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ClassyDryad

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Posts posted by ClassyDryad

  1. 5 hours ago, ECS1999 said:

     

    The problem is not the city being empty, is the hours that the raid occur and either if people are in the square or somewhere else

     

    ^^^ IDK why people purposely choose to raid at like midnight when barely anyone can even get on.

  2. 1 hour ago, Panashea said:

    This is a bad precedent. No magic should have no resource requirements and be a catchall for any kind of healing. Shamanic healing in its current state has no exhaustion, no caveats, or redlines  or real requirements. It invalidates all injuries, and essentially makes any lingering effects pointless. Shamans shouldn't be the best healers, the best offensive/defensive casters, and the best support mages all at once.  Having reduced healing options and the ability to use it in combat makes it more practical, especially when you could do the same thing in one session in combat rather than 3. It's unclear whether you can even conduct different sessions in combat, or if that part of the spell is something entirely different.

    It's not just cursed healing, as cursed healing was basically the Farseer spell watered down and made worse. There's no reason for the archetypes to share the spell, and so Spirit Binding is for giving people limbs and augmented bodies moreso than being the catchall healing spell with extremely loose redlines and conditions. This is a better alternative to permanent curses, and requires ST intervention the same as adding any other magical/supernatural limbs onto someone.  Having it be curable means that these limbs have value in being protected and utilized as significant artifacts, rather than a convenient after combat eraser or a worse version of a spell that already exists for a Farseer.


    My response was mostly to the statement that healing is improved in this write. I'd agree that at least witch doctors should not have immense healing abilities (although most healing magics already just heal over all injuries without lingering effects.) Healing in the current write is vague and frustrating, but it does work effectively.

     

    1 hour ago, Panashea said:

    I'm completely lost on what you mean by the combat stuff in comparing it to void magic which has entirely different rules, drawbacks, lore, mechanics and ability compared to Shamans. I linked the redlines earlier, but the 5 emote curses that strike three targets can't be used in combat, and hexes are so poorly redlined and outlined it's basically been a guess as to what actually works and what doesn't. There's no way to know how the lore is actually supposed to work because its constantly contradicting itself.


    The ability functions almost identically to voidstalker withering, but halved, hence the comparison. It would be better for the magic to be stronger in other areas than have a spell which is too ineffective to be useful.

     

    In addition of the many instances of orc witch doctors I have seen in crp, all but two have used curses in crp that I witnessed, and the one of them who wasn't was powergaming a different part of the magic. The 'casting at a range is fine' implies that the spell can be cast so long as nobody does anything to interrupt it. If this is not the case there is a serious amount of powergaming going on in the magic.

     

    1 hour ago, Panashea said:

    I already agreed with you on this, so I changed Farseer's rift to essentially be the the stand-in for Spirit Walking in addition to allow it to be performed on Consecrated Grounds. I slightly amended pacting too because having a PK clause over someone just to start learning is inane. I'm still waiting 5+ months on the Lesser and Greater Spirits Submission as a more Spirit interaction is given there as well.


    All of those methods are interesting, but in my opinion none of them are still as compelling as a spirit walk (and should not be limited to just farseers if its a stand in for the central point of shamanism.) I'd still heavily encourage at least an option to perform a spirit walk without needing the soul to go to the realm. Maybe say greater spirits cannot appear/the scenery feels dreamier/people will look like they do in the mortal world/spirits can't tell if someone's soul is tainted while the soul remains in the body. Allowing both options would be the best solution to preserve the centrally important spell while also fitting into LT demands.

     

    1 hour ago, Panashea said:

    Curse can have multiple targets affected with Circle Magic in addition to it being redlined to make soft-pking people impossible. It's always stated that you can't put people to sleep indefinitely and the like- while the old variant does not. I'm confused on what you mean by non-griefing uses compared to the old one when has had multiple issues because of the lack of redlining and soft-pking people. I don't think its also beneficial or necessary to have people endlessly cursed- and the choice is there with Spirit Binding.


    You can use use current cursing for hallucinatory visions, elevating painful sensations, changing a persons perspective, etc. This version lacks much of that. Soft-pking as well, while possible technically, is not practical since the person has to choose the effects of the curse themselves and hexes have to be directly approved by ST. The new redline preventing people from making it so characters cannot interact with others certainly fixes this concern though!
     

    1 hour ago, Panashea said:

    That's not how prophecy lore works, not all prophecies are accessible even if a Farseer has the ability to see them, and so "debunking" a player made prophecy would be as credible as "it came to me in a vision". There's no way for a Farseer to actually provide evidence on whether something is true nor not.


    This would not spot people from doing it, and it still cuts off a large number of prophecies for no reason. I don't know what the point of removing player made prophecies is.

    A lot of the other changes look good though! I'm definitely feeling more confident about this write helping the communities.
     

  3. 10 hours ago, Panashea said:

     

    I already explained how cursed healing and farseer healing was buffed and simplified in the previous comment.  The current Farseer and Witchdoctor spells are even more mild and slower, so it's not true that these are somehow nerfed. Curses are pretty much the same without the complex infographic or skirting around the nonsensical redlines.  I'm unsure what you mean by certain curses but more often than not, the only practical Farseer and Witchdoctor abilities were ones where people would ignore the general redlines, or find someway to subvert the confusing rules.

    https://imgur.com/a/i1FaUYS

     

     

     

    This was an ultimatum made by ST. While I don't fully agree with it, traveling between dimensions for any magic is a PK clause according to the ST, even for Spirit Walking. Regardless, there are plenty of submissions I've written to interact with Spirits in the mortal realm without needing to Spirit Walk or holds the same PK clause(Remnant Hexes, an Animist's Commune, Spirit Pacting,etc )My hope is that it encourages Shamans actually utilize these lore pieces rather than defaulting to Spirit Walks. A tough change, but one that can be leveraged for the better. The PK clause will be something part of every rewrite unless you foundationally want to change it to not interact with the Spirit Realm. 

     

    You didn't specify what vagueness there is in the submission, but feel free to talk in shaman chat or outline your specific concerns here.


    I'll break things down in bits to make it easier to work through

    Healing: In this rewrite healing is limited to st signed flesh replacements for cursed healing, where in the current write it can heal essentially anything and does not require st intervention. Farseer on the other hand gets a healing spell which works on one minor wound per casting, and only stabilizes major wounds, compared to a version which does the same thing but allows for additional castings to heal the person further. I know additional healing sessions can be annoying but neither of these new spells seem to be remotely as useful as the old ones.

    Combat: If you add this redline not included in your screenshot, its clear that those redlines are a privative way of saying that you cannot cast while actively dodging/hitting people over the head/etc. Don't think people are ignoring the way the spells are supposed to work, considering a lot of how it works is clearly intended for combative interests as well. As for milder spells, 4 emote arrows or voidstalker withering thats half as effective, half the range, half the duration, and twice the casting time and 5 emote spells with basically whisper range will see less use than 5 emote curses that strike three targets at once or two emote spiritual curse poisons. Even in a noncombative sense though the parts of blessing and cursing that will actually make it past review are much shallower compared to what's possible now.
     

    Spoiler

    - One cannot participate in battle when Blessing, they can however cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck, and cannot move or divert their attention away from blessings to defend themselves.

     

    Spirit Walking: I'll reiterate that spirit walks are quite literally the core of the magic, and no amount of fixes elsewhere will counteract the harm that a PK clause would inflict to the magic. In the dark elven community we use spirit walks not just for pacting or healing or talking to specific spirits, but for trials, events, introducing new players to spiritualism, exploration, character development, etc. Now you have a situation where shamans will be afraid to spirit walk for fear of getting gooned on, a troll expelled from the walk turning around and stabbing them, or just any amount of bad faith that it would enable. If LT are entirely unwavering on this I strongly encourage you make an alternative version or change the way the spell works so/that it does not require the soul to travel there. A spirit granted vision journey where the participants are just unconcious would both solve the PK issue and remove the kind of questionable metagaming elements spirit walks allow. It does not need to fall into the level of disuse similar abilities face in other magics.

    I also understand there are other ways of interacting with the spirits, though in all honestly none of these are as compelling as spirit walks, and sometimes it is unclear how much freedom/use these have.

    Vagueness/Mildness/Etc: I'll cover this spell by spell

    - Soul Purging: One I'd ask why a d20 roll is being introduced when current rift lore does not have an RNG system. Secondly, it is implied that it just works as a cure for any soul curses or afflictions curable by other deific magics. This implies it has the abilities of essentially both paladinism and blight healing in one, able to purge plants, fae, tree lords, etc of essentially most things those magics can do in addition to the land itself. You could argue this can even extend to corrupted azdrazi.

     

    - Avatar: The concentration emote principle is a thing in multiple magics, but only in this magic is it both two emotes and limited to a few uses per day. Most combats will not last so long that you'd ever see the benefit of this, assuming a voidal mage does not cast a tier 1, one emote pebble spell to immediately break the avatar. Similarly it does not clearly state whether this works on all shamanic magics or just specifically this shamanic magic.

     

    - Circle Magic: How this is used for player events is not very well explained.

    - Rebuke: 5 emotes for a 2 block radius burst is not remotely usable, even in events. There are very few situations where something will be in range and yet unable to interrupt the casting, let along multiple things.

    - Curse: Current curse lasts twice as long at minimum, has a 20 (or 48 its unclear) block range, can be cast over three people, and can be extended at the will of the person receiving it. This has half the duration, needs 7 shamans to achieve the same duration someone could just do if they wanted before, requires touch, and has a limited, mostly pestilence oriented selection of effects. These effects however are at times too vague: can you stack multiple of the same category on someone to blind and deafen them, can the extent of pain/headaches/migraines be debilitating, how are subjective things like uglyness and negative emotions treated, why is full on forcing emotions on people allowed without ooc consent or any means of preventing people from doing lust/other nasty curses? As written, this has less non-griefing uses compared to the old one while allowing the shaman to essentially soft pk a character for days on end, perhaps indefinitely if they keep casting it on them.


    - Chain: It is not clear to what extent someone is unable to move. Are their legs rooted, are they stuck in their specific minecraft square but able to dodge, can allies grab or push them?

    - Spirit Binding: ST do not need to be involved in a healing spell, especially if that spell can be easily cured with no consequence by anyone with the ability to do so (which would include the witch doctor themselves in this write, essentially making it a chore on ST for no reason.)

    - Farsight: Passive farsight only working on event/lore prophecies is both limiting and would allow farseers to 'debunk' player made prophecies.

     

    - Bubble: I am not sure what the purpose of this spell is. Being broken by one hit but requiring so many emotes and doing nothing about casting just makes it an overly clunky shield. The standard emote count for this kind of spell is 2.

     

    Sorry if I seem overly aggressive/judgmental hear. I have personal stakes in the preservation of some aspects of shamanism this rewrite would remove, and I was also told you wanted feedback on this (and negative feedback is often the best kind.)

     


     



     

  4. In my honest opinion the additions and changes to the magic in this rewrite are mild, vague, and do not serve to expand for fix the magic in a meaningful way. Old things useful to the magic (cursed healing, applications, certain curses, farseer healing, etc) are needlessly nerfed in favor of adding several crp abilities far too mild and slow to ever see practical use. The addition of a pk clause is perhaps most egregious, turning a spell used primarily for cultural practices (and is the foundational reason most people I know PLAY shamans) serves to act as major detriment to the stability of the magic as a whole. At this point I think just amending the current lore would be a better route to progressing the magic, because frankly this ain't it.

  5. MC Name:

             ClassyDryad

     

    Character's Name:

             Dal'lisse Oussana

     

    Character's Age:

             96

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Bardomancy (All Forms)

     

    Teacher's MC Name:

             A Book (Self Teach)

     

    Teacher's RP Name:

             A Book (Self Teach)

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             A random spirit pact. These are not monitored by story team though.

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

  6. 17 minutes ago, RaiderBlue said:

    As for your second point, I am a bit lost on the point you are attempting to make as Arcanium is tied deeply in with Voidal magic so I'm not understanding on what you are wishing for. Is it that you believe a redline should be in place saying Druidism cannot be used on Arcanium or with it? Or is it a concern infusions not having a specific redline stating they can be destroyed with it. If so I don't find and issue with it as there is a redline saying they can be broken through mundane means. Which could be as simple as hitting it a bunch until it breaks.


    Don't think I explained it super well. Basically if thanhium hits an enchanted item it heats up as if it was hit by a spell of that tier (and presumably destroys the enchanted item.) An example of how this can be a problem: lets say someone puts a singing infusion on a cloak of moss and club. Since they have two tier 5 enchanted items, someone can block a strike of the weapon with their cloak and then swing their club at it, essentially immediately destroying the thanhic weapon. Limiting the tier of easier to make player signed infusions prevents this from becoming an issue. Alternatively just saying thanhium does not heat up from striking them also would work. (i.e. the oposite of what I said came across as, I think?)

  7. Replace the following redline

     

    • Epiphytes are only able to will themselves to produce a fae seed should the plant be dead, should there be a map change, or should leaving the plant result in certain death or corruption.

     

    With 

     

    • Producing a fae seed is incredibly painful to an epiphyte. They are incapable of using epiphyte abilities for 1 OOC day, producing a fae seed for 1 OOC week, increase their effective number of experienced rebirths by one, and find their next rebirth occurring 20 OOC weeks earlier than it should (to a minimum of 10 as normal.) This does not apply to map transition, initial placements, or pasting errors.

     

    OOC Purpose
    The vagueness of creating fae seeds in current lore seems to be confusing people, as on multiple instances I've seen it treated as just a chore rather than a painful sacrifice on behalf of the epiphyte themselves. It is supposed to act as a final last resort for an epiphyte or a penalty to not properly protecting a fae plant, which I hope this amendment will provide.

  8. The Pathless Way

    0fSgKbb_EIzgL0YLz5NtfOw1C3hngFDCTf4XNl4owicPWLZ2UwQ29xOfNP4qnbvftT38FA6m-8RaZqsZ9Kt9Gy-RGWzwaUmoWF89mQ3lq6zZ90j6_peW2YX6wH7TGBvELv1UPW3fKZahCScp11cNYts

    The lie held at the heart of the old ways is the belief we are forever separate from nature. They have taught us that the knowers of the oak are mere servants, that the fae of the boughs are misplaced, that our true place in nature is one of distant impassive watchers. From the words of the Nameless One I have borne a different truth, that we are called to be more than servants. We are nature, we always have been, and how we carry ourselves ought to be in line with this identity.

     

    Nature is a great and boundless thing, a beating heart which entwines its roots across every realm to build to a vastness that dwarfs all but the incomprehensible void itself. Nature is the only true divinity in this world, and as such the only true path is to be one with it. We must walk no path laid by mortal hands.

     

     


     

     

    -- The Three-Eleven Forms --

     

    The ways of no path are categorized into three forms, each with its own importance to those who walk as nature. The branches are those beliefs which are valued as guidance to live a natural life, but are by no means something which a being of nature must follow. Roots are more concrete beliefs, essential to a life within nature. The Trunk bears the sole truth of the way, one which all who walk without mortal paths must accept.

     

    Branch of Divinity: Does the mouse worship the cat? So too should we abstain from the veneration of the greater beings within nature. The divinity of nature lies within its immeasurable whole that finds part in each of us.

     

    Branch of Lore: There is a great truth to the world, as many souls build together to one vibrant song. Find the truth, so you may better understand your own nature.

     

    Branch of Change: Death is a sickly solution to the threats of nature, for it only snuffs what might otherwise grow nature. What is mortal may be turned over to the song, as is the truth of the green dragon.

     

    Branch of Song: A mortal’s ignorance is born of their deafness to the wild. Your voice is your song, and so you speak for the verdance of nature.

     

    Branch of Immortality: The comforts of the mortal world are as sweet as honey and as sickening as venom. Abstain from their temptation lest you sully the image of the primal beauty.

     

    Trunk of Nature: Let this truth into your heart: I am a part of nature, of this verdant multitude. Let my voice be song and my truth my bond. As I live, I stride for many. Without paths to guide my step, I walk this way.

     

    Root of Woe: Beneath the shadow of the mortal soul lies a great many evils. That which sickens us bears no place in the world which belongs to nature. Cast it out, or strike it down.

     

    Root of Truth: However you live, live as yourself. Live with honor where honor is due, and to the natural let your word be your bond. Find the answers to your place.

     

    Root of Growth: Does the wolf stop for the interests of the stag? Let yourself grow, let nature spread to its full potential, let the forces control as they are meant to.

     

    Root of Preservation: Venerate all which has come before you and preserve their ways. From the animals of the weald to the ancestors who once were, the growth is built on all that came before.

     

    Root of Stewardship: We are not one, but many. Protect all that is natural, guide all that is natural, grow all that is natural. Do this without cost, so they may exchange the crow’s gratitude.

     

     


     

     

    -- The Wild Symbols --

     

    Among the best forms of preserving the ways are shared symbols which evoke the proper concepts of a creed. As many creeds bear their own iconography, a few can be counted among the pathless.

     

    The Antler: The antler of a creature, most often a moose, calls forth the truth of divinity.

     

    The Moon and Sun: The lights which dictate the cycle of night and day. The moon and sun call forth the truth of the world.

     

    The Oak: The eldest dryad tree, the wise oak tells us of the truth of self and the past.

     

    The Dogwood: The blooming tree which calls forth the experience of dryads. The humble dogwood associates with rebirth, purity, and resilience.

     

    The Seasons: The four seasons reflect many things: the process in which the mortal becomes natural, the process in which nature grows, the process in which an epiphyte heals.

     

     


     

     

    -- The Green Ways --

     

    Hold no illusion that these ‘traditions’ are something built upon the ages as many others do. They are my own guidance, brought about by my experiences and thoughts. A new seed may grow from any branch, and so they may change and expand as other voices join into this chorus.

     

    The Woad Oaths: It is the tradition of the four creeds to mark their aspirant’s flesh. This tradition displaces that of the dryad, who’s eternal body sheds such marks too often for them to bear their normal meaning. Instead I suggest such marks be kept as items made to reflect the aspirant’s growth and oaths.

     

    1. The Nameless Oath: A trinket made from antler bone should reflect adherence to the way and full completion of its rites.

    2. The Herald’s Oath: A trinket made from oak should reflect one sworn to guide others on the Pathless Way.

    3. The Yeoman’s Oath: A trinket made of dogwood should reflect a commitment to cultivate some region of natural land to its full potential.

    4. The Knight’s Oath: A trinket made of rust-iron should reflect a commitment to defending nature in all its forms, as well as the burrow which the aspirant calls home.

    5. The Singer’s Oath: A trinket made of crystal should reflect a commitment to the service of nature, especially kin, without price.

     

    Artisanal Veneration: To venerate nature, that which lives and has lived, a good means of doing so is concrete creation rather than simple prayer. Inscribing history, prayers, depictions of nature, and tales upon items is a common way of doing this. Let your action be your worship, not your words.

     

    The Rites: Trials should not turn one away from achieving the proper state of being, but certain rites are required to give meaning to the oath one makes. These are to be secretive, oft tailored to the student themselves, though should finalize into achieving some ‘oneness’ with nature.

     

    Green Cloaking: We need not limit the cultivation of nature to the soil beneath our feet, for the frame of our own bodies is a trellis for growth. To shroud one’s self in living flora, to pain in the ichors of the world, these are certain ways to uphold the way.


     

     


     

     

    So I sing,

    The Oracle of the Pathless Way

  9. 11 hours ago, RaiderBlue said:


    I'll go through each one at at time.

    1. The cooldown of infusions in this write has been brought down to 1 day, I did see that the redlines did not get switched from the last write. Although I will not be removing the exhaustion rules for the ST signed Infusions as I believe there should be a realistic draw back to their creation.

    2. Most magics have implemented rules at how many ST signed enchantments you may carry. The same applies to this druidism rewrite.

    3. I suggest you look over the mental effects when one loses it is now up to how the druid wishes to rp the lack of voices effecting them. It no longer makes them go insane instantly it can cause them to become worried or perhaps agitated. That being said I can see a concern of how the redline was written I believe Glassy had intended it to be casting within combat that was weakened so I've made an adjustment to it.
     

     

    1.  This just isnt true and I feel we've already had a repeat of this on the previous post, Epiphyte plants as I have just checked do have a way to move their plants without the need of a druid. In addition to this Soul Tree's currently have their own spell also deemed Ungrowth, as its marked as a specific ability within its own lore page. That being said I see no harm within it so it's been made to be allowed with OOC consent of the Host.

    2.  I'd say yes as at its most basic approach it is the process of sharing energy with another person so some comfort could be found in it. But that honestly can just remain as a flavor function without a need for further explanation. For now I won't add a redline but I will think on it.

     


    Thanks for the response!

    I think st signed infusions should have some form of cooldown, I don't disagree on that point. My main two things here are:

    - As far as I can tell, there is no redline stating player signed infusions do not have a cooldown

    - Nor is there a redline saying player signed infusions are not tier 3 or some other low tier. This doesn't seem important but due to what arcanium established, thanhium striking an enchanted object basically heats it up as if struck by a spell of that tier. Attaching this onto a player signed item enables thanhium destroying items to be mass produced without supervision of the st.

    Spoiler

    -Arcanium counts as a Tier 5 Enchantment, affecting any magic and lore effectively as so (E.x. immunity to Auric Oil, the ability to overpower and overwhelm Thanhium.)

    The redline incase some random person tries to um actually me again.



    The enchantment limit thing is a holdover due to it being an old standard rule, which has been slowly removed from most magics through ammendments (including current druidism.) As for the mental effects, I can see how the change would make it less problematic but unfortunately it then raises the problem of mudding a bit of the history/identity/downsides of druidism. Druidism as a whole only really has the effect of song disruptions/silence as a downside, and if anything I think this should be increased with ways to exploit it outside of just events.

    On the epiphyte fae plant thing. Planting a fae seed can only be done if your plant's body has already been destroyed, through map transitions, or due to some immediate existential threat (someone put a voidal tear right nearby would be an example of that.) This is because doing so is supposed to be a really stressful/straining process for an epiphyte, though I think I will have to make an amendment to make that a more concrete thing.

     

  10. 6 hours ago, NightcastorKitty said:

    I was wondering where the Treelord thing applied until I read it. While this indeed is balanced in terms of the requirements of four people, you however have it where liches can learn this rather immediately and it can never be used on them. 

     

    The Treelord situation is referring to a group of Treelords in the past that used the lore of them unable to be disconnected by a husk and them able to hide their trees in just impossible areas to find or get too in order to target non Treelord druids to control them. That is until the lore was forced changed to make it more equal again. 

     

    My suggestion here is if you wish for this type of thing, have it adjusted to make it more equal/balanced with all parties involved. Otherwise, and as many said here, there will most likely be ooc disconnection wars. 


    Thanks for explaining it! I was a big dum dum for not doing so myself.

    Personally I think an ooc or irp consent thing would suit this magic better, but at the very least only giving it to a subsect immune to its effects is a recipe for disaster ready to be exploited by some lone lich and their personal army of undead.

  11. 5 hours ago, DragonofTaters said:

    Two comments from here: 
    For ungrowth, you specifically state that it may not be used on Epiphyte plants or Soul Trees. However this ability is the only ability they have to move their plants. Both lores state that you must have permission oocly and icly for ungrowing to be used however. Do you mean for these CAs to no longer be able to move their plants, or can this be altered to reflect their current CA lore and allow for use with given permission?

     

    The other is a purely aesthetic question. Powersharing currently has a non combative, non utility purpose. Granting warmth and comfort to another Druid when used by sharing the harmony and life of the world with a distressed Druid. Would it be possible to maintain that aesthetic/non combative use, or would it cause conflict with Powersharing’s new function?


    I second this, missed it. Its an issue I had with the previous write and I'm not sure why it is here again. Some epiphytes are literally unable to move their plants without druidic help unless their tile is about to get hollowed.

  12. I like this submission a lot more than the previous one, though I have some thoughts on Druidic Infusion for this.

    - The recent amendment made it so player signed infusions tier 3 enchantments while also removing the 3 day cooldown for said infusions. Reverting that and leaving those infusions player signed would revert the purpose of that amendment. I'd ask if this can be changed back.
    - The 3 combative/st signed enchantment on a person at once thing is something which is no longer policy, which is similarly why it was removed from current infusion. So it probably does not need to be here.
    - One redline implies druids no longer hear the song while recovering, which based on established druid lore would drive them insane during the entire time period. Moreso adding on physical exhaustion to the magical exhaustion for the entire period seems a bit extreme and even moreso than currend druidism. The combination of problems makes it so a druid goes from being annoying restricted for 3 days to essentially unplayable for that same amount of time.

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