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blackhand7

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    Shade Shadowblade
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    Dark Elf

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  1. #FreeRagtanatos

  2. Azaryl, of House Thyone, signs this settlement's charter. (IGN: blackhand7)
  3. Become individually named to be KOS in every single settlement in the world without dying
  4. NAME: Azaril ITEM: Tapestry Relic BID: 200
  5. This is Lowkey what I'm leaning towards tbh- it still keeps homuncs relatively easy to kill but requires some sort of skin in the game to do so, and it becomes more of a tool for tawkin civil wars than external hostile forces. I do think the fundamental issue of the Juliet's does remain though; which is that it encourages homunculi players to do nothing, as the stakes for failure are so high while the rewards for success are so relatively low, in a way that no other PK clause on the server does. Tbh I don't know the solution; maybe some sort of homunculi kloning/memory backup like golems have? But that runs into its own issues.
  6. Yeah Tentoa and I talked about it over DMs and I think I'm gonna edit the amendment to go with this
  7. To my knowledge, all of these interactions require a co-ordinated, hostile attack upon the enemy (requiring getting through their defences) or are methods of in-group policing. There is no encounter that can happen wherein a random wandering Pale Lord or Inferni can come across someone opposed to them who then force-feeds them a potion and instantly ends them. As thejack said, anyone with a Juliet's potion can PK a Homunculus. This amendment would still maintain a PK clause for Homunculi- one that can be easily spread and used effectively as a method of in-group maitenance, which is what I imagine the lore originally intended the potion to be. To be frank, I would not entirely opposed to this, but as I am not a part of any of those communities it feels like overreach to do so. I do think server-lore as a whole does seem to be moving away from those sorts of systems though. Mages have tools that can let them last for 7-10 emotes- but that is beside the point. Again, if mutations are the problem, they should be nerfed. Removing the Juliet's PK clause does not fundamentally alter a Homunculi's strength in combat- it only makes them slightly easier to deal with after the combat is done, after which point the player can simply return when their Tawkinist makes another Homunculus. Being able to force PK a construct after they are defeated does not effect their strength during the encounter prior.
  8. Valid points again, but I would refer you to my response to Prima- I do think that other CAs/MAs are stronger without such a permanent death mechanic, and, if the issue is that Homunculi are too strong, then mutations or Homunculi should be nerfed in other ways. From a balancing perspective, the fact that a Homunculus can be PKed after they are restrained and have already lost a fight does not make them less strong during the fight itself. Again, a Tawkinist can simply create another Homunculus if the Homunculus is destroyed- the power level of the Homunculus is not substantially altered. To the second point, I understand how it might come across like that. But my intention with this amendment is not to run away from consequences; quite the contrary. I feel that the current lore, in fact, encourages that behavior. If a character knows that certain actions they might take would lead to their permanent death, it causes them to take no actions at all. Far from encouraging consequence-based roleplay that is dramatic and fun, it encourages personas to hide away and do nothing instead. Edit: As a response to the edit, I do agree that Klones also have a harsh PK clause; but, provided they have some sort of home, and have stored a vat there, they can never die from a one-off encounter. It requires a concerted effort from their enemies, or multiple deaths, to achieve such. The point about Thaniihum is a good one; to be honest, I have never personally interacted with it, so I did not consider its implications. I do think it is rare enough though that the majority of combat encounters do not revolve around it, however, and that other CAs (Ologs) can achieve a rough power level equal to Homuncs non-magically.
  9. These are fair and valid points, but I would like to touch on a couple of them. You are correct in the first case- but there are other CAs out there that are far stronger with less restrictive clauses than Homunculi. Golems, for instance. A T5 voidal mage is capable of teleporting 32 blocks and shooting fireballs, and the only restrictions placed upon them at their death is the monk revival timer- same with most other magics. A voidal mage Klone can do all of that in addition to having 2 mutations, and does not run the risk of being pked upon losing a singular, random fight (no other creature really does). Not to mention Liches, Darkstalkers, druids, templars, the various demons, etc... Beyond that, this change does not fundamentally alter the power-level of Homunculi. In the current system, a group could simply create a new Homunculus every time the old one is PKed- a process that can be done in far less time than [2] weeks. The end result of the current system is a loss of character development and a focus instead upon spamming non-unique fighters. I agree with your second point partially as well. Currently, I can only think of one instance of a Homunculus being pked in the past couple months. But I also don't think that just because a gap in the lore hasn't been shown yet does not mean we should leave it there. Amendments ought to be proactive, rather than reactive.
  10. Changes are underlined. TLDR of Changes: The regular Juliet potion will no longer PK Homunculi, instead putting them on a [2] OOC week respawn timer. A Homunculi’s creator can make a modified Juliet's potion capable of perma-killing their progeny. The recipe is freeform, and, like any alchemy recipe, may be taught. Current: Proposed Changes: Reason for Changes:
  11. Hey I haven't been able to catch you. What is your discord?

    1. blackhand7

      blackhand7

      Sent via message!

  12. In the vaults beneath Urguan, a dwarf clad in gold stands.
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