RimWorld
A RimWorld of Magic
bonesbro 11 mai. 2019 às 22:52
Enchanter improvements
I've been kind of underwhelmed by my enchanter. Transmute is nice because it gives me a new roll for Infusions, and polymorph is great, but I don't use many actual enchantments. The problem is the sustained mana cost. The enchanter has three spells that all take sustained upkeep. You can keep one or two active before you don't have enough mana to do much anymore.

The enchanted items are nice but not amazing, and I think the closest balance comparison is the buff spells like the priest or arcane mage. I think they're generally all stronger in combat than most of the ES effects, and they cost a similar amount of mana as the upkeep on a single ES item, and can hit most of your colony.

Both Enchant Weapon and Enchanter's Stone only have two perk slots used. What if the third perk slot gave 1/2/3 free (no upkeep) enchantments? Enchanter's Stone might even want to give you two or more per perk.
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GoodNameIdea 13 mai. 2019 às 17:06 
Let me first say that I'm the "creator" of this class. I put my suggestion, originally called the "Transmuter", and he combined it with some odd ideas from another class suggestion (if I remember correctly) and created the Enchanter class out of it. I did NOT design the Enchant Weapon spell or give the "Transmute Self" spell the additional ability to make people like the caster more, but I did design literally everything else. I do mean LITERALLY EVERYTHING ELSE about the class. With this in mind, please read the following.


I understand what you have said, but there's a reason that it is this way currently.

I believe that every mage should a weakness, like the priest's incapability in combat and the enchanter's is the overall lack of mana. I specifically designed it to be this way because I think the Enchanter shouldn't be casting spells that are not sustained (From here on out, I am calling them "activated spells"). I did not want the Enchanter class to have the mana budget to be able to cast spells that are not sustained with the exemption of the Polymorph spells. Thus, I limited the mana budget indirectly by having most of the spells sustained spells rather than activated spells.

I do agree that we should have some way to reduce the upkeep in game, but I have a different idea.

What if, instead of perks, it was based on level?

I suggest that the upkeep of the Enchantment Spells is reduced by (Level/10). In the same update, the mage classes would be nerfed to only have a maximum of 3 sustained spells active on them at once. This would still keep common stacking of spells (Shadow+Ray of Hope+Soothing Breeze) available for use, but limit the power of them so you cant have everything going on at once. When a new sustained spell is cast, the oldest effect would be removed.

Edit: Typo
Última alteração por GoodNameIdea; 13 mai. 2019 às 17:07
bonesbro 13 mai. 2019 às 18:03 
I like the design and philosophy where Enchanters create their power by creating sustained effects. I like how the artifacts are nice but not overpowering and how they're made out of other resources, especially the stone chunks so it varies what's available from game to game. I like how there's a wide variety of effects to let people choose different things they need, and how they mostly help the non-combat side of things. The issue I see is that the other buff spells can affect more colonists AND have stronger effects AND leave the other mage still able to cast other spells.


I'm not sure if the specific design you've called out (cost reduced by Level/10 and sustained effect stacking limit) is the best way to balance it, but there are two parts about this suggestion that I don't understand:

1: What does "reduced by Level/10" actually mean? Let's take an enchantment with a base cost of 25%. For a level 35 mage, are you proposing 25% - 3.5% = 21.5%, or 25% * (.965) = 24.125%, or something different?

2: I don't remember the spells you cite, Shadow, Ray of Hope, Soothing Breeze, etc, as being sustained spells. While I don't have any mages who can cast them in my colony right now, I remember them as an AOE buff with a duration that starts out short but sometimes can be perked up to last a day or so. Perhaps they've changed recently?
GoodNameIdea 14 mai. 2019 às 17:37 
Originalmente postado por bonesbro:
I like the design and philosophy where Enchanters create their power by creating sustained effects. I like how the artifacts are nice but not overpowering and how they're made out of other resources, especially the stone chunks so it varies what's available from game to game. I like how there's a wide variety of effects to let people choose different things they need, and how they mostly help the non-combat side of things. The issue I see is that the other buff spells can affect more colonists AND have stronger effects AND leave the other mage still able to cast other spells.


I'm not sure if the specific design you've called out (cost reduced by Level/10 and sustained effect stacking limit) is the best way to balance it, but there are two parts about this suggestion that I don't understand:

1: What does "reduced by Level/10" actually mean? Let's take an enchantment with a base cost of 25%. For a level 35 mage, are you proposing 25% - 3.5% = 21.5%, or 25% * (.965) = 24.125%, or something different?

2: I don't remember the spells you cite, Shadow, Ray of Hope, Soothing Breeze, etc, as being sustained spells. While I don't have any mages who can cast them in my colony right now, I remember them as an AOE buff with a duration that starts out short but sometimes can be perked up to last a day or so. Perhaps they've changed recently?

1) The former, like these few examples:

Level 100 / 10 = 10% reduction of upkeep. 25%-10% = 15% upkeep
Level 50 / 10 = 5% reduction of upkeep. 25%-5% = 20% upkeep
Level 35 / 10 = 3.5% reduction of upkeep. 25%-3.5% = 21.5% upkeep

2) They've changed. Not much has changed. They act the same way as before, an AOE buff with a big duration, but they take upkeep rather than the mana cost. They cast it at the same rate you could previously cast it. This means that this new way of casting them is actually takes less mana than before.

3) Having this system would allow for both buffed up mages that are able to cast. It nerfs the buffs for all mages and allows for the Enchanter to be able to use spells. With this system, the issue is (mostly) resolved.
I recognize that a lot of sustained spells are non-combat, but there are some that are for combat and those that are "non-combat" do have their uses in combat, like preventing mental breakdowns.
We've all had that colonist that has a mental breakdown in the middle of combat, leading to the eventual death of the colony, right?

4) I have more philosophy on why the Enchanter's buffs are weaker. The first reason is that I didn't want it to sound OP & thus not put into the game. Secondly, I realized that the other buffs have a weakness: A lack of adaptability. That's what the Enchanter has. They can choose between having more friends or being better at their work, weather to slow an enemy down to capture them or to burn them alive, weather it is time to turn into a wolf and valiantly run away or... you get the point, right?
I personally think the other spells need to be nerfed rather than these ones buffed.

Edit: Typo
Edit2: Another typo... I should really grab a coffee before making these
Última alteração por GoodNameIdea; 15 mai. 2019 às 17:57
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