John Doe wrote: but maybe just open up all Human Paths like all Vampire Paths are.
... i dont like this in vampires as it is... all the vamps that have been around a bit....have powers of all bridges and paths, making them all interchangeable... need a killer? mordies your guy... need a telepath, mordies your guy, need a shadow, seeker, mystic, fadewalker, allurst......see above... and i know there are many with far more powers than he... and i was once calculating, if i had not take tier 2's...i think i could have t1...of every power.... there is no longer any relevance to path...i do not thing doing the same to humans...making their raths irrelevant...will be of any true boon to them, especially from an rp point of view...
QFT.
One of my biggest eh's about path atm.
3 of mine can do just about anything, which doesn't make them unique anymore. It makes them a number among numbers. Need a summon? Can do. Need a heal? Can do. Need spirits? Can do. Etc, etc. I actually liked when we did team work and had to find people or ask people for help with things. Now most of us don't need to bother with that.
Why are you taking me through troubled waters, I asked? Because your enemies cannot swim, he replied.
Elizabeth Naarc wrote: I actually liked when we did team work and had to find people or ask people for help with things. Now most of us don't need to bother with that.
well...mordie would still rather stick an icepick in his eye, than do a ritual....
I get what you guys are saying but no one put a gun to anyone's head to open bridges and paths. Pretty sure not all HAVE opened them all or even most. A lot have, I have on two of mine, but I'm sure there's some that have been saving up the pxp waiting on Mastery.
With extended lives of pathed humans, they should be able to open as many bridges as they wish if they play long enough. Being well rounded or specialised should be a choice, imo.
And as much as I agree it was awesome when there was more teamwork? These new territory battles are a fix for that, for players that want teamwork gaming.
Not every player does want to play with teams though.
In fact I can think of a couple that are by no means team players, lol.
Last edited by Alexandrea on 04 Mar 2016, 02:32, edited 1 time in total.
Raids or battles?
Because I know Keara and Enver can get through 4 floors by themselves easy, if both are at full energy
Battles are different, yes, but not everyone is interested in those-so no team work on that aspect if not interested.
So, kinda makes it...meh again. I enjoy including people, that's just my take on things. Why be part of a group or family if you're just gonna do the solo thing?
And you're right...no one makes anyone take powers but when you're sitting with over 700 pxp easy, you're like...mer.
And my gal alex is a part of groups and families so I can play with others. When I choose to. And when I do not chose to, I don't have to.
And I know you know with humans it's not as easy to get connections to help you out cus ya been there. Couple that with the player who doesn't want to socialize at the forum or in chats or anywhere and that's a bummer.
Choices are what I love most about path. Gamer or Roleplayer. Many paths or just one. Solo player or team player or whatever, when you chose.
I'm very much against opening human classes up like vampire ones are. I like that you're forced into a choice of picking one or two and committing to them. It wouldn't work well at all to have them be open. There's only three classes at the moment so collecting all the powers would be easy least once you got the pxp.
Imo, having open paths like that, especially with so few choices leads to too many cookie cutter type power builds. One of the beautiful things about humans right now is they have to work together to cover all the bases. We've already seen what open pathing looks like with vampires who have far more choices of powers. There's no real specialization outside skills for vampires it seems at the moment, and I honestly don't think adding masteries is going to really change that. The biggest change I see is that most vampires won't have more than a couple masteries, which makes complete sense.
For Blood Thieves, I don't really think they need a power to lengthen the duration of their feedings. I believe with all Durations at tier 2, Lea has 19 days between feeds which is a pretty long time. It'd be nice to have access to the tier 2 bridge powers, but I completely agree that isn't a mastery level power idea. It may be nice, in the far future, to have an upgrade to the dual class powers that can be quested for which gives a slight boost to the original ability.
I'll have to ponder on actual ability ideas and come back later with them.
A.R.E.S: Decima ~ Human ~ Ritualist for Hire ~ Crownet: Tigress ~ Current Roleplays ~ #00bf80
I think the part he was agreeing to the most was the idea of ONE power staying while the others faded... not giving us PXP even after the other powers faded. But I could be wrong, I'm not David.
That being said, That was something that I meant, That sort of like how feeding off a NPC vampire gives the BT a single power from a specific path of the vampire they fed on. If a vampire feeds the power would allow the grid to choose one power that stays behind until the vampire feeds again. But once the other powers fade, the gaining PXP stops as well.
Reality is a thing of the past! Note: Charlie has Mortal Aura
d'Artois at Heart Art done by the Signature Queen Claire
Stone Marking: Sentinel, Retaliation, and Sentry mode no longer cost 1 energy per hour when used. In battle they no longer cost 1 move. While in Sentry, Retaliation, and Sentinel mode, any wound gained is automatically halved by duration and you have a 50% chance of getting no stat penalty.
Brother at Arms: For every paladin on your allies list, who also has you on their allies list, gain a small stamina bonus. Caps at 10.
Burning Aura: When active, for the duration of the battle, you are half as likely to take damage from an undead NPC. When an undead NPC gets within melee distance, they begin to automatically lose 1 blood per round.
Thought of another few for sorcs:
Rapid Growth: Make the square you're currently in non-traversable. Lasts until the end of the day. Could be Rped as the sorc infusing chi energy into plants to make them rapidly grow into thorny walls.
Temporary Runes: Increase another character's stamina, dexterity, and strength substantially (+5)? Counts as a blessing so it wouldn't be stackable with Inspire or T-Shield. Fades at day change. Could be RPed as the sorc drawing temporary paladin runes on someone that fade over time.
I'LL USE YOU AS A WARNING SIGN THAT IF YOU TALK ENOUGH SENSE THEN YOU'LL LOSE YOUR MIND
Tracker's Markings: For 1 hour tracking costs no energy, moving in buildings costs no energy, and moving on the world map or in sewers costs .1 energy. Can only be used once per day.
Trap of Turning: Convert any trap into an energy infused mine. This mine senses undead, and will activate the moment one gets into proximity. The mine saps 2 blood from an undead enemy, and restores 1 blood to the paladin who laid the trap. Mine is single use.
OR
Trap of Blinding: Convert any trap into an energy infused mine. This mine senses undead, and will activate the moment one gets into proximity. The trap victim's grid goes white for the duration of 20* minutes. While the grid is white for the victim.** Mine is one use only.
*Or whatever you think works best in a territorial battle. I imagine it would depend on how 'live' people are etc etc. TACTICS!
** I picture it as: All squares going blank, no tiles, no people, no grid coordinates. The player can still move their character, but they'd be reliant on other people (or a thrall) to get around, and it'd all be based on direction. I. E. "Go five up and two to the left!" or stuff like that.
I'LL USE YOU AS A WARNING SIGN THAT IF YOU TALK ENOUGH SENSE THEN YOU'LL LOSE YOUR MIND