I think the chronomancer classes could use a little love in the ego department. Mana, equilibrium, and psi all have egos that restore them when you are hit don't they? Maybe add a 'Reduce paradox by x when hit' ego? Or maybe on hit/spell hit or on kill. I also see tons more max Mana, Vim, and Hate items than I do 'reduce paradox failure equivalent to willpower' items. Which brings up the other side of the coin that chronomancer specific egos will be useless to every other class, even other casters.
I was thinking maybe an ego(s) that lets you choose what resource it effects. Or that chooses automatically based on your class or something when you pick it up. Merging together at least some of the various resource pool or resource recovery egos together so more classes can get more use out of items that have them. I'm not sure how technically feasible something like that is.
twas Brillig wrote:
Doesn't that exacerbate the problem of Primal curing a type at random, though? Or, I guess it doesn't actually make things worse, but getting a bonus to save against the conditions I wasn't trying to cure to begin with doesn't seem like a huge boost. As to the degree of boost, I actually have no idea how to balance that? Saves are confusing
Tangentially related: how about an ego that boosts phys/spell/mind power for the purpose of inflicting effects only. Playing on nightmare I've found rares and uniques can often get very high saves that make inflicting effects quite hard. These are also the enemies that status effects would be most useful against. I'm thinking especially about my Paradox Mage who just ran into a boss with substantial temporal and physical resists. Cease To Exist seems specifically made to use against that kind of enemy since it reduces phys and temporal resists by 23-57%. But being a boss the monster had so much spell save that I had a very small chance to actually make the effect stick. That makes Cease To Exist and other similar talents only useful for killing enemies that you could kill without the help anyway.
The normal way to make an effect stick is to increase (spell)power, but that increases (spell) damage as well so making (spell)power egos more powerful would be quite unbalancing. Adding egos to boost power only when calculating effects but make them boost it more than an equal power ego would give the player the option of trading some raw damage for more likely status effects.