Skill: Infuse (exp modification)

Past suggestions that have been incorporated into the live game.
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sekki
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Joined: Wed Nov 24, 2021 3:05 am

Skill: Infuse (exp modification)

Post by sekki »

Suggest making infusion at least 1exp per ap spent instead of 1exp per point of infusion.

This at least brings its exp/ap on par with newspapers.

I would actually go farther and make it 1.5-2 exp per ap spent, putting it either a little worse than or a little better than lights and remove the exp for flipping tiles. Having it pegged at ap spent also prevents greater infusion from getting an exp spike. (But if that is not considered a problem it could instead be 3-4exp per point of infusion).
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Repth
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Re: Skill: Infuse (exp modification)

Post by Repth »

We have been talking about this for about a week devside, at least. It's getting looked at.
sekki
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Re: Skill: Infuse (exp modification)

Post by sekki »

Oh cool. I heard that there were exp changes coming but didn’t realize this was one of the ones being talked about.
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Meric
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Re: Skill: Infuse (exp modification)

Post by Meric »

At least 1ap/1xp would be great. Could even be 1xp/1ap for tiles of the same alignment and 1.5 or 2xp/1ap for opposing alignment.

Its 0.5xp/ap for a 20-50cp skillset purchase. Its vastly below xp/ap rewards for other xp tasks such as crafting or repair at full tilt.

For example:
  • a master smither can harvest steel and craft daggers and get 76xp/33ap (2.3xp/1ap)
  • A power bunny is getting ~1.3-5xp/1ap.
  • An alchemist after all is said and done with component collection is probs getting 1.3-4xp/1ap
Each of the above can be enhanced with faction support. Infusion also doesnt really have many tangible benefits like the above examples outside of popping your SH down on a counter-infused tile.

It would benefit from a buff. I have four chars with it and all got it for thematic reasons. Not because it was a good CP investment.
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Fellis
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Re: Skill: Infuse (exp modification)

Post by Fellis »

Was implemented, good prediction
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