Royal Colonists Overpowered?

Started by Dolphinizer, March 09, 2020, 02:01:54 AM

Previous topic - Next topic

Tynan

Excellent ongoing feedback, thanks so much!

I'm looking at the psycasts; berserk pulse may be fundamentally OP or it may be saveable, hard to tell so far. I think a lot of gain could be had with a simple per-psycast cooldown for some psycases (e.g. 1 berserk pulse per day regardless of entropy) but that's adding some ugly complexity so I'd kind of rather avoid it.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

CyberianK

If you massively increase its entropy use and massively reduce entropy decay when used then you might be able to achieve almost the same effect while not needing new mechanics?

Elrood

Quote from: Tynan on March 10, 2020, 06:56:26 AM
Excellent ongoing feedback, thanks so much!

I'm looking at the psycasts; berserk pulse may be fundamentally OP or it may be saveable, hard to tell so far. I think a lot of gain could be had with a simple per-psycast cooldown for some psycases (e.g. 1 berserk pulse per day regardless of entropy) but that's adding some ugly complexity so I'd kind of rather avoid it.
Going with your reasoning, you could just randomize success chance to get 1, maybe 2 successful berserk pulse for 10, 20, not really sure how many attempts. Imho would be closer to Rimworld feel of chaos than static once a day DnD hording problem solution.

Still, reading this whole topic, I still fill that loosing a colonist jobs to get situational OP ability through titles is not worth it or barely worth it. IMHO its OP only because you can get the same effect without any disadvantages by ignoring Empire and going full rogue.

East

Distance from the enemy is always the best weapon. The same was true for rimworld. Melee should always be injured, and the armor's durability was quickly consumed. melee was difficult to focus multiple attacks on one enemy, it was easy to be focused on multiple enemies. Melee could not fight with cover, so the situation was even harder. Link weapons look like OP, but I think they're in balance because they're melee weapons.

Without that power, many would not feel the need to grow a melee pawn. That was the original rimworld.

psy is OP. But if this is nerf wrong, I'll doubt why I had to buy a DLC. What's left of this DLC when the psychic powers are gone

This dlc is psy start and end. If he weakens it is really over.

Rather, it seems better to find a balance point by introducing a special type that is a counter in psy. The psy, melee, and range weapons all have to be properly harmonized, but they can be dealt with.

For example, a trait or equipment that damages a psychic when under a psy attack. A brain device that gives psy defenses to the surroundings. We will be able to use those psy attack after removing them first.

Ser Kitteh

Psys are already balanced with regards to psycast levels. They're actually quite limitting, and for good reason.

The only thing that irks me is that when I bought berserk pulse, I only found later that I needed a level 6 psycast and I only had a level 2. If psycasts can be appropriately leveled in the item description, that'd be great.

Azzinoth

Calling in reinforcements is OP, because it is free, so you can use them as fodder. It would be much more interesting if every ally that dies would cost you 1 favor. That means if you are careful and fight together with them and prevent them from dying you can lower the cost. Using them as fodder would only be worth the cost in case of an emergency.

Quote from: Tynan on March 10, 2020, 06:56:26 AM
I think a lot of gain could be had with a simple per-psycast cooldown for some psycases (e.g. 1 berserk pulse per day regardless of entropy) but that's adding some ugly complexity so I'd kind of rather avoid it.
I think you already have some kind of cooldown mechanic with entropy, it is just not restrictive enough at the moment. If you increase the entropy cost of all abilities and halve the entropy recovery rate, you would essentially put all your psycasts on cooldown if you use an ability of your level, but you might be able to cast multiple lower level spells.

Also all the AoE psycasts are op because you can hit so many targets by pulling them into a bottleneck. Making it a random chance would make the ability useless against lower enemy numbers, so maybe a maximum number of affected targets would work here. Alternatively replace them with abilitys that don't make the targets completely helpless, for example mass burden instead of mass berserk.

lt_halle

I think an interesting concept is playing around more with the entropy overcharging. As it stands now there's really not much reason to ever overcharge your entropy - only one person needs to cast berserk pulse and the rest can be reserved for using the lesser pyscasts like skipping or vertigo pulsing. Locking the very powerful psycasts behind overcharging might be a good balancing mechanism: you can use it and it will turn the tables for you, but you'll be almost guaranteed to face health consequences.

This would also be a good excuse to expand the overcharging consequences. There are lots of cool effects other than just illness, berserk, etc. Randomly manifesting known psychic powers (for better or worse)? Conjuring new enemies? It would definitely be a fantastic moment to land a great berserk pulse that ends a raid, only to have your haggard pawns be greeted with the message "Your intense psychic outburst has attracted the attention of a mechanoid kill squad! They are landing in drop pods nearby!"

Vintorez

An idea is to rework psychic entropy to be a cooldown override. So every ability has a cooldown instead of just the particularly strong ones, but you can use them more often at the cost of psychic entropy, which in turn could have more severe drawbacks.

East

#23
The melee weapons have been patched. Damage has been greatly reduced. I wonder if people get quests to give these weapons after the patch.

link mono sword legend.
50.63-> 28.52

link Zeushammer legend
38.06-> 22.12

plasteel long sword legend.
19.63

It looks powerful. but When using this weapon, you should remember that centipede is the main enemy.

I think this is really the wrong direction. Giving a link weapon is a very difficult quest, and high-grade weapons are even rarer. But the rewards aren't that dramatic. It is not really fun. It is not attractive. Even if it made it harder to obtain, it should have maintained its performance before.

  A very long time ago, when the quest system first came out, there was a similar story. The quest has very little reward compared to the risk. So I don't know why.

The rewards of very difficult quests have to blind people to greed. Because it will be challenging. If not, no one will do the quest system.