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[✗] [Magic / Playable CA Lore] Thallassos


Werew0lf
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Easy +1

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I would actually make a second persona to play as a sea cultist at some point.

+1

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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?

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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 

 

 

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Probably the coolest dark magic concept that should bless this server unironically. 

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+1 le fish

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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.

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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.

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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. 

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I'll give this a proper read soon but

What effect will this have on the trout population?

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10 hours ago, Jentos said:

little does werew0lf know I don't need no MA to make him wet 

 

Shannon Sharpe Shannon Sharpe Drinking GIF - Shannon Sharpe Shannon Sharpe Drinking Fox GIFs

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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 

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