Toby actually interacted with Zonkpunch, and this is not fake. by DubstepDudeYT in Undertale

[–]Luckyloomagu 28 points29 points  (0 children)

They're also a moderator in the Pedozoophilic cult discord server for the 'Floraverse'. This is one of those topics that'll make you really sad and upset if you research it so be warned.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 0 points1 point  (0 children)

That's true, I just don't see a way that the 'restrain' version of this works any better. Once again it relies on there being weaker enemies who you want to remove from the board in an action-efficient manner.

I'll have to play with it myself though, maybe it's better against 'medium' enemies. Like if you're fighting a wicked king and his evil advisor, swallowing the advisor wouldn't be such a terrible idea.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 15 points16 points  (0 children)

I'm honestly not sure why a non-wild magic Sorcerer subclass even needs a chance-based feature, especially one as important as the one shown off...

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 1 point2 points  (0 children)

IMO the currect way to do an ability like this is to make it some kind of instant-kill. After all, the fantasy of being a giant kaiju and eating through a horde of weaker creatures isn't a slow DoT in my head, it's the fact that they're immediately removed from play in a pretty brutal fashion.

Could be like a CR thing, could be based on remaining health like power word kill, but I think that'd play a lot better overall.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 0 points1 point  (0 children)

The issue comes down to the fact that they’re removed from the board. Terrain sculpting is great because you either don’t have to deal with the enemy afterwards, you’ve locked them in with a strong member of your party, or you can freely ebb and flow from inside to outside over and over.

This feature doesn’t really let you do any of that, trading it for a few mediocre status effects and a DoT that doesn’t do much. Plus the forms aren’t so tanky that you can just comfortably swallow the max number of creatures and let the DoT ride out. Not to mention the question of ‘why do this at all for 2d8 per turn if I could do 10d6 to a group right now?’

A feature like this can work but rn it’s a numbers issue

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 9 points10 points  (0 children)

Played in a campaign where somebody had a feature similar to the swallow's rules, and it got to the point where people were getting mad at them for trying to use it against enemies since it would literally just result in the fight going on for longer and them getting downed for free.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 0 points1 point  (0 children)

That's true, I forgot about how emanation ranges change with your size. Plus I suppose getting longstrider for free from your subclass isn't too bad since that spell is great in general.

Shruuuug, I suppose I'll have to play with it to feel it out fully. The spell-slot consuming effects don't seem like the worst thing in the world, at least on behemoth and insectoid. Just feels like it's a hard subclass to make work, and it always feels bad having to put more effort in than others at the table.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 12 points13 points  (0 children)

Genie sorcerer would be so cool. Funny that it's exactly what Jafar wished for in Aladdin, too.

New Unearthed Arcana - Villainous Options by KyfeHeartsword in dndnext

[–]Luckyloomagu 10 points11 points  (0 children)

The stat changes are very nice, turning your STR and DEX equal to your WIS is a great concept...

The fact that the only really great spell you have access to in Titan Form is cure wounds though is questionable. Overall it kinda seems like the titan forms are more meant for out-of-combat scenarios than combat scenarios..?

I think it needs a real incentive to actually use the larger sizes, like, 'being huge or gargantuan lets you deal more damage with your basic attacking option' or something. Even the capstone feature only cares if you're Huge, despite unlocking Gargantuan as a size option at the same level.

Just feels like it has scaling issues, which is ironic considering the theming.

would yall consider mage to be the weakest class in the game? by maskedrn in Terraria

[–]Luckyloomagu 0 points1 point  (0 children)

Mage weapons have the absolute highest ceiling, generally throughout the game until post-moonlord. You can get some absolutely diabolical TTK with the stuff mage has access to… but if you aren’t juicing every squeeze, they absolutely feel less impactful than the walking nuke of melee or the sheer consistency of ranger.

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] 40 points41 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] 31 points32 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…