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Is caster OP???

[img][/img]4iXVX52.png

:D

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    JyotaiJyotai Posts: 505 Member
    If only unplayed / non-active sims would actually cast their spells as well.

    Then we'd have some interesting caster drama going on. As is, with only whatever sim I am currently active on doing any spells - I can completely act as if they're powerful or powerless depending on my mood.
    I don't use Discord because it doesn't support multiple accounts and I don't need folks at work wondering what I'm doing even on my own time. Until Discord catches up with every single other voice / video conferencing system, I limit where I use it:
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    ArcherDKArcherDK Posts: 1,130 Member
    OP by design and that is major complaint about them. IF you want more balanced but still powerful Occult then play vampire. Highly recommended.
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    ValmontValmont Posts: 105 Member
    Oh... I wasnt serious... just a little joke about my little money tree forest.
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    Atreya33Atreya33 Posts: 4,476 Member
    Spellcasters are completely what you make of them. In your picture you can choose to copy paste the trees or burn them to the ground. Besides the money tree is also very cheaty.

    They can be completely OP if you give them all perks and continuously use copy paste in combination with the potion of plentiful needs. I have my spellcasters specialise in one branch of magic and only get those perks, I don't use copy paste to earn money and use a mod to tone down the potion of plentiful needs.
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    RySBIRySBI Posts: 333 Member
    Jyotai wrote: »
    If only unplayed / non-active sims would actually cast their spells as well.

    Then we'd have some interesting caster drama going on. As is, with only whatever sim I am currently active on doing any spells - I can completely act as if they're powerful or powerless depending on my mood.

    I completely agree with you! If you have Get Together and create a club for Spellcasters, you can set one of the club actions to “Cast Spells”. Even when you’re not playing as anyone in the club, they autonomously turn up and cast random spells - it’s chaos!

    Depending on which spells they have unlocked, they set a lot of fires and clone themselves with Duplicato. Every so often I see a glitched clone that’s become a permanent townie wandering around.
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    L00NYL0V3L00NYL0V3 Posts: 66 Member
    @RySBI I so wish my spellcasters club hadn't gone hopelessly awry. The four of 'em went down to Magnolia Blossom Park...and started setting toilets on fire for some reason. Club lasted exactly two human hours, because a few members were veering dangerously close to death by overcharge.

    The deeply ironic part? Spellcasters in my game tend to be a stand-in for angels (I play with a lot of Good Omens characters).

    Aziraphale, you had a flaming sword, not a flaming toilet.
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    SindocatSindocat Posts: 5,622 Member
    There are things that spells cannot do, or do not do as well as skills. Also, if you are not playing one with a powerful bloodline, they take considerable time to unlock the really powerful spells, and the fail state of Copypasto is to destroy the item you are trying to copy. Spell charge limits available casting. You can't Scruberoo Toddlers or Children. Floralorial can flat out kill your plants instead of bettering them. Repairio will not allow you to improve handiness or upgrade objects.

    The Decursify spell and Curse Cleansing potion are both I think not unlocked until one is an Adept, and the Curse-resistant talent is also fairly high up the tree. Charge management is pretty cheap, but between them, spell charge and curses from miscast spells or mis-brewed potions are a brake on Spellcaster progress - curses can be really inconvenient.

    I play Spellcasters a lot. Unless I leave them free to ONLY pursue their magic, it progresses slowly - particularly if I don't cheat to fill a bookcase with grimoires but make them experiment and practice for new spells. One can ask the Sages for spell teaching and potion recipes each day, but who has time to go chat up the Sages every day, if one is holding a job or going to school?

    ANY skill is powerful at high levels. Casting is fast - but failure is costly.
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    L00NYL0V3L00NYL0V3 Posts: 66 Member
    Sindocat wrote: »
    ANY skill is powerful at high levels. Casting is fast - but failure is costly.


    Ain't that the truth...curses are a NIGHTMARE. One of my young spellcasters got stuck with the Curse of Unwarranted Hostility, and she had to stick real close to home lest a stranger lay eyes on her and decide she needed a whuppin'! Took about two days until she could Decursify herself, and she and Simeon Silversweater still don't get along.
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    JyotaiJyotai Posts: 505 Member
    RySBI wrote: »
    Jyotai wrote: »
    If only unplayed / non-active sims would actually cast their spells as well.

    Then we'd have some interesting caster drama going on. As is, with only whatever sim I am currently active on doing any spells - I can completely act as if they're powerful or powerless depending on my mood.

    I completely agree with you! If you have Get Together and create a club for Spellcasters, you can set one of the club actions to “Cast Spells”. Even when you’re not playing as anyone in the club, they autonomously turn up and cast random spells - it’s chaos!

    Oh wow!!!

    That...

    Is EXACTLY what I have been looking for.

    I loved having a caster, but was very disappointed that non-active sims never did anything but ride brooms, and would only 'practice' in the Magic HQ.

    Using a Club to get them to go nuts in the world would be great. Now I have a mission to go set that up.
    I don't use Discord because it doesn't support multiple accounts and I don't need folks at work wondering what I'm doing even on my own time. Until Discord catches up with every single other voice / video conferencing system, I limit where I use it:
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    Lucy_HenleyLucy_Henley Posts: 2,988 Member
    What does OP mean?

    I had a Spellcasters club with “use spells” as an activity, but one of the members became Overcharged during a meeting and I had to remove “use spells” (I know, ridiculous for a Spellcasters club) as I didn’t want anyone to die! I don’t remember if I disbanded the club altogether, so I might do that next time I play. Unless... it’d be odd, but I could spin it as “sorry we can’t cast spells anymore, but someone almost died once and that would have been a real vibe-killer, so just treat this club purely as a place to meet Spellcasters and leave the spellcasting to the safety of your own home” or something like that.
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    GrimlyFiendishGrimlyFiendish Posts: 723 Member
    Spellcasters clubs are the first thing I'm getting set up again when I can reload Get Together. I had two set up, one that was more party time and run amok at clubs, and another that was more like a teaching coven with snacks and cauldron.
    Occult Simmer (All Occult All The Time)

    Female Simmer from Australia (she/her)

    I had one of my Sims marry the Grim Reaper & now they have a lot of kids.

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    SindocatSindocat Posts: 5,622 Member
    What does OP mean?

    In the gamer slang I know, it's an abbreviation of "over-powered". The complaint is that they make the game too easy.
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    GrimlyFiendishGrimlyFiendish Posts: 723 Member
    Sindocat wrote: »
    There are things that spells cannot do, or do not do as well as skills. Also, if you are not playing one with a powerful bloodline, they take considerable time to unlock the really powerful spells, and the fail state of Copypasto is to destroy the item you are trying to copy. Spell charge limits available casting. You can't Scruberoo Toddlers or Children. Floralorial can flat out kill your plants instead of bettering them. Repairio will not allow you to improve handiness or upgrade objects.

    The Decursify spell and Curse Cleansing potion are both I think not unlocked until one is an Adept, and the Curse-resistant talent is also fairly high up the tree. Charge management is pretty cheap, but between them, spell charge and curses from miscast spells or mis-brewed potions are a brake on Spellcaster progress - curses can be really inconvenient.

    I play Spellcasters a lot. Unless I leave them free to ONLY pursue their magic, it progresses slowly - particularly if I don't cheat to fill a bookcase with grimoires but make them experiment and practice for new spells. One can ask the Sages for spell teaching and potion recipes each day, but who has time to go chat up the Sages every day, if one is holding a job or going to school?

    ANY skill is powerful at high levels. Casting is fast - but failure is costly.

    I agree with pretty much all of this. All of my played Sims are either Spellcasters or Vampires. For the Spellcaster Sims they are mostly born in game and some are really into the whole being spellcaster thing (I have one family who does nothing but work on their spellcasting & makes money selling stuff they find or painting and writing), others are kinda middle of the road (they set aside time to work on their powers, but they're not overly dedicated), some are really 'meh, I guess scruberoo and repairio would be helpful', and still others are like 'Yo, can I be a vampire instead? Where's my rite of dissolution?'. Tl;dr, just because a spellcaster can become over powered, does not mean your spellcasters automatically have to follow the same script.
    Occult Simmer (All Occult All The Time)

    Female Simmer from Australia (she/her)

    I had one of my Sims marry the Grim Reaper & now they have a lot of kids.

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    Lucy_HenleyLucy_Henley Posts: 2,988 Member
    OK, now I understand the picture... I didn't recognise that those trees were money trees. I don't use them in my game. My Spellcasters do work on their magic, but aren't solely dedicated to it or anything. They do use Scruberoo and Repairio a lot.
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    NightwalkerArkanisNightwalkerArkanis Posts: 272 Member
    For some, maybe. For me, that's what magic is meant to be. Powerful, rare, dangerous and beyond the scope of everything normal.

    I personally, would have made them even "worse". High-level spells for the most powerful spellcasters - would cause one epic charge though.
    - Controlling weather (Mermaids can do it, weather machines can do it, so why not spellcasters?)
    - Time-slowing spell - dangerous spell. Slows time for all Sims in your household, but constantly increases your spellcasters charge and draining their energy. Cast again to turn it off.
    - True Immortality. Can be cast on self or others. Does what it says. Pray the cast doesn't fail.
    - Spiritualis Spell - Permanently turn a Sim into a ghost. If one changes their mind, there's always the reversal spell.

    Probably alot of other over-the-top spells I haven't thought of. Too overpowered? Maybe, but one can always play their wizards differently. One of my spellcasters casts magic as easy as he blinks. His brother has barely mastered the inferniate spell.
    _______________________________________
    We want: Faeries, with a good ability tree, hopefully before summer 2024.

    What do we want to get rid of: The holiday bug, the constant showering and the weed glitch.
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    LoanetLoanet Posts: 4,079 Member
    You don't even see magic if you don't go to the World.
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
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