Allow Highborn's Bloom to create minions at no cost
Moderator: Moderator
Allow Highborn's Bloom to create minions at no cost
Right now it implies that you can use *all* active talents at no cost, but it doesn't apply to necrotic for creating minions.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Allow Highborn's Bloom to create minions at no cost
Eg. Souls.
How about having alchemist gems and ammo not decrease as well?
How about having alchemist gems and ammo not decrease as well?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Allow Highborn's Bloom to create minions at no cost
Yeah, and it can therefore also let gems not decrement when you imbue...HousePet wrote:Eg. Souls.
fo
How about having alchemist gems and ammo not decrease as well?
I think the wording may need to be changed, but it's pretty obvious that some resources are connected with the capacities of the person's mind and spirit and others just represent finite resources that are collected, stored and released. Sun power, for instance, is not necessarily a physical thing that you possess in finite quantity, but a relationship with the basal element of Light that shifts as you use talents. A blooming highborn negates that shift by preventing the thing in themselves responsible for such a shift from changing. But if you throw a stone or put a soul into a summoned bodily form, you can't create another soul from your essence out of thin air, any more than you could create a stone. Blooming wouldn't change that fact.
Re: Allow Highborn's Bloom to create minions at no cost
Imbue doesn't use alchemist gems.parcel wrote: Yeah, and it can therefore also let gems not decrement when you imbue...

This is more about making the talent more versatile and useful, than about making it logical.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Allow Highborn's Bloom to create minions at no cost
It's already highly useful in one of the use cases that you mention, and only marginally useful for alchemist and archer as you conceive of the boost. I think it's more important to give reasons to not run your necromancer as a Higher, rather than the other way around.HousePet wrote:Imbue doesn't use alchemist gems.parcel wrote: Yeah, and it can therefore also let gems not decrement when you imbue...![]()
This is more about making the talent more versatile and useful, than about making it logical.
Re: Allow Highborn's Bloom to create minions at no cost
Eh? I haven't mentioned any use cases.
Why is making it marginally more useful to alchemists and archers an issue?
Why do we want to give reasons against higher necromancers?
Why is making it marginally more useful to alchemists and archers an issue?
Why do we want to give reasons against higher necromancers?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Allow Highborn's Bloom to create minions at no cost
Each class is a use case for the increased potency of the talent, in my wording.HousePet wrote:Eh? I haven't mentioned any use cases.
Why is making it marginally more useful to alchemists and archers an issue?
Why do we want to give reasons against higher necromancers?
Necros already have very strong gameplay affinity with higher, so I don't really think higher needs to be made even more interesting in comparison with other racial choices. It's currently the best choice, IMO, by far. The healing racial that scales on will is great, and so is highborn's bloom for the mana-intensive necromancy spells.
Becoming marginally more useful for alchs and archers is not necessarily a bad thing, but it doesn't provide a strong gameplay reason for adjusting the talent, either. The goal of having the talent be logical, all else being equal, does actually count as a moderate reason to not make the change at all. And if we adjust it for alchs and archers then consistency seems to demand that we apply it to all resources, including necro-souls: I would regard this as a pretty big minus, of course. Flouting the demand for consistency would also be a minus of some sort.
So the best argument you could give me would be to say that higher needs to become a stronger choice for alchemists and archers. Perhaps that argument could be made. I'm not really convinced either way, and certainly don't think that higher is the best racial choice for either. But if I were to try to make a more varied set of races seem viable for archer, for example, it seems that there are weaker choices than higher to buff in that context, and I might prefer to start with those.
Re: Allow Highborn's Bloom to create minions at no cost
I didn't suggest necromancer, that was the OP's suggestion.
I only suggested Alchemist and Archer.
Also, any adjustments to Highborn Bloom, I would expect to extend to Hidden Resources. Which is also generally considered to be underuseful.
As for Higher being the best race for Necromancers (and therefore should not be made more attractive), that is opinion.
Thaloren also make an excellent race for Necros. Wrath of the Woods will extend to summoned minions, as does the other resistance bonusses and the Treants give you an extra source of minions for when you run out of souls.
I only suggested Alchemist and Archer.
Also, any adjustments to Highborn Bloom, I would expect to extend to Hidden Resources. Which is also generally considered to be underuseful.
As for Higher being the best race for Necromancers (and therefore should not be made more attractive), that is opinion.
Thaloren also make an excellent race for Necros. Wrath of the Woods will extend to summoned minions, as does the other resistance bonusses and the Treants give you an extra source of minions for when you run out of souls.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Allow Highborn's Bloom to create minions at no cost
I never said you did suggest necromancer, did I? I thought I was just discussing the general idea in the context of the thread. You do seem to be carrying on the general spirit of the OP in standing on the other side of my argument with respect to necromancer, though, even as you say your main focus is on archer and alchemist.HousePet wrote:I didn't suggest necromancer, that was the OP's suggestion.
I only suggested Alchemist and Archer.
Also, any adjustments to Highborn Bloom, I would expect to extend to Hidden Resources. Which is also generally considered to be underuseful.
As for Higher being the best race for Necromancers (and therefore should not be made more attractive), that is opinion.
Thaloren also make an excellent race for Necros. Wrath of the Woods will extend to summoned minions, as does the other resistance bonusses and the Treants give you an extra source of minions for when you run out of souls.
Hidden resources can be modified in some other more spicy way, too, and a lowering of cooldown or an expansion of effect duration would do a lot more for the global usefulness of the prodigy than would fiddling in a funny way with the concept of resources, though it might be a little boring. Part of the underusefulness of HR is that it is replicated by the higher talent and prodigies are in many ways more crucial than race. A prodigy like cauterize rapidly limits the number of slots that you can choose for HR. Part of what's middling about HR is the relative difficulty of getting it. I don't actually consider it to be a truly underuseful prodigy though, given how many garbagy prodigies there really are.
Re: Allow Highborn's Bloom to create minions at no cost
This was added in the git version, and necro even got a new tree too. Hooray! 

<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Allow Highborn's Bloom to create minions at no cost
Cool!supermini wrote:This was added in the git version, and necro even got a new tree too. Hooray!
