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Hello everyone!

We are collecting data and feedback for another rebalance pass for Vanilla Psycasts Expanded. I fully expect it will be a few weeks before it releases, but you can use this moment to write your proposed changes here.

Please do not write essays on how the previous update shook everything up - that was the intention. We might've gotten some things wrong, so write your suggestions what to change here. Keep them short and on point so I can copy them directly to the doc!

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Vanilla Psycasts Expanded - Rebalance 2

Vanilla Psycasts Expanded - Rebalance 2.0 13th September 2023 OVERVIEW This document outlines planned changes for the next rebalance pass for Vanilla Psycasts Expanded. There is currently no date assigned to when the balance pass will go live. GENERAL BALANCE CHANGES EMPATH PATH SKIPMASTER ...

Comments

Joey Eccleston

Honestly I don't think lowering the adrenaline rush cost is necessary, even with raising the heat. It's an extremely strong ability. I only ever went down that path once because it effectively trivialised raids.

Luckybread

Personally I think you hit Plant Timeskip a little TOO hard, while increasing the psyfocus cost and adding an age increase is 100% fair, I feel like reducing its effectiveness to only 3.5 days makes it too weak to be worth its new drawbacks.

Windy Writer

The changes to Enchant Quality, Mend, and Age with this one are good. It makes sense that an unmodified Caster would do minimal work with the Technomancer tree and Age affecting animals (plus the bonus year) is an incredible counterbalance to Timeskip Meditation now putting the caster in a 6 hour coma.

ZamazaCallista

"Age new description: Very inefficiently siphons life force from a living target, de-aging the caster by 3 years and aging the other by 10. Very debilitating aftereffects for the victim and considered a hostile action by allies." Making the Age scale up a bit might be nice to counter-balance the overall age increases costs elsewhere in the tree. Maybe a max of 5 years de-aging at 200%?

Oleg Oleg

I like that psychic sensitivity is given more importance with effects, since in the past the only thing it really mattered for was heat capacity, and I especially like it for things like utility psycasts (like those of the technomancer) I must say though that I believe that single target psycasts need to be buffed in some way (or multi target ones nerfed) because of the fact that Rimworld relies on hordes of dumb raiders rather than tactics and an area psycast is magnitudes more efficient than a single target one (such as the life rot psycasts If the necropath, which can only do it against some select few enemies and doesn't really properly work on animals or insects)

Eyes

What was the idea behind making timeskip meditation putting you in a coma? It already aged you by 5 years, unless you have a special pawn, there is only so many times you can do it.

Steffen Lewis

I like the change to enhance quality being based on psychic sensitivity level gives me a reason to stack bonuses from psyfocus equipment and persona weapons ect

MythicCraft // Lumine

Time Reversal should be usable on animals Mind Break feels way too good right now imo. I find myself just using that constantly instead of getting slaves in most situations. I think thralls should either get nerfed to only be able to do truly mindless things (like fighting and hauling), or the cost needs to be higher.

Moros

My suggestions: If Enchant Quality's cap is to be based on sensitivity, Excellent should be at least 150% or more, not the noted 120%. Age should only be able to be used on animals that are part of the colony. I would also suggest some sort of backlash (coma or significant mood debuff) on the user if the target immediately dies as a result of the ability. My thoughts: I generally like that lots of things now scale with psychic sensitivity, but for a few (Mend specifically) I'm not sure if it's such a good thing that it's practically useless with base sensitivity. So for Mend, it being changed from sensitivity -100 to -90 is definitely better. I DO like that it actually generally incentivizes using sensitivity-increasing equipment, though. As for Enchant Quality: I'll need to play a run with it capped at 'Good' to see how it affects things, but this change definitely nerfs it from 'weapon, armor, or clothing that matters most is at least great' to 'the terrible and average stuff is made better.' Are the crossed out sections stuff that was considered but since axed or confirmed added? I do actually really like the idea of the cap being dependent on sensitivity, though perhaps Excellent should be at least 150%, not 120%. Age being able to be used on animals is... interesting. It would be far less useful than on humans since animals don't live as long, but there should be a requirement that they're colony animals. Imagine just using it on a Thrumbo and killing it while it's downed.

VTheBeast

The enchant quality was the only thing that didn’t sit right me with the last patch, I like the idea of making it scale with psychic sensitivity but I saw it’s crossed out. Does that mean it’s not confirmed or out of the question or something else?

DHN

As a middle ground between keeping or removing the psyrings for crafting psyrings, might it be worth giving anyone with the craft psyring power a second, substantially more expensive version of the power that stores an ally psycaster's power? (Costing more resources, and putting one or both casters in a coma.) That would make the power less of an essential pick on every caster if you want to pass powers around, while giving some difficult choices about taking valuable casters out of action for a while.

John Anderson

I'd like to officially add to the doc the following: this is a great mod. I will be using it on my upcoming desserters playthrough. Great job to all the creators and this is the best psychic moe I've used.

gb

Wealth psyfocus is exploitable when travelling. Psyfocus gain is based on something like 100% * (max benefit)*(wealth near pawn)/(total map wealth), but when a pawn enters a newly created map, the total map wealth is calculated BEFORE they enter the map, and isn't refreshed for several hours afterwards. If I have a caravan with several thousand silver in value, and I hit an encounter on a low-wealth map, this can give ridiculously fast psyfocus gain. If I find a map with *zero* wealth (easiest way seems to be via long-range mineral scanning), psyfocus gain is in the bazillions; a couple of seconds meditating will grant over a hundred levels. Even if the refresh issue were fixed, it still creates a situation where Wealth gives its biggest benefits for being on a map with nothing other than what you're carrying. Suggest changing the calculation to use something like 200% *(wealth near pawn)/(total map wealth + 100k + wealth near pawn).

Nick

Can you have enhance quality's max upgrade scale with psy level 0-10 good, 10-20 excellent, 30+ masterwork

Nick

I'm not sure if this bug was fixed but I had a child get psy skill and aged him past adult age but he still couldn't do some age restricted work

Stijn Witsel

so the only thing i can think off that may or may not improve the way psycasts work is by instead of putting statpoints into general stats you can put points into psycast trees, which for example allow you to take a psycast thats later in the tree without having to "waste" points into psycasts taht you dont want to use (bypassing prerequisite psycasts. so like for example if you have a limit of 6 levels in psycast when u have an archon u can just take word of pain without taking any other psycasts). ANd perhaps psycast specific bonussus. im guessing this is a huge undertaking but thought i should put it out there as an option

Bleh

Can eliminate incentive to seek psytrainers to save points by adding option that sets cost of unlocking tree to 0 points (while keeping prereqs) but reduces xp gain. Not a big deal but feels slightly cheesy waiting until I get a psytrainers to spend points. Changes good so far, good call on nerfing stat leveling.

Janeczekelo

Ogrywając tego moda całkiem nieźle poznałem ścieżkę ognia, piorunów i mroku, i zauważyłem że sporo z tych umiejętności jest zbyt op. Np tarcza ognia, gdy tylko ją odblokuje to wzasadzie wszyscy bio-przeciwnicy na blisko nie są dla mnie wyzwaniem a gdy połącze to z umiejętnością mroku - stworzenie cienia to również przeciwnicy dystansowi nie są dla mnie problemem. Poprstu nawalam co chwile cienie, przeciwnicy w nie nawalają a ja se z tarczami ognia wszystkich wycinam na blisko. Generalnie uważam że sama idea modu jest przezajebista, jest świetnie wykonany tylko przydałoby się kulka nerfów na sporo umiejętności (czas ładowania, czas potrzebny do nabycia jakieś umiejętności czy np. Przymus poświęcenia czegoś przez kolonistę by mógł nabyć jaką umiejętność). Sorki że komentarz pisze popolsku ale jak się zoorientowalem że główny twórca tej serii modów jest polakiem to uznałem że nie będzie to duży problem a swobodniej mi się pisze po polsku ofc. Pozdrawiam i uważam że odwalasz wraz z całą ekipą, kawał dobrej roboty, jak dla mnie jest to seria modów na najwyższym poziomie której content nie odstaje nawet na krok od podstawki, a często jest nawet lepszy.

Chase Warner

i think you guys nerfed the mend ability a bit too much. Being able to mend gear early game when you don't have a dedicated psycaster with crazy sensitivity is really useful and its all but impossible now.

Thaddeus McClatchey

Going the other way, some changes to make the game more balanced. Generally, my thought is that psycasts should not provide a complete replacement for technological methods, even if they do similar things. For Archotech and (to a lesser extent) glittertech, psycasts should do things in a strictly worse way, if they do similar things. Further, things should be relatively mysterious: you shouldn’t see percentage chances of success (eg. with Word of Animals). Some specific examples of the above ideas: 0. Psytrainers are generally overpowered since they don’t require the caster to get all of the preceding psycasts. To solve this, if you use a psytrainer for, for example, Consume Corpses, it would spend one point toward that psycast: unlock Corpse Talk if only Word of Fear is unlocked. 1. Regrow Limbs. Many methods of healing in game, including biosculptors, luciferium, mech extracts, sanguophage, and more. To make RL less of a replacement for biosculpting, I’d recommend that it CAUSE scars. This is consistent with reality, where healing large injuries is often associated with scars. 2. Word of Animals. Currently competes with Psychic Animal tamer, and with even a kinda-high psychic sensitivity, is strictly better than the animal tamer. I’d nerf the psycast heavily so that the psychic animal tamer acts kinda like casting word of animals with stupidly high psychic sensitivity (eg. 500%), and so that psychic animal tamers have an asymptotic chance of working: a Thrumbo might have a 50% chance of being tamed at 100 psychic sensitivity, 90% at 200, 98% at 300, but it should never reach—or at least take a while to reach—100% taming chance on Thrumbos. Something similar should be done for Psychic Shock and other similar psycasts