RimWorld

RimWorld

Rhanos Dec 29, 2024 @ 9:58am
Which one is most OP ROM or psycast expand?
Kinda want to know which one is the most OP.
Edit:
Last edited by Rhanos; Dec 29, 2024 @ 11:48am
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Showing 1-12 of 12 comments
Kangaroo Salesman Dec 29, 2024 @ 10:48am 
Psycast for the most part is balanced. RoM last time i played was quite powerful.
Radiosity Dec 29, 2024 @ 11:03am 
Assuming you mean base game psycasts? Obviously RoM is OP compared to those. If you mean Psycasts Expanded, then they're probably pretty even.
Good Old Jim Dec 29, 2024 @ 11:16am 
Edit (Im assuming its Vanilla Psycasts Expanded, the opposite of Radiosity's assumption) If Im right and your lookin for somthing to spice up Psycasts with out it being OP look at FSF More Psycasts mod (or somthin like that, it adds more options without letting you solo raids.)

Cant speak for ROM havent used it but anyone telling you Psycast is balanced either has no clue what their talking about or their mod list always includes the VOID. Psycast is overwhelmingly OP so much so that even tho I love the mod I dont use it any more. The level of self control I have to implement to keep it fun and not just wipe everything instantly is too much.

Example (Cause I do more than just run my mouth xD): Second level of the Ice psycast skill tree can unlock an ice beam that costs 12% focus (Dont quote me its been a while but roughly 12%) Make your kill box a hallway and anything made of flesh are doomed, and mechs are still gunna feel it. It makes it so your colonist cant move, BUT with the second skill in Warlord you can use the Jump ability to get free and the beam remains. This also costs almost no focus so you can shoot a second beam at the same time if you need more damage.

Speaking of Warlord, the Fire focus mixed the their other mod Skills expanded with aiming + a minigun = pure annihilation (It is like the 3rd or 4 skill you can get on the warlord tree).

There are more, but my main point with showcasing these is they can all be unlocked within your first week of anima tree meditation on default settings for the mod, and even nerfed to 25% psychic exp gain its still pretty easy.

TLDR Psycast Expanded while being SUPER COOL is so OP it made playing at 500% threat scale boring.
Last edited by Good Old Jim; Dec 29, 2024 @ 11:17am
Elvi Dec 29, 2024 @ 12:57pm 
Psycasts Expanded is not particularly OP, unless you exploit the machanics in a particular way as stated above - which you can do with virtually any mechanic in the game tho.

RoM is OP, but it also is bornering on game overhaul, and conflicts with a hell lot of mods, so it's a bit iffy. But let's just say everyone being a wizard can get a little crazy.
Radiosity Dec 29, 2024 @ 1:27pm 
Originally posted by Good Old Jim:

TLDR Psycast Expanded while being SUPER COOL is so OP it made playing at 500% threat scale boring.
Which is why you also add in OP faction mods like VOID to spice things up :) Though as someone who's tried Vanilla Psycasts Expanded against VOID... it didn't end too well. You really need bionics and other enhancements to stand much of a chance against them, the psycasts just add a bit extra survivability on top (well... unless one of your best guys goes Warlord tree and skips into close combat with a VOID member only to instantly get killed, heh).
Veylox Dec 29, 2024 @ 2:27pm 
Rimworld of magic is more OP than psycasts expanded and it's not even close. Psycasts expanded are really strong, but the kind of strong that you could see kinda happening in the game, you know, they do powercreep royalty but they're nothing too outlandish compared to what Anomaly brought for example, plus some of the extremely annoying downsides related to psycasts are still there, like the focus system. There are some RoM-type of "delete everything on the map" spells but they're tied to downsides that will either kill your colonists, put them in a coma, or ruin your buildings and relationship to factions, plus they're heat and focus-heavy so you usually play around with the lower-tier spells instead rather than the big nukes.

Rimworld of magic is just... it's basically sandbox games logic, here have whatever OP power you want and do what you will, we don't do balance here


I understand that the guy above thinks VPE is OP but like he said, he didn't try RoM so he has no idea what actual complete imbalance looks like. You can abuse VPE, like you can abuse some DLCs, but overall there's some effort to keep it not "auto-win" button. The effort just isn't there with RoM.

Also VPE won't do anything relevant against Void I'm pretty sure

I'll try the ice beam though, I kinda disregarded that entire tree when it killed half my colonists due to friendly fire but if it packs enough of a punch to warrant playing around it that might be fun
Last edited by Veylox; Dec 29, 2024 @ 2:39pm
Astasia Dec 29, 2024 @ 2:39pm 
I'm not sure anything in VPE is really any more powerful than the "vanilla" skip/invisibility/berserk pulse combo which can more or less instantly break most raids using a single psycaster with zero risk.

Royalty psycasts are already OP. Both mods mentioned are more about which flavors of OP you are looking for. RoM changes pawn stats though in a way I think can potentially make it more OP, like IIRC each "class" has some passive effects as you level it, which can include things like movement speed and damage reduction (?). VPE is more strictly related to active abilities. It's been a while since I used RoM though, it used to be pretty horrible for game performance and compatibility, largely because of jecstools, so I kind of happily accepted VPE as a better running replacement and haven't looked back.
Radiosity Dec 29, 2024 @ 3:47pm 
VPE being OP or not depends mostly on what other mods you're using. By itself, it's beyond vanilla (Chronopath especially) but still relatively balanced. Combine it with something like Greyscythe Bionics and your warlord user will kill everything with no effort at all.
Rhanos Dec 29, 2024 @ 8:43pm 
Originally posted by Radiosity:
VPE being OP or not depends mostly on what other mods you're using. By itself, it's beyond vanilla (Chronopath especially) but still relatively balanced. Combine it with something like Greyscythe Bionics and your warlord user will kill everything with no effort at all.
Are there any mod that increase psycast exp from meditate?Because I'm just start profane run and I install mod that meditate while sleep but profane didn't sleep.
Good Old Jim Dec 30, 2024 @ 4:24am 
Originally posted by Elvi:
Psycasts Expanded is not particularly OP, unless you exploit the machanics in a particular way as stated above - which you can do with virtually any mechanic in the game tho.

RoM is OP, but it also is bornering on game overhaul, and conflicts with a hell lot of mods, so it's a bit iffy. But let's just say everyone being a wizard can get a little crazy.

Exploit the mechanics, fair enough. However Id also like to phrase it another way. Use its full potential. Honestly even without exploitation its really strong. Sappers? Wait for them to make a hole in your outer wall and shove and Ice beam through it. Thats not "Exploitation" thats good tactics but it can still damn near wipe the raid. I get self control but theres limits if I gotta forgo over half the mod and play like I eat crayons then its not well balanced xD

Dont get me wrong tho, I love the mod. Super cool idea. Really hope they add/tweak some stuff to make it less OP tho. Maybe more customization in the mod options so people who like the OP can still be happy too.
Last edited by Good Old Jim; Dec 30, 2024 @ 4:27am
Elvi Dec 30, 2024 @ 4:26pm 
Originally posted by Good Old Jim:
Originally posted by Elvi:
Psycasts Expanded is not particularly OP, unless you exploit the machanics in a particular way as stated above - which you can do with virtually any mechanic in the game tho.

RoM is OP, but it also is bornering on game overhaul, and conflicts with a hell lot of mods, so it's a bit iffy. But let's just say everyone being a wizard can get a little crazy.

Exploit the mechanics, fair enough. However Id also like to phrase it another way. Use its full potential. Honestly even without exploitation its really strong. Sappers? Wait for them to make a hole in your outer wall and shove and Ice beam through it. Thats not "Exploitation" thats good tactics but it can still damn near wipe the raid. I get self control but theres limits if I gotta forgo over half the mod and play like I eat crayons then its not well balanced xD

Dont get me wrong tho, I love the mod. Super cool idea. Really hope they add/tweak some stuff to make it less OP tho. Maybe more customization in the mod options so people who like the OP can still be happy too.

I didn't mean it as "cheating", what I really mean that you can exploit any mechanic in Rim, let alone mods. Once you understand how any given part of the game works, you can bend it to the point where you can't reasonably be defeated by the game anymore.
Of course, that also makes the game a little boring, and makes for a bad story, so what I'd consider "natural and fun" way to play is to RP a little and not build things no person would ever reasonably build, like elaborate killboxes and such. Actually going with colonists personal traits... Could be just me tho.

Funny sidenote, been using VE Psycasts for... a long time, I don't think I ever used the ray. Now I will have t try it. Weirdly enough, when I said "mostly" not OP, I saw the improved skipshield I forgot the name of. If you get it on two colonists with high heat tolerance, you can make all your colonists and structures nearby virtually invulnerable to any ranged damage including things like Doomsday while still being able to shoot out.
Astasia Dec 30, 2024 @ 5:04pm 
Ya once you've played the game for a while it largely becomes an exercise in self control and roleplay. Even without mods you can do things like create defensive systems that eliminate any size raid with basically no risk to any colonist. Figure out the pathing, spawning and targeting systems of various raid types and make a mountain base with a good death trap and you can breeze through the game. If you find one thing in a mod that seems really strong, it should become second nature to just not use it, because you have to do the same thing unmodded. It more comes down to whether "everything" in a mod is OP or not, or whether the core purpose of it is OP, if there are other mechanics of the mod you can use that are balanced I find it pretty easy to keep using that mod. Personally what I found really strong in VPE were the psycasts that turn a chunk into a permanent minion, a few psycasters with those can create a literal army of disposable defenders and workers. I used that trick in one playthrough, and haven't touched it since, I haven't found anything else in the mod personally that feels too gamebreaking.

I don't think RimWorld is a game where "using things to their full potential" is going to be very fun for very long, that's just not really the gameplay here. If you have a sandbox in your backyard with some little shovels and buckets, and parked next to it is a backhoe, it might be entertaining once to use the backhoe on your little sandbox, but normally you are going to want to actually play in the sandbox and not try to "defeat" it.
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Date Posted: Dec 29, 2024 @ 9:58am
Posts: 12