Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Areskiko

#1
Releases / Re: [1.0] A RimWorld of Magic
December 20, 2018, 04:12:50 AM
@Torann

First I'd just like to say that i really like the mod, especially the new blood mage, and the idea of not being able to preemptively store up a bunch of blood magic. It makes you use all of his abilities and think farther than the usual 'hit one button everything dies' that some of the other classes have.

That being said I think it takes a bit too much time for the blood mage to get going. By the time my B-mage is ready to use some of the damaging abilities my other colonists have already dealt with them, and if you get a group of melee raiders that rush you the mage doesn't have time to counter.

However, I can see a great potential for synergy. Yesterday I came up with the following idea: Using ignite blood creates a blood mist (kind of like the necromancers mist of torture) where if the b-mage either walks through it or uses blood for blood on a creature that is standing in the blood mist (or positioned so that the blood mist is in between the b-mage and creature) the blood for blood mist will collect the other blood mist to give it to the caster, but this additional blood mist wont heal, rather give blood power

This is just an idea, but the overarching problem with blood mage is that the powers take a lot of time to set up, and once you do you don't get enough in return (bear in mind that I haven't tried the blood moon yet). Alternatively you could just make blood sacrifice give way more blood power, but personally I think that the best thing is giving him a kit (set of powers) that build up each other.

cast blood sacrifice, use that power to create a giant blood mist through rend and ignite blood, then use blood for blood to collect all that power and finish it all of with blood moon.

The reason i think this would be better/worth it over other classes is that it gives the blood mage longevity, especially if the mist from ignite blood reduces the cool down of all abilities (or just the three required to get it working), so if the enemy is clumped up together a different class might be better, bu if you are under a long siege/besieging another base blood mage could keep fighting for much longer.

I think that classes that have powers that build on each other well (synergises) are vastly more fun than powers that might be really powerful, but are standalone. For reference see Garuda (basically blood mage) or Nidus (the king of synergy) from Warframe.

Once again, love the mod, it's one of the mods that never go off and i would be delighted if you took my text-wall into consideration. I would also be happy do discuss this issue further/ideas for improving other classes, I don't know how to mod rimworld (although i know programming) but I am happy to assist in any way i can