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TEMPLAR AMENDMENT PACK [WARNING: TEMPLARISM AMENDMENT]

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18 hours ago, PrimnyaQuorum said:

Waiter, waiter! My steak is too juicy! My lobster too fat!

 

Templars and azdrazi are (so far) the only two magics to be pocketed in some manner by LT via “winning” an eventline they were always going to win (Templars were getting a buff either way as was explained post event). These are all buffs with no drawbacks to a magic that is notoriously full of loopholers and powergamers (furious flame testing, challenge avoiding, tatsuwainian blood rituals, etc) that have resulted less in enforcement and more in amendments to prevent and buff because a majority of the Templars doing these behaviors are ST or in closely with ST (a reminder the bird v Lenny dc fight was, per Zhuilk, a case of horrific behavior on the challenger side against bird but was still permitted to stand anyway).

 

Templars are to deity what void is to magic in general. What struggles have Templars had that requires these? Kinda uncourageous 


Please leave me out of this, Prima.

 

14 hours ago, Islamadon said:

TVw9SIW.png
interesting how at the time the lenny crowd was very upset with me ooc for defending bird5k's right to use hidden animii blades, make infinite blocks and not killing him from animii bleedout etc. @The Tough Guy got a spike in powerlevel here


Thank you again for overseeing that.
 

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I want more templar buffs

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I am confused as to why you would change dauntless charge to a spell, that seemingly only works on horseback? Why restrict it to horseback? Feels a bit odd to make this rather big change...

 

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Server culture, contrary to some belief, does change over time - So I don't believe this opinion of mine to be permanent. However:

 

Very rare is a fight against templars an enjoyable experience for anyone involved. This magic is plagued with extreme levels of poor faith among its users, and I would loath to see any sort of buff apply to it in any way until such is no longer the case.

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30 minutes ago, BonesOfTheEarth said:

This magic is plagued with extreme levels of poor faith among its users, and I would loath to see any sort of buff apply to it in any way until such is no longer the case.

I suggested this in game to BonesOfTheEarth and I'll suggest it here.

 

Instead of a amendment, I believe a re-write to redress the totality of the flaws of this magic may be in order. Too much powergaming, flaws, and an allowance of the worst of our individual ambitions to manifest have been permitted.

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On 5/23/2026 at 4:08 PM, HugoAntero said:

The Templar is able to do a separate action while charging this spell. This means a Templar, while charging Vigorous Blow, is able to split their focus to combat. The Templar is unable to do so as they cast Vigorous Blow.

 

Either it is all okay (Arcane Scion and Azdrazi) or none of it is okay.

Fervant Flare in [2] is also good, too often is outclassed by other abilities at [3]

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templars are all powergamers and i hate crping them
druids are all powergamers and i hate crping them
azdrazi are all powergamers and i hate crping them
necros are all powergamers and i hate crping them
voidchuds are all powergamers and i hate crping them
mystics are all powergamers and i hate crping them
paleknights and lords are all powergamers and i hate crping them
darkstalkers and ghouls are all powergamers and i hate crping them
kani users are all powergamers and i hate crping them
moroi are all powergamers and i hate crping them
corcs are all powergamers and i hate crping them
golems are all powergamers and i hate crping them
animatii are all powergamers and i hate crping them
naz are all powergamers and i hate crping them
demons are all powergamers and i hate crping them
lycans are all powergamers and i hate crping them
sprites are all powergamers and i hate crping them
ghosts are all powergamers and i hate crping them
demidjinn are all powergamers and i hate crping them
etc for any i missed

it seems asinine to oppose an amendment because you dont like the playerbase. especially if you've crped all these evil powergamers and never went ahead and called them out or reported them or whatever! 

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not bad

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5 hours ago, Gaja said:


sprites are all powergamers and i hate crping them
 

**** they're on to me

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5 hours ago, Gaja said:

etc for any i missed

Nono, Shamans can no longer Power-game. We cannot 1 emote turn a wall into sand anymore & bury an army.

On a serious note, while i cannot really comment if these changes make Templarism OP or not - since I've barely interacted with the magic & only seen it from afar in Events, I do think a drawback would be nice. Every magic should have one.
Give it idk - exhaustion level per spell use, because you're doing some crazy athletic shit with your mortal body while channeling an Aengul's power.
(This is a suggestion, not what I think should happen.)

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The Dauntless Charge modification seems like the most interesting in this amendment pack. A horse-themed spell which pushes Templars to be part of the vanguard/engagement force rather than sitting in the back to prepare a spell is solid. I think this also fits with the Fervent Flare change being [2] emotes now, allowing someone to actually utilize it in battle.

Allowing Javelins to be applicable with Bound Armament and Furious Flames is also good though I think blurs that line of what a Templar's role in battle should be. I've always viewed them as a melee-combatant first and foremost. However, the increased range to Bound Armament would still be something I'd be happy to see given that the spell is otherwise pretty rare to even use and useless.

I don't care for the banner change because the Valiant Banner will always be the most meta-option. I do not say this as someone min-maxing (I have the two other banners on my two Templar characters), but rather because changing it to be more useful against Deadbreath is still situational enough that I don't think it'll make anyone choose that banner over another in particular. You'll pick it for the flair/aesthetic or you'll pick the Valiant one to maximize value.

Vigorous Blows change seems the most contentious on paper. I could take it or leave it. I don't think giving it parity with other magics which share that ability is necessarily a bad thing but I also know that people are prone to clutching their pearls at giving Templars a buff like that. However, for the magic that is all about getting up close and battling it would be cool to see their most powerful spell not be something that they have to sit in the back to prepare before casting and instead something that they could reasonably wind up mid-battle.



In regards to the comments others have made about bad Templar players I'd just say that vague posting w/o direct examples seems fruitless. DM the person you disagree w/ if you don't want to make a public spectacle or make a report if you think their power-gaming is egregious. All magics spread about a very large group will have players who do not teach their spells thoroughly, power-game, act in bad-faith, and break their own redlines. Nothing is enforced if it is not reported.

Templarism, as a magic, is spread very wide across varied player-bases/communities. You'll find that in the Empire alone there are like three or four disparate groups with the magic all wandering around and then there's the Idunians, the Norns, the Oyashi, and some Elves. Having interacted with many of these different Templar players I can say that they all seem to have different approaches. Disliking Templar players does not seem like a valid or worthwhile critique of a Templarism amendment pack.

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8 hours ago, TomFunks said:

The Dauntless Charge modification seems like the most interesting in this amendment pack. A horse-themed spell which pushes Templars to be part of the vanguard/engagement force rather than sitting in the back to prepare a spell is solid. I think this also fits with the Fervent Flare change being [2] emotes now, allowing someone to actually utilize it in battle.

...

Templarism, as a magic, is spread very wide across varied player-bases/communities. You'll find that in the Empire alone there are like three or four disparate groups with the magic all wandering around and then there's the Idunians, the Norns, the Oyashi, and some Elves. Having interacted with many of these different Templar players I can say that they all seem to have different approaches. Disliking Templar players does not seem like a valid or worthwhile critique of a Templarism amendment pack.

 

Holy shit someone actually responding to the content of the pack instead of vagueposting about bad faith?

In any event, I quite agree with this! I don't think most of this pack is pure buffs, a lot of it is lesser power increase. The spells that do take large buffs have drawbacks added (like a shorter range on vigorous blow, a shorter stun on fervent flare, etc).

 

This amend-pack seems a lot more based around making playing as, OR AGAINST, a templar more fun. Even if I've had problems with many templar players, I like fun, and I like this pack. +1

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