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Development Log / Re: Dev Log #67: Version 1.1.2.0 - Waterways and Psi Update
« on: July 21, 2020, 10:50:03 pm »
Individually, these PSI changes are an interesting way to bring PSI a bit more in line with the rest of the build archetypes.
The biggest problem that I can see is that you've taken several substantial nerfs to PSI and applied ALL of them at once.
The nerfs to the biggest overpowered/overused PSI abilities (P-TC, wall, thermo destab etc) would have been one substantial nerf, the %psi cost increase for using spells from multiple schools would've been another, and then the imbue limit would've been a third. I think it would've been much more reasonable to launch an experimental branch with one or two of these nerfs instead of all three at once.
IMO - you should keep the individual op ability nerf as well as the %psi cost nerf. Make it function like a debuff, if you cast a thermodynamic skill, grant a 15% debuff to the cost of all your other psi school spells for ten turns or something and then just have one for each discipline that applies in turn. This also has strategy implications, as you might want to think about when the most appropriate time to activate that TK skill you want might be, knowing that it'd have consequences on the rest of your abilities.
The imbue limit in my opinion is just outright over the top and should be fully reverted or given a MUCH higher base limit (base of 4, +1 per 3 int sounds far more reasonable if you are really invested in the concept). As it stands, a medium investment psi character (i'd consider 6 int to be medium investment) can use THREE psi abilities. three. Its just too much.
The biggest problem that I can see is that you've taken several substantial nerfs to PSI and applied ALL of them at once.
The nerfs to the biggest overpowered/overused PSI abilities (P-TC, wall, thermo destab etc) would have been one substantial nerf, the %psi cost increase for using spells from multiple schools would've been another, and then the imbue limit would've been a third. I think it would've been much more reasonable to launch an experimental branch with one or two of these nerfs instead of all three at once.
IMO - you should keep the individual op ability nerf as well as the %psi cost nerf. Make it function like a debuff, if you cast a thermodynamic skill, grant a 15% debuff to the cost of all your other psi school spells for ten turns or something and then just have one for each discipline that applies in turn. This also has strategy implications, as you might want to think about when the most appropriate time to activate that TK skill you want might be, knowing that it'd have consequences on the rest of your abilities.
The imbue limit in my opinion is just outright over the top and should be fully reverted or given a MUCH higher base limit (base of 4, +1 per 3 int sounds far more reasonable if you are really invested in the concept). As it stands, a medium investment psi character (i'd consider 6 int to be medium investment) can use THREE psi abilities. three. Its just too much.