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Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 8:57 pm
by ericbomb
I think those that are witches should be able to swim without taking phlegm drain to fit in with the theory that witches could float. Might also make for an interesting "witch hunt" idea. Person swim out of a lake you think is to big? They have a lot of phlemgh or are they a witch? Better burn them, just to be safe.

Think someone's a witch? Force them to swim, if they drown, they live! If not pull them out and take their scalp!

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 9:04 pm
by Dallane
No because every pvp character all of a sudden is a witch.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 9:18 pm
by Procne
Dallane wrote:No because every pvp character all of a sudden is a witch.

Maybe that's the way to go. Witches fighting with each other for dominance over pilgrims. And pilgrims either obeying their witch or fighting other witches

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 9:20 pm
by Potjeh
All we need the devs to implement is scales and ducks.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 10:41 pm
by Sephorin
Dallane wrote:No because every pvp character all of a sudden is a witch.

True. But my hope is that they'll limit the number of witches somehow. Perhaps there could be a limited number of ultra-rare forageables, and each one has the potential to make a character a witch. A witch would have to consistently perform "witchly actions" in order to maintain her witchhood. If a character loses her witchhood, then one of the ultra-rare forageables is respawned somewhere.

I really hope that all the super advanced characters on the server won't all be witches. Witchhood should be something special and limited, not something you can just attain by skilling up.

As for the "witches don't drown in water" idea.... I'm not sure.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 10:43 pm
by Dallane
Sephorin wrote:
Dallane wrote:No because every pvp character all of a sudden is a witch.

True. But my hope is that they'll limit the number of witches somehow. Perhaps there could be a limited number of ultra-rare forageables, and each one has the potential to make a character a witch. A witch would have to consistently perform "witchly actions" in order to maintain her witchhood. If a character loses her witchhood, then one of the ultra-rare forageables is respawned somewhere.

I really hope that all the super advanced characters on the server won't all be witches. Witchhood should be something special and limited.

As for the "witches don't drown in water" idea.... I'm not sure.


no

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 11:04 pm
by DarkNacht
Anyone with high enough Profs should be able to become anything, adding classes to salem is a bad idea.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 11:06 pm
by JohnCarver
DarkNacht wrote:Anyone with high enough Profs should be able to become anything, adding classes to salem is a bad idea.


We do feel it will be reasonable for a Witch to abandon her rights of inheritance and/or bloodline.

This of course assuming that we do make 'inheritance' more of a thing.

Aside from that. We agree that we don't like the idea of hard-coded classes in Salem.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 11:43 pm
by Sephorin
Fair enough. I will be fascinated to see how witchhood works out.

Sorry for derailing your thread, ericbomb. Interesting idea, but it sounds like it might be a no-go.

Re: Fun skill for witches when implemented

PostPosted: Sun Oct 12, 2014 11:53 pm
by DarkNacht
JohnCarver wrote:
DarkNacht wrote:Anyone with high enough Profs should be able to become anything, adding classes to salem is a bad idea.


We do feel it will be reasonable for a Witch to abandon her rights of inheritance and/or bloodline.

This of course assuming that we do make 'inheritance' more of a thing.

Aside from that. We agree that we don't like the idea of hard-coded classes in Salem.

I don't see any problem with skills having some penalties.