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7 yrs ago
Current This all feels very nostalgic, I'm told.

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I'm just some guy, don't worry about me too much.

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also, non psychomancers can have just as good of wards as psychomancers.


They are specifically said to have the strongest wards.
Wrong. Nonmages can't get them.
Psychomancy is the most powerful blood OFFENSIVELY, and DEFENSIVELY. Why? A, it has a 100% success rate. A fireball can miss, a lightning bolt can hit something else, something can simply be ineffective. Psychomancy? It always achieves the desired effect. But, surely there's a counter? Supposedly, the Ward system. Here's the problem with how wards work: One, only mages can get them, and two, they require specialized training, from a psychomancer. So, who has the strongest wards? Psychomancers. The only proper counter to it is itself.

There is the biggest problem; wards. The system allows the Psychomancer to get away with far too much with complete impunity as it stands. So, I propose that wards simply become an extra layer of defense available to mages associated with training, but a strong will and active (Active as in 'that guy's trying to get in my head, I can't let him') concentration can provide some resistance to the lower levels of Psychomancy. This might make it seem like the psychomancer cannot do as much, but it simply means they have to work for their power, same as anyone else. Is it unfair that a Pyromancer must lead his target, that an offensive vitamancer must close to touch range, or that a Runecrafter must spend hours not jut learning to make a rune, but creating it as well? No. And Psychomancers should just be able to say 'I do this' and be done with it.


These are the proposed changes to Psychomancy I was speaking with Rtron about.
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It would be, if that were actually the case.


What's the one thing that defends against Psychomancy? A thing that only mages can learn that requires specialized schooling that takes time away from actually learning how to use your blood. And, additionally, Psychomancers are the best at it, naturally, so a Psychomancer is the best counter to a Psychomancer.
I disagree with you. This isn't a video game, power creep isn't really a bad thing here. Our enemies are as tough as the GMs want to make them, so having more capabilities just gives us more options. Reworking so many things isn't necessary, we just have to make sure that each blood has some good defenses.


Ah, but is it fair that one player is far more effective than another? What's the point of being an Herbamancer when you can just be a Psychomancer and have free, easy access to a cheap way to basically kill anyone?
My goal is not to simply nerf everything into the ground, I actually feel a few bloods need a boost. The only thing in real, desperate need of nerfing is Psychomancy and Hydromancy blood manipulation.
Here are my thoughts. I of course think that all characters of all bloods should feel like they can be useful, in roughly the same proportions. There shouldn't be one that really dominates, but I think you might be going about that the wrong way. I don't think it is worth it to lose variety in favor of closing off every bit of potential for abuse. We're all friends here, after all, and we can deal with those issues individually.

I think it might be possible to "over-balance." To think about every detail of what every blood can do that you drive yourself crazy. Personally, I like the potent magic. I like the idea that we have this great potential. When I see a fight between a master aeromancer and a master geomancer, I'd like to see a mage bringing down the sky to meet the earth rising up against him. I'd like to see the forest turning against a pyromancer who is scorching the earth hot enough to melt the rocks as they try to get to the herbamancer. When we get all of these master bloods fighting with and against each other, I'd like it so seem like reality is tearing itself apart, because I think that it would make the RP all the more interesting. I like being able to be creative with my abilities, and it really does not matter how much power our characters can potentially have, because the enemy has mageblood too. They will have all the same powers and abilities as us, if not more.

Instead of trying to nerf everything into balance, I say "balance-up." Make sure that every mageblood has some kind of strong defense against other magebloods, some way to absorb or avoid damage, so that master level fights don't end in two seconds. I haven't had time to think in depth about every single blood, but I'm certainly willing to. If we work together, I think we can make sure that each blood has a compelling and potent defense against each of the others. That would certainly be easier than trying to rebalance everything.


That's called 'power creep'. Why nerf things when you can buff things instead? Well, the issue right now is some bloods are much more potent than others. Let's take psychomancy, for example. With current psychomancy, a master duel wouldn't be the awesome thing you described, but it would be the non-psychomancer opponent collapsing to the ground and just having a seizure.

Things need to fit more defined roles. Pyromancy and Electromancy are functionally identical right now, with those they serve different functions in combat.

As for Inferno magic, they give a Demonomancer far too much variety. Not only can they summon very powerful minions and physically alter themselves into mighty demons themselves, but they can also basically cast slightly gimped hell-versions of most anything they want. And there's only so much we can jack up the cost for spells.

We have to retool everything. Look at Herbamancy and tell me that's acceptable. And if we're gonna do some of them, we're gonna do all of them. Masters are hardly being affected, it's less 'Nerf' and more 'refocus'.
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Alaira. Paranoid, violent, impulsive, Alaira, is gonna just ignore it. The same one who, not two days ago, set fire to Djarkel on a hunch? Really? XD


I am not rewriting a post that took me two hours to write just so Alaira can tard out over the tiniest detail.
Tired. And, Althalus might change drastically depending on what Alaira does to Ovak 'whispering' in her ear.


She's going to just keep it to herself and ignore it.
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