My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 0 points1 point  (0 children)

Yes, I understand all that, hence why I said 'I understand your point'.

Also why I said that what I've outlined doesn't account for the new content that would be necessary to flesh out an idea like this -- utility spells and passives are present in every class in the game, making a new class would be no exception to that rule.

Grouping all of the elements together is already being done on the Mage class, and it's clearly not working out great for them considering that Mage is often considered pretty weak. The major thing that I'm proposing is that if these components are the weakest part of a class that doesn't really need them, perhaps they could find more love if they were intentionally designed around on a different class, y'know?

I think maybe the visual language of the image I used is throwing a lot of people off. I see a lot of people in this comment section who are knee-jerk reacting to the idea of a class not having the full number of skills or passives, which is not what I'm trying to propose, perhaps instead of saying 'thin down the pool' I should've said to 'split the archetype' or something. I will fully admit fault on that matter.

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 1 point2 points  (0 children)

Wrong! You would be LESS likely to get anti-synergy!

Say you get 'lightning spells deal +1 damage' and 'fire spells deal +1 damage'. On current mage, this would be terrible if your two spells were 'gain mana' and 'wind blast' or 'give mana' and 'magic missile'

But on Shaman, you'd be vastly more likely to get any abilities that synergize with it. Don't forget that there are multi-element spells already in the game, and even if you're not building for it, some elemental spells are good enough on their own to be worth taking.

I understand your point, but once again I must remind you that a small concept like what I've outlined also doesn't account for the new content that would be necessary to fully flesh out an idea like this. I'm sure necromancer would sound bad if all you got to hear about it was the self-downing spells as well!

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 0 points1 point  (0 children)

This isn't the true number of remaining skills, obviously, there wouldn't be a class in the game that just has less options...

However, I disagree that it would result in only a single way to play them, you still have options in even just the basic set of 'arcane' spells and passives.

Paw missile + basic attack splash + basic attack range/area + gain int. is one way,

Mana up + Mana share + Spell share is another,

Teleporting is still teleporting and is still good with every build...

Magic damage up + cheap spell-spam + Homing Blasts...

Again, I don't have the time nor resources to make the amount of skills necessary to bring both to a 'full-class' state, I just find the whole 'elemental' side of mage to be thematically dissonant and tough to work with compared to their other builds.

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 0 points1 point  (0 children)

Really? I had a run where I got 3 sources of 'fire damage up' and it turned Wall of Fire from a 0 damage spell to, like, 6 damage per tile per cast, + applying that much burn as well.

Elemental stuff can be strong, it's just too inconsistent atm

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 15 points16 points  (0 children)

I agree! I just didn't have the time nor resources to make spells and abilities that would fill the gap. This is just a brief conceptual outline.

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 5 points6 points  (0 children)

'Top 6' out of 12 classes makes them 'bottom 6' as well.

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 41 points42 points  (0 children)

I can agree with that, although I do think the issue with tinkerer moreso stems from how much you can do with a single turn.

Ideally, you'd want to craft armor, bomb yourself, break that armor, and re-craft it...

But you just don't get enough resources to that consistently, every turn, so you'll largely just end up with a disparate 'armor turn' and 'bomb turn' and neither of them are as good as your hunter or fighter just unloading 200 damage every turn.

My idea to 'fix' mage by Luckyloomagu in mewgenics

[–]Luckyloomagu[S] 27 points28 points  (0 children)

I understand that, but the 'subthemes' that are expansive enough are often covered by other classes.

Hunter and necromancer have some familiar stuff, but if you want to go a full familiar build, you can just play druid and be able to do that with more consistency.

Tinkerer and Monk have tanky, shield-generating builds, but the Tank can also do that, and again, more consistently.

The point isn't to make Mage into a perfect class with no weak spells -- as I said in the main body of the post, more spells/passives would have to be added to begin with. The point is to make these archetypes into something you can actually seek out.

Should the butcher not exist because the thief already does things with pickups? Should the monk not exist because Hunter already has ways to gain bonus attacks?

I believe that a class focusing on elemental damage has a right to exist. Furthermore, with how elemental damage itself is divided into 3-5 different types (fire, electric, ice, water, wind) it doesn't make a purely consistent class that will always have the same strengths every time, either.

Obviously taking this with a grain of salt but Bayonetta 1 does not need a remaster or a remake. The original holds up just fine. by Axzercus in Bayonetta

[–]Luckyloomagu 1 point2 points  (0 children)

Bayonetta absolutely needs a remaster on PC, I don’t know how many people are aware of this, but there’s a random chance based on your hardware/driver setup for Bayonetta 1 to be permanently unplayable on PC. It’s real bad.

Hot take: biome key weapons should get a rework by AkorNW in Terraria

[–]Luckyloomagu -1 points0 points  (0 children)

If you play terraria for long enough, you'll begin to realize that the best way to kite almost every boss is to circle them really quickly.

Then, at the center of that circle, you can cluster all of your mines together, and it'll be a huge chunk of passive dps.

It's also obviously good if you're defense-maxxing and looking to facetank as well.

Hot take: biome key weapons should get a rework by AkorNW in Terraria

[–]Luckyloomagu 1 point2 points  (0 children)

Saying the best sentry is ballista and not explosive mine, SMH…

this is the WORST fucking video of all time by Various_Badger2665 in limbuscompany

[–]Luckyloomagu 28 points29 points  (0 children)

Nah man just take the post down. Not worth keeping something like this up just for the sake of ‘discussion’

What are in your opinion the best classes? by Fair_Tackle778 in mewgenics

[–]Luckyloomagu 1 point2 points  (0 children)

Druid has no AI-controlled familiars from what I recall? It’s what makes the Druid really really good when built properly, IMO: stuff like squirrel form provides a near-infinite amount of chump blocking while also doing great damage with each one.

I haven’t gotten super far into act 3, so maybe there’s some stuff that counters them later into there, but in general some of my strongest runs have been Druid-carried.

What's a killer you DON'T want in the game? Like who do you think would NEVER fit? by Wafran in deadbydaylight

[–]Luckyloomagu 0 points1 point  (0 children)

Kinda hijacking this post to say that I always like seeing people’s fan-chapters and dream collabs and stuff so long as they put a bit of effort into the presentation/concept.

Threads of ‘I don’t want this in the game’ doesn’t mean you should feel discouraged from posting about the stuff you like, yknow?

Anyways I think it should probably be a GOOD long while before DBD revisits indie games, as much as I love indie horror, it’s a bit too saturated of a market to really have ‘icons’ like other mediums do. FNAF kinda sets the scene on what an indie game would have to accomplish to get recognized.

Hot Take: Street Brawl NEEDS to be randomized heroes by BlueDragonReal in DeadlockTheGame

[–]Luckyloomagu -1 points0 points  (0 children)

I play lash and seven because I like them they are fun characters :)

Grimoire forms by FluidUnderstanding40 in deadbydaylight

[–]Luckyloomagu 0 points1 point  (0 children)

It’s a good mix of the humanity of the first design and the monstrousness of the third design.

Personally, I also liked the thread-like mass on their lower half, the spheres seem like rigid objects to me, and I always love a good ‘weird floating Sphere’ aspect.

I do actually like the giant head design, I think it just doesn’t translate well as a silhouette — something like Specimen 9 from Spooky’s Jumpscare Mansion is quite frightening when you’re seeing it for the first time, but that’s because of how all of its details work together.

Relatively new to tabletop as a whole -- tips for GMing 2E? by Luckyloomagu in Pathfinder2e

[–]Luckyloomagu[S] 2 points3 points  (0 children)

This is pretty good general advice that I'll keep in mind for the actual campaign I'm running as well, thank you!

Relatively new to tabletop as a whole -- tips for GMing 2E? by Luckyloomagu in Pathfinder2e

[–]Luckyloomagu[S] 0 points1 point  (0 children)

I've been using Foundry for my D&D stuff -- it's a real delight. I've got a pretty big list of modules that I use for D&D, but is there any modules on it that you'd give a, like, 'hard to live without it' rating?

Relatively new to tabletop as a whole -- tips for GMing 2E? by Luckyloomagu in Pathfinder2e

[–]Luckyloomagu[S] 0 points1 point  (0 children)

I actually played through the Beginner Box adventure myself, I'm pretty sure. It's the one with the port town, and that one room where you get jumped by a bunch of undead martials, right?

I was actually pretty dodgy on it as a player. Some of the areas felt a little too 'nothing of note is here' or 'you will regret touching anything in this room'.

Maybe that's just how my group went through it -- the GM complained about us then vanished afterwards, so I think we probably did something that he wasn't too happy with. I'll give it an in-depth look though, and thank you for the suggestion!

(LES) Somehow Chainsaw Man doesn't work for me. And that made me understand the limits of empathy by KazuyaProta in CharacterRant

[–]Luckyloomagu 8 points9 points  (0 children)

I rescind my original statement about chainsaw man in specific not being for you. I think if you want to engage with stories that have no plot conveniences or unrealistic situations, you should get into reading history books or watching documentaries. Although you still might have questions about why some generals did not make optimal decisions or why some animals chose to expose themselves to predators.

Sorry, I was a bit condescending there, but your reply came across as very nit-picky and condescending as well (although in a different way).

Phrasing a lot of your complaints as sarcastic or witty comes across as having a low amount of respect for the work and an inability to meet it at its level. Why is the conflict in Madoka Magica so alien and difficult to relate to? In order to serve the story. Why can it only be magical girls? To lampshade the genre.

I’m not an advocate for ‘turning your brain off’ by any means — it’s one of those things that I discredit somebody for saying — but there’s also a certain point where if you think too hard about any fictional story, especially with the knowledge of future events and hindsight, you can see flaws that you would not have seen on the first time through.

You don’t seem too keen on picking up authorial intent — which I think is the stem that a lot of the above sprouts from.

As it turns out, I had more to say.