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#shit D tier herb
v171 · 27 days
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Never in my life have I ever found it to be worth it to garnish with parsley.
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clariocosmo · 10 months
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LISTEN... I know this is a super niche topic but I saw the chinese period drama ethubs au from @swamp-chicken and my mind immediately started firing 1000 ideas,,,
Also: I was obsessed with chinese harem dramas for like a period of time yet I didn't understand much because my Chinese was (and is still!) horrible so I might butcher alot of historical significance, but that's okay! It's all fun and games :))))
But yes anyway: some ideas::: Etho was an assassin/mercenary that was adopted (under a guise of being a missing prince or smth) by the TIES royal family (Tango and Skizz!) to murder Emperor Bdubs so as to liberate TIES and to bring back their first prince, a certain ImpulseSV, which they had to marry off to secure their alliance with The Clockers. While originally Impulse was totally slated to be Bdubs' Empress, Empress Dowager Cleo had Impulse to be the Imperial Noble Consort (皇贵妃 Huáng guì fēi) instead so as to not be able to challenge her and thus maintain Cleo's influence. Not that Cleo is an evil stepmom or anything, but in that she knows the kingdom needs to present a united and strong front (that honestly, Bdubs can't handle now) so as to wave off internal rebellions from their court. Despite the arranged marriage however, I could totally see Impulse and Bdubs still loving each other deeply and being soulmates (platonic or wtv!)
And! assuming Etho would be of similar royal status as Impulse, I'm going to pretend he went in as a Noble Consort (贵妃 guì fēi), a level below Impulse. Or! He entered as a lower-tiered concubine and slowly rose the ranks due to Bdubs favour??? Anyway, Etho assumes that this would generate a ton of hatred from Impulse, seeing that Etho kind of took over Impulse position back home and is now the main object of Bdubs affection, but Impulse is totally chill with it and is just happy to have someone from his nation to be with him. This causes a ton of misunderstanding and shenanigans where Impulse would do something nice for Etho and Etho being immediately suspicious. Like Impulse sewing a herb pouch for Etho and Etho being like "oh dang there's probably some poisonous herbs in here" and not wearing it at all which leads to Impulse asking about it casually and Etho just PANICKING and swearing buckets.
AND oh my god I could totally see Etho falling in love with Bdubs but refusing to acknowledge it or do anything about it for the sake of the mission™. Like Bdubs does nearly get poisoned (perhaps from the bad boys or even Etho himself?) but when Etho sees Bdubs almost ingesting the poison, he gets an "Oh shit" moment and finally realising his feelings and snatches away the poison, ingesting it himself and just almost dies. Leading!??? To a recovery scene between Ethubs where they finally talk things out like mature adults and confess their real feelings towards each other. :D
Also I just needed an excuse to draw Etho in traditional Manchu clothes because if that's one thing about historical harem dramas, you know that they are serving LOOKS every episode. (attached below :] )
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crystalelemental · 1 year
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“megazardx2: I am kinda unexcited for any future revisits to regions that aren’t Legends games, personally, but hey; maybe it’ll turn out well?
(Btw, I did some work on the postgame battles of my project and added the Ace Academy ones, too. If you want to check them out, here’s the link: https://docs.google.com/document/d/12xfSWKw_QZZE8oBjIW2UZ0YuiZ59dUGOFf8id1LEt3o/edit.)“
Honestly...fair.  A revisit to Johto would likely be a Let’s Go spinoff, and that would suck ass.  But I’d like to believe that like...maybe they could pull something off somewhere?  Like even if it’s just a Masters alt that’s like “Yeah she got Dragalge.”  Just...something.
Also I’m checking it out now.
All looks good so far.  I’m up to Kofu, and honestly, I think I am going to officially recommend U-Turn over Protect.  Protect doesn’t do a ton for Pelipper, who isn’t gaining passive recovery, and mostly is just stalling out its own Rain turns.  U-Turn keeps the possibility of coming back for more Rain later.
In other news, I cannot believe Kilowattrel doesn’t learn fucking Rain Dance.  What is the point?!
For Arven, I’m wondering if Iron Defense isn’t better over Stealth Rock.  While Garganacl can come out earlier to set it up, it’s the Iron Defense thing that racks up maximum comedy.  AI shouldn’t be too hard to program for it either.  I’d also consider Focus Sash on Cloyster over the Herb.  Even with renewed defenses, special attacks drop it like nothing, but Sash gets to be really funny.
Penny’s interesting, I-DID FLAREON ACTUALLY GET TRAILBLAZE?!  HOLY SHIT IT DID!  MY BABY FINALLY GOT SOME MILD UTILITY, PRAISE BE
*ahem*  Anyway.  While I generally like the shenanigans of weather, I’m going to slightly caution this, based entirely on Raihan’s rematch in the final tournament.  You know.  Where every Pokemon sets a different weather, so his actions are mostly just setting weather uselessly.  I won’t say don’t do it.  But I would say, if someone does start building it, don’t be too surprised if this winds up being something exploitable.  I’d say Flareon has more claim to weather than Vaporeon, if only because Leafeon uses it too.
I just want you to know that notation duped me into thinking Lurantis actually learned Superpower.  Now I’m sad.  But yeah, don’t have anything to add to Jacq.  Or Dendra.
Froslass should get Sash.  Destiny Bond on a fast Pokemon that can now guaranteed live a hit.  Imagine.
I like Miriam B, solely because Zap Cannon Espeon.
Absolutely love the Sash Revival Blessing on Nemona.  Top tier shenanigans.
Regarding Geeta, while it’s hard to say AI will always go Snowstorm as a start, I think it’s safe to play to that expectation, and kinda want to say Brightpowder on Froslass.  Maximum Bullshittery.
But yeah, they look good!
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the-grey-wizard · 11 months
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The Gr(a/e)y Councils Guide to different Magic practioners (a tier list)
It has come to the Council's Attention that some Magical Practitioners are unaware of the difference between the various types of Spell Casters, so we decided to give a quick (non-exhaustive) Guide:
A Tier: Wizards: While some innate power is required to *be* one almost every human has that amount of innate ability. What distinguishes a Wizard is that they gain power through study, formulaic spells and ruins, etc. Wizards are the best type because the only limiter is the intelligence of the Wizard, not some in-born mana pool.
B Tier: Alchemists, Magical Tinkerers, etc. Basically overly specialized Wizards. C Tier: Clerics and Druids. Both gain their power through long devotion and love of a higher power (some god for clerics, nature in general for druids). While their power is not in-born, they don't sell their souls for power, and they do require an immense amount of dedication to gain their power. They are a lower Tier than Wizards in their magic is dependent another party that may stop providing power at any time, and the magic they can perform is *increadibly* limited. Druids can only perform nature magic (which is admitedly a fairly large group), and Cleric's magic that has to do with their gods. Sad. D Tier: Sorcerers (type 1): Their magic is innate, they can be fucking lucky idiots. They suck.
F Tier: Warlocks. Oh you found a Grimoire that allowed you to sell your soul for power? GREAT IDEA. Taking the easy route and being condemend to an eternity of torture afterwards. Imbeciles, the Lot of them. Go fuck yourselves Warlocks.
Witches: Oddly, there is no consensus on what defines a Witch. Some say it is just a female Wizard (The Gr(e/a)y Council of Wizards holds "Wizard" to be a Gender Neutral Title, like 'President', therefore rejects this definition). Others say it is a Binder of Spirits, using natural spirits to perform their biding, which is the same as Sorcerer Type 2 (aka, pre dnd ish definition). This is a B Tier, kinda good, but still not doing shit for yourself. Another definition involves using natural magics from Herbs, animals, and mother nature. This is basically a rehash of above types, but specializing. Meh.
Not Mentioned: Bards, Necromancers, Enchanters, etc. They are all just specific subtypes of above groups.
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pigl4t1 · 3 years
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More WIP note shit. Tiers of magic. These mostly apply to evocation magic, but do also have a minor note in the others. They mostly just mean how much effort is put into the spell and with ritual spells the amount of time it takes. As well as the “Mystical value” of the components, not the monetary value. This means that a type of mushroom from the Ent’s Forest which costs 5 copper pieces per portion could be more valuable to an illusionist than a perfectly cut ruby. More powerful spells need more valuable components. Near all spells must have their name invoked and a movement of the caster’s hands.
The first tier is cantrips, essentially the same as in D&D, which cost virtually no mana/magic and never require components. Your firebolts, thrown voices, and tiny illusions all fit in this category. A typical adventurer can cast these near instantly without much thought.
Minor Spells are the second tier. They require a low amount of mana to cast and rarely require components. Typical components for spells of this tier are things such as, stones, ashes, berries, and small animal parts. Most spells that require components at this tier are Conjuration and Necromancy spells and are typically quick, 5 - 30 minute rituals. Typical spells of this level are basic illusions, most low level evocation spells (like coating a weapon in an element), some weak barrier spells and extremely weak summoning spells. A few weak sealing spells also reside in the upper echelons of this tier. A typical adventurer can cast these quickly with some effort and practice. Trained mages essentially treat them like cantrips(not including rituals).
Standard Spells are the third tier. Here are the limits of what a typical adventurer is able to do practically in a fight. They cost a moderate amount of mana and mostly require components. Typical components for these are metals, medium animal parts, herbs, and greater quantities of the components for standard spells. The rituals in this tier are often 20-60 minutes long and need actual casting circles. These spells are things like powerful illusions capable of leaving lasting auditory and visual effects, evocation spells with small AOEs or short chains, decent barrier spells, small scale transmutations, raising humanoid undead and moderately powerful summons. Mid-level sealing spells take their hold in this tier as well. A typical adventurer struggles to cast these in a reasonable time for combat situations. Trained mages use these as their main methods of attack and defense while arch-mages use them rapidly as if they were cantrips.
Greater spells are the fourth tier. Only trained mages can use these and only arch-mages use them consistently. They cost a large amount of mana and almost all of them require components. They typically consume rare plants, gemstones, large animal parts, and rare metals. Rituals of this level can be several hours long and often require a mage to focus entirely on it. They are spells that can really do some damage. These can be things like illusion spells that feel like reality and seem to trap one’s target in a dream, powerful summons which can destroy small villages on their own, the raising and creation of undead chimeras, large scale transmutations, highly resistant barriers and powerful evocation spells. Sealing spells in this tier are often used to contain great threats. Most adventurers cannot cast these in reasonable amounts of time for combat but arch-mages use these spells as their main combat spells. An average trained mage will rarely cast one of these spells to defeat mighty opponents or large groups of weaker foes.
Dread spells are the fifth tier. Most mages never use these spells due to their devastating power and insane cost. They can drain inexperienced spell-casters completely and some drain all spell-casters of their entire reserve. Typical components of these spells are dragon parts, extremely rare minerals, and the carcasses of magical creatures. Rituals of this level are few and far between but when done often take days of several mages working in tandem to create the desired result. Spells at this level are capable of feats of destruction that can level cities if left uncontained. These include evocation spells that obliterate all with their area of effect, nigh invulnerable barriers, summons that pose threats to large cities, changing weather, true ressurection of the dead, and the creation of pocket dimensions(which can then be accessed via cantrip). Star seals, the only sealing spells at this level,  are able to contain the power of dieties but must be cast on a living being or powerfully enchanted item. A nine star seal is the stongest seal at this tier. Arch-mages are the only people who can cast these spells and still fight, but they do so rarely.
Finally, the sixth tier is known as “Life Return Magic”. Few mages ever cast these spells. They require no mana, and no components. Any spell can be made into a Life Return spell, from firebolt to meteor storm, it brings any spell’s power to that of a dread spell. Almost nobody casts these spells due to the cost... That being the caster’s life force itself. It drains their soul, shortening their lifespan. For this reason only a few mages ever cast them.
edit: Life Return sealing spells are still known as star seals but now, not only seal away power or physical form, but can also seal away the memory of the target. They can make it as if the target never existed in the minds of the populace.
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Preliminary thoughts on the land out of time
Only done 3 activities so far so bear with me. Also I rant about big game hunter a lot so hence the read more.
Also the running theme of this update is FUCK TUTORIALS! EXCEPT FOR THE FACEBOOK LEVEL TIME GATE AT THE START, WELL TUTORIALIZE THE SHIT OUT OF THAT!
1. Big game hunter
As a level 92 hunter and 96 woodcutting I figured the level 75 dinosaur wouldn't be too much of a hassle, ooo boy was I wrong! The visibility area is way too large compared the the time it takes to build any traps or gather wood, and there's only 1 patch of grass? I spent about 20 mibutes trying to catch the level 75 dinosaur before getting bored and giving up. I highly doubt the rewards are worth all that fannying about stopping and starting building, hiding and dashing to the edge of the map and I feel like this should be said: you shouldn't need combat abilities to do skilling activities.
So yeah, despite being near the very end of the skill level spectrum I found this hunter activity that was 17 levels below my current hunter level to be too hard and too tedious. It does however fit perfectly with jagexes whole thing of let's make something fun then ruin it into tedious oblivion!
2. Herby whirly or whatever it was called
It's alright? Could have done with a tutorial, but so could everything else pretty much. I like the zygomites and beating then up to take herbs back. I kind of wish you could get points for them throwing purple herbs into the fire, but if they did that they'd prolly balance it by making it deduct points when they throw green ones in. The mini game is a bit wonky at points, such as if the zygo is close the fire and you click on them sometimes your character just stands still.
3. Baseville
OK so this is the only one which had a tutorial, which is a shame cuz it's prolly the easiest thing to grasp. My sibling described it a bit like managing miscellania, but I don't know if I agree with that statement. I think it's more like ports and managing miscellania had one horrible time gated baby. The fact you get resources even when offline is nice, but does lend an air of it just being a thing you check once a day like player owned farms. If that was the intent then I can't really fault it, it really does just seem to be a thing you have in the background with little player interaction.
4. Conclusion
I think the land out of time is a nice update, but needs a whole lotta fixes. I saw on the reddit someone suggested making BGH co-op and I honestly thought that would be amazing! I can deffo see me and my sibling playing BGH with voice chat maybe and having a riot when one of us nearly gets eaten! It would fix many of the problems I have with BGH, mainly you can't do anything most of the time cuz youre waiting for the stupidsarus to move it's ass away for 2 seconds before it comes back and I'm sorry if I sound salty about BGH it's just I was looking forward to a new way to train hunter and this is not the way.
Another way to fix BGH my sibling suggested is to have difficulty tiers, easy, medium, hard. Where normal is as it is now, easy has a reduced visibility circle but reduced rewards and hard had the dinosaur always be able to see you, it can teleport to you and then insta kill you and eat your items so death can't save them for you (the hard difficulty was a joke please don't actually do that jagex)
Herby whirly is a good little herblore/firemaking d&d. I don't think anything about it really needs changing?
The time locked base is fine. I guess. I wish there was something more active you could do with it though. Maybe like using skills to speed up resource gathering? So maybe there's a tree that gives poor xp but might give a timed buff to your workers gathering wood? A wall of vines you get piddly agility xp for but could give a buff to vines, lsame but farming for leaves, crafting for hide, mining for stone, and either crafting or mining for clay? Idk I'm nitpicking, it's fine, in the same way pof was just fine.
I'm just praying they don't introduce microtransactions to speed up resource gathering.
Tldr: stuck to other hunter methods unless they make BGH viable, herby whirly good quick d&d, base building is a ok background activity that you don't need to care about.
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