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[✗] [Hub] Necromancy

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The King Of The Moon

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mashallah, good job

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Rip arch-liches and rip necromancers. All will become mystics...

 

Will wait for the other two magic to drop and then I shall give it a full-review again.

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damn all these youths and their xionist merging of lore and trendy multi pathed CAs. 

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37 minutes ago, lemonke said:

Rip arch-liches and rip necromancers. All will become mystics...

 

Will wait for the other two magic to drop and then I shall give it a full-review again.

 

As an arch-lich player, i can still play a boneman. This makes sense lorewise considering Mordring consumed Mythul Tahn, and is likewise the reason wraiths and necromancers at large have been able to exist this far. I also wouldn't call it 'necromancers becoming mystics', as mystics will now also be becoming necromancers. It's a general merge between the magics that makes sense in the narrative, and also doesn't favor either magic over another, besides maybe in naming conventions.

 

That being said, names only exist IRP, lore names shmore names.

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1 hour ago, The King Of The Moon said:

Voidal Aberrations include but are not limited to life evocation conjurations, celestials, terrors, abominations, horrors, and behemoths.

I think its not a good idea to put a Mortal Tier'd Voidal Summon anywhere near the same scale as ET-Only Voidal Creatures. I would argue a Voidstalker more belongs on that list then a Life Evocationist's Summons, since a Voidstalker is more "voidal" then any other Voidal Thing. Equally, CA Atronachs are missing from that list.

 

It's obvious a giant amount of thought was put into this - Even with the absolutely massive scale of overhaul this demands, it feels like it isn't omitting anything. I will always advocate for curbing Void MA/FA minmaxing across Dark CAs and this does it pretty well, being that Void compatibility seems to be only be regained once this new magical system has 3 slots of a personas's 5 - firmly prohibiting Voidal Featstacks.

 

I do have a concern about other magics: Its likely everything that follows this will make comments and references, but what about existing lore that will refer to [if this is accepted] then-defunct/non-existent MAs and CAs? Is there a plan to adjust other lore as needed or kinda just wing it and hop for the best?

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40 minutes ago, Security_ said:

 

As an arch-lich player, i can still play a boneman. This makes sense lorewise considering Mordring consumed Mythul Tahn, and is likewise the reason wraiths and necromancers at large have been able to exist this far. I also wouldn't call it 'necromancers becoming mystics', as mystics will now also be becoming necromancers. It's a general merge between the magics that makes sense in the narrative, and also doesn't favor either magic over another, besides maybe in naming conventions.

 

That being said, names only exist IRP, lore names shmore names.

Nah, it’s not just some “bone man”—it’s more like an empowered version of wights since they still play as wights. My main feedback here is that this leans more into mysticism while borrowing a few elements from necromancy, but ultimately this is wholly a mystic-focused piece. There’s a noticeable bias toward Mordring, and the entire magic system feels overly bloated for the merge would not accommodate everything. So, a lot of sacrifices had to be made. Yes, Mystics will become "necromancers," but their main style is kept together and grounded. This is going to EMPOWER the mystic side and not the group that had solely necromancy.

 

This essentially became Mordring magic, yet our conflict with him is still unresolved, so now every necromancy stuff will come from him? Maybe I’m just not a fan of the merge because it eliminates a distinct playstyle and feels like it was designed for only one side. If this goes through, my group IC will now have to deal with 5+ wights who can force DC on everyone using this magic while also being able to PK my entire group. This is going to turn into another Siliti situation, which will ultimately kill the magic altogether. Generally, if this goes through...people will have to make a lot of ST builds out of nowhere.

 

That said, some of the CAs have been handled well—excluding the PK aspect, which I still think is a bad idea. The concept of fighting an apparition to ascend is okay, but it also feels too extreme, especially considering that there won’t be a wipe, meaning a lot of people will start with CAs right away. Moreso, it's extreme for normal CAs and not wights/arch-liches themselves. I wish the physcaltery for Wights was something like tree lord's trees, wherein it requires a small interaction to fight them. Furthermore, It would have been cool if there was an arch-lich path instead of this strange "corporeal and incorporeal" situation, where it would change some stuff of your magic depending on if you had chosen the wight or arch-lich path.

 

This is not to be rude, of course. It's my opinion and I'm not here to offend the writers

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while most things are clarified here and perhaps im missing it throughout the lorepieces, what will RPly happen to twice-conjoined mystics? if they pick up reaving will they only have the one conjoinment or will they rply have the third soul or what up with it ?

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Reserved before the comments are filled with suggestions about lore

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Just going to drop my opinion here.

I have no problems with the merger.

 

I have no qualms with the Mordring focus, really, because that is up to the justification of the LT. 

 

My issues lay in:
- The formatting sucks but ig that ain't a lore issue. 

 

- I agree with the sentiment from LeMonke, you have sort of hidden the beauty of necromancy with more mystic-flavoured stuff. I can still see there are some necro spells, including in the CA sections, and cool, the lore hub is called necromancy, but it just feels more mystic aligned. 

 

- I spoke to Zarsies about this, but the lore is not very friendly to the eyes. You added small summaries on the ability and just placed the long fluff rambling in spoilers (something players still require to read to understand the spells). The abilities are so long, bro. One ability has ten paragraphs. If I was new to the server and wanted to look over some lore and their mechanics, and I came across this, it would be very intimidating. I don't believe magics should be expressly locked behind experience or groups. This should be something that can be read easily for all types of players, new or old. Look at it, bro. Read Reaving and Occultism. 

 

We also spoke about this, but it is clear this lore was posted in a rush so that you guys would make the next lore mags. FYI that isn't how lore mags works, you could have taken the time to gather some feedback and actually implement it before posting. I was told that the abilities would be hardboiled and shrunk since the language used was not friendly or accommodating to the general player-base and might even confuse some ST when making lore verdicts , this was not the case.

 

This is going to sound terrible, but players have become dumber (or simpler). This isn't 2016 or 2017 where people found this sort of long, mechanic heavy lore normal and appreciated. Players enjoy the simplicity of lore which is easy to understand, and it is also better for management / ST / mods who may have to go through lore to deal with lore discrepancies or lore reports. 

 

Good luck with your rewrite though, I thought I'd post an actual serious comment instead of just throwing you a bait bone and trolling. 
 

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I really don’t know how to feel about this new “necromancy”. It no longer feels like the manipulation of corporeal dead, but just Mysticism with a few necromancy abilities slapped onto it. On the other hand, I really enjoy the aesthetics and new abilities, but it doesn’t feel like necromancy anymore. For a long, long time I feel, there has been a clear distinction between Necromancy and Mysticism…

 

Mysticism - the manipulation of Incorporeal Undead through Ectoplasm.

Necromancy - the manipulation of Corporeal Undead through Lifeforce

 

…and this magic just feels like a bloated, mashed together version of the two that heavily neglects the corporeal undead side of the two.

 

As for things affecting my very own character, a lot of changes have been made to the mental effects and urges of these new “necromancers”. It is extremely detrimental to my characters story when all of the sudden, he no longer has an urge of cannibalism and no longer is pained with shame and regret of what he’s become by the urges. I’ve roleplayed my character in such a way that those urges define a lot of his personality. When this magic is accepted (if it does), that will all just disappear? And for that reason specifically I really just don’t love it. It doesn’t incorporate necromancy enough and simply feels like a rewrite of Mysticism.

 

there are definitely quite a bit more things I would like to bitch about but ima just chill :D

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