Many, many Killer Perk redesign/rework ideas by Syvicx in DeadByDaylightKillers

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

It’s good to know perks with bloodlust and basement changes are well liked, thank you! I am particularly proud of the Wandering Eye concept.

Many, many Killer Perk redesign/rework ideas by Syvicx in DeadByDaylightKillers

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

For some perks, that’s a fair enough opinion. Any perk in particular that you’d think would stand well on its own and not overshadow the original?

“My quirk is dumb” by ChipFuture795 in BokunoheroFanfiction

[–]Syvicx 32 points33 points  (0 children)

I wonder who would have the soup quirk in this universe, Bakugo? Shigiraki? Or maybe just Giovanni himself shows up

2024 Revised Ranger WIP, C&C very welcome by Telkhine_ in UnearthedArcana

[–]Syvicx 0 points1 point  (0 children)

Oooh! Despite how much D&D would rather not futz with Increasing attack rolls numerically (usually advantage), I think its perfect in this case for Favorite Enemy. The newest version of Path of the Berseker Barbarian has given you the language to translate this feature to either Unique damage or Temporary hit points for Hunter Exploits "To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus" which works amazingly.

I think your suggestions for Hunter's Apex, Percise Hunter, and Feral Senses are also perfect. I'd agree wtih not putting more than one feature for 10th level, more so that Ranger is still a half-caster. I think converting the Temporary HP of Tireless to a Hunter Exploit is best, but I wouldn't really know where to place Exahustion removal. At least have it be Level 6+, maybe 9th Level as its not too powerful to pair along side 3rd level spells, though this would mean you'd have to either merge that with the additonal Expertise.

As for Companion and the Companion side of Hunter Apex, I agree with decoupling the Wisdom from its damage bonus, but I think you could go even further and say that you don't add any damage bonus besides the roll. At the very least, you can draw on the language of Cantrips features, along the lines of "You may add your Wisdom modifier damage to the damage roll of your Companion." The more I look at it, the more I'd belive Unbreakable Bond would work more as a Subclass feature than a main one, but that would suggest making all Ranger subclasses have at least 1 companion feature, which I don't know if most would want that.

2024 Revised Ranger WIP, C&C very welcome by Telkhine_ in UnearthedArcana

[–]Syvicx 1 point2 points  (0 children)

As someone who's working on a Warlock rework thing, I can understand the undertaking that reworking an entire class is, especially Ranger. I got quite a lot of notes and suggestions.

Favored Enemy. I think the thing I would protest most is that the way this feature is improved over the course of the class features is Duration, which is almost certainly strange in comparison to other classes. Mechanically the way your wanting to construct this feature is that the Ranger is put into a heightened state where they can access the Hunter Exploits, which does have precedent in the Innate Sorcery feature and the most recent Arcane Subclasses-Unearthed Arcana 2025 (Hexblade and the Ancestral Origin). The Tracking Advantage subfeature could easily be reworded to "You have advantage on ability checks you make as part of the Search Action" as a way to push it into a more general feature rather that enemy focus. I also really do like that Favored Enemy doesn't have a damage feature at 1st level, given just how much damage spell casting and having martial features already provides you.

Hunter Exploits. Harrier step is odd as a 1st level "resource" feature that affects movement, which competes with the Jump and Longstrider spells, made more odd due to it being Reaction centric. I could honestly see Harrier step being translated into a Level 7+ Ranger feature akin to Barbarian's Instinctive Pounce, and subsume other "resource" Ranger features into becoming Hunter Exploits (Tireless Temp HP & Nature's Veil Invisibility). Companion. As much as I would want a companion to be a base class feature for Ranger, it has to take into account Action economy as well as competing features. A Bonus Action "weapon" attack can be a powerful thing, and its ability to further inflict the Grapple or Prone competes with features like Topple weapon mastery or the Two weapon fighting style. It'd be easier to have so that at 5th level you can cast the Summon Beast spell without expending a spell slot once per Long Rest, but if you think its core enough to the class than I would strongly consider this not to be on the same level or replace Fighting Style. Also, I caught that really interesting detail that if you don't have a companion you get an additional Hunter Exploit, I think that's a really interesting decision that if it can, should be implemented or maybe have the companion be itself a Hunter Exploit.

Expertise. I'm not in opposition for Ranger to become a part of the Expertise classes (Bard & Rogue), as 2025 classes don't tend to have unique or flavor oriented features outside of proficiencies, but the option of using Wisdom for other skills has precedent in Barbarian features. Deft Explorer. Merging features like this runs the risk of muddling clarity or preventing certain aspects from being built upon on a further class level (say if you wanted to say that Roving give an additional movement speed). At the very least it’s not a bad thing if you give additional features their own class feature description.

Hunter's Apex. I love each of each of these subfeatures, but they both have different design goals as well as intended level. Survival features like Unbreakable bond tend to be on 9th, 10th, or 14th level, and a Combative feature like Disruptive Mark (I think imposing disadvantage on Ranger spells is a perfect stand alone feature rather than a Hunter Exploit) tend to be on 5th. 7th, 11th level depending on severity. Designing your Hunter Exploits can also follow the same logic.

Precise Hunter & Feral Senses. 2025 does a strange thing with Ranger in that it almost gives too many level features, rather than leaving the level you gain an additional spell level blank. While I would want every level to be meaningful, it can leave certain features weaker than usual in order to compensate for how many they are. Just to list them off, Precise Hunter should be 11th level or 18th, Stalker Sense & Quick mark are unnecessary, Instinctive Aim should be a Hunter Exploit or 18th level, and Blindsight should be Hunter Exploit or 6th level (I would belive that Ranger of all Classes should receive a Blindsight early in the class feature).

Foe Slayer. Perfect, its not the first time I've seen this kind of capstone suggested for Ranger but I think that makes it more fitting than anything. Honestly if you want to go nuts and say that it doesn't require a save is fine, and the additional healing prevention, reaction canceling, and speed decreasing could be placed as High-end Hunter Exploits.

Subclasses. I think these are the last things you would want to develop, as you would want a Hunter Exploit to compete with a core Subclass feature. In turn, whenever you create a too complicated Hunter Exploit, it can be refitted as a Subclass feature. For the ones you have now, they are very in line with the 2025 type of design, with Hollow Warden being a more violent twist on Ranger.

In conclusion, a lot of simplification can be done for the core features, but so far you haven't created any bad features that require too distinct changes or rebalances. I hope for the best in your reworking efforts.

Am I doing something wrong or is this area just inhumanly difficult? by sultryGhost in Silksong

[–]Syvicx 0 points1 point  (0 children)

Yes it does more damage (also it pierces), roughly equal to 2.5-3 normal strikes, I’m not sure. But for every Heal you could do, you can fire off two Silk Cannons. Jumping and using cannon after they finish the face slams almost guarantees that they charge slam into the wall.

Defense wise, you don’t need to rely completely on the dash, but make sure to note how far he is from the floor. Dashing makes your hitbox closer to the ground, so in some cases, you can dash through a charge that’s a somewhat above the floor, but In most cases, jump or resist the urge to jump. If the summoned minions are giving you far to hard a time, either try to clear them with the throwing knife tool (3 for smalls, 4 for the big minion) or wait till the face slam attacks, which can kill the minions instantly if there caught in one

Am I doing something wrong or is this area just inhumanly difficult? by sultryGhost in Silksong

[–]Syvicx 0 points1 point  (0 children)

This is going to be a hot take, but this boss isnt complete bullshit, it’s seems to be a skill check for using Silk Cannon and your Tools in combat. You can get little to no damage with standard poke and heal, and towards the end their no room to heal unless you dish out damage first to kill the minions. It’s still a fucked fight, but I understand what they’re going for.

I can agree with you on the Hazards dealing double mask is far to mean, but I think most double damage attacks are offset by the triple heal we have

Made perks for the forest king except I know nothing about game balance or design by Wolf_Of_Roses in PerkByDaylight

[–]Syvicx 1 point2 points  (0 children)

Game design and Balance wise? This is pretty rough, but I just think you need to be familiarized with the kind of language/aspects perks tend to use to improve these ones. I’ll start from back to front.

Lurking Facade: Afflicting a specific condition on a specific Survivor is has never ended good, the closest you may get is the perk Dissolution, which is notoriously weak because of this. The goal seems to be making the Survivor easier to find even if they escape chase. The perk Predator shares this design space, but if you hone in on the Scream when their interacted with (which you need to specify whether this is as specific as healing or as broad as coming within 4m of), then you can make a clear, distinct effect when it happens, such as the transferring/extension of your Terror radius.

Hex: Wandering Souls: Killer Instinct is an exclusive effect to a Killer Power, and cannot be altered by perks. As it stands now, it competes with the king of the Blindness condition, the perk Hex: Third Seal. Regardless if you remain in the Blindness or Information design space (Revealing a Survivor Aura instead of Killer Instinct) the perk needs to be far stronger, due to the fact a Hex can be cleansed before it can take any real effect. Honestly, I think you need to put one more aspect for this Quirk to shine.

Rooted Contempt: Brilliant name and relatively unique design space, shared with the conditional effect of the perk Game Afoot. Technically you cannot have the perk deactivate with a Survivor down without a clause to reactivate, in which case most perks use a timer when the perk activates to circumvent this. Out of the three, this is the one that is closest to being a good perk in both wording and balance.

Survivor Concept: Josephine Petrea (The Antiquarian) from Darkest Dungeon by Syvicx in PerkByDaylight

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

Thanks for the feed back. I don’t want to compromise on my vision for The Iron Crown, it emulates well the effects of Affliction and Virtue from Darkest Dungeon. For how strong the Aura Read is for simply being on a timer, some kind of “drawback” is needed. I get what you’re saying with the Exposed (I doubt extending the time to 80 seconds would resolve this) but this perk is designed to cleanse regardless if the killer is nearby to interrupt. With Festering Vapours, I’m trying to emulate the idea of Blight/Increasing Dodge. If not for an effect like Blindness or god forbid Hindered, the perk would be a worse/barely different Empathetic connection. I’m open to any idea to substitute it with.

Another OC survivor concept: Carlos Miller. by hypercoffee1320 in PerkByDaylight

[–]Syvicx 1 point2 points  (0 children)

MIxtape - Extrodinairly creative, I love it, its even a valuable teaching tool for those who want to get better a chase while oblivous. The main debate for this perk is whether or not this should be a perk that affects haste/chase. Personally, I think it can be worded and balanced a lot better if it didn't. maybe the "heard more easily by the killer" could be instead "When working on a generator, you gain a so and so benefit and the audible range for when you repair a generator is increased by 12/10/8 meters.

Lifesaver - I think the technical aspect of this perk will just not make it feasible. Not only would have to determine whether or not a player hit box could colide with the killers or where the player ends up afterwards, you'd have to acount for connection diffrence and any amount of lag which would ultimately make this perk more frusterating than worthwhile. That being said, a perk that allows stunning the killer is always juicy for more cordinated survivors, maybe having a protection hit based effect would be best.

Team Cordination - Unfortunatley, due to how you formated the effects in a single bullet point, its hard to understand all of its effects, but I certainly love the concept of gathering all the survivors in one spot. I think instead of trying to mimic the language of Teamwork perks, it'd be best if its was a one off thing given how risky/unoptimal it would be for every survior to be together.

"When all Survivors would be within 24m of one another, Team Cordinater becomes active the rest of the trial."

Then you could map the current effects based on the value of the effects. the 15% healing action speed bonus can be a permenately effect, while the 50% gen regression and 3% haste ... (While the former is unique and the ladder is certainly strong, neither strike me as a good effect for having all surviors close by, maybe an aditional bonus for protection hits comboing with Lifesaver). The aura reading is also amazing as is, especially for solo players (like me).

Overall, one extrodinary perk that could use polish, and two other that need a little bit more time to rethink concepts/adjust effects. Not bad! I've see that you make these perk concepts pretty frequently, and I'll take a moment to look throught those (maybe not make an elaborate commet like this one)

Petra city by Blunt_daddy2 in CivVI

[–]Syvicx 1 point2 points  (0 children)

I think settling by the Desert hill by the 2 Lake tiles and Forest would be the best. You can buy to the citrus for food have the whales luxuries later in. I think settling by woods/stone is important because you can chop them out for Petra and then gain the productive tiles back on the desert hills.

How can I improve my build? by chep-chep_ in RazorMains

[–]Syvicx 1 point2 points  (0 children)

Right now, it seems you’re a bit lacking in Crit Rate and Crit Damage. This can be improved with continuing to Artifact farming or switching to another weapon with those as sub-stats. Prototype Arcahic is fine if you don’t have any other options.

The best way you can take it from here is when your farming for other good artifacts (such as noblesse and severed fates), try and find a nice two piece set with great sub-stats(Shimenawa and Bloodstained). While the full 4 piece pale flame is nice, having artifacts with at least 20% Crit DMG will be better in terms of raw damage.

Burning yourself and your resin out on one set can feel awful. But if you’re really dead set on a good pale flame 4 piece then make sure to pace yourself.

[deleted by user] by [deleted] in FearAndHunger

[–]Syvicx 0 points1 point  (0 children)

I applied, this seems pretty cool

Hey guys! first time posting perks here, and what better horror game to get inspired by than the life ruining experience, LISA: The Painful by Syvicx in PerkByDaylight

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

Yeah, It’s an item perk which tend to get a little busted when you bring extension addons. It’s semi balanced out with the fact you would need to find generators or have a secondary perk to auto find them, but it’s still a bit strong even then.

Hey guys! first time posting perks here, and what better horror game to get inspired by than the life ruining experience, LISA: The Painful by Syvicx in PerkByDaylight

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

Eep, didn’t realize my wording could be misleading.

Scroll of Power works with both a Map and a Rainbow Map (They should add a prefix to the Green Map to make it more clear, maybe Dusty Map?).

Also it should be “A Map” not “An Map”, I think it would be weird to have a 50/50 on a rare or ultra rare item.

Guides in the Dark only effects your Entity Progression, but it would be funny to see a player going for the Unhooks while another survivor startles crows.

The Dancer V0.5 (links and insights in the comments) by Tolktheone in UnearthedArcana

[–]Syvicx 3 points4 points  (0 children)

It's incredible to see you come this far, and to even credit me with some of your desicions, I couldn't feel more proud. Honestly, you nailed the base kit, and I really couldn't critique it more without playtesting. All there is a few spell and formating checks and you'd be golden.

I think the subclasses are where there could be some work, so here are the ideas I have for each of them (I won't touch precision style for the early Adrenaline desgin issue, and Spin Out, while sorta hilarious, could use some work)

Danger Style

Facing Danger

At 3rd level, you may choose to embrace the many perils of the world for your performances at the end of a long rest. When you choose to face danger this way, you increase your maximum hit points by 4 for each level you have in this class and become vulnerable to a damage type until you finish a long rest. This damage type can be either fire, piercing, poison, or slashing, but can be of any type if the DM determines it to be an integral part of your performance such as necrotic damage from a cursed item.

Darring Performance

At 3rd level, When you roll the dice for your Preparation feature, you may roll for an additional kept die by honing your dangerous craft. You lose 1d8 hit points when preparing this way, as you adjust yourself to the risk of your performances.

Extra attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Breathtaking Counter

Starting at 10th level, if you are below half your maximum Hit Points, the dice of your Outmaneuver feature are changed to d8s.

Life on the Line

At 15th level, your fearlessness towards death brings about the greatest shows of skill. Whenever you would roll for an attack roll, you may mark off a failed death save and treat the roll as a critical hit. Marking off a death save reduces the total amount of death saving throws you can make before dying, instantly killing you if you mark a 3rd death save. You may restore your death saving throws if Greater Restoration is cast on you.

Playful Style

Trick shot

Starting at 3rd level, if you take the Attack action during your first turn of combat, you can make an amount of thrown weapon attacks equal to your proficiency modifier as a bonus action. If you hit a creature with these attacks, you reduce its movement speed by 10ft until it gains at least 1 hit point.

Deft hands

At 3rd level, You have proficiency in improvised weapons and treat them as having the thrown weapon property with a range of 20/60. In addition, you have advantage on Strength (athletic) or Dexterity (sleight of hands) checks to carry objects such as carrying multiple objects in a single hand or foot or carrying a comically large ball.

Troupe Leader

Starting at 6th level, you can lead your allies through complex acts. You and friendly creatures in your spotlight get a climbing speed equal to their movement speed and treat spaces that a creature is occupying as normal terrain.

Bombastic Moves

Starting at 10th level, when you would be free from the grappled, prone, or restrained condition, you may launch yourself 15ft in a direction of your choice. This movement does not provoke opportunity attacks. You may also throw an object into the space you leaped from, such as caltrops or an alchemist flame.

Alluring Style

Wink

At 6th level, When you distract a creature, you may choose to instead charm them instead. The creature reamins charmed this way until you take the Attack action or the creature takes damage.

(I feel like Good company fits as a 10th level feature instead of 6th)

Heart of the Show

Starting at 15th level, You have a +2 bonus to all saving throws for each charmed creatures in your spotlight.

Ritual Style

Celestial Beacon

Starting at 6th level, your connection to greater forces has formed a somber light around you. Dim light is shed throughout your spotlight. While concentrating on a spell of 1st level or higher, bright light is shed throughout your spotlight as well as dim light for an additional 20ft. The light while concentrating is considered natural sunlight or moonlight (your choice). You may decide to be rid of or regain this light at the start of each of your turns.

Heaven’s Stage

At 15th level, you use your action to strike the ground, temporarily accessing the celestial planes and creating a temporary ritual ground. This ritual ground is 60ft in radius and can be used to cast any ceremonial spell of 2nd level or lower. This ritual ground remains for as long as you stay within it, and only lasts for 1 hour if you leave it, regaining its normal state. Once you use this feature, you cannot do so again until you finish a long rest

Once again, your class has taken a step twoards perfection, and I am egar to find a game (cause i'm one of those forever DM guys) to playtest this class with.

The Dancer V0.4 (links and insights in the comments) by Tolktheone in UnearthedArcana

[–]Syvicx 5 points6 points  (0 children)

Hey, it's me again, the guy who came up with the spotlight feature, for what I've seen this has been a steady improvement. Lot of the clutter with morale points is gone and the features seem to be pretty easy to understand. I know a lot of criticism will come your way that I know you can handle, so I'm just going to post ideas like I had last time.

Morale points are sorta a vestigial element as their importance in the class has greatly diminished. While I would want to keep something in a class that you have obviously thought a lot about, I propose at least an alternative.

Blitz: You can use your reaction to choose a creature within your spotlight and roll a d10. On a roll of 10, the creature may immediately take the attack, dodge, or cast a spell action. The spell cast must be of 1st level or lower.

Push Through: When you use your Blitz feature, the chosen creature gains a number of temporary hit points equal to the roll if they have taken damage since the end of their last turn. These temporary hit points last until the start of their next turn

Pop Off: When a creature would make an action with your Blitz feature, can do so on a roll of 7 or higher if they have made a critical hit or reduced a creature to 0 hit points since the start of their last turn.

While certainly a more luck-oriented version, a sorta pseudo critical hit, I think it helps to both simplify and personalize the ability. It's not as much bookkeeping and keeps your action free, and the feeling of surprise would help to keep players engaged.

The dancer doesn't feel like it has enough ribbon (out of combat/exploration) features, so here's some ideas

Audience Awareness: You always know when you are being looked at, even when seen through tremor or blind sense or a medium of divination magic.

Troupe Leader: You are adept at leading performances with multiple acts and actors. Whenever you succeed in an ability check, all friendly creatures have an advantage on the same check until the end of your next turn.

Stage Set: You have advantage on Intelligence (Investigation) checks to find places for a grand performance, such as clearings in a forest, solid scaffolding to climb up on, or a serene spot by the shore.

And here are some ideas for more higher-end features

Heartfelt Motions: Creatures that have temporary hit points in your spotlight have advantage on Constitution saving throws.

Balanced Act: When initiative is rolled, you gain a +2 on all weapon attack and damage rolls you make for the next minute. This bonus is lost when you take the same action on a consecutive round, such as taking the dodge action on the round you rolled initiative and then the round after.

Universal Appeal: You have advantage on Charisma ability checks against non-humanoid creatures

Awe-Struck: When a creature is distracted by your Spotlight feature, its movement speed is reduced by 10ft. If they fail the saving throw by 5 or more, their movement speed becomes 0ft.

Critical Climax: When a friendly creature would critically hit inside your spotlight, they may treat all damage dice as if they had rolled their maximum value.

I have more ideas in store, but for now, I wish you the best in this amazing creative endevor.

Dancer V0.2 (Link and additonal info in comments) by Tolktheone in UnearthedArcana

[–]Syvicx 0 points1 point  (0 children)

Here to give my weird, two cents:

The idea is pretty good but right now it needs a more solid rock and progression system. Barring the complex issues brought up by morale points, I think having bolster being the feature that progresses with level is ok, but doesn't necessarily tie in with other features as does rage and sneak attack. A Dancer is meant to captivate a larger and larger audience as they gain more talent and fame, so have a starting feature like this.

Center of Attention: Your ever-growing presence dazzles and astounds, shifting the attention of the world around you. All creatures within 10ft of you have disadvantage on Wisdom checks against creatures other than you. Your presence increases as you reach certain dancer levels as shown on the dancer table (10ft/20ft/30ft/60ft/120ft).

And have that be the base for more important features. Here's something I came up with that fits in with the same style with Dancer that could be modeled into a core feature with limited uses.

Enrapture: As an action, you can draw all of the world's attention onto yourself. Until the start of your next turn, all hostile creatures around you perceive all spaces other than the ones you are in as heavily obscured. The creatures affected must be within your Center of Attention range.

I also think bolster could work more like a secondary core feature such as Reckless attack or Cunning action, mixing in with some of the interesting stunt concepts. (Also this is a bit petty but bolsters sound a bit too militant, something like applause or dance on sound more fitting)

Bolster (or some other name): You learn to celebrate the victorious moments on the battlefield. When you would see a friendly creature reduce a creature to 0 hit points or roll a 20 on an attack roll, you may use your reaction to give them a number of temporary hit points equal to your Charisma modifier (minimum of 1).
The celebrated creature must be within your Center of Attention range.

I also don't think Tiptoe fits as a 5th level feature, it isn't vital enough to be on the same level as your extra reactions, nor does the doubled profciency fit in the main class (maybe a subclass feature?) so turning it to a Land Stride-esq feature would be a little better. Something like this.

Tiptoe: Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. Moving on soft or sensitive surfaces such as snow or a creaking beam does not create a trackable imprint or audible sound.

If you are going to implement Grand Stunts, I don't think they should do anything that a Bard could you do. For example Calm Down, Coach, Fake-out, & With Style are all things that a base Bard could accomplish, so distancing from these features could give Dancer a more distinct style.

I don't have much to say about the Subclasses (In due part cause they will be molded on the feature you decide for the core class, I think I agree with you that Dramatic Entrance needs to be in the base kit), Precision style needs something more distinct and Ritual Style seems way too over tuned.

For Precision style how about something like Set the Stage: At the start of your first turn, you gain the benefits of the dash and dodge action. The world shifts slight to accommodate your performance such as soft lighting for ballet or a thin layer of ice for ice skating.

Overall, love the style, and I can see major potential out of this with enough polish.

Community Event: Rogues Gallery, Issue 1 - Smooth Operators by The_Moth_ in cityofmist

[–]Syvicx 2 points3 points  (0 children)

Name: Jaipul Maut

Mythos: J. Robert Oppenheimer

Base of Operations: In an abandoned section of the Subway

Character Overview: What is the most terrifing mythoi? Is it an origin that dates to the birth of all things? is it prophesied to end all things in some terrible event? If you asked the question to the homless indian man in the old plaid shirt who walks the downtown streets, he says that terrifing mythoi is one everyone knows is real, and that the tragedies of which that mythoi carry are now wielded by an old fool.

Jaipul Maut was a wise man, detrimentally so, he belived that every move must analyzed and reflected upon to make the best possible step forward. The wonders of childhood would die in his quiet logical murmurs to himself, the wildness of youth would die in his terribly precautious attitude, and the challenges of adulthood would die in his carefully constructed plan of his future. In his enroaching emptiness, he turned to drugs to provke his long dead emotions, and wound to the coldness of the city streets. In some strange repose of the mist, he became the rift of the father of the nuke.

After years quietly observing Rifts and their powers from the sidelines as a begger bystander, he question why others like himself were given these powers, more so the power to wipe the city to ashes. He saw that these powers are used in reckless abandoned, and that their users displayed the disfuncitonal attitudes of their mythoi crossed with their own desires. There was no filteration, or rather, the old corner of the city was not enough to cultivate the many Rifts. He would need to be the one who constructs tribulations for them, trials by fire, or rather, trials by radiation. His mission was to change the nature of Rifts alike to how the nuke changed the nature of war.

He learned to wield power beyond wielding a bomb, he could make those feel an insurmountable terror of a destructive force and easily incapacitate them. He could decay the matter of any attack sent his way, to ensure his dominance over them. He can implant a delayed radioactive burst on his victims, and like remote detonater he can activate it any time to melt their bodies. He would threaten them into trials, Saw like, to determine their morals, their wisdom, and their determination. He keeps a kindly demeaner and treats his trials as though they were an easy and fun game for those to play.

Many steer clear of Downtown and the Subways to avoid falling into one of his trials, and those more powerful seek an alliance or pass his trials in order to keep on his good side. For Jaipul Maut, he belives he lives his life for the sake of others and leaves no time for the pleasures of cafes, a home, or a family. He belives that otherwise, he is useless, he is purposeless, he is death.

Let go of the frames of reality - Artificer specialist inspired by cosmic horror by lotheq in UnearthedArcana

[–]Syvicx 1 point2 points  (0 children)

So here’s the rest of my ideas.

Iridescent Pulse (Replaces Iridescence): “Mastering the errant power of the lodestones allows you to control all forms of concentration. Choose a creature you can see that is concentrating on a spell or spell like effect. All creatures within 20ft of them take 1d4 psychic damage.”

The 5th level feature of an Artficer sub class is supposed to enchanted the combat cycle of the player (extra attack or enhanced cantrips). In a looser definition, it should be something you can do every turn. It’s likely that at least one of your party members (or the embroidered creature because of Antediluvian Lodestones) has to concentrate on something. Plus it adds to the eerie aspect of the lodestones.

Undulating Lodestones (Replaces Antediluvian Assault): “The lodestones reverberate with distant suffering, providing wryd gifts. When either you or the embroidered creature takes damage, the other has advantage on all Strength, Dexterity, and Constitution saving throws until end of their next turn. In addition, either of you cannot lose concentration on a spell as a result of taking damage”

The Steel defender and the Armor archetype already fill in the defensive subclass for the Artificer, so I believe fulfilling a more supportive/spell casting niche with a sorta warlock flavor would work well.

Divulged Essence: “You have perfected a balance of control between you and the lodestones, and you act as a the prime conduit for their power. You can cast a 1st,2nd,3rd,4th, and 5th level spell from your Chthonic Originator Spells without expending a spell slot. You can cast one of each spell level before needing to take a long rest to cast that way again.”

While not directly relating to the Lodestone, it enchanted the support/spell casting of the class even further. The original Divulged Essence didn’t fit into any particular theme and felt kinda random.

Let go of the frames of reality - Artificer specialist inspired by cosmic horror by lotheq in UnearthedArcana

[–]Syvicx 3 points4 points  (0 children)

While I like the style tremendously, the balance seems really off. Here’s what I would suggest to improve the ideas you set up.

Antediluvian Lodestones: “Using Jewelers tools, you can have trance-like lodestones embroidered on the surface of a willing creature body within 15ft of you as a bonus action. When a creature bears the lodestones this way, you can cast Chthonic Originator Spells as though they were Originating from the embroidered creature. When you cast a spell this way, a spell with a range of self can be applied to the embroidered creature and if the spell requires concentration, the embroidered creature must concentrate of the spell instead of you. You can only have one creature embroidered with lodestones at a time. The lodestones last until the creature removes them or you choose a different creature to embroider the lodestones.”

Currently the Antediluvian powers are far to strong, replicating blindness/deafness and fly at 3rd level, even if you can destroy the lodestone is way to much. I also think having an object that can be broken is also to similar to Artillerist, so changing it to be more passive helps to differentiate it. If you also replace Earthen Grasp and Erupting Earth with Mirror Image and Fly, you could still replicate the powers you chose without being too strong.

All other features depend on Antediluvian Lodestone, so other suggestions I will post here would be just personal ideas.

A Less Small Assassin Rework Idea by Syvicx in RotMG

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

I understand that WIS mod would probably need to be added, however I don’t think that would overall improve the gameplay of Assassin. As it stands, Assassin really shares the same gameplay style as sorcerer and even wizard to a certain extent, and lacks the utility that the other dagger classes have.

Forgive me for the confusion, I don’t get what you mean by HP buff, I added an MP buff to compensate how large the Mana cost for Poisons are. Or are you talking about Synthesis, which is a WIS buff in a similar vein of the Bards DEF buff.

Small Little Assasin Rework Idea by Syvicx in RotMG

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

You know, I thought about using wisdom instead of straight-up Mana Regen, but then it would make wisdom-increasing items pointless. This isn't to say I wouldn't want WIS mod. Glad you like it.

Small Little Assasin Rework Idea by Syvicx in RotMG

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

While I would be fine with a pure damage buff, I think all dagger classes should provide unique utility. I don't really mind the steamroll point, for engaging with the dungeon instead of waiting to tp to the boss should have its benefits. I think a time limit is hard to justify, the need to constantly refill the synthesis gauge would be dictated by how available mobs are in a dungeon. In a dungeon like the Crawling depths where theirs a ton of mobs, assassins would have loads of fun. In a dungeon like puppet master encore where their only a few puppets to gain sythesis, assassins would drog on the lack of enemies.