Mage's Guild
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Crescent Isles
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Post by Shitakibo on Sept 20, 2023 22:28:10 GMT -5
Petition to rename the Fall Shop mount Terror Bird to Terror Wing, as it would be more thematically cohesive and still has a spooky vibe :3
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Adventurer
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Female
Kitsune (fox spirit)
"My tarot cards read there's a dead man clinging to my aura, and to let go, of the past."
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Post by Brandy Alayin on Sept 28, 2023 15:36:33 GMT -5
not done*
idea: player involvement in world building like for example, when adding a new beast, plant, etc. , host a vote to decide what it should be (like minecraft) with basic design and info for the options, and the winner gets added. the losers might get added to a future vote, might not. Also more player involvement in the lore of the areas they are questing in, residing in, origins, etc. for example, if a player has a backstory of their village getting destroyed and being the sole survivor, add a cultural group of that group and village, but like mark the group deceased or destroyed. but so you dont get like overwhelmed with requests for it, have it only be like the player of the month gets to pick a thing from their personal lore to add to the main charon lore and works with staff to make it happen/ write it out
few more ideas: not done
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The Expedition
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Moonglade
an good boi
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Post by Ser Gerhart Stanislav on Jan 2, 2024 0:00:21 GMT -5
So, for the encounters, how exactly does it work plot wise for other characters? Like Shaa, Sarne, and Gerhart are about to finish the encounter, but what does that mean for other people who go on the encounter? Multiple people can't have killed the same guy, but the requirement of the encounter is he has to die. Is there like a canon way he dies or...?
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The Tinkertons
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Dragon's Cradle
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Post by Lady Astrid Stormstone on Jan 2, 2024 0:02:00 GMT -5
We were talking about the above in VC. I think it'd be super cool if there was a pop-up topic at some point that pulls from people who completed the specific encounter that becomes the canonized death of that NPC
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Mage's Guild
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Post by Shitakibo on Mar 1, 2024 21:49:25 GMT -5
On the topic of W.E.F. Quests: Having to find three party members and make such a thread work poses a great deal of restriction on those who could participate and the speed with which a hunt reaches completion. This is further enhanced by having to push through 4 concurrent quests just to qualify for the final hunt.
Possible Solutions: Reduce the final requirements to Two Participants, or reduce the total quests needed leading into a hunt. Another possible solution would be changing the total number of posts needed for the final quest from each person to ease the overall strain.
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The Tinkertons
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Post by Lady Astrid Stormstone on Mar 2, 2024 3:23:59 GMT -5
WEF Hunt feedback!
Similar to Bael's feedback, the exactly three people requirement is really tough when there is also a four quest prerequisite to do the hunt. I think so far maybe six characters (not players, Gerhart's player has done it with two characters) have actually gotten through the initial hunt in the year that it's been available.
Suggestions:
1. Reduce the prerequisites to two WEF quests, any two you want before doing the legendary hunt. This will make repeating the same four quests less of an issue and will get more people available to do the legendary hunt sooner. People will still have to do multiple guild quests to unlock everything in the shop.
2. Reduce the number of people required for the legendary hunt. It is incredibly complicated and taxing to manage a boss creature between three players for ten posts each. If you do this hunt with someone who can only post once a month, it will take you ten months to complete this quest, which adds to the difficulty of completing it because coming back to a high-stakes fight only so often is really challenging.
3. Personally not a huge fan of an entire corps quest and Legendary Hunt requirements including finding/having a person from another guild. So many players in the WEF are already in other guilds, and there's not a lot of incentive for someone to do the WEF hunt when not a member of the guild - except skipping all the corps quests and getting the special item, which I suppose is incentive enough, but we haven't really seen that for anyone, and it's kind of a slap in the face for the people who DO have to put in the work to get to the Legendary Hunt. From my perspective as a guild member that someone not in the guild could just get that item without all the same work we have to put in.
Considerations:
1. There is so much to do on the site now. Y'all do a great job providing a plethora of quests every three months to keep us busy on top of events and pop-up topics. I wouldn't expect y'all to create new WEF quests for each of the creatures when the story of the guild follows the same beats for each Legendary Hunt. But if the point of WEF is to be a big group effort together, it could be reasoned that each person plays a smaller part in the thing that they're doing.
2. Comparing to other guilds: 2a.The Encounters for the other guilds only require ONE completed guild quest and reward +2 renown, a Mystical Archive Ticket, and special items from the Encounter's boss if you're a guild member. This is more reward than the WEF Legendary Hunt. 2b. The subclasses for other guilds require fewer quests completed for the guild (while these are mostly 2 part quests, the post requirement is still fewer than the WEF subclass total). I do not disagree with completing a Legendary Hunt being the prerequisite for Drake Hussar, however, completing a Legendary Hunt is extremely difficult.
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The Expedition
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Moonglade
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Post by Ser Gerhart Stanislav on Mar 3, 2024 11:56:51 GMT -5
Agreeing with the others that the WEF set up quests are a bit of a slog, especially for people with multiple characters but that is a personal choice and not something I would ask admin team to fix, just a note.
Some of the quests can kind of overlap or condense, the Hunters Corps is already sort of part of the Legendary Hunt. Survey and Logistics are pretty close and Communications is just kind of there.
I know this would put more work on the staff, but I almost would like if the Legendary Hunt became more of an encounter of Staff vs PCs cause man it was fun running the Troll King, but it's also exhausting to keep track of what you can do, what two other PCs have done, and what a massive monster could do.
Cutting down to just 2 people doing the Hunt may seem limiting but it could open up the secret item to everyone in the guild or just adjust the reward structure entirely. Just ideas
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Mage's Guild
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Unassociatable
His tummy has the rumblies that only magic can satisfy.
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Post by Hylltywyll on Mar 5, 2024 23:42:49 GMT -5
I don't know any of the current plans for updating Archmage if there are any, but I assume there are since there's been a lot of overhauling of older classes. I just want to say I like a lot of the abilities Archmage has now and don't want to see them get taken away. My biggest criticism of the class would just be that it could give more. As is, I feel like it's a little underpowered for a class that requires master/exalted in 2 different magic domains.
Things I really want it to keep: -Elemental Master (changing the spell's damage type) -Spell Suspension/Increased Spell Suspension (suspending spells) -Master of the Arcane (creating your own spells)
I like these abilities a lot as they are now, and would be upset if they were removed or drastically altered.
Things I wouldn't mind being changed: -Infinite Soul (stop aging and can control how old you look) -Arcane Wellspring/Overflowing Energy (Increased spell limit) -Overwhelming Magic (Spells ignore resistance or immunity)
These abilities aren't bad and I'd be fine with keeping them, but feel like they could have potential for improvement. Arcane Wellspring and Overflowing energy just increase the spell limit by 5 each, which is a little underwhelming for abilities you get from a prestige class. These could be better. Possibly even just lumping the increase to spell limit into other abilities as a little bonus and then replacing these abilities with something else. Overwhelming magic could be reworked a little, since I know similar abilities to ignore resistance or immunity to different damage types from other classes were changed or completely removed.
Suggestions: Archmage feels like a class that would be someone who is a master of the magics going on around them and has so much control over it that they can even affect the spells other people are casting. They can subtly alter the formulae arcanum of their own or another's spell as they write it, altering it in different ways to suit their needs
There could be an ability that falls into the same vein as spell suspension, but instead of delaying another person's spell, it instead causes the spell to switch targets. Archmage can affect the timing and element of spells, so affecting their direction seems like it would go well as another ability.
Another idea is a possible replacement to Overwhelming Magic. Instead of just making all spells ignore resistance/immunity, it could be the ability to case a spell to instead ignore hit preventions a limited number of times by adding in a bit of formulae to make the spell homing or cause it to move in a strange way that slips past armor or shields, like circling behind the target to hit them from a blind spot.
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Mage's Guild
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Post by Shitakibo on Mar 6, 2024 0:19:41 GMT -5
I would like to post my opinion on Hyll's recent post about Archmage:
Currently, Overwhelming Magic is the only source of spell penetration available in Charon. Other prestige classes that had similar abilities have recently been removed/reworked. Such a decision means that players would be almost forced into a position of requiring both martial and magical skills to be able to handle higher level threats that have a myriad of resistances and immunities. One thing Charon is sorely lacking at the moment is the ability to bypass such resistance and immunity on all fronts, which means you either spread out your abilities to handle any and all threats or specialize and accept that you're unable to really do much against some creatures. I do understand why it would come up, as currently it seems almost out of place when looking at the other prestige classes, but I feel it's also become the last bastion of mages having a prestige class that makes magic feel powerful... not just flavorful in some way. Spell Penetration, and other abilities to overcome magical immunities and resistances have been a staple in game systems which include such defensive layers for their monsters and players.... currently as players we all but lack the ability to attain damage immunity of any kind, hit preventions are one-time use (per post) and many abilities will either bypass this or remove several with a single action... further inhibiting our ability to effectively tackle such threats without a broad range of skill, ability and equipment investment means each player must put in a great deal more time and effort for each stage of progress.
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The Tinkertons
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Dragon's Cradle
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Post by Lady Astrid Stormstone on Mar 27, 2024 19:28:16 GMT -5
Transmuter feedback
I have had this subclass for a while, and I realized that in all this time, there are aspects of it that I don't personally use very often or find ways to really implement.
What I love: Alchemical Mastery and Hands of the Transmuter are both awesome as they are. I use them all the time. Alchemical Mastery gets used in so many of my threads alone. Love it. 10/10
What I wish I could get more mileage out of: The expanded spell list I don't make use of very often. In fact, in the whole time I've had the class, I've only made use of one spell and that was recently and more for a laugh than anything (which is perfectly valid). I think that my biggest hangup here is the limited number of uses we have for the whole list, because there are some genuinely pretty cool spells/abilities in this list that I'd like to make more use of in future threads.
Other sub-classes give you abilities that you can use multiple times per thread or entire mounts/minions that have multiple applications. For example, the golem can cast between 4-6 spells per topic (depending on if you gave it the ancient core) but it is also a minion that can fight. Drake Hussar gives you a massive drake mount, the ability to have extra grafts/tattoos, etc.
In my opinion, giving one or two extra coins to Transmuter could open up more options, or even just making it a pool of five coins that you can transmute to be silver or gold would be neat. I like that there is the ability to change the gold coin to silver and vice versa to give an extra use, and I see how having more uses could make the balance of certain things more challenging (such as Silver Savior/Gold Bond) but those could just be limited to 1/topic each.
Food for thought. I'm going to try to use the spell coins more, but I personally get a little hung up on the limited uses and it turns into RPG consumable hoarding lol.
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The Tinkertons
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Dragon's Cradle
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Post by Lady Astrid Stormstone on Apr 1, 2024 14:19:17 GMT -5
Would love to have community-voted Thread/Character of the Months so staff and the people who RP with them can also have an opportunity for the recognition. We got awesome writers on staff team that deserve some kudos and awards for their threads.
Could make it a selection of 3 threads/characters picked by admins that are voted by the community the week before EOM. To deter campaigning for winners, you could just have a clause that automatically disqualifies anyone who is caught campaigning.
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Golden Consortium
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Post by Gwendolyn on Apr 28, 2024 3:37:44 GMT -5
Hello there. Consider letting us use mystical archive tickets for stuff like item fusion and other blacksmith stuff. Thanks, dezz
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