by halitosisman » Wed Jul 15, 2020 1:56 pm
#569701
I know a thing or two about Xenobio balance, having powergamed it a bunch, so here's the scoop.
Xenobio in its current state essentially provides a hard counter for every conceivable situation that can happen in this game. The flip side is that these hard counters take half an hour or more to prep. Under optimal conditions, a good Xenobiologist like me can reach godlike status, where he possesses a counter for pretty much every possible event in the game, around the 2 hour mark.
In practice, I've found that I only reach a high powerlevel in that department in a fraction of the total rounds played. The reasons for this are:
-Most rounds end before Xenobio can realize its full potential
-A lot of things, like powerloss and roaming wizards, can completely shut down Xenobio for at least a time.
Furthermore, most players of this game are dense heads who can't be persuaded to seek out and use the tools offered by Xenobio (I've had security players ignore offers of free stabilized light pink extracts, how dumb can people in this game get). This means that, in practice, only the xenobiologist tends to possess the power offered by Xenobiology.
In short, Xenobiology is extremely unbalanced in a small fraction of rounds, and irrelevant in most others.