StingyParrot 1595 Popular Post Share Posted May 1 ITALICIZED or BOLDED Text are changed, STRIKETHROUGH Text is removed. Pasted Text has been shortened from the page’s full mechanics + redlines to emphasis altered text’s location and scale. Purpose: Double-actions have been a somewhat problematic part of CRP for a while, and they’ve been toned down for a while with things like the change to Scion. Nephilim have a notably VERY POWERFUL version of double-action in which they can essentially do anything while charging or casting most of their spells. This amendment seeks to not entirely remove this capability, but rather bring it in line with a more modern version (that being allowing defensive actions). Nephilim are not defined by their existing action economy, and this change won’t make them obsolete - they still retain their abilities which range from napalm bombs and flamethrowers to Olog-strength modified attacks or a stun spell that doesn’t affect their allies, and all that without impacting their physical strength. Nephilim, The Lesser Dragonkin: Enrapturement - Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center. - Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply. - While charging or casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines only be able to act defensively, and is unable to attack or sprint. - Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing. Flamebreath - Flamebreath requires [3] emotes to cast, and [2] Dragonsflame Units. - Once the duration ends, the spell will go on a [2] emote cooldown. - Movement is limited to [3] blocks per emote during Flamebreath’s duration. The Nephilim is only unable to attack during charging, but may while casting unable to attack or sprint during any charging, casting, or sustaining emotes. - The attack itself only has a maximum range of [6] blocks and a width of [1], lasting for [4] emotes. The Nephilim may cancel the spell at any time should they wish. A nephilim may choose instead to empower their flamebreath at the cost of stamina, extending the maximum range to [10] blocks and a width of [3], lasting for at most [2] emotes. This is decided upon the first emote of affect and cannot be changed. General Redlines - Should a Nephilim’s Dragonsflame come into contact with ectoplasmic mist such as Deadbreath, it will sear through the fog 4m in each direction with the flame at the center. - Nephilim spells count as T5 spells against Thanhium, granted as they’re the most potent form of magic. If struck against Thanhium, they’d find the steel lighting up. All redlines and guidelines of that lorepiece apply. - While charging or casting any combative spells, the Nephilim will be able to move and act whilst casting without any hindrance, unless stated otherwise in the redlines only be able to act defensively, and is unable to attack or sprint. - Utilizing Dragonsflame does not require concentration unless stated in the redlines. Each spell requires a specific amount of units per cast, lack of units will result in the spell failing. 35 Link to post Share on other sites More sharing options...
Ninjay 1186 Popular Post Share Posted May 1 StingyParrot found banned of self-inflicted major player conduct violations (2 highly cropped and edited Discord screenshots to the back of the head). 37 Link to post Share on other sites More sharing options...
sam33497 7356 Share Posted May 1 They'll kill you for this. 26 Link to post Share on other sites More sharing options...
kindEmperor 1466 Share Posted May 1 be careful I might have to write base orc strength for drazi too counter this interruption. (to my knowledge though not sure if anyone has rly complained abt this since it was rewritten to be made this way espo in combat rp or seen it been abused) Also I could be wrong but as I recall the reason it was changed to this was due to nephilim 'magic' being innate to them, they are the source and that source is limited. 4 Link to post Share on other sites More sharing options...
Mestvin 948 Share Posted May 1 Green/Red men be like: 12 Link to post Share on other sites More sharing options...
tantuni445 290 Share Posted May 1 legal powergame ca 3 Link to post Share on other sites More sharing options...
Iulius 208 Share Posted May 1 I honestly think it's fine they can do that, if anything buff the other "endgame" CAs to that level as well Though I can see the purpose behind the attempted amendment 4 Link to post Share on other sites More sharing options...
Beardicuss 486 Share Posted May 1 And that was the last we heard of stingyparrot after that lore amendment he was taken out back and shot for daring to even think about touching Squaks special dragon boys 7 Link to post Share on other sites More sharing options...
ferdaboy 3488 Share Posted May 1 Just like to note that this amendment speaks of balancing an endgame CA to be more in line with other magics. And in terms of balancing, I think it important to know that Azdrazi are quite susceptible to most magics on the server in one way or another. Be it deific magic, dark corruptive magic, materials, etc. I do think that double action needs some sort of change, but maybe not as drastic as you suggest. Things like being able to breath fire while swinging a sword are a bit insane simply in terms of visualizing it. But I don't think removing it across the board is the right way to go. I’d suggest something more along the lines of being allowed double action while channeling a cast, and no action on the cast itself, however long that may be. For an endgame CA that is meant to have achieved mastery over their inner flame, it makes sense to me to be able to wield it with unprecedented efficiency. Also, rather than alter the strength and fantasy of a CA to bring it in line with others, I’d prefer to see other magics embrace their niches and dip into what makes them strong (yes i play an azdrazi, yes i know where stingy lives, no i will not comment on where i was on may 3rd at 4am) 23 Link to post Share on other sites More sharing options...
FlemishSupremacy 6115 Share Posted May 1 I feel that this kind of strips away everything that actually made Azdrazi a decent endgame CA, as without the 'double action', none of our spells are anything special or particularly powerful on their own, and the power they bring is entirely based on the fact that they can be combined with other actions. Flamebreath specifically, which is probably the most used of these abilities in melee, would be mostly pointless. Casting it would almost always be inferior to just doing melee strikes. As it is a very close range spell, it is effectively cast usually within melee range. It requires the opening of a visor. People in armor need to be hit with two emotes of it to receive 2nd degree burns and 4 to kill them outright. This means you're looking at 6 emotes to kill an armored opponent, 5 emotes for an unarmored opponent. If it were not for the fact that we are still a threat if the opponent decides to just brave the fire to hit us in the face, this would be a pretty shit spell. They always have the option of disengaging as our movement is reduced, and people have used shields, hiding under tables, and stepping behind pillars to completely negate damage. The expanded range version lasts too short to do serious damage to people in armor(and it is not well defined what 2nd degree burns even means mechanically, so it is often brushed off as 'ouch, that hurts so much but i'm fighting on anyways!!') Flamebreath simply takes too many emotes of sustained contact to do damage to be viable if one is not able to attack at the same time. Keep in mind that for an endgame CA, Azdrazi is the only one that doesn't have enhanced durability to normal attacks, and is balanced out by a list of weaknesses including respawn timers, extra damage from several sources and corruption. Don't take away the one thing that actually makes azdrazi a worthwhile threat in CRP and not just straight up worse than a voidal scion with fire evo, please. 13 Link to post Share on other sites More sharing options...
Mestvin 948 Share Posted May 1 2 hours ago, ferdaboy said: I do think that double action needs some sort of change, but maybe not as drastic as you suggest. Things like being able to breath fire while swinging a sword are a bit insane simply in terms of visualizing it. For ooc representation: Try puking whilist trying to swing a 5kg stick at someone 6 Link to post Share on other sites More sharing options...
The Tough Guy 4319 Share Posted May 1 2 hours ago, Mestvin said: For ooc representation: Try puking whilist trying to swing a 5kg stick at someone no mestvin why the hell would i try that 8 Link to post Share on other sites More sharing options...
Turbo_Dog 3570 Share Posted May 1 19 minutes ago, The Tough Guy said: no mestvin why the hell would i try that for ooc representation. Duh. He just said why 3 Link to post Share on other sites More sharing options...
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