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Author Topic: Modern Magic Episode 0: Pilot (0/5)  (Read 6254 times)

Sosoku234

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Re: Modern Powers (RPG meets modernization)
« Reply #45 on: June 17, 2016, 04:03:59 pm »

PTW.
Also, playing a purely support/buff class is very helpful to the whole team. Essentially, you  carry the team if they face an enemy stronger than their combined mights. And heals are infinitely more useful if they are able to be cast rather than waiting for your health to do its slow or nonexistent regeneration rate. Plus, in a combat situation, a walking health pack would help keep everyone from dying from an explosion. That isn't to say that it doesn't have it's drawbacks. After all, in a situation where you have to fight, you are defenseless. If you do have offensive spells, then they are bound to be minor and do very little damage.

However, the group buffs and the heals are more than worth the combat uselessness. If nothing else, you could get a gun.
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Bliss

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Re: Modern Powers (RPG meets modernization)
« Reply #46 on: June 17, 2016, 06:10:12 pm »

PTW.
Err, what does PTW stand for?
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AbstractTraitorHero

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Re: Modern Powers (RPG meets modernization)
« Reply #47 on: June 17, 2016, 06:37:31 pm »

Posting to watch
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Lenglon

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Re: Modern Powers (RPG meets modernization)
« Reply #48 on: June 18, 2016, 01:58:10 am »

But if the only thing you can cast are buffs and heals, why would anyone have the incentive to play a mobile health pack?
I've redacted the rest of the comment because we've already discussed it. Why would anyone have the incentive to play a mobile health pack? Well, because Seraphs are the only class capable of healing someone. I mean, I don't think you can talk for everyone when it comes to the decision of a class.
Pure-healers are best restricted to NPC classes. the problem is the *proper* role for such a class is decisionless / choiceless. Your position? wherever is best protected. Your action? you only have one function, therefore you only have one action. Your target? Basic Triage.

You either play like a bot, or you play inefficiently. there is no actual choice involved in *playing* such a character. the only way to make it work is to give them secondary functions or some major league RP.

This isn't to say that it is useless. It's arugably the strongest class available, because the ability to keep your most powerful and best played *insert other class here* up and at peak performance at all times even when they should have taken cummulative lethal / crippling damage is absurdly strong. it makes having at least one walking health pack mandatory for effective teamplay. but don't mistake power for interesting gameplay. it's boring as hell if you are literally nothing but a healbot, because you never get to make any decisions or choices. you just follow along, in the back, and heal whoever gets hurt, and otherwise do your best to make everyone, especially the enemy, forget that you even exist.
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AbstractTraitorHero

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Re: Modern Powers (RPG meets modernization)
« Reply #49 on: June 18, 2016, 10:14:20 am »

Yeah but there's nothing stopping them from attacking with inventory items they make or buy so perhaps a healer would have to stock up on things that make them more useful intresting and fleshed out in combat?
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Lenglon

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Re: Modern Powers (RPG meets modernization)
« Reply #50 on: June 18, 2016, 10:44:41 am »

Yeah but there's nothing stopping them from attacking with inventory items they make or buy so perhaps a healer would have to stock up on things that make them more useful intresting and fleshed out in combat?
who uses a pair of single-shot hand crossbows that require two-handed reloading in a world where 30-shot magazine pistols are a thing? let alone machine pistols and SMGs.
betcha that guns are useless against whatever we're going to be dealing with, and the same probably goes for most other inventory items.
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Bliss

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #51 on: June 19, 2016, 11:54:24 am »

I've deleted the Discord server as it is no longer an aspect I think the RTD needs.
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AbstractTraitorHero

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #52 on: June 19, 2016, 12:00:57 pm »

Wait why do you have water gardens as a thing?
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Lenglon

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #53 on: June 19, 2016, 12:51:06 pm »

watering the garden is an action. water gardens are a type of garden. the former is referenced in the newly modified OP, the latter is not.
Also, I'm still interested in the game.
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Bliss

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #54 on: June 19, 2016, 12:59:55 pm »

Also, I'm still interested in the game.

Do not fret, I have no intentions of stopping the RTD (before it even has started). I'm just waiting for a higher player morale.
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AbstractTraitorHero

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #55 on: June 19, 2016, 01:02:58 pm »

...what your waiting for a higher player morale? I think the morale would probably increase once the game starts?
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Dustan Hache

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #56 on: June 19, 2016, 01:25:44 pm »

still waiting to find out if I've been selected, or if I am allowed to make a custom class.
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Bliss

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Re: Modern Magic Episode 0: Pilot (0/5)
« Reply #57 on: June 19, 2016, 02:36:33 pm »

...what your waiting for a higher player morale? I think the morale would probably increase once the game starts?
Err, morale was the wrong word. I meant to say participation. As in, more people signing up.

still waiting to find out if I've been selected, or if I am allowed to make a custom class.
I'm only deciding once a few more people have signed up. And no, you are not allowed to make a custom class.
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Mr.Zero

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Re: Modern Powers (RPG meets modernization)
« Reply #58 on: June 19, 2016, 06:11:04 pm »

But if the only thing you can cast are buffs and heals, why would anyone have the incentive to play a mobile health pack?
I've redacted the rest of the comment because we've already discussed it. Why would anyone have the incentive to play a mobile health pack? Well, because Seraphs are the only class capable of healing someone. I mean, I don't think you can talk for everyone when it comes to the decision of a class.
Pure-healers are best restricted to NPC classes. the problem is the *proper* role for such a class is decisionless / choiceless. Your position? wherever is best protected. Your action? you only have one function, therefore you only have one action. Your target? Basic Triage.

You either play like a bot, or you play inefficiently. there is no actual choice involved in *playing* such a character. the only way to make it work is to give them secondary functions or some major league RP.

This isn't to say that it is useless. It's arugably the strongest class available, because the ability to keep your most powerful and best played *insert other class here* up and at peak performance at all times even when they should have taken cummulative lethal / crippling damage is absurdly strong. it makes having at least one walking health pack mandatory for effective teamplay. but don't mistake power for interesting gameplay. it's boring as hell if you are literally nothing but a healbot, because you never get to make any decisions or choices. you just follow along, in the back, and heal whoever gets hurt, and otherwise do your best to make everyone, especially the enemy, forget that you even exist.

This. Exactly this. You are trying too hard to pursue a MMO trinity design. I agree with every point here. You desperately need to give us more clues about the possibilities the class offers, or there might be a real possibility that nobody will pick it because of the limitations it has. Just because it's powerful is not an argument. Players will find a way around this, unless you disallow them to do that. You might as well go for a witch and start brewing health potions and have more options than this.

Pure support based classes can be really interesting, but the trick lies in variation. Where as fighting classes are limited to a weapon type, you are just limited to not fighting. But if you take away more than not being able to fight, you are left with a bland class.


Yeah but there's nothing stopping them from attacking with inventory items they make or buy so perhaps a healer would have to stock up on things that make them more useful intresting and fleshed out in combat?

It clearly states that the Seraph has no offensive capabilities. It's very unclear. It can mean that the seraph can't fight at all, it can mean that he can't use offensive spells, it can mean that he can't use offensive spells but can use items like you say, but he hits with them like a wet noodle. I happened to talk to him, and he wants the class to be themed as a guardian angel. The defensive kind. So I assume that it's the former. He cannot fight at all, but I cannot know for sure.
« Last Edit: June 19, 2016, 06:18:25 pm by Mr.Zero »
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Bliss

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Re: Modern Powers (RPG meets modernization)
« Reply #59 on: June 19, 2016, 08:20:40 pm »

It clearly states that the Seraph has no offensive capabilities. It's very unclear. It can mean that the seraph can't fight at all, it can mean that he can't use offensive spells, it can mean that he can't use offensive spells but can use items like you say, but he hits with them like a wet noodle. I happened to talk to him, and he wants the class to be themed as a guardian angel. The defensive kind. So I assume that it's the former. He cannot fight at all, but I cannot know for sure.

I've completely removed how the classes were previously written and replaced it with something else.
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