(07-21-2023, 03:27 AM)RainIsABirb Wrote:(07-21-2023, 03:06 AM)chance Wrote: I like smaller rewards, and think we could do with more. The classes are a good example of this (hex, dreamwalking, necromancy summons, medic tree, artisan, etc). Smaller thematic spells that do unique things and encourage unique IC situations are fun, but basic stat buffers (like spectral sight) not so much.
Spectral Sight is funny in that I'd argue that the fluff of it is more powerful than the signature itself!
It's a gateway to further dev in a lot of ways- spiritmancy or future sight being the common threads leading from it. A very powerful tool, and honestly the main reason I wanted it on Tuule was to say "I have a connection with the spirits" ICly since RPing stuff like that without any sort of actual mechanical/visual indicator for having it is... weird. It was also an important part of my development for my Wildcard application (which, alas, never came to be).
Smaller buffs like that are cool. Spitballing from the concept: A 5 or 10 vitality toggle that has some customizable flavor text to it, based around physical perfection or being an adept shield mage or something, for example.
That's not to say your examples are bad- classes are immensely influential and dope when used correctly. But sometimes a vague and boring-seeming stat buff, when given to the right player (as the applications team should be doing!) can make all the difference.
(07-21-2023, 03:09 AM)SilkiyTea Wrote: lemme get my 2nd mastery token when I hit 210 instead of having to have 5 dangers. >
In regard to this:
A second mastery to my knowledge is supposed to indicate a seasoned combatant, someone who has experienced enough real battle to truly embrace their mystical art.
From an ooc standpoint, this is supposed to encourage conflict, something which I feel we are terribly lacking in at the moment. This is to be expected; demons are rarer, the big bad guy just died, and we're sort of at an odd point where the more murder-happy factions are winding down from their big conflicts and preparing for the next.
As a collaborative RP game that hinges pretty heavily on the PvP aspect, manufacturing effective IC to fight is important for any good character. Whether that be a dastardly villain going out to collect essence and undeath, a would-be hero putting the sword to a maybe-innocent occultist, or a mercenary willing to take coin to burn down houses, all are contributing to the lovely trauma that makes a well-written character change and grow. To me, it sounds like your character needs some of that beautiful growth...
So maybe from an ooc perspective try and get in some trouble. Teehee.
also there is no such thing as ooc pvp.
edit: woah! that's a weird feature. my forum posts combined.
I concede, I do prefer random/spontaneous things in my RPs but you're not wrong that some things should be manufactured/orchestrated with other players. For now I still feel an itch for more spontaneous things and to see if stuff can develop from that.
My desire for violence shall not be quenched.
Edit:
I KEEP MISSPELLING WORDS LATELY HELP ME.
I swear I'm not...
I'm not owned guys.