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DISCOLIQUID

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Everything posted by DISCOLIQUID

  1. MAT Pex, still broken. Cannot edit posts. Fix, please.

  2. My character doesn't wear armor, and doesn't carry a big ass battle-axe either. I still whip these out in PvP because my character is a mage, and I need some way to represent her spell slinging in PvP. If you don't like getting bopped down by people with better gear, stop fighting people with better gear.
  3. No. Succubi are overtly sexual, and we all know it.
  4. Excellent. It achieves its purposes, then. If it is welcome or needed, I provide my support.
  5. What is the purpose of this lore? Is this a clarification, or a basis for something more?
  6. While a plague, on the surface, seems a source of role-play, it often is more a source of not wanting to role-play. Take (for example) a villain. Your character suffers a robbery attempt, though, they make it away with their life. An interesting event, and perhaps you may consider speaking once more to the bandit in-character. However, the next hour, your character is robbed again! This time they lose a portion of their goods, but they make it off alive again. Here, you furrow your brow. Maybe you'll log off from Lord of the Craft for the day. You do, and upon logging back in three hours later by reflex, see another robber in-character. You sigh, and trudge through the role-play. Perhaps a tavern might serve as a respite from this robber you cannot OOC'ly or IC'ly escape. You take a fast travel, and now are in a tavern, where (lo and behold), another robber arises! You quit for the day, avowing to log on tomorrow and participate in less banditry RP. These events occur almost every day for a week. In my humorously constructed example of the exasperated role-player, assume the robber is a plagued person. You grow sick of the constant, stale role-play of the plague, and log off. You cannot assuage your character of their symptoms should they be given mechanically, and you are annoyed at the lack of ability to role-play your character as you see fit. A plague is fine for up to twenty people, perhaps in a city willing to undergo the role-play; however, if the plague in the Fringe was any indication of events, you will have weaponized bodies of plague victims being hurled into settlements should the whole map come under influence. In addition, without mechanical impacts, there is no way to enforce the plague. All those who cannot stand the role-play will become immune. People enjoy certain types of role-play. Enforcing a server wide plague is as silly as enforcing a server wide banquet, or a server wide restriction to only villain role-play. TL;DR Plague role-play is invasive, often with no chance to escape by those who never wished to participate.
  7. An Orc crouches by a stream, pouring water atop his hands. Steps are heard, crunching atop sand, desert; a goblin approaches. The Orc rises. Before him, offered by the goblin, was parchment. This Orc draws the paper from the goblin, dampening it just so with still wet hands. His glare crashes unto the paper, and his mouth forms the words, muttering through tusks and yellowed teeth. "Mmg. Vaknuor ztart phraktizin' fer klomp." The Orc shoves the paper back to the Goblin. He lumbers off, arriving to his blarg after a time. From a rack of weaponry, the Orc selects a short spear. He sets to work.
  8. From a distant corner, a peasant would watch. Amber eyes, devoid of compassion, lick over the situation. A wiry smile is cracked unto her lips as she recognizes the poltergeist from before. Tek mumbles to herself under her breath, "I shall need to ready aurum dust, and perhaps create bracelets." Tek drifts off into the city, melding into crowds.
  9. A pale woman, ashen in skin and marble of hair. A right hand, tucked into a fist, leaks ebon mist into the world, before the plants around her leak their own life into her vice. The vegetation fades and withers, and Tek stands, boring a cold glare into a tree, the words before her carved by some force. A snarl passes over her visage, and her form departs with haste, mumbling words under her cold breath, speaking of an old alliance.
  10. Tek, wrapped in the false guise of a High Elf, taps thrice a pale finger upon her chin. Stone cold eyes pass over the poster, and a low chuckle drips like cruelty from her monolithic jaw. "Maybe later."
  11. Hesh, if it doesn't produce role-play for a necromancer or wraith to one-drain kill an Itharel, how does it produce role-play for an Itharel to one-blast kill a wraith? Respectfully, I am going to invert your paragraph. Even if it isn't OP, it doesn't produce role-play for an Itharel or cleric to blast a wraith with holy light, as it is as effective as stabbing them with a golden sword. I'm against forced backstabbing for RP fights, as that isn't an RP fight but an instakill that produces no role-play. If you guys are truly concerned with creating role-play between necros and clerics, or Itharel and wraiths, then tone down the abilities, don't pursue giving wraiths a glaring weakness to holy light, or make it so Wraiths can break holy light and such with necromancy. While that might seem idiotic and is likely a poor attempt to invert your point, that reversed paragraph is how it reads to me. Perhaps a solution may be giving Itharel drainable life force, but only to a minor degree, and allowing Wraiths a certain resistance to holy magic, thereby allowing the two to engage in long combat that isn't just a matter of who can swing first.
  12. Connecting a tether to someone is not an instant process. A fire evocationist can create a lethal amount of fire and blast it farther than a necromancer's tether can reach in the same amount of time. If a necromancer's drain is nerfed, their main power shifts almost solely to their summons, which means a necromancer caught off guard is a dead necromancer. A fire evocationist is able to pull all of their power from the void at any time. Leave the power of the drain where it is.
  13. I am unable to edit posts, it just returns an error. Please fix this.

  14. Lifeforce thing is mainly my main complaint, to be honest. If that was fixed, Wraiths and Itharel could actually have epic combat.
  15. I cannot figure out how to move threads that I should be able to. Could someone who knows how on these new forums show me?

  16. SWGRclan has already stated the points that I would, but I feel that I should reiterate points that stick out to me. Itharel have no true counter. They are beings of living ichor that can bring holy armor to materialize around themselves with little to no effort. Their healing powers, if they have access to such, are relatively unparalleled. An Itharel effectively destroys Dread Knights, Wraiths, Undead, Ghouls, and other Dark Arts practitioners with little to no effort. The side of 'evil', as a roleplaying group, has little to offer to combat these paragons of light, and as such, battles are relatively one sided, unfair, and unenjoyable as a dark arts player. A wraith, who some may consider the pinnacle of dark arts power, is essentially the big bad evil guy of the player run side of darkness. In contrast, the Itharel are the big bad good guys of the player run side of light. It would make sense that an Itharel and a Wraith should have epic combat, but the combat between a Wraith and an Itharel might go something like this. Wraith Bob, who is a master of necromancy, attempts to drain the Itharel. [!] The Itharel, Sally, has no life-force capable of being drained. Wraith Bob, noticing this, uses earth evocation to blast a spike of earth at the Itharel. [!] Sally's armor takes the hit. Sally stumbles back, gathers her focus, and blasts a ray of light at Wraith Bob. [!] Wraith Bob demanifests almost instantly. There is no need for the side of light to have such an impossibly strong counter to all of the Dark Arts. At this point, all it would take to defeat an entire gathering of the dark arts players on the server would be an Itharel, two golems, and perhaps four other clerics. I am a fan of dynamic role-play. With the current strength of Itharel and Clerics alike, there is no dynamic -- there is only defeat. I hope for, as SWGRclan put it, "something creative and contributive to roleplay that doesn't involve vigorously beating hooded gents down with weapons made of light. "
  17. If this topic is still open for discussion, I would like to note that even as an Aether VIP, my slots are capped at 4 including a home slot.
  18. The void may have an infinite amount of possibilities or iterations, but the voidal node lore does cover what's outlined in this lore. If this lore was being proposed as a type of voidal node instead of its own separate lore, I would be inclined to support this. Other issues with this lore include : A) The 'energy' received by the Mages. This can be explained as just a draw of mages towards the storm, it does not need an emotional or energetic impact on mages. Magi, if anything, should have more difficulty casting next to a chaotic rip of void through the realm. B) A voidal storm should not 'ward off' Druids or cause them to feel depressed. This simply does not make sense. Vast manifestations of the void would cause, to Druids, a significant imbalance in nature. While a Druid may feel the distress of the natural world, they would not be warded off. If anything, they would be inclined to assist and restore the world to balance.
  19. The existence of voidal storms as caused by high mage interaction with the void may not fit in with current lore. As it stands, Voidal Nodes ( https://www.lordofthecraft.net/topic/122009-lore-revision-void-nodes-and-hollows/ ) are already an accepted lore post that seems to cover the majority of concepts proposed within this lore. The uniqueness of voidal storms is not far enough from voidal nodes for me to support this lore -- storms simply appear to be a more chaotic, primal version of voidal nodes.
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