Cult Rework Discussion
Posted: Fri Nov 19, 2021 8:51 pm
Problems this attempts to address:
Stun is too consistently powerful.
One of the most constant complaints about blood cult is that they're too difficult to engage in melee because of their instant win funny hand. The stun requires no thought and you can easily carry multiple of them and lose very little.
There's not enough actual blood magic, and some spells are underused.
Few cultists use blood rites. You see maybe one or two blood rites spells per round if the cult really gets going, with very experienced cultists. Yes, they use the rune system to draw with their own blood- but blood rites lets you draw on the power of blood in general, not just your own. This includes stealing the blood of your enemies and using it against them, which is metal as fuck.
Suggestions:
It also allows more use of the other cult spells. Currently, cult equips two to three stuns and a teleport and go to town. Being able to have those stuns in one spell instead of three allows them to carry, say, twisted construction, EMP, or hallucinations; spells that don't get used nearly enough suddenly become viable when there's less of a trade-off in this department. Instead of competing with other spells, the funny hand would be competing with other blood rites.
I've noticed that this would conflict with a current use of blood rites, which is to steal blood from your enemies. My suggestion to fix that is to switch the controls- left clicking with blood rites would use the stun, while right clicking would drain.
I believe that with these changes, we'll see more cool blood halberds, more evil kamehamehas, and someone might actually use blood barrage! I've never seen it used in person.
Stun is too consistently powerful.
One of the most constant complaints about blood cult is that they're too difficult to engage in melee because of their instant win funny hand. The stun requires no thought and you can easily carry multiple of them and lose very little.
There's not enough actual blood magic, and some spells are underused.
Few cultists use blood rites. You see maybe one or two blood rites spells per round if the cult really gets going, with very experienced cultists. Yes, they use the rune system to draw with their own blood- but blood rites lets you draw on the power of blood in general, not just your own. This includes stealing the blood of your enemies and using it against them, which is metal as fuck.
Suggestions:
- Add stun to blood rites. It costs a minimum 50 charges, maximum 100 charges. at minimum, it's just the heretic stinky hand with mute/semi-mute instead of damage. At maximum, it's current cult hand.
It also allows more use of the other cult spells. Currently, cult equips two to three stuns and a teleport and go to town. Being able to have those stuns in one spell instead of three allows them to carry, say, twisted construction, EMP, or hallucinations; spells that don't get used nearly enough suddenly become viable when there's less of a trade-off in this department. Instead of competing with other spells, the funny hand would be competing with other blood rites.
I've noticed that this would conflict with a current use of blood rites, which is to steal blood from your enemies. My suggestion to fix that is to switch the controls- left clicking with blood rites would use the stun, while right clicking would drain.
- Change how blood rites works in a few ways. Allow cultists to offer their blood rites hand to ask for blood from other cultists. Also, make blood draining a channel instead of instant.
I believe that with these changes, we'll see more cool blood halberds, more evil kamehamehas, and someone might actually use blood barrage! I've never seen it used in person.