration or something around your base.


Druid is the most underwhelming class in my opinion.  Again, mostly on EPOE for making their ultimate rather useless in a lot of scenarios (So far, I've managed to get to bionics twice now before I even find their ultimate).  I'd love some stuff to give them more identity than just an alternate healer.  Poison is cool in theory, but I rarely use it because it's overkill for most humans and aoes will wipe everybody out anyways. 

Their cure disease would be useful in jungle biomes, but outside that it's pretty rare you need it.  I use the Priest's ability to remove scars and prisoner addicitions almost daily, but I don't think I've ever needed the Druid's ability yet (Randy RNG for sure).  Infections shouldn't be an issue if you plant medicine right away.  I find myself rarely using beguile animal either, though it could be useful.  Maybe I've just had bad luck with it, never seem to be the right animals around to use it for raids and I'd rather just kill manhunter packs with other classes.  It's a cool class, just wish it had more...consistency I guess?  It's almost like everything they do only works in very special situations that don't happen very often.

For example, late game I gave my Druid transfer mana and they just became an mp bot for my Priest (Because they're always casting Purify and low on mana) and Fire Mage (To level)...lol.  I almost never used their abilities compared to the other classes.  They'd fall behind every other class if I didn't actively level them constantly.  Even Lightning/Fire/Arcane Mages have better buffs, Priests and Pallies have more direct healing and give the target less downtime.  Their ult is difficult and easily replaced by a common mod.  Although I agree it's not great to balance a mod around another mod people might not have, EPOE is hella common, if there was any mod to take into consideration, it'd probably be that.  Kinda weird that resurrecting somebody from the dead is easier than regrowing their missing pinky toe too, lol.

In short:  Druids aren't bad, they just don't look great in comparison to the other classes.  I feel like they just stand around and watch other mage classes be awesome 95% of the time.  Even Priest is exciting to use...but Druid is just kind of...there.
#15
Releases / Re: [B18] A RimWorld of Magic
March 12, 2018, 06:34:23 PM
Well the good news is that if you have mages on common occurrence, eventually raids become terrifying.  If you don't have time to set everybody up or focus all their mages, you start eating aoes finally.  Had to run most my team out of a Storm Cloud right after a Fog of Torment.  Some got stuck stunned or puking and my healer had to save them all while my Undead and Summoner minions caught up.  "Attacking immediately" type raids are still about as bad as manhunter packs thankfully.  As long as you don't use a crazy kill box anyways (I never do, even in vanilla).

I really hope the fights in the future are more like that with Sieges and Waiting type raids.  It was nice because there weren't any "cheap" enemy classes and I couldn't just bait the enemies all into one aoe from safety with my Undead tanking/distracting.  That was the first time I felt like it was an actual raid.  Of course, once my team got set up, it was over damn fast, lol.  Two undead, level 3 summons, near maxed fog of tormet, gg.

First time I've really taken damage.  A lot of that was a wolf deciding to munch on my Summoner just as it started though.  Stopped her from being able to set up her stuff in the right place.  Guns were just absolutely pointless though as expected, lol.  95% of the damage on either side was magic.  Kinda considering putting mages to max now that my team is finished just to see what a horde of mages in a raid is like...  Then I remember what happens if the enemy team has some Summoners/Arcane Mages...Lol.

I've gotta start using my Arcane Mage synergy more often, I just recently leveled up her Blink and Summon stuff.  Maybe just me but I find having more than 3-4 mages in a team to be pretty overwhelming.  I like focusing on a small elite team.  Now that I've tested most the classes a bit, I'll probably go back to a more selective set up like that next colony.