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RE: Survey and things I couldn't put there. (Muh opinions on the StAtE of balance) |
Posted by: Snake - 06-01-2021, 04:45 PM - Forum: General Discussion
- Replies (4)
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Ahem, as the title said, more things came over to my mind after I put my survey's answers up. So it's best to log them somewhere, it may be useful, it may not, it may open good discussions or it may put me to walk in the plank. By all means, this is an open discussion so feel free to add your own woes if you want, or rebut my own opinions, but here goes nothing.
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DEF and RES are fine the way they are. The real problem with the stat imbalance is the factor where people who invest in those two stats still have room to build enough, if not more damage than people who forsake defenses for the gamble of basic hits. This is to be -fully- blamed on equipment, which allows them to have high damage on their weapon despite not really building for it.
Mages are the more glaring issue, having the widest option of "thematic scalings" they can use and abuse just because "yeah why not".
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The game should have at the very least six roles, when the term is 'adventurer type'.
- Assassins (or "DPS", "Damage Specialists"), who forsake all protection to go big on their numbers and hope to kill the enemy before their fragility gets to them. (Void Assassin being the prime example, Kensei for secondary and Evoker for a magic counterpart)
- Bruisers, who forsake some damage to have some protection and more reliable sources of damage, such as using auto-hitting skills. (Boxer and all of Martial Artist's promos being the prime example of 'well-rounded classes', followed by maybe Ghost.)
- Tanks, who fully forsake direct damage and opt to use indirect sources of damage such as retaliation, damage over time and more reliable but weak sources of damage. (I can't quite tell if we have any of those in SL2 anymore, the closest example of what a Tank's gameplay could be is using Soldier and Incise only, while taking lowered damage from all sources as, hypothetically, you lack investment in damage stats.)
- Support, who can come in many, many flavors. They bring utility, buffs and debuffs to the game and thrive in weakening enemies to have their Assassins and Bruisers make a short work of it. (Curate and their promos, Spellthief, Tactician, you name it. Even Rune Magician counts as one, if not for its absurd damage potential.)
- Healers, who fully ignore dealing damage for the sake of keeping their teammates alive and running, while offering minor buffs to their performance. Currently and after the healing nerfs being half-baked with 'slap a cooldown on it', these became extinct. It doesn't feel rewarding to play a fully devoted healer, because cooldowns are not a fun mechanic. (It was supposed to be Priest using staves, and Lantern Bearer for its AoEs. But RIP them.)
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Elemental ATK should not be dependent on your stat distribution (WIL), they should be a distribution of their own. The way they should behave after this proposed change is that for every 2 Elemental ATK you invest in one element, you gain +0.5% resistance to said element, and 1% weakness to its opposite element. So let's put for example, a Hyattr with Fire ATK investment gains Fire Resistance, but gains Ice Weakness in exchange.
This way it allows a player to further customize what element they're more aspected to. And this will also allow celerity-based to use Earth, for example, and defense-based characters to use Wind if they want, since the counterplay of that is based on their element of choice.
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Tanks should not be Bruisers, Assassins should not be Tanks. In a simple conditional, if you have high DEF and RES, you should have low damage, if you have high DEF OR high RES, it should give you room for damage investment. Likewise, you shouldn't expect someone with 0 DEF/RES to take things to the face and shrug them off because of their nat class mitigations.
This should be an easy fix if weapon scaling is standardized to only STR/SKI/WIL/FAI and GUI, really. Or I hope so.
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All classes should be less homogenized in terms of what damage they're based on. Mages shouldn't be able to cast meteor fist for 500 physical damage, just as how Boxer shouldn't punch the ground and deal 500 magic earth damage.
Basically, all classes should focus on a single source of damage, be it either magic or physical, with only odd skills out to even out the grounds. Duelist is a good example of that, being solely physical damage-oriented, with one or two skills that deal magic damage for a change. (We all remember how painful a 3M Power Gradation was, essentially turning the class into melee mages.)
Sure, theme wise it'd be fair to call things magic or physical, but it's balance we're talking about. If we have things that are purely based on STR/SKI/GUI investment, we'll want it to do physical damage, same way with WIL/FAI and magic damage.
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Critical Hits should not be mandatory for your gameplay, even if it's thematic for a class. Critical Chance should be lowered, and missing a critical hit shouldn't mean the end of your combo. Duelist being an example, and why we can't have fun things for other classes. I believe that critical hits should be decisive blows that leave a mark and cannot be easily mitigated, since it's the opponent's fault for being sloppy or wide open, or plain unlucky.
Keyword is 'luck/unluck' here. There's no dopamine produced when every critical you score is just 'eh, a critical, cool, next'. That's why many people love Vorpal Strike so much, because that's an -actual- critical hit, it feels like a decisive blow, and also doesn't feel like it was given to you for free. You rolled that 10%, or positioned yourself well with a Vorpal Fang. That's your reward, take it son.
If we remove all momentum economy gained or loss from hitting criticals, or being resisted!, we can afford having basic attacks costing 2M (maybe for melee weapons only), which will immediately make basics more viable across the whole class board, and even allow them to do more base damage, since GUI won't be as mandatory. (I hope?)
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Your race should not majorly matter for your performance in combat. Amber put a good point. If power is being moved around, I'd rather all races get washed down to be only "RP flavor with minor boons", so distribution is more personal and more a player's choice, rather than the game dictating they'll 100% lose to something. Like for example, trying to play as a Vampire/Amalgama and 100% going to lose vs Holy, or playing a Theno or Mechanation, and 100% going to lose vs anyone with Splash + Idol + Mercalan Mist + Lightning Damage.
Or worse. Trying to play an archetype, like for example, making an Ice-based Hyattr and now suffering an absurd amount of Wind weakness.
At most, racial weaknesses and resistances should be like 5%.
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I forgot the rest and I'm hungry- I'll edit this later.
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Weiss - Request for being more resistant to Void Poisoning |
Posted by: duelist17 - 06-01-2021, 02:23 PM - Forum: Character Applications
- Replies (2)
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Applicable BYOND key - duelist17
Character Name - Weiss
Request Type - Void poisoning resistance
Request Details - I want my character to almost never reach stage 1. Note the "almost", the void is still unpredictable. How or Why? Now I'll go into some of the details, the lore will cover everything else. It won't be like the character will have innate resistance in his blood or something, he is a normal human, but what he will have is a technique that will reduce the possibility of getting void poisoning to miniscule chances. The technique being a double layered void veil. While one void veil is an alternative version of it and the second one is a normal one. The alternative one has all the protective qualities of the void veil, but not the void energy absorbing quality, to make it even safer than a normal one, while sacrificing some offensive capabilities. This is based on the game skill void veil that absorbs 3 void energy and also gives protection. In theory, it should be possible to separate these two qualities to create a veil that absorbs a lot more void energy without protection, or in my case - Sacrifices the void energy absorption quality to make the protective quality better, since less contact with void energy already reduces the risks.
I will mention his past in the lore section, but I want him to almost never get void poisoning. Only way he would get stage one, is if he would bathe in void pollution, if his void veils are active(Which they almost always will be). Also, I won't be using black bolt at all, Just a side note, The character never uses it.
Reason why you are making this request (If Applicable) - Roleplaying a VA is nigh impossible right now if you don't want to let your character die in a months time. unless you A. Don't use Void gate teleportation at all (Then why the hell are you playing VA) or B. Just don't use anything from your main class while you are affected by stage 1, or even after getting cured for it. So basically, delete your main class for an ingame week(or more, most probably more). I don't care about using black bolt, or else i would have mentioned it here as well, to not use it. and since there is no void poisoning mechanic in the game yet, I actually want to be able to play Void Assassin fully and be able to roleplay them without my character dying. And without giving a dumb reason like "Huh, I guess I'm just Lucky".
Roleplay & Lore supporting your request - His Parents: The Mother was a shunned Mercalan because she used her healing abilities outside of Mercalan beliefs once, The Father was a Mage that used different kinds of magic, but in the past has delved into void magic, but almost never used it ever since. They were both Imperialists but were residing in Lispool. The newborn, which is Weiss, was born with a defect. Basically, his body didn't form well enough for him to be living long in this world, some of his heart arteries were not connected and Mercalan Magic that the mother knew was not able to help, only prevented the inevitable. She was also denied help from other Mercalans because of her status and was told by doctors that it was impossible to treat by normal means. As a last resort, by the sheer desire of wanting their child to live, they used void magic, specifically the father did. They were boosting the newborns natural regenerative abilities via void magic (Like a black elixir would in a way), basically mimicking the process on how a heart would naturally form inside of a womb, so that his arteries in the heart would form correctly for his survival. This was when the father thought of an idea to protect the child as much as he could. He managed to create a void veil that was different than a normal one, or should I say, safer. He basically created a version of the veil that did not absorb any energy from the void itself and only had it's protective qualities(Gameplay mechanic based - Gives the protection, does not give 3 void energy). He was using it on the newborn while they were also using the magic to increase his regenerative abilities. Thankfully, by the stroke of good luck, it worked, sooner or later.
After that, they moved from Lispool to Karaten, since the mother was shunned there and the father wanted to further study magic, more specifically, improve the version of the void veil he managed to create. Not to mention they wanted to keep what they did a secret for as long as possible. A few years passed, the kid was just like normal. He was 8 years old already. The father was showing him his studies and notes a lot, although they were still private because he wasn't sure about them just yet. The kid didn't understand much of it though. While he was still 8, the political powers in Karaten discovered what his parents did, shortly after, The Church did as well and to say it softly, they were furious. The parents were sentenced to walk deep inside of Merchana forest, and they were never seen again. This created hatred for Karaten and the Church in the child. No Orphanage wanted him and No one was willing to help a voidborn(That's what they were calling him at the time). He managed to survive on his own in the house his parents bought. As time passed, people forgot about him, He almost never showed himself in public where people would recognize him, always wore something to hide his identity. Not to mention the political powers wanted to keep things under wraps as much as possible, so not many people would know, they most likely assume that Weiss is dead by now.
He dedicated himself to learning all there is to know about his parents, so he read absolutely everything that his father had in his study. That's when he discovered the alternative version of the voidveil, and for some reason, he was able to create it fairly easily. Most likely because he had experienced it as a newborn. But that wasn't all he discovered, He discovered notes that had the idea of combining multiple void veils to increase their potency. But the notes specifically said that the father could not manage to do it. It took Weiss a few years, but he did it. He learned how to create a alternate void veil and stack the normal one above it, basically having two layers of void veils surrounding his body instead of one. While the second layer, the normal one, Absorbed the void energy needed, the first layer was only for absolute protection. So, not he had two sources that would protect him instead of one, and after he managed to perfect this technique, and years of testing out its limitations, He concluded that this was a great discovery by his father, but he would never, ever share it to the mages. No one could find out either, the void veil is invisible, no one would ever know he was using more than one layer.
He was determined to keep the label of "Voidborn" and show people what he was really capable of, so he started the way of the Void Assassin, Learned everything he could. While at first using two void veils at once was taxing, as time passed by and he practiced them more and more, His usage of the Veils were becoming like second nature, He didn't even need to think about it anymore. With this, and his reckless determination of using the void freely as a voidborn, he was using their techniques as if they were nothing. His will was unwavering and showing absolutely no fear of void poisoning, He had absolute faith in the technique his father had thought. In his eyes, Getting stage 1 void poisoning with this was just as likely as Iahsus suddenly exploding. Although possible, He wouldn't bet on those chances.
As time went by, he even discovered spellthievery via a black market, coincidentally. He wasn't that proficient when it came to magic other than void, but this was seemingly perfect for him, as he despised everything connected to the mages because of Karaten, And using their own weapons against them seemed too good to pass up. After he became 20 years old, people already have forgotten about him, and his mature face was very different from his childlike self. He became unrecognizable to the people, changed his name and even dyed his hair grey. He learned a lot over the years about void magic and even spellthievery, while keeping himself hidden from everyone else. He decided to pursue adventuring to test himself more and more, while exploring and learning about the whole world as well. His hatred - still existing within him, but being controlled to not seem suspicious, for now. The story of the "Voidborn" has only just begun.
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Void Gates Should Not Be Visible |
Posted by: duelist17 - 06-01-2021, 12:13 PM - Forum: Suggestions
- Replies (1)
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Now, Hear me out. This idea is actually based off a lot of gameplay mechanics(That would actually make void gate useful for once) and lore. I believe VA's should have a skill that makes void gates invisible (Like stealth trap makes traps invisible for rogues), or just make them invisible normally. Why? This might be long, but I actually have arguments about it instead of just demanding it so, Let me explain - they are using the poorly understood teleportation phenomenon that the mages guild uses to transport people so that they can teleport short distances quickly (This is from the wiki). As we know, Mages guild teleportation is safer, because it has a set point A and point B all the time, but there are no visible portals anywhere to be seen. If a portal like that existed, it would have been very easily seen, like a void gate of some sorts. But we are getting transported via an invisible connection from point A to point B. So, if Void Assassins are using this phenomenon as their basis, why would they be creating seeable portals? Also, one more Lore argument - Blink is a prime example of what copying the mage guilds teleportation technique would look like, and as I have said, with blink, you are also making an invisible point B and teleporting to it, While point A is yourself, basically wherever you are at. Furthermore, Vanishing Strike is also another great example on how there doesn't need to be any visible portals for teleportation to occur, so it doesn't make sense for void gates to actually be visible. The Fact that void veil is an invisible cloak, also establishes my point that VA's do have the ability to make something connected to the void invisible to the naked eye. So, considering this, Void Assassins void gates should in no way be visible.
Now, that was the lore part of the argument. let me go into the gameplay part. Remember the part I mentioned that was in the wiki. They use those portals to teleport short distances "quickly". The problem here is that there is nothing quick about it. Let's do a momentum based calculation and assume we don't have the passive equipped that would automatically fray them(Because that would make it 100% less worth it than any other mobility in the game, you are using one round to set it up and wasting 4 momentum if you teleport the next turn, and won't be able to teleport back to that spot ever again). The only way void gates have a better momentum usage is when you teleport to the same void gate a second time, because that would count as 2 mobility moves for 5 momentum. Which is technically better than others, since they would take 6. But...The point B is already set, so your opponent is most likely not there anymore(Not to mention he even more likely moved after the round the void gate was placed, so teleporting there would accomplish nothing in that situation too). Basically, how are they teleporting "quickly" if you are giving your opponent time to look at the void gate, be like "hmmm, i don't want to be here" and then they move away from it. Now, I tried to use this mechanic as an advantage of some sorts. Like - If you make your opponent move because of a void gate you will make them waste momentum. Well, if you thought like this, you were wrong, just like I was. Because literally every class combo in the game will have some sort of mobility that will not only move them out of the void gate, but also damage you in the process. Basically making that void gate investment useless, you just traded HP, FP, 3 Momentum and positioning for a void gate that might only be useful now for escaping that situation. Needless to say, worst trade ever.
Void Assassins trademark is the void gate. And I see absolutely no reason for using it, why would I, I will just sub a class that actually has good mobility skills. Although Void Assassins trademark is also being able to teleport "quickly" and be mobile. You see the problem here?
So, the suggestion I had was to make void gates invisible to everyone involved(Yes, even the user). As I mentioned above, it makes sense lore wise. This will add a certain kind of "mind game" for the opponent, not knowing where the VA will appear from. and will make the skill more useful with a slight change like this. Also for the VA, they have to remember where they placed their void gates so they can teleport to them(While u can still make the gates visible only to the user, I am against that, it makes no sense to me, unless you add a trait or another skill that makes this possible). Just make the VA waste 1 momentum(or more) if they mess up and click an empty space instead of a void gate for now. Although, this will only be for now. Since void poisoning will most likely be a mechanic in the game (Like a 0-100 bar like physical stamina that starts with 0 and increases a little with every risky skill usage, when it reaches 100 you will develop stage 1, reach it again, stage 2, etc), I think it would be better to make the VA not only lose that 1 momentum, but also make them more exposed to the void because of their slipup, increasing their chances of poisoning. This will add a skill based ability to a rogue with an element for mind games with your opponent, which both should be a thing when you are playing a rogue class in my opinion.
Some interactions with this new change - They will become visible when frayed(Obviously), void refraction would work the same way, just need to aim at an invisible void gate. Although I don't understand this skill at all lore wise, those portals can't be stepped into from what I understand, if a person can't step into portal A and come out of Portal B, why can a projectile? That's a different topic though.
Hopefully I presented enough arguments about this change that I think would make sense not only lore wise, but would help make the skill more applicable to the class, since their identity should be connected with them using those void gates. But right now, using them isn't worth it at all, so You don't even feel like you are playing a class called "Void Assassin". Thank you for reading this huge wall of text, I just wanted to give reasons about the change instead of a blind suggestion.
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Youkai FP Management |
Posted by: Raigen.Convict - 06-01-2021, 08:12 AM - Forum: Balance Fu
- Replies (2)
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Short and sweet to the point, Revert the change of increasing fp cost by 50% for double cast of a spell or skill for youkai. It's meaningless beyond making them useless faster without the use of energy transfer.
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v.2.45c can't make it, PET STUCK! |
Posted by: Moku203 - 05-31-2021, 09:53 PM - Forum: Bug Reports
- Replies (2)
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When trying to move a pet freely by using a petkit, it seems to have limited range, in many areas, sometimes being unable to move more than 1 space away from the owner of said pet, I am unsure if this is a bug or a new feature, but if it is the latter, it's not very good, as one of the reasons to have a pet was the free movement with said pet
How to recreate:
Get a Pet,
Summon pet,
Try to move pet,
Pet will encounter endless invisible walls.
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The Leaderboards [June 2021] |
Posted by: DerpyMcPandos - 05-31-2021, 09:47 PM - Forum: Sigrogana
- Replies (19)
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Tarson hears ya'. He sees the vim and vigor you all bear, the excitement at the ringside. Y'all'ns need somewhere to beat the tar out of each other 'til you're friends, and then keep striking.
Well, look no further. The Badlands welcomes all you fighters. Users of blade, axe, bow, gun, fist... All will find a place!
We're scaling things up juuust a lil' bit. From now on, all y'all'ns can stroll on down, give your name and some info to Tarson, and become part of our newly unveiled Badlands Arena Leaderboards.
The Leaderboards are a system designed to foster y'all'ns getting together and clashing in much the way we do in tournaments. All the rules that apply at Badlands tournaments, apply here. That means I' dun wanna hear about any 'yall abusing the White Lady's Light. If'n ye wanna organize a match, look yer match partner up on the leaderboards, and point him out, and we'll send a message from you to him ASAP to get them to come see ya.
Ya get one "Victory point" if'n ya lose a match, and ya get two if ya win it. Here's the catch: Each fighter pairing can only fight one match per season. So make sure ya fight against lots of different people!
At tha end of tha season, y'all'ns'll've'n'a receive a reward based on how many Victory points ya earned. In addition? The top eight'll get somethin special, so look forward ta that.
That about covers it. Come on down to the Badlands and fight, fight, fight!
-Hale "Headhunter" Storm
![[Image: LeaderboardBanner.png]](https://cdn.discordapp.com/attachments/617137151343329300/849029913825509376/LeaderboardBanner.png)
OOC notes: Once you're registered by adding your name to the list, you can contact anyone registered here on the forum, asking to get a match with them. ICly, you'll be paging them through the Badlands Arena for these services. You can fight any other registered fighter
In each self-regulated match, healing potions will be limited to:
- One PR-Hi or one PR-Regenerative per match per person. Stabilizers, Regeneratives, Hi-Potions, and PR-Stabilizers are banned. This includes potions granted by class features. Other item belt items are fair game(unless noted below.)
In each self-regulated match, the following healing abilities are prohibited:
- All Mercana (Graft, Malmelo, Phoenix, Second Chance, Healing Discharge, Water Dragon (Used for healing), Refreshing flow AND the Mend/Miracle staves. Non-healing staves are allowed
- Ki Healing (aid, meditation)
- Nature Healing (Gentle garden, cherry blossom)
- Void Healing of any kind that is recognised as such
Furthermore, 'assassination' rules are in effect. This means that if all PLAYERS are eliminated on a side, the win goes to the other. This is to account for summons such as youkai and engineer bots, which can continue fighting after their controller dies.
Matches must be held in normal, not stylish. In order for a match to qualify, all of these rules must be followed, and both participating players must report results to a participating event runner, alongside two logs- A separated battle chat log, and RP log spanning the time of the match. Reporting this does not have to happen in game, and can instead be done by forwarding the information to one of the participating runners.
Should a player refuse to submit results after a match, attempt to falsify or change the results of a match or otherwise disregard or the rules, they will be disqualified.
In order to register, leave a method of contact in this forum post, and what characters you're entering with. For each character, leave a short bio, as shown. if you have more than one character in the top spots, you will only receive the bonus rewards for being in the top eight once. Note, you can only have ONE character per division, and each registered character can only fight another registered fighter ONCE. However, the same character can appear in multiple divisions.
As an example:
For Double and above signups the registration is made by a single post, that outlines all participants
For each battle you win, you will earn 2 Battle Points. For each battle you lose, you will earn 1 Battle Point. At the end of the month, you will earn 200 Murai for each battle point you've earned over the month; The top eight of the leaderboard will earn an additional reward of ten raremetal, and pick of any one enchantment catalyst they desire.
I can be contacted at Pandos#6387 via discord regarding questions, concerns, or any other matters relevant to the leaderboards.
Credit to Kit#6944 for his massive help to prepare this event.
For the month of June, 2021, there will be TWO divisions that players can sign up for!
A singles division and a doubles division!
The Singles division is as simple as, two fighters stand off in a 1v1 and test their mettle!
The Doubles division requires you to grab an ally and square off against other pairs in 2v2's.
Remember, you can have these fights any time you want within the month without needing an event runner or GM to supervise, but you can only fight each other registered combatant once and have to send in the results and logs to a participating eventmin to have your Points tallied.
Leave your signups here (and make sure to leave contact info if you want fights)
For this month, the participating event runners are
Miller#0869
As a friendly reminder, the cutoff for this event be the end of the month. At which time I'll tally the results and publish them, along with rewards.
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Wheel of Death (and other rune mage balance stuff) |
Posted by: WaifuApple - 05-31-2021, 04:46 AM - Forum: Balance Fu
- Replies (10)
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Okay, so it has been a long while since rune mage has been added to the game, and at current, when it shows it seems to be oppressive in both PvE and PvP, at least against a good chunk of builds. So, with that in mind, and after discussion and experience, I'd like to propose issues that at least I, and some others, think need addressing, and potential solutions.
- Razor Rune:
This is honestly the big one for earning ire with in terms of rune mage, because of how many instances of unscaling damage you get from it if using it the way it's normally used. It should not be causing damage on every tile it passes by, so what I suggest in this regard is:
- Razor Rune can no longer do more than your rank in it in terms of damage instances when it passes by someone. This means it caps at 3 instances of damage on a person per rush, rather than the current amount.
It's also problematic with visual indication of what tiles are being hit, so I suggest that a razor rune plays the ravage spin animation over tiles within its' range when it moves. This way the attack doesn't simply seem... "invisible" when it comes.
- Illuminated Rune:
Using this, you can end up with enemies on a number as absurd as LV300 Glowing. Which, if I remember the effect of glowing correctly, is -300 evade. That's more than most if not all evade builds can muster, and absolutely mutilates them against pretty much anything, ruining their defensive prospects.
My solution to this is general. Glowing, like magnetise, should have a cap to effectiveness. Either at 50 evade loss or 100 evade lost, this turns unworkable into just punishing.
- Null Rune / Chronos Rune:
The synergy between these two is just too much. You essentially end up with runes that will last until destroyed, and with the health runes can have, doing that is often a dangerous prospect for anyone not at range as is. This means that Chronos rune can reach it's max and add a LOT of range to the rune, easily, while you probably get punished for trying to stop it.
The solution? Make the two mutually exclusive. A rune with null and a rune with chronos should not be able to combine. You either take a long-lasting rune, or a one with crazy range potential, not both. It forces a choice onto the player, with that in mind.
Now, you might disagree with my opinions and suggestions, or you might think other things also need to get hit. Whatever the case is, I think I speak for a lot of people when I say rune mage has some outright ludicrous things going for it.
So I'd be interested in seeing how you think things should be changed.
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Katriya - Nature Healing |
Posted by: Imotepchief - 05-30-2021, 07:11 PM - Forum: Approved Characters
- Replies (3)
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Applicable BYOND Key - Imotepchief
Character Name - Katriya
Request Type - Nature & Alchemy plant based healing (fluff)
Request Details - Katriya is a nature focused healer and I would like to push that beyond the basic tending of wounds into the realm of treating internal damage, specifically involving nature magic and interactions between plants and living bodies. I would like to be able to provide fluff practices to tend to organ and structural damage, primarily to be able to implant various kinds of augmented flora to replace/repair/alter damaged or defective organs and to directly repair physical damage such as cuts, burns and broken bones. This would be entirely fluff medical rp to allow me to heal none void related physical damage using solely nature magic and alchemy, without using mercana.
Using alchemy and nature magic to direct and influence the effects plants can have on organic forms. I.e. Using vines for stitches, directing such with nature magic and using alchemy to nudge effects and growth of plants/seeds. Such as distributing Newyen seeds to act as an anti-tox in assistance to damaged organs (liver and kidneys).
Overall focusing heavily on plants serving a more advanced function other than simply being alchemical ingredients.
Other examples:
# Seeds that sprout conductive vines to bridge gaps caused by nerve damage, to restore feeling to limbs.
# A 'vampiric' flower, that can draw and divert excess focus or blood from building within an organ, such as the heart, to reduce strain.
# Vinework to act as a lattice to accelerate the regrowth of tissue to remedy breaks/burns/cuts, to bridge blood vessels and halt bleeding.
# Light sensative petals to restore partial vision to ruined eyes.
Reason why you are making this request (if applicable) - This is to interact with another player's rp, i.e. augmenting a defective heart to extend the character's lifespan back to average duration, while allowing me the option to do similar for others in the future and to have a more interesting and logical ic usage of nature healing skills such as 'gentle garden'.
Roleplay & Lore supporting your request - R&D rp is yet to happen, but will involve experimentation on captured creatures and the effects of magical and alchemically altered flora upon them.
So far my nature healing rps have revolved around using bioluminescent polen (gentle garden) to heal external injuries, such as cuts and vines to bind wounds or provide a medium to transfer alchemical substances.
- Microbiology is a no. Biology, probably to some degree. Keep in mind this is a world with magic, so any field where magic is applicable is going to have a less developed 'scientific' portion just on the basis of need.
Unlike mercana, these nature based repairs would take time and likely require multiple treatments for serious cases, specific circumstances would also need to be maintained, such as needing to remain within a nature rich environment or consumption of focus restoring things such as shy snow flowers, to maintain the health of the 'installed' plant until it had completed its task. All would be treated as advanced medicine for injuries or defects, not as a means to provide subjects any actual benefit beyond restoring them to their baseline.
- (How advanced is medicine?) Since we have magic it could be considered somewhat more advanced than you'd think for the setting, at least in terms of medical treatment. There aren't things like life support machines or other complex machines, at least in any common sense. Maybe there are some mad scientists who have something like that in their labs, but it's not something out in the world, so to speak.
I want to make sure that I'm allowed to progress down this line and eventually get results before investing more time to this thread of thought. My intention is to build an actual lab on my property and go through a number of trial runs, potentially involving other players if I can drum up interest.
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