_Sug 2562 Share Posted April 14, 2023 Easy +1 3 Link to post Share on other sites More sharing options...
Mannamannaa 1626 Share Posted April 14, 2023 I would actually make a second persona to play as a sea cultist at some point.+1 4 Link to post Share on other sites More sharing options...
Phoebe202 638 Share Posted April 14, 2023 unfathomably based, +1 2 Link to post Share on other sites More sharing options...
tasty_cheesecake 915 Share Posted April 14, 2023 4 hours ago, VictoriaMinaj said: While the philios is summoned and actively maintained in combat, it is implied that a tidesage ought to only emote the summon and/or any abilities with 'philios' in their names--given that these abilities are unlocked via using the summon itself. So, it cannot go afk during a combat encounter at all unless it is completely dismissed, killed, or forfeited (killed to unlock three other abilities that are based on recycling the summon's corpse). as it reads right now, you seem to have not blocked me from trying to have 2 player characters in the combat, by like making my sea wizard load a crossbow while my sea wizard has bob do something. if I emote opening a door or swinging a sword, does the philios not get to do anything in that emote round? 1 Link to post Share on other sites More sharing options...
Werew0lf 12024 Author Share Posted April 14, 2023 26 minutes ago, tasty_cheesecake said: as it reads right now, you seem to have not blocked me from trying to have 2 player characters in the combat, by like making my sea wizard load a crossbow while my sea wizard has bob do something. if I emote opening a door or swinging a sword, does the philios not get to do anything in that emote round? yeah because it’s not blocked intentionally. similar remit to current necromancy when dealing with summons for undead where they can still attack whilst their undeads are attacking (as a reference to how we scaled it). we opted to make it so that the users themselves can’t cast any other spells outside of the philios ones. but depending on how many people complain in my dms on it, i can re-review and change to nerf 2 Link to post Share on other sites More sharing options...
Ztrog 1031 Share Posted April 14, 2023 Probably the coolest dark magic concept that should bless this server unironically. 6 Link to post Share on other sites More sharing options...
Le_Psit 280 Share Posted April 14, 2023 +1 Finally more Arugula lore. Also Marinefolk 1 Link to post Share on other sites More sharing options...
flexMate 328 Share Posted April 14, 2023 +1 le fish 2 Link to post Share on other sites More sharing options...
xMuted 2468 Share Posted April 14, 2023 This is one of the coolest CA's i've seen recently and i can picture it leading to some of the coolest rp on the server. 6 Link to post Share on other sites More sharing options...
Proddy 2247 Share Posted April 14, 2023 I don't normally leave serious reviews on lore pieces, but I have to make an exception for this one because this is some of the most unique lore and concepts I've seen written in a long time. The ocean is a theme and setting that's been vastly unexplored on LoTC, in part due to minecraft mechanics making stuff like moving ships and underwater RP nigh impossible, and I'd love to see this MA/CA try and change that. I'm a big fan of the horror elements included such as the grotesque mutations for the tidesages and the physchological turmoil and existentialism of the drowned. Balancing wise there is nothing I see that gives a majorly unfair advantage. Being weaker on land (where most combat takes place on the server) is majorly detrimental and balances everything else out imho. The only complaint (or more an issue I foresee) is naught to do with the lore and more with something I mentioned above; base mineman mechanics. Since this is a predominantly underwater based CA/MA I can foresee that trying to roleplay in the ocean whilst avoiding getting downed from drowning is going to be a massive pain. Perhaps a plugin could be developed to negate this, such as CA/MA holders being given a constant underwater potion effect, or even a plugin could be made to disable drowning mechanics in entirety? Not truly sure how this would work and it's probably more of a thing for Triage Team to consider. Overall +1, hope to see this get accepted because this lore doesn't miss. 6 Link to post Share on other sites More sharing options...
Werew0lf 12024 Author Share Posted April 14, 2023 1 minute ago, Proddy said: I don't normally leave serious reviews on lore pieces, but I have to make an exception for this one because this is some of the most unique lore and concepts I've seen written in a long time. The ocean is a theme and setting that's been vastly unexplored on LoTC, in part due to minecraft mechanics making stuff like moving ships and underwater RP nigh impossible, and I'd love to see this MA/CA try and change that. I'm a big fan of the horror elements included such as the grotesque mutations for the tidesages and the physchological turmoil and existentialism of the drowned. Balancing wise there is nothing I see that gives a majorly unfair advantage. Being weaker on land (where most combat takes place on the server) is majorly detrimental and balances everything else out imho. The only complaint (or more an issue I foresee) is naught to do with the lore and more with something I mentioned above; base mineman mechanics. Since this is a predominantly underwater based CA/MA I can foresee that trying to roleplay in the ocean whilst avoiding getting downed from drowning is going to be a massive pain. Perhaps a plugin could be developed to negate this, such as CA/MA holders being given a constant underwater potion effect, or even a plugin could be made to disable drowning mechanics in entirety? Not truly sure how this would work and it's probably more of a thing with Triage Team to consider. Overall +1, hope to see this get accepted because this lore doesn't miss. Hello! thanks for the feedback king We are covered mechanically for the most part. Conduits exist which can be added in builds underwater to allow for mechanical breathing. If this is occurring outside of lairs, I find combat may occur on: a ship, or a sea-monster. However, say it happens near a river or lake, they can just place down a boat and sit on top — and then let others know in OOC that they are x or y depth in the water as a temporarily resolution: until a solution (either plug-in or potion) is sorted. 5 Link to post Share on other sites More sharing options...
Olandyr 452 Share Posted April 14, 2023 I'll give this a proper read soon but What effect will this have on the trout population? 3 Link to post Share on other sites More sharing options...
Ibn Khaldun 7729 Share Posted April 14, 2023 10 hours ago, Jentos said: little does werew0lf know I don't need no MA to make him wet 7 Link to post Share on other sites More sharing options...
Puglord 190 Share Posted April 14, 2023 10 hours ago, Werew0lf said: uhm octopus is reserved for me queen <img src="> also just wanted people to stick to one thing tbf but if it becomes a thing ST want changed ill be chill with it Based, but nah I just saw that and my mind found it funny. Doubt st would force aesthetics Link to post Share on other sites More sharing options...
SlitheryC1 487 Share Posted April 14, 2023 +1000 love fish lore 1 Link to post Share on other sites More sharing options...
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