Jump to content

[Amendment] List of grievances towards abysmal slop


Recommended Posts

 

[Tɪᴇʀ V] Brackenwave - [4 Emotes] [Combative]

 

OLD:

Spoiler

Rᴇᴅʟɪɴᴇꜱ:

Brackenwave requires [4] emotes to perform, with a clear tell that the Necromancer is pulling forth bones from the ground before them, before on the final emote  a surge of bones emits [6] blocks straight foreword from the Necromancer that is [2] meters in width and height.

Targets caught within the spell’s effect will be pushed backwards upon being struck by [4] blocks and suffer concussive damage equal to a human-strength mace. The spikes remain where they are for [2] emotes after the casting concludes, before sliding back within the ground.

The general types and shapes of the bones formed in Brackenwave remain freeform for the casting Necromancer's aesthetics, but they may not alter the effects of the spell with such.

Nephilim struck directly by Brackenwave, being light armor or less, will sustain [2] units of dragonsflame corrupted.

Brackenwave may only be cast [1] time per OOC Day 

NEW:

Spoiler

Brackenwave requires [4] emotes to perform, with a clear tell that the Necromancer is pulling forth bones from the ground before them, before on the final emote  a surge of bones emits [6] blocks straight foreword from the Necromancer that is [2] meters in width and height. 

The spell can be cast in two forms:

[Bludgeon + Knockback]
1 - Targets caught within the spell’s effect will be pushed backwards upon being struck by
[6] blocks and suffer concussive damage equal to a human-strength mace
. The spikes remain where they are for [2] emotes after the casting concludes, before sliding back within the ground.

[Piercing - No Knockback]

2 - Targets caught within the spell’s effect will suffer piercing damage equal to a human-strength warpick. The spikes remain where they are for [2] emotes after the casting concludes, before sliding back within the ground.

The general types and shapes of the bones formed in Brackenwave remain freeform for the casting Necromancer's aesthetics, but they may not alter the effects of the spell with such.

Nephilim struck directly by Brackenwave, wearing light armor or less, will sustain [2] units of dragonsflame corrupted.

Brackenwave may only be cast [3] times per OOC Day



[Tɪᴇʀ III] Fortification - [3 Emotes] [Combative]
[Tɪᴇʀ III] Lightening - [3 Emotes] [Combative]
OLD:

Spoiler

Rᴇᴅʟɪɴᴇꜱ:
Fortification may NOT be cast on a Ghoul due to their relatively weak frames being incapable of containing the additional warping lifeforce from the Necromancer.

Lightening may NOT be cast on a Ghoul due to their relatively weak frames being incapable of containing the additional warping lifeforce from the Necromancer.

NEW:

Spoiler

[Tɪᴇʀ III] Fortification- [3 Emotes] [Combative]
Fortified ghoul will recieve [1] more blunt strike from mundane weapon to destroy a limb, head or torso. ( [2] In total )
Fortified ghoul will recieve [1] more slashing strike from mundane weapon to destroy a limb. ( [5] In total for limbs [3] in total for head/torso )
Fortified ghoul's movement is halved upon receving fortification. (
[2] blocks movement, [4] block sprint )
[Tɪᴇʀ III]
Lightening - [3 Emotes] [Combative]
Lightened ghoul will crumble after [1] blunt strike at head/torso aswell as it will require only [2] slashing strikes to destroy a limb/head/torso.
Lightened ghoul will move
[6] blocks unlike regular [4] blocks of movement. ( To sum this: [6] blocks movement, [12] block sprint )

Rᴇᴅʟɪɴᴇꜱ:
Fortification may NOT be cast on a UNBOUND Ghoul due to their relatively weak frames being incapable of containing the additional warping lifeforce from the Necromancer.

Fortification may be cast on a BOUND Ghoul due to their strong connection to the Necromancer hence being capable of  containing the additional warping lifeforce from their master.

Fortification for Ghouls adds additional protection Only against mundane metals. High-Density Boomsteel or similar propertied-materials will still decimate ghoul's bodypart in [1] hit.

 

Rᴇᴅʟɪɴᴇꜱ:

Lightening may NOT be cast on a UNBOUND Ghoul due to their relatively weak frames being incapable of containing the additional warping lifeforce from the Necromancer.

Lightening may be cast on a BOUND Ghoul due to their strong connection to the Necromancer hence being capable of  containing the additional warping lifeforce from their master.

[Tɪᴇʀ V] Revivify - [3 Emotes] [Combative]
OLD:

Spoiler

Over [3] emotes, a Necromancer may raise a palm, placing it onto either a recently-deceased cadaver (an individual that perished within the roleplay encounter) or an undead which has similarly just been felled, and temporarily flood it with an excess of lifeforce, resurrecting them for [5] emotes if OOC consent is given before the spell is cast. Individuals affected by revivify are incapable of casting any spells, using any abilities, or sprinting- they may act of their own accord, but must obey the commands of the Necromancer that raised them.

Individuals affected by Revivify bear physical durability akin to the being they were- if bones snap and shatter, they inhibit the movement of said limb. If the target had lost any limbs before perishing, they would be temporarily replaced by those formed out of congealed lifeforce- however, these are frail and instantly shatter upon being hit by [1] blow. Upon the end of the [5] emotes duration, they haplessly crumple to the floor oncemore, the excess lifeforce leaving their body.

Rᴇᴅʟɪɴᴇꜱ:

Revivify requires [3] emotes to cast, requiring them to place a palm upon the Undead or Individual slain in combat at the last emote. Player characters cannot be raised through Revivify without OOC consent prior to the casting of Revivify, and are capable of acting on their own accord so long as they heed the verbal commands of the Necromancer.

Once risen, the individual affected is unable to cast any spells, sprint, or use any abilities; they may solely attack, block, ward, and do physical actions. Once the effect dissipates, the reanimated individual will crumple as the character is automatically slain once more, unable to be re-Revivified in that combative encounter.

Revivified Individuals bear physical durability equal to what they once were, and will remain reanimated for [5] emotes. If they were lacking any limbs, they would be replaced by temporary ones which shatter in [1] hit of any kind.

If an Undead affected by either Fortify of Lightening is risen back with Revivify, the effects of those spells persist.

Revivify may only be cast [3] times per OOC Day. 

NEW:

Spoiler

[Tɪᴇʀ V] Revivify - [3 Emotes] [Combative]

Over [3] emotes, a Necromancer may raise a palm, Tethering onto either a recently-deceased cadaver (an individual that perished within the roleplay encounter) or an undead which has similarly just been felled within range of [4] meters from them, and temporarily flood it with an excess of lifeforce, resurrecting them for [5] emotes. Individuals affected by revivify are incapable of casting any spells, using any abilities, or sprinting- they may act of their own accord, but must obey the commands of the Necromancer that raised them.

Individuals affected by Revivify bear physical durability akin to the being they were- if bones snap and shatter, they inhibit the movement of said limb. If the target had lost any limbs before perishing, they would be temporarily replaced by those formed out of congealed lifeforce- however, these are frail and their limbs instantly shatter upon being hit by [1] blow. Torso and head of the revivified shatter after [2] blows. Upon the end of the [5] emotes duration, they haplessly crumple to the floor once more, the excess lifeforce leaving their body.

Revivify in total may be cast only [3] times per OOC day.

Rᴇᴅʟɪɴᴇꜱ:

Revivify requires [3] emotes to cast, requiring them to place a palm upon the Undead or Individual slain in combat at the last emote. Player characters cannot be raised through Revivify without OOC consent prior to the casting of Revivify, and are capable of acting on their own accord so long as they heed the verbal commands of the Necromancer.

Once risen, the individual affected is unable to cast any spells, sprint, or use any abilities; they may solely attack, block, ward, and do physical actions. Once the effect dissipates, the reanimated individual will crumple as the character is automatically slain once more, unable to be re-Revivified in that combative encounter.

Revivified Individuals bear physical durability equal to what they once were, and will remain reanimated for [5] emotes. If they were lacking any limbs, they would be replaced by temporary ones which shatter in [1] hit of any kind. Torso or the head of Revivified will always shatter after [2] blows - destroying them.

If an Undead affected by either Fortify of Lightening is risen back with Revivify, the effects of those spells persist.

Revivify in total may be cast only [3] times per OOC day.

 

 

The main reason for this amendment attempt is simply becouse i've been hearing it would been fixed for sometime now.


obraz.pngobraz.png

Link to post
Share on other sites

please bold the changes

 

however this looks like genuine powercreep.

14 minutes ago, Mestvin said:

Player characters can be raised through Revivify without OOC consent as Necromancer’s NPC. Player characters that give OOC consent are capable of acting on their own accord so long as they heed the verbal commands of the Necromancer.

lol. no.

Link to post
Share on other sites

4 minutes ago, PrimnyaQuorum said:

Player characters can be raised through Revivify without OOC consent as Necromancer’s NPC. Player characters that give OOC consent are capable of acting on their own accord so long as they heed the verbal commands of the Necromancer.

 

Why make a spell based of the Branding then making it unusable becouse no one ever will give ooc consent.
 

Link to post
Share on other sites

11 minutes ago, PrimnyaQuorum said:

please bold the changes

 

however this looks like genuine powercreep.

lol. no.

npc = not them playing it + not acting like their character + looking like a shambling rotting corpse = no consent needed

Link to post
Share on other sites

Instead of quipping about how you gentlemen seemingly find issues with everything and anything, I'll adress each change to the best of my ability because you could barely dignify to proper bold everything thats been changed or at least highlight it in some way for ease-of-reading.

 

Brackenwave:

Nothingburger change. Pierce or no pierce makes very little difference, people will interpret it however they want. The human-strength mace is more so to indicate the strength itself and the TYPE of damage, being bludgeoning, which makes sense. It's a bone-wave.

Abyssflame:
The only one I agree with. Only 2 times a day AT ALL for combat is literally shafting any Necro wanting cool flame attacks with their aesthetically unique flame.

Fortification & Lightening:

Misunderstood the actual ability's purpose. Agreed with Pallodium's take on discord. Give it mechanics and it could work, I still think its kinda whatever.

 

Revivify:

I already thought the previous limit was ludicrous considering what it does. Doubling it is genuine insanity.

 

Sapping:
Same as above. Genuine insanity. Every necro atm already has a stupid amount of ghouls and PDarkstalkers tanking shit for them to maintain sapping long enough that a limit is good, specially considering how low the emote count is.

 

All in all, without looking at Aehkaj's changes, I have to say, this is also Abyssmal dogshit.

Link to post
Share on other sites

21 minutes ago, Mestvin said:

 

Why make a spell based of the Branding then making it unusable becouse no one ever will give ooc consent.
 

 

16 minutes ago, Slorbin said:

npc = not them playing it + not acting like their character + looking like a shambling rotting corpse = no consent needed


maybe you need more non necro allies? If necro/mystic/naz raids are easily hitting 8-12 people, one of your allies should be fine with this being done to them OOCly.

 

if they aren’t, why would anyone else be lol

Link to post
Share on other sites

I don't believe the changes I just posted right before you chose to sling this out were looked at, given I proposed Abyssflame Bolt being useable 5 times over just 2 with Wall having it's own 2 uses. I suggest actually taking time to read an outbound amendment for your magic before slinging more out to avoid LT confusion in voting and possibly causing to just axe everything in favor of LT doing all changes as what happened with Shamanism. 

 

For Brackenwave if you want to add an alternate version to Casting it you should make a standalone Amend/Addition post for it where you include all of it's mechanics with the added casting version. 

 

I don't mind increasing Bolt's damage and range in general, but part of the reason why I held back on range and only buffed the uptick of the damage was because of other proposed Morion alterations for how Conduits will operate + allowing it to be learnable at Tier 3 thus giving Necromancy a better suited Progression than it currently has. As for casting numbers as I said above this would conflict with the changes I posted in a really weird and silly way that just seems like a weak count. 

 

Fortification and Lightening specifically I don't really care for; however, I will say when we originally posted this lore and obtained a Necromancy compile the general consensus as we understood it from LT was not allowing any ghouls to have these effects. While the original intent was a yes on that, LT differed so I have no real opinion. I do actually wish those bolsterments worked for Ghouls as originally intended but LT viewpoints are LT viewpoints. 

 

Revivify, while in its current state is generally a very mid and weak spell that being said I do NOT agree with this proposed change for NPC revived summon. Even with a time limit and general weak form for a NPC summon, the whole point of Abyssal Necromancy in it's passing was to replace NPC summons for necromancy in turn focusing that towards played CA's. Prima also has a point above this comment, the OOC consent's intent is so you don't waste casting Revivify on a enemy player for no benefit. The general intent is to give your Ghouls and such, or a willing enemy slain, some extra time to further your side in those moments.

 

Sapping I don't care either way. While Necromancy could adopt a different tier different number of use system for the spells listed I think that should just be focused into a separate amendpack that doesn't also mess with combative mechanics.

Link to post
Share on other sites

stop fighting.

Link to post
Share on other sites

1 hour ago, PrimnyaQuorum said:

maybe you need more non necro allies? If necro/mystic/naz raids are easily hitting 8-12 people, one of your allies should be fine with this being done to them OOCly.

 

if they aren’t, why would anyone else be lol


For allies It's more of an issue of the spell itself right now: You must spend [3] emotes right next to the dead without being attacked to rise them for [5] emotes without any ability besides throwing hands while being [1] hit ko'ed from anything.
 

 

1 hour ago, Aehkaj said:

I don't believe the changes I just posted right before you chose to sling this out...

 

I kind of pulled this up at the moment you did, so its very much funny coincidence... Isin't it?
 

1 hour ago, Aehkaj said:

I don't mind increasing Bolt's damage and range in general, but part of the reason why I held back on range and only buffed the uptick of the damage was because of other proposed Morion alterations for how Conduits will operate + allowing it to be learnable at Tier 3 thus giving Necromancy a better suited Progression than it currently has. As for casting numbers as I said above this would conflict with the changes I posted in a really weird and silly way that just seems like a weak count. 

 
The main issuse is the lack of spells overall till late stage Tier and when they are here, they are significantly weaker compared to anything else especially with OOC cd's. The reason i abstained from more abyssfire casts is becouse there would be even more bloating with it's "Powerstacking" so it's better you wrote it in your amendment (They won't quip on you ;) )

 

1 hour ago, Aehkaj said:

For Brackenwave if you want to add an alternate version to Casting it you should make a standalone Amend/Addition post for it where you include all of it's mechanics with the added casting version. 


It just felt that since you manipulate bones from the ground, why not be able to do it in various positions? (Taking Harrow lore into this)

 

1 hour ago, Aehkaj said:

Fortification and Lightening specifically I don't really care for; however, I will say when we originally posted this lore and obtained a Necromancy compile the general consensus as we understood it from LT was not allowing any ghouls to have these effects. While the original intent was a yes on that, LT differed so I have no real opinion. I do actually wish those bolsterments worked for Ghouls as originally intended but LT viewpoints are LT viewpoints. 


It seems a tad funny that a magic written to focus on aiding the "summons" barely does that, hence the idea to atleast give some meaning to bound ghouls.
As it was mentioned on other sources - these two only support spells work only on Darkstalker and Draugr.

 

1 hour ago, Aehkaj said:

Revivify, while in its current state is generally a very mid and weak spell that being said I do NOT agree with this proposed change for NPC revived summon. Even with a time limit and general weak form for a NPC summon, the whole point of Abyssal Necromancy in it's passing was to replace NPC summons for necromancy in turn focusing that towards played CA's. Prima also has a point above this comment, the OOC consent's intent is so you don't waste casting Revivify on a enemy player for no benefit. The general intent is to give your Ghouls and such, or a willing enemy slain, some extra time to further your side in those moments.

 

First part is what i wrote higher to Prima. If this spell ain't going to be changed it won't be used at all by anyone so it would make more sense to just remove it then?

 

51 minutes ago, wowj said:

stop fighting.


cute-cat-cat.gif

Link to post
Share on other sites

4 hours ago, PrimnyaQuorum said:

 


maybe you need more non necro allies? If necro/mystic/naz raids are easily hitting 8-12 people, one of your allies should be fine with this being done to them OOCly.

 

if they aren’t, why would anyone else be lol

Revivify is meant to be used on an **enemy** to turn their corpse against their allies. Why the hell would you do this to an ally

 

like the purpose of necromancers are to raise corpses and make them fight for you. if the enemy doesnt want to fight for you they don't have to roleplay fighting for you. but making your spell just 'not work' is ******* stupid

Link to post
Share on other sites

12 minutes ago, Slorbin said:

Revivify is meant to be used on an **enemy** to turn their corpse against their allies. Why the hell would you do this to an ally

 

like the purpose of necromancers are to raise corpses and make them fight for you. if the enemy doesnt want to fight for you they don't have to roleplay fighting for you. but making your spell just 'not work' is ******* stupid

Why would you not do this to your plethora of physical corporeal undead/infernal allies? Branding equally required OOC consent, I dont see why this shouldn't have it. Besides, having a meat shield for 6 emotes is still pretty good

Link to post
Share on other sites

1 hour ago, PrimnyaQuorum said:

Why would you not do this to your plethora of physical corporeal undead/infernal allies? Branding equally required OOC consent, I dont see why this shouldn't have it. Besides, having a meat shield for 6 emotes is still pretty good

Because they aren't dead. but your enemy is dead

Link to post
Share on other sites

Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...