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Witchblood Rework Suggestions

InDogsWeTrust

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When Witchbloods first came out, they filled a clear niche as special permission anti-Magic characters, with magical powers of their own. Witchblood was a semi-permanent condition, like Vampirism, and had a cure. Existing characters became Witchbloods as a form of character development.

Over time, the cure for Witchbloodism was removed.
The undead aspect were replaced by true Undead.
And the "anti-magic" aspect was replaced with… magic-eating Vampire and Silven muters.

Suddenly, Witchbloods had lost their niche, as their unique aspects were spread to other groups. Hallowblood was released, in order to create Holy Knights, for players who wanted some kind of Paladin niche, with Witchblood as a stepping stone.

However, with custom magics, two vampire reworks, a possession re-release, and a Silven rework, I think it's time to consider bringing back Witchblood as a dedicated anti-magic/anti-aberrant niche, rather than a mere stepping stone toward Hallowblood.

Phantasma are fine as they are, if they're intended to be only a temporary state, but that's not the case for most of Phantasma players, and this causes a great deal of issues, including this one:

Silven clump together, and cannot be dispersed by an individual Witchblood. One solution suggested was to make a Witchblood group. However, A group of Witchblood turns a simple feeding into a battle royale, which is problematic because Witchblood aren't looking to be an antagonist niche-- just to get by until they can become Hallowblood. A group of Witchbloods and allies terrorizing Silven and mages makes sense if Witchbloods are designated as antagonists, rather than mere pre-Hallowbloods.

In my opinion, Hallowblood should be its own path, and Witchblood should be a separate, dedicated anti-magic state. The "Deep Lore" is already there to support that! Witchblood could go back to being Binral-based anti-Silven with dragon lore tie ins, and Hallowblood could be its own special religious honor.

This could work in 2 ways:

Hallowblood could be separated from Witchblood entirely, and just be an honor given to especially pious characters for being especially pious, rather than to especially pious Phantasma.

OR

Current Phantasma should be a steppingstone to true Witchblood OR Hallowblood. True Witchblood could be achieved through progression missions, just like Hallowblood, or both could be made special perm, like Silven and mages, or simply balances and both could be made application approval based, like possessed and vampires.

With this, remove all anti-magic powers from vampires, giving that solely to Witchbloods, and just make vampires able to absorb/redirect magic, like Silven can now.


A few other things:

* Because Phantasma feeding is covered under maim perms, AND has to be done IC, I support that Phantasma should be able to sense any aberrant, but that the aberrant sensing should be more clearly defined. What's the radius it works in? Does having multiple aberrants scramble the signal? Do different aberrants sense differently? That kind of thing.

*I support keeping all feeding IC. It actually drives roleplay. It gives your character motivation to build relationships with their prey, or just do hit-and-run feedings. However, Phantasma feeding should be made less punitive and story-killing for the other parties, and antimagic powers saved for true Witchblood.

In summary, I think it's time for a Witchblood/Hallowblood rework. Or at least, a consideration of a rework, with these issues in mind.

edit: 12 million thank yous to @lizman1000 and others who took a look at this and gave their input
 
In my opinion Hallowbloods should be extremely rare and each religious group should have at most 3 of them. Hallowblood should not be seen by the players as a "final goal" for their character because ICly the Hallowblood process is extremely secretive. A pious individual that becomes a Witchblood would realistically seek out their priests to ask them what this heresy is and how to purge it. Then they become a Hallowblood if the priests agree that this person is a perfect example of the faith and deserving to atone for their curse.

I'm of the opinion that there are too many aberrants walking around for the current population, and would like to see Witchblood return to it's antimagic roots. But at the same time, magic-y superpowers should be a rarity and not the norm. The Average Joe deserves to be the primary example of a character in massive lore, with the mystical parts being well, mystical. It loses the charm when everyone is extremely nonchalant about a Silven walking around or a Vampire Brood, to the point where an aggressive action against aberrants feels like the community will shun you for trying to be oppressive (even if your character was born that way and has no idea what each aberrant is besides myths and folklore.)

What do these two paragraphs have to do with the thread? Witchbloods need a rework to be viable for those who choose them, but in general the magical niche should be a rarity and not commonplace. Else we just return to the days where everyone and their grandma was a lightning mage, except replace lightning mage with an aberrant.
 
I'm unsure whether removing anti-magic mutations from vampirism is the right call. Surely both Witchblood and Zikiel can fulfill the anti-mage niche, just in different ways?
 
The state of witchbloods I've seen are troublesome, agreed. However. Currently it's not for the problems you, and most witchblood players are expressing and here's why.

Witchbloods are not intended as a long standing state and never have been since adding Hallowblood. They are meant as a second chance at life in the repentance of faith as per story line. Remaining as a witchblood is like limbo. You're not actively trying to redeem yourself if you're stuck in that state. It is the problem of the char not acting to do these things to BECOME Hallowblood. The char and player shouldn't aspire to stay a witchblood. They should aspire to become Hallowblood and promote religious quasi-paladin rp, not living day by day as a phantom that doesn't do anything but suck up souls.

The silven and aberrant packs are a problem in themselves as a lack of fear, that is ageeed. It is a creature that can reap your soul and take away all your powers in mere seconds with just touch. That's a separate problem in it's own you should rather focus your debating on. Aberrants who generally pack up find that weird and bad things happen as it should be to prevent pack mentality because of cliques and friend groups trying to gang their aberrants together.

Witchblood don't need powers. They practically did just fine all the same before Hallowblood, as powers never came in to feeding on general basis. The only account I can recall of abilities being used to secure feeding was @Anakyrivo using the speed boost so my mage couldn't escape him. However every other situation I've witnessed and been a part of feeding hasn't relied on any abilities. So asking for them is just a request for buffs for no real reason aside from 'we want powers because everyone else is getting powers.'

The state of missions has their trouble but there are present for every line of Hallowblood, just no witchblood player acts on. There's enough nobility families who are inheritly old gods faith who can offer you to go for that line if you pledge to them as you should. There's even Elven nobility joining the ranks to offer that as well. The synod offers it as well as everyone knows. You should be going out and presenting yourself as wanting that second chance to these groups, not sitting around and saying witchblood is underpowered and nicheless when they serve their purpose just fine.

That leads to my last point, the lore isn't the problem but is in a lot of the characters and actions. Plenty of witchbloods I've met are rather flat in character and often exist for aesthetic of glowing eyes. None play out the 'I'm dead but have been given a second chance' niche, not actively seeking out becoming hallowbloods. If you've gotten in bad with the synod as I've seen some, then take a step back and ask /why/ to yourself as to what reason resulted in that. I've seen plenty question their standing of being unable to become Hallowblood, but it's often for reasons such as breaking the rules, not holding to religious rp/lifestyle of a unionist. Many other witchbloods I've seen just don't do anything. I can't name very many prolific and active witchbloods who haven't become Hallowblood such as Leufred (@Anakyrivo 's char)

Small point responses:
* I agree it should more clearly defined in sensing abberants as it's vague on it's definition.
*I personally don't believe it should be a maim to feed as
One: you can't feed on npcs like vampires
Two: the abberants powers will come back. It's not permanent and they can deal with the feeding and not having powers for a mere two days.
Three: abberants shouldn't rely on powers solely for rp. Period.
Four: There's too much pack mentality by abberants to make feeding, which puts maim perms on you, to be safe.

*Feeding should be Kept but I recommend to phantasma players in rping it properly as most feedings I've seen are just. 'I smell an abberant. Let me stop rp so I can feed'. That's not drive rp. Just a comment on that.

Anyways. That's my insight on this subject.
 

I love how thoughtful both of these responses are, but they also HIGHLIGHT the problems that Witchblood have-- because these two solutions cannot coexist.

@Tracenator1 In summary, you said that Witchblood should not be buffed becaue it is transitional limbo and that all Phantasma should be striving for Hallowblood.

@FireFan96 You said that Hallowblood should be a rarity and also a personal choice from character to character, and that it should not be attainable to all Witchbloods. In addition, you stated that Aberrants in general are too common.

See the problem?

This post is about Witchblood getting a nice. It is not about grubbing for powers for all Phantasma. It's about creating dedicated Witchbloods with an anti-magic purpose, and It's about a creating new choice that honors the origins of Witchblood, and doesn't interfere with Hallowblood.

Yeah, there are a lot of Aberrants right now, which is a function of the new special permission systems. The numbers will dwindle with time, I am sure. However, I think that creating a more powerful form of antimagic is a good and proportional response. It keeps Hallowblood rare, as per FireFan's suggestion, and it keeps Phantasma as a weak, transitional state, as per Tracenator's suggestion.
 
My post highlight the problems yes, because Witchblood is not supposed to be 'fun' for your character. It's supposed to be a state of working for Hallowblood. It's a trial as for story. The Trials one takes to repentance. That's it's niche. A state of trouble and trials to become something better. /Redemption/. That's the niche. As for ooc. There should be /NO/ incentive to stay a witchblood. You should desire and be working of Hallowblood. Not staying a witchblood. Being a rarity isn't truthful, as any witchblood can achieve it. It's just rare for players because it's like handing out permissions without applying for it. It's a challenge and you're being watched for IC actions to obtain it. That's why it's rare. Any can achieve it if they work for it. It's not supposed to be meant for long term chars, thats the point.
 
Witchbloods can't choose what to do with themselves when they become Witchbloods. They either stay as Witchbloods or become Hallowbloods. Once the Witchblood gets rejected from the Hallowbloods, there isn't much drive to play the character since there is nothing else to do other than be there.