While genuinely over/under powered playstyles can be genuinely unfun for someone on the wrong side of them in a multiplayer environment and so would require balancing, that approach is inappropriate in a single player and in my experience tends to only take the fun out of a lot of games when pursued. I get annoyed at people who approach dedicated single player games as if there was a pvp meta when it comes to balance. I'd also like to clarify my comment on "Just don't play it", which was more of a tangent than a rebuttal of OPs post. There are other great abilities like Siphon Vim allowing you to 1v1 almost anything, Teleport being the ultimate escape, Force Wall/Bubble rendering you effectively invcible for their duration, or Light Manipulation just being all-around great - but I'm just outlining the crazy stuff being an Esper enables that mixed mutants couldn't also take real advantage of. There's a lot of fun to be had with this ability. Stack Ego Projections to enter god mode, summon an army of clones with Temporal Fugue, or just achieve maximum mind dakka. Where things get crazy is with the right build you can reduce Mass Minds otherwise massive cooldown to just a few turns. Mass Mind: Mass Mind is pretty straightforward, it refreshes the cooldowns of all your abilities. Just be careful about going down this route if you have AOE abilities, because summoning 6 clones each of whom can light 3x3 patches of fire can get nasty real quick. Temporal Fugue: What's better than a broken character? 7 copies of the same broken character. Watervine Farmers, Baboons, and Wardens all make for great followers though there's all sorts of weird and wonderful creatures in Qud who can be turned to your side if you're willing to experiment. Having two extra bodies available to soak/deal damage and carry loot is just all around great. Proselytize & Beguile both let you get a follower to fight for you while Dominate lets you control them to access their inventory, equipment, and (most importantly) allocate their stats/skills/mutations on level up. Proselytize + Beguile + Dominate: One of the most interesting combos in that it changes the basic nature of the game from single player to party based RPG. Where Precog lets you enter a room with a get out of jail free card, Clairevoyance lets you shoot threats to death with your mind bullets without ever entering the room in the first place. Where Clairevoyance comes into its own however is in the fact that a lot of mental mutations don't actually require direct line of sight in order to work. Going to do something risky like go down a staircase, jump down one of Golgothas chutes, or beguile a Warden? Precog's got you covered.Ĭlairevoyance: In a similar vein to Precog, clairevoyance allows you to dramatically reduce randomness which is invaluable for the survivability of a character. You can always get the reward you want from baetyls, you can always get the mutation you want on level up, etc. Precog is busted because it's effectively save scumming in a roguelike, and the power of removing randomness in a roguelike simply cannot be overstated. The mental effects and attacks of an Esper are almost guaranteed to hit hard and with multiple penetrations, those enemies who do have high MA are 9/10 immediately obvious. General rule of thumb in Qud is that an enemies mental defences will be on the low end and almost certainly a lot lower than their physical defences. Espers will quickly end up with the most options available to approach situations out of any character. This one detail is a pretty huge deal since it means you need never actually level up your mutations, instead dedicating all of your points towards acquiring new powers and simply trusting in your naturally high Ego score to keep them maxed out. Basically your Ego Modifier (+1, +2, etc) is added to the effective mutation level of each of your mental powers, capped at no higher than your char level. Scaling: To start with, the way mental mutations scale with Ego is the primary reason Espers are considered so strong. If nothing else this is a single player game, no one is forcing you to use or interact with the mental powers if you don't want to.Įdit: A few things off the top of my head that Espers can do that are strong enough to fundamentally change the way a character plays. You pay for this power by having a rough early game - I don't see the problem with that. Espers have the highest potential power ceiling by far, you can break the game wide open pretty easy with a few of the mental mutations once you establish the character.
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