It has been a week since 3.0 launched and now I can safely tell sacrificial altar needs an update.
Main focus should be on making sorcery more inline with other CE crafting - time and resource wise. Right now sorcery gameplay is bottle-necked by the fact you can only haul one captive at a time - which is incredibly inefficient. Getting specific materials turns into chore, because farming those resources (in its traditional sense) can’t be done. Since you have to constantly use sacrificial blood to craft some of the pouches (and spend them) - you are forced to harvest blood if you want to employ sorcerer playstyle. And while farming for resources to build or craft/repair items is nothing new, it is farming ratio that really sets Sorcery apart. It will take you hour or two to go out and farm enough star metal to make you a 2-3 days long supply of arrows - but if you are willing to actively cast spells - you are pretty much forced to farm sorcery resources every day.
Up until now there was no resource that could only be carried one at a time (though I am not sure you could carry multiple God tokens). And unlike any other resource, thrall hauling put some serious constrains on player - you cant freely traverse terrain because releasing the rope can get your thrall turn invisible or fall through textures.
Some thoughts
Amount of blood you are getting from a single sacrifice should be increased. Why do we get 5 souls out of soul ritual but only get one blood? Why do we always get the same amount of blood regardless of level of sacrifice? Tougher NPCs should yield more blood per sacrifice.
There is no reason sacrificial altar could not hold more captives simultaneously. “One altar - one captive” is OK for basic altar, but just like thrall breaking, there should be more advanced options - bigger altars, holding more captives, like bigger thrall wheels.
Altar animation must be dropped should reward players, willing to spend their time - for example, by yielding more blood/souls. If player doesn’t want to do so - let slotted sorcerer thrall do the job - just like taskmaster do thrall breaking without any player intervention.
Remove skull ingredient from Leather pouches. I don’t know who tested this, but on 1x farming multiplier skulls are not even a guarantied drop from skeletons - you can clear an entire camp (7-8 of them) and get 2-3 skulls. Another way to resolve this is to provide more reliable ways to get skulls. I would suggest you could get skull as byproduct of human sacrifice at the altar OR letting us get NPC humanoid heads with a cleaver (in a similar way we get animal heads) and then getting skulls out of them in a dryer.
P.S. I know there are some “band aids” like placing altars right near NPC camps to avoid hauling them to your base and save some time, or getting pouches from sorcerer crates - which is purely random, or getting skulls in bulk from bearer packs - something I have seen happened like twice a month, as it is also completely random. But my point is we have to address the problem, not to look for shortcuts.
Sorceries should consume MANA.
A third bar under Health and Stamina.
Mana should refill VERY slowly (slower than health with passive regen) unless you use flasks (which is what should be crafted).
Altars should be needed to craft flasks to refill mana, and to UNLOCK sorceries (not craft them).
I understand sorceries are really strong, but forcing people to craft every single sorcery the use is wrong, other than inefficient.
I don’t understand that, either. I expected one human to have one soul, and lots of blood. Of course, you could explain it away by saying that each soul essence container is only capable of storing a small portion of a soul and 5 of these is all we manage to catch in the ritual, but that still doesn’t explain why we can’t drain more blood…
Maybe having a sorcerer thrall on the stone could help produce more resources? Right now, sorcerer thralls seem to be not very useful, but maybe I just haven’t played enough.
Yeah, I can already see the effect on PVE(-C) servers. Outposts are littering the space close to many of the major camps.
On the other hand, at least I’ll have a reason to actually build a transportory stone now. Up until now, I’ve only had my main base, but it looks like it’s time to build a small outpost somewhere and make the server performance that much worse when it’s already crashing at least once a day.