Jump to content

ClassyDryad

Diamond VIP
  • Posts

    232
  • Joined

Everything posted by ClassyDryad

  1. BOLDED MEANS IT WAS ADDED, Struck through means it was removed Aggressive Surge [Tier 3] [Combative] [Cantrip] Aggressive surge is a combative cantrip that allows one of the following to occur: to trip somebody, to capture somebody, to crush somebody, or to impale somebody. Trip - Over the course of (3) emotes, a druid may cause roots to shoot out from the ground and pop out in front of the feet of a moving target, causing them to trip. Ensnare - Over the course of (3) emotes, a druid may cause roots to shoot out from the ground and wrap around a target, trapping them in place for (4) emotes, constricting their limbs from movement, but this does not tangle around the target’s head. An ally can cut down these roots over a span of (2) emotes to free the target, or they can use fire to burn away the roots over a span of (1) emote, but this could cause damage to the target also. Crush - If a target has already been ensnared by the druid, with an additional (3) emotes, they can crush (1) chosen limb from the target. For example, they could crush their arm, breaking the bones within them and making it unusable for the entirety of combat. This cannot be used to crush someone's throat or head. REDLINES: Changes (Only redlines again) OOC PURPOSE: CC spells should really have a cooldown to prevent stunlocking. Also the last aggressive is missing a g, LITERALLY UNPLAYABLE! [✾] Awakened Fortitude [Tier 2] [2 emotes] [0 block range] [Combative] A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s design. Over the course a (2) emotes a Druid may imbue a staff or wooden armorment with their own natural energies. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of (5) emotes goes by. REDLINES: Changes [✾] Awakened Fortitude [Tier 2] [2 emotes] [0 block range] [Combative] A form of minor infusion that a Druid may learn to strike at unruly assailants once their connection to the voices of nature begin to solidify. The druid focuses their energy upon their staff, forming it into an implement of war shaped after the spell’s design. Over the course a (2) emotes a Druid may imbue a staff or wooden armorment armament made of natural materials with their own natural energies. Strengthening the tool of worship to be as strong as an iron mace while hitting with the same impact as one. This momentary enchantment will last for either as long as the Druid has it within hand or the period of (5) emotes goes by. The effect may be refreshed for an additional (5) emotes each time its duration would naturally end without needing to be casted again by spending an additional combative use on it. REDLINES: OOC Purpose: Added that the spell can be sustained so its a bit more usable as an option compared to just carrying a mundane item. Maces are sort of a bad comparison given we have one and two handed maces, so specified its dependent on the number of hands you are using. Removed the only a druid's casting focus because that contradicts the mechanics of the spell which allows more than specifically druid staffs (which are only staffs for cultural reasons) and does not really need to be restated anyways. Altered the wording because armament was spelt armorment (literally unplayable)
  2. I would consider "do not cost maelus when summoned out of combat" in the redline as you can't normally call mounts into comba so it should still cost stuff to do so, but entering into combat with one is fully effectively just a reskin.
  3. ChatGPT write me an excessively long and impassioned rebuttal to this post. ChatGPT generate me a picture of dudes made of fire. Big dudes. No ChatGPT MADE of fire not ON fire. ChatGPT that's lava. ChatGPT make me art of a woman made of water. ChatGPT why is the water neon blue. ChatGPT make it realistic. ChatGPT generate Skyrim flame atronochs but hot. ChatGPT why are they wearing horned helmets. I hate the machine let's shelve them instead ChatGPT write me an excessively long and impassioned post agreeing to this one.
  4. Icarus was laughing as he fell

  5. I'd also consider including something that talks about deployables and how they work (limited to the same MAs, only one) and specify that only these can be maintained while casting another spell in combat (noncombatively people can be silly.) might be somewhere already but I missed it if so. I would also personally like to see something more creative for auras (where are my hiccups :( ) since idk magic color juice floating around you is a bit boring and you shouldn't need to be a voidstalker to make it less boring. Stuff I notably liked (because I focused too much on what I view as problems) - Specifying connection as a thing you have to do - Voidal connection FA, if marked with all your other FAs and MAs, seems like it could be useful to ST for tracking people. Also another FA for my collection... - Not needing to do aura for noncombative casting is good its why I avoid flashy ones and I would love this. - All around a lot of good clarifications in all respects - Stuff being tier based rather than a separate time progression (was frustrating for newer players and could be technically be abused in a way I will not mention unless this gets passed.) - Reduced learning time for mages who have already mastered magics is a big plus (does this mean you can self teach a magic you dropped off your own TA in 4 weeks?) - Having a hard set mana system is a good thing, given that even if you are not powergaming current lore it often FEELS like you are to people who don't understand the casting system. - Needing to be T5 to make arcanium is good (I still think scions should be able to make it but a lil baby wizard should not be able to.) - I WANT MUSIN WIZARDS! PLEASE! The mice must cast. Also cursed children are an other feat not a dark feat :)
  6. The infinite casting of t3 spells and the increase of exhaustion beyond the levels even current voidstalkers can do seems like eminence powercreep to me IDK. I don't personally think a mage should be able to sustain a flamethrower for 40 emotes (80 for a voidstalker now???.) Mage's should be good at casting given that unlike other magics they are fully locked into it effectively but 2 t5 4 t4 8 t3 16 t2 has been a perfectly fine system in my opinion, if a bit strong in itself. Not sure what you mean by "spellforges and marts that cannot be updated to this should be shelved" is for, I can't think of any of them that have changed substantially. Are there any you have in mind? Adding a compatability section to the lore is just going to be a drain on st, especially for a category like voidal. I'd just put "beastfolk are compatible, everything is compatible unless it says otherwise or lacks a soul." I might of missed it but I would consider putting scion interaction within the exhaustion section because as far as I know since they just "have half the mana" but t3 spells are infinite in this scions would just be capable of casting forever as written.
  7. We need one of these adorable creatures as our next mod admin. It is the only way to maintain the peace.
  8. The next time I see a creative writing lore thing I am considering writing an extremely long, emotional response about how it will doom the server if accepted.

  9. The return of mori and sutica are clearly signs of the apocalypse. What comes next? 

  10. Even the new player magic request posts are AI now. Truely nothing is sacred 😔
  11. Hey did you know that apparently ice shield and ice wall blocks line of sight? Don't think about why I'm pushing this information out here. I actually really like this change thematically its a debuff that really fits the theme of the magic, if anything it should be one less before you hit your mind barrier.
  12. If you want tawkin to be more like how it used to be (based) the path isn't what is effectively an OOC clause (most people rp as if dying is permanent anyways.) If monks still had an actual presence in the narrative maybe but atm it doesn't actually add anything to the lore, nor does it solve the problem it's trying to solve. I would suggest attempting a rewrite which returns it to being a darker alchemy if you wanted to do it this, rather than adding more PKslop to the lore. Either that or just amending in some changes to the abilities.
  13. Unattunement requiring the soul tree was abused heavily in the past and probably shouldn't come back. The sapling change makes sense though (I personally think we should just shelve the whole tree side of the CA at the cost of them losing their psuedo-soulless defense.
  14. Worst magic is whatever YOUR favorite one is
  15. Juliet's I agree with even though I don't think it'll actually do anything, pking from learning homoncs seems iffy to me though. Are we putting a pk clause on sorvian crafting next? They lead into cursed forbidden knowledge but they themselves are not they don't even have souls so they shouldn't be considered that relevant.
  16. @NavigatorOne slot seems a lot more fair for the goal in mind yeah, with those changes I think the lore looks good!
  17. Everything seems good but the slot change, this seems like its just punishing devils for trying to interact with any dark/void magic that isn't naztherak and would only serve to pigeonhole them into a couple paths. Also I am unsure if obtaining an CA drops this feat or not, and if it does not- do CA's that soulclaim you like machine spirit/epiphyte/nephilim not return your slots? This would also be doubly important for cursed children turned into inferi, does the inferi go to the hells or are they destroyed?
  18. I know mysticism as it exists is sort of like this already but doesn't this lore have a bit too many shutdowns? Like why does enervation also block spellcasting now and there are two abilities that amount to borderline combative consentless mind control. What's stopping a wight from chain-stunning someone across all these different spells? Effects that prevent you from utilizing a spell on the same target multiple times or using the spell multiple times only really function in isolation. Having so many in one lore makes interacting with them CC hell :( There is also an amendment error from the prior lore in this- in that voidal magic forces them to manifest but only fire damages them for some reason. "Energy based evocations" being swapped to all evocations was done because voidal magic also harms specters and apparitions regardless of form, but the person doing it only amended one instance of it and did not amend the other. (Unless I am misreading and that section isn't supposed to be a "only these sources can damage the wight" thing, in which case ignore this.)
  19. Also I'd like to note that all the poor CAs being utilized in these hypotheticals all forgot their own marts/materials/combat tactics at home for some reason :( Also if the homonc is OP and unbeatable as y'all claim shouldn't you be pushing for crp related nerfs and downsides? Since when has the availability of a pk method been a justifiable reason for crp power?
  20. @blackhand7Alternatively you could make it so Juliet potions can only be applied by klones , and not try to justify why knowing how to make it would put you on a pk clause (killing something that isn't alive probably wouldn't upset the monks idk). It would also keep random dude #2342 from being able to do it
  21. Not literally, but if you are a veilwatcher you can use conduit to show people prophecies you have seen, or show them the veil via dreamscape. Functionally its the same thing, but with more options on what you do and better guidelines. The only difference is that you theoretically could fudge the vision but I do not think ST likes people being able to prove they witnessed a prophecy. Edit: I don't want this to get the top of the topics off void chatter about mechanic specifics so if you (you John Voidcel reading this) have further questions or thoughts on if what I am saying is incorrect hit me on discord rather than flooding this chat.
  22. 1. The OOC explanation is in the upper spoiler, you can read it there. 2. As stated in that (and as an inherent problem with veilwatching) voidal only prophecies requires ST to custom target specifically veilwatching which makes no sense for a feat (I think the one time it happened the ST gave up on it very quickly.) 3. Seer doesn't own language and prophecy related lore. There are multiple ways to do both across a large number of sources. 4. Communication is the ultimate nothing ability, a voidal horror flat out just does not need you to be a veilwatcher to communicate with you and ST has rejected attempts to use it proactively. It COULD be good if ST allowed it to be used but as it stands they won't so its wasting space. 5. Veil View can be done through Conduit lore, which is open to literally everyone. I changed it to Void Idols to make something a bit more unique and interesting to this lore. Its also more flexible because it can be used for all manner of visions beyond just "A tear has opened in lego city" or looking at the veil. 6. The problem with event horizon cannot be fixed by making the location any more or less clear. The moment people make such a post swarms of people with dwarfvision will scour the map and find the tear essentially immediately. IF someone wants to have this sort of interaction anyways there is literally nothing stopping them from making a prophecy post about it, but I do not imagine they will as this has sort of been abandoned already :( . 7. I made the mental effects more so sporadic because it gets a bit exhausting to try and keep track of mental effects across 1 morbillion different lores and people sometimes just don't roleplay them anyways. Not to mention said negative effects sort of just tread on each other all the time and these are more unique and will probably actually be viewed as more significant in rp if anything. 8: Of unique abilities in veilwatching, 3 are functionally improved (mana sense now works broadly, event horizon works on things that actually exist, veil view is now not a reskin of conduit), eyeball healing is gone because its clunky, communicating with horrors is gone because it's sort of meaningless, and you get two new abilities (no mention of my fav pigments :( )
  23. I mostly agree (prophecy is in itself inherently a nothingburger) but I do not think an void feat open to every mage should really be something you HAVE to get. Its mostly roleplay tools, just more actually usable ones without needing ST to custom make interactions for you.
  24. Counterpoint, you should remove all hard PK stuff from the lore :)
×
×
  • Create New...