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    Slayer Bonuses

    Raiza
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    Post by Raiza 3rd April 2016, 11:32 pm

    So as it stands right now. Slayers get the following
    Spoiler:


    Personally... why? We limit slayers so much, and of the current roughly 30 base + however many lacrima are out there

    Yeah well we have a member base

    In total there are 87 users online :: 58 Registered, 6 Hidden and 23 Guests :: 2 Bots

    online right now.

    and We have 4884 registered users


    yes.... I realize we prob only have about 200-300active players, and a lot are alts. I understand that. An alt is still another player though.


    Slayers are fairly weak for their buffs. Remember a slayer is supposed to be held on a higher scale than an average mage, and personally a lot of people say a slayer is weak.

    While I disagree and agree. Since the buff listed above is 'free' and does not take a slot up. It still makes me want to point out that it is still low.



    So you've read the thread up to this far, nay? Time to hear my suggestion.

    It is simple. I suggest we replace the above with this


    All slayers receive the following:
    25% Buff to physical stats(strength, speed etc)
    25% Buff to senses(hearing, smell etc)
    The ability to enter force after consuming enough of the element
    The ability to consume their element to regain MP
    A resistance to their element shown by the following chart:
    2 ranks above: 5%
    1 rank above: 10%
    Same rank: 25%
    1 rank below: 50%
    2 ranks below: 75%

    But why so high? Well let me tell you. Slayers(even hybrids) are limited to 1(2 if hybrid) elements. Thats not a lot. There are a LOT of magic that does not use an element or they use mixed elements. Take my Lamia alt for example. Holy sand. An earth dragon slayer cannot even eat it because it is holy + sand. It'd take a god slayer.

    More so only half of it is sand, so they'd only resist half as much, as they're not resisting my holy. Unless... god slayer.


    Why so high for being 2 ranks below the slayer? Okay well if you are two ranks lower than a slayer, using the element that they've grown accustomed to for two ranks longer. Go ahead, even a B-rank would have countless experience over a D-rank. Said D-rank deserves to have 70% of their damage nulled, and prob eaten too if they're going up against a slayer that clearly out matches them.

    Now you ask why reduce damage of those that are stronger than a slayer?

    Why not? I wont mention where all in canon this has happened, but  realize the slayer is still supposed to be a lot stronger. than a typical mage, and the natural resistance should be thought of. If not an outright flat reduction even if just a little.


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    Post by Eris 3rd April 2016, 11:51 pm

    I completely and entirely disagree.    These perks were extremely questionable in the first place as-is as free abilities,  especially when introduced at the time that Unique Abilities were given restrictions.

    If a slayer wants more strength,  more speed,  more anything,  they can still make a normal Unique Ability for it like anyone else and still have the benefit of their FREE bonus stats.

    Slayers are stronger than the average mage because that is generally the focus of their magic.  Meaning a unique ability.   However,  any slayer regardless of focus IS still stronger than the average mage because of the free enhancement.    If they want to be physical fighters then they need to utilize their unique abilities appropriately,  of course they are not going to function to the same level as a physical mage who DID focus a UA on strength if the slayer did not.



    Magic is magic.  This is a site with hundreds of players who all have their stories,  it isn't a fanfiction or filler episode of the show where the writer can shove all the pure PLOT and superiority behind a few characters.  The site cannot favor one form of magic so heavily as to cripple other magics in comparison for having the gall to not be a slayer.

    Slayer magic isn't restricted to limited positions because it needs to be better than anyone,  which it is already,  it is restricted because of how common it is.   Just look at how many nooblets jump on the site with aspirations of this or that slayer.  Even I did, lured by the notion of a blood slayer those three years ago,  and how the free dragon slayer positions are constantly full.


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    Post by weretiger5411 4th April 2016, 12:05 am

    I don't necessarily agree or disagree with you, but I want to bring up the three reasons why slayers are so powerful.

    1. Ability to consume their own element, which against certain match ups can make the slayer automatically win(This is the case with all magic and related to magic types, but slayers has a more obvious of "who is stronger" in matchups against others).

    2. over store mana in order to enter force, which greatly empowers a slayer.

    3.Resistance and minor buffs to the element of that slayer

    Now with these three abilities in mind that do not require UA, it makes a slayer considerably stronger then a normal mage, and that is without adding other detail/abilities to the magic.

    At the same time yeah, the specialization in that element should be the weak point, since a fire slayer should be weak to water or ice attacks right? Or say because a slayer is a fire slayer, then they should lack some of the abilities of another slayer element right? The problem is though that its not required to say, "X slayer has a elemental weakness to X" since creative freedom allows us to make magics how we see fit, and for a slayer it's not that restricting(it may be restricting only if some details of the magic begins to focus on the force or consumption, at least by my assumption). But yeah, by those two abilities alone it already gives slayers more abilities to work with compared to other magics(keep in mind this does not mean the slayer is automatically OP and "GG this magic is broken").

    Again i'm not agreeing or disagreeing with you yet, just wanted to add these as details as consideration for your arguement.

    Edit 1: well yeah for emphasis on how slayers are suppose to be considered special since you have to work for a spot is something I can agree on, but their are other ways to emphasize this. I actually had a topic on it if you go look through the suggestions if you wanted to.


    Last edited by weretiger5411 on 4th April 2016, 12:08 am; edited 1 time in total


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    Post by Raiza 4th April 2016, 12:05 am

    As it was said, this was simply a suggestion. to me, the site and all sites will favor slayers because it is one magic that is universally agreed upon that is strong. I know myself there are some people that took the slayer spot just for the fact of 'slayer' while some actually say 'eh not worth the trouble'

    as this stands, it was just an idle suggestion of many that I've already gotten wrote up, but haven't posted. I decided to post a couple at a time, rather than all 17.


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    Post by Gisen Ceostra 4th April 2016, 12:23 am

    While yes, you do not gain too many stats for being a slayer, I will disagree whole heartedly to increasing them. The base factor is fine, and the free mp is just fine as it is. Now, when you think about it, there are still mages who make their magic and then make it so that slayers of any type can't consume them for whatever reason that may be. Now when we take your "holy sand" magic for the example you placed, dragon slayers of course can only eat the sole element without it being able to be mixed. God Slayers and Demon Slayers are meant to bypass mixed elements like that as noted with the canon series and here. So there are the reasons behind all that. So buffing them is a meaningless thing at this point.


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    Post by Rosetta Crawford 4th April 2016, 7:09 am

    In truth the only thing that really needs changing is to prevent people making their magic immune to slayers just for the sake of being immune to slayers.

    Holy sand to me is a bit of an oddity. It doesn't really make sense at first, but i'm sure there is a way to make it work through plot. Holy water and holy fire. Totally make sense instantly because they are often cited as holy things. Same for unholy fire. Holy poison on the other hand? Well, you'd need to have a good explanation.

    However, just saying 'my magic is a special kind of water so slayer's can't eat it' is bull. Why build your magic around immunity to slayers when you are very unlikely to have to fight one of them unless you PVP. Its just weird to me that we have slayers and then allow people to basically nullify them.


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    Post by Anastasia Isayev 4th April 2016, 7:27 am

    Can't we just outlaw people making their spell inedible by slayers?
    My only reason is that it doesn't add to the site and it just completely isolates and alienates a group's ability. While I don't particularly like the idea of slayers being super special in the first place, I don't believe that having your magic not being able to be eaten is a very nice thing to do. But that's just me.

    *eyeballs that one job where the attacks can't be eaten by slayers*


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    Post by Ardere Kasai 4th April 2016, 7:30 am

    While I appreciate your thoughts, there's a solution without editing rules. As Siren stated. lol If you want good physical stats as a slayer, just do what I do and boost them in your UA's. It's pretty easy and doesn't take up too many slots. I'm a pretty beefed guy with stats, and it's all attributed to me being a slayer IC, but obviously it's not the natural stats, I had to work in some and some items. But even with just magic UA's you can get a good boost in. While slayers lean towards physicality, not all do. Some of them are more support or just average in fighting ability. 

    However. One overarching thing about slayers is their senses.


    I would say the senses are way more enhanced than 10%, and they should be. Slayers have extremely enhanced senses. Honestly half of us dont even rp it as just some small 10% boost. It should just be taken off and listed as enhanced senses considering we dont even rp it that way anyways. While not everyone is Natsu, it has been proven that the senses are a key element to being a slayer, especially a dragon slayer. The difference with god and demon is debatable, but they have em enhanced too as far as I can tell. Just my thoughts, pretty sure it was obvious before though.


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    Post by Rosetta Crawford 4th April 2016, 7:34 am

    Making them entirely inedible (providing they are one of the slayer's elements) I can agree to outlawing. However, having a magic such as holy water thus making you immune to two types of slayers for the water element...that I am ok with.

    As for the senses I personally feel that each slayer should get to pick one sense that is more enhanced than the others as an extra perk. So they get a base of say 20% for most senses, but they want to be more Natsu like so they enhance their sense of smell by 50%.

    Or they might decide because they are a light slayer that their eyes are more keen and so their sight is instead enhanced.



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    Post by Raiza 4th April 2016, 10:42 am

    the increases i suggested were opinions, the general suggestion is i feel some bit of a buff should still be given, if ever so slightly.  Thats all. Either yes or no from mods/admin. I dont care if they do or not. it was simply a suggestion.



    as for the comment about my holy sand. I'll reveal more of the plot when I hit A-rank. However the general plot is its based on a godly magic of light & Sand. I mean slayers can still eat my magic, god slayers, and I think demon slayers are able to eat holy/unholy? unsure kinda forgot atm it is 6am after all.


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    Post by Rosetta Crawford 4th April 2016, 10:51 am

    The buffs given to slayers are base buffs. They can choose to enhance them themselves or not. They already have quite a big edge over other mages. The issue with slayers is not slayers themselves but other mages who build their magics to either purposefully counter slayers (I don't see why), make them immune to all slayers or mimic slayers without being a slayer e.g. people absorbing an element to restore MP.

    If slayers want bigger natural buffs then their needs to be some kind of downside. Make the motion sickness mandatory for dragon slayers and make it so that if they don't RP it then they can get called out on it for example. Or some other drawback e.g. fire slayers get buffs against fire magic, but maybe they get reduced resistance against water magic.

    Its all about balance.


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    Post by Akeya 4th April 2016, 1:02 pm

    The only Dragon Slayer I've seen aside from myself who actually RPs the motion sickness is Sol (and kudos to him for that).

    Also, confused by the conflicts regarding Slayers. Specifically that people are trying to protect Slayers or buff them (I say this being a Slayer myself).

    Slayers basically get roughly 4~5 Unique Abilities for free, depending on how you count. Seeing how you start out with three Unique Abilities usually and H-Rankers have seven, this is significant.

    Mage makes their element not consumable by Slayers? Great, you managed to counter one of my FREE Unique Abilities. Well done. I now feel horribly outclassed and outplayed. I mean, it's not as if I don't still effectively have several more Unique Abilities than you do.

    Mage makes a Unique Ability so they can also consume stuff for extra magic? Oh noes, somebody is imitating something I got for free. I wonder what I shall do with that Unique Ability slot that they had to use up just for the consumption.

    Physical prowess boosts aren't that strong? Gee willikers, I have not been granted hulk-like strength. I believe I shall now throw a tantrum, rather than do what everybody else does who wants to be good at physical combat and dedicate a Unique Ability to it.

    I am not completely immune to my own element? What? Are you saying I can't automatically be invincible when fighting certain other mages by simple virtue of being a Slayer? How dare you! How preposterous!

    Yes, I realize this is sounding a bit...well...demeaning, but seriously. You can keep complaining that Slayers aren't given as much as they should until you're blue in the face, but at the end of the day Slayers have several Unique Abilities for free, with none of those Unique Abilities having any real downside attached (the motion sickness can be counted as a downside, but if you think that's enough of a drawback to balance things out...). They might not be the strongest Unique Abilities. They might be easily countered by intelligent and clever mages. But it's still stuff we're getting for free, and every time that somebody actively counters a Slayer they're sacrificing something for it, whether it's a spell slot or a Unique Ability slot, or even an anti-Slayer item. If somebody makes an item which makes it impossible for their magic to be consumed that still means that they used up one of the effects that item could have, which could also be used for something else entirely which probably would be a whole lot more dangerous to a wider range of people if they were creative and smart with it.

    Now, this might all just be because I only became the Shadow Dragon Slayer because it included the themes shadows and dragons. Honestly I would have picked it up even if it had no bonuses at all. I mean, it's got shadows and dragons. I don't need the bonuses to be enamoured. I mean, sure, they're nice, but if I had decided to make a character who focuses on arcane magic I would have absolutely zero interest in Slayer positions because there is no Arcane Slayer. Well, that and it doesn't seem like a good combination anyway, Arcane and Slayer. Might not have become the Arcane Slayer even if it existed.

    Anyway: why do people feel the need to try and protect all that stuff that Slayers get for free? I trust that you don't just say it just because, but to me it just seems a bit strange. Consumption to regain magic isn't that strange a concept, so banning it just because Slayers get it for free seems silly and a really awkward limitation of creativity just because. You need a good reason for why your magic can't be consumed, but beyond that it's just one less advantage the Slayers get for free against that particular mage, and then only the Slayers that could otherwise eat that element.

    In the end, Slayers get stuff for free. Trying to make all that free stuff even more beneficial by specifically opposing people trying to counter a Slayer's free advantages looks like the start of a case of elitism.

    Oh, and I apologize if I accidentally offended anybody. I'm just trying to explain my point of view and using exaggeration for effect.

    Also, apologies to Raiza for dropping this in his thread.


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    Post by Rosetta Crawford 4th April 2016, 2:32 pm

    Its not so much protecting them as just wanting things to make sense. If it makes sense for your magic to absorb stuff and convert to MP or have some lightning beyond lightning so no slayer can eat it then go for it. But it has to make sense rather than be like 'yeah i don't want slayers to eat this so they can't.'


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    Post by Akeya 4th April 2016, 2:38 pm

    Well, yeah, naturally it has to make sense. If somebody quite obviously has put in 'can't eat this' for no other reason than 'I don't like Slayers' you're going to have to tell them it doesn't work like that.


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    Post by Eris 4th April 2016, 3:07 pm

    Anastasia Isayev wrote:Can't we just outlaw people making their spell inedible by slayers?
    My only reason is that it doesn't add to the site and it just completely isolates and alienates a group's ability.  While I don't particularly like the idea of slayers being super special in the first place, I don't believe that having your magic not being able to be eaten is a very nice thing to do.  But that's just me.

    *eyeballs that one job where the attacks can't be eaten by slayers*

    Speed Demon Zack wrote:In truth the only thing that really needs changing is to prevent people making their magic immune to slayers just for the sake of being immune to slayers.

    Holy sand to me is a bit of an oddity. It doesn't really make sense at first, but i'm sure there is a way to make it work through plot. Holy water and holy fire. Totally make sense instantly because they are often cited as holy things. Same for unholy fire. Holy poison on the other hand? Well, you'd need to have a good explanation.

    However, just saying 'my magic is a special kind of water so slayer's can't eat it' is bull. Why build your magic around immunity to slayers when you are very unlikely to have to fight one of them unless you PVP. Its just weird to me that we have slayers and then allow people to basically nullify them.



    Some individuals being immune or resistant to one aspect of one type of magic,  as far as it applies only to themselves and is not preventing the slayers from eating any other source, just their own magic,    is incomparable to a slayer's one strength screwing their magic over entirely.

    Not everyone wants to play a slayer.  But not everyone wants to have an entire magic type, with three or more (Such as the Five fire slayers) types of individuals out there that would tear apart any themes or confidence in your characters abilities all because you chose a traditional element instead of going with a nonstandard element and going out of your way to take a magic that is out of the crosshairs of slayers.  

    Slayers saying it discourages them?  Try being discouraged from making a magic with any of  all the main elements with no drawbacks what so ever to jumping on the slayer bandwagon.  


    IF you want to talk about limiting non-slayers,  Then take a good look at Slayers themselves as well and how extremely free they are here.   There is no drawback to them,  no reason to pick anything other than slayer for an elemental magic.  Anything you want to do with that element is completely on the board.   In the canon there are clear themes and abilities that are present throughout all the slayers,  and clear limitations in what a slayer can do with their element.

    There is no such limitation here on this site.  You simply have the element,  all the advantages,  and can do as you desire with it.  

    So if the goal is to start making slayers more special snowflakey then sure,  by all means we can give them more "protections".   But if you wanted to actually protect the core of slayer magic,  the majority of all slayer apps may have to be overhauled in turn,  and limited.



    There is absolutely no problem with people making their magic immune or resistant to a one of a slayer's many advantages,  which would still be present in relation to everything else but the one mage's resistance.    It doesn't hurt the slayer in any way except their pride,  and doesn't even give the nonslayer an advantage against the slayer.  It just gives you some ground to stand on.

    There is however a problem with the slayer being overwhelmingly advantaged against you. An advantage which could still persist regardless,  if your own favorite environment related to your element only empowers that slayer more,  or they have an item they can use to active force regardless or draw power from on the go.



    And again,  I've been a slayer for most my 3+ years on this site,  I could take a new slayer position if I wished it,  or I could use my dragon lacrima at any time to gain that slayer magic.  I'm not saying any of this as some someone complaining about slayers, I'm not even saying they need to be nerfed at all,  I am only resisting further unnecessary advantages,   but as someone who has used it a lot and chooses not to now in trying not to let slayer hype shape my themes.



    As for the senses I personally feel that each slayer should get to pick one sense that is more enhanced than the others as an extra perk. So they get a base of say 20% for most senses, but they want to be more Natsu like so they enhance their sense of smell by 50%.

    Such small percentages applied to senses are not going to help at all and would only be noticable if you already had amazing senses.   20% of five feet is only 6 feet.   50% is only 8.  Humans don't smell very far,  we don't hear that well,  and 50% more touch?  More taste?  More vision?    It isn't something that can be well measured in percentages,  and let alone small percentages.


    Instead you could give standardized description blocks elaborating on the new found senses and giving some perspective.    Five description blocks shouldn't be difficult,  they need only be perhaps around 25-75 words at most.

    Then one standard description block that themes out the non-focused senses as being enhanced but not superhuman.




    _____


    I apologize for seeming so argumentative,  I usually do whenever presenting an opposing opinion, or so people say.   But I can't just stand to the side and let things happen without voicing why it seems like a bad idea.

    In short:  There is no need to prevent people from having their magic inedible.  Allowing it is one of the only reasons non-slayer elemental mages can exist comfortably,  and does not disadvantage slayers in any way in doing so.

    SO long as they make the effort to make it make sense to some extent and is not clearly random.  Which is a point that the member should have priority in, not the opinions of an outside individual who doesn't grasp the magic to the same extent who could be bias against it to begin with.


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    Post by Blood Plus 4th April 2016, 3:39 pm

    Eris wrote:
    Anastasia Isayev wrote:Can't we just outlaw people making their spell inedible by slayers?
    My only reason is that it doesn't add to the site and it just completely isolates and alienates a group's ability.  While I don't particularly like the idea of slayers being super special in the first place, I don't believe that having your magic not being able to be eaten is a very nice thing to do.  But that's just me.

    *eyeballs that one job where the attacks can't be eaten by slayers*

    Speed Demon Zack wrote:In truth the only thing that really needs changing is to prevent people making their magic immune to slayers just for the sake of being immune to slayers.

    Holy sand to me is a bit of an oddity. It doesn't really make sense at first, but i'm sure there is a way to make it work through plot. Holy water and holy fire. Totally make sense instantly because they are often cited as holy things. Same for unholy fire. Holy poison on the other hand? Well, you'd need to have a good explanation.

    However, just saying 'my magic is a special kind of water so slayer's can't eat it' is bull. Why build your magic around immunity to slayers when you are very unlikely to have to fight one of them unless you PVP. Its just weird to me that we have slayers and then allow people to basically nullify them.



    Some individuals being immune or resistant to one aspect of one type of magic,  as far as it applies only to themselves and is not preventing the slayers from eating any other source, just their own magic,    is incomparable to a slayer's one strength screwing their magic over entirely.

    Not everyone wants to play a slayer.  But not everyone wants to have an entire magic type, with three or more (Such as the Five fire slayers) types of individuals out there that would tear apart any themes or confidence in your characters abilities all because you chose a traditional element instead of going with a nonstandard element and going out of your way to take a magic that is out of the crosshairs of slayers.  

    Slayers saying it discourages them?  Try being discouraged from making a magic with any of  all the main elements with no drawbacks what so ever to jumping on the slayer bandwagon.  


    IF you want to talk about limiting non-slayers,  Then take a good look at Slayers themselves as well and how extremely free they are here.   There is no drawback to them,  no reason to pick anything other than slayer for an elemental magic.  Anything you want to do with that element is completely on the board.   In the canon there are clear themes and abilities that are present throughout all the slayers,  and clear limitations in what a slayer can do with their element.

    There is no such limitation here on this site.  You simply have the element,  all the advantages,  and can do as you desire with it.  

    So if the goal is to start making slayers more special snowflakey then sure,  by all means we can give them more "protections".   But if you wanted to actually protect the core of slayer magic,  the majority of all slayer apps may have to be overhauled in turn,  and limited.



    There is absolutely no problem with people making their magic immune or resistant to a one of a slayer's many advantages,  which would still be present in relation to everything else but the one mage's resistance.    It doesn't hurt the slayer in any way except their pride,  and doesn't even give the nonslayer an advantage against the slayer.  It just gives you some ground to stand on.

    There is however a problem with the slayer being overwhelmingly advantaged against you. An advantage which could still persist regardless,  if your own favorite environment related to your element only empowers that slayer more,  or they have an item they can use to active force regardless or draw power from on the go.



    And again,  I've been a slayer for most my 3+ years on this site,  I could take a new slayer position if I wished it,  or I could use my dragon lacrima at any time to gain that slayer magic.  I'm not saying any of this as some someone complaining about slayers, I'm not even saying they need to be nerfed at all,  I am only resisting further unnecessary advantages,   but as someone who has used it a lot and chooses not to now in trying not to let slayer hype shape my themes.



    As for the senses I personally feel that each slayer should get to pick one sense that is more enhanced than the others as an extra perk. So they get a base of say 20% for most senses, but they want to be more Natsu like so they enhance their sense of smell by 50%.

    Such small percentages applied to senses are not going to help at all and would only be noticable if you already had amazing senses.   20% of five feet is only 6 feet.   50% is only 8.  Humans don't smell very far,  we don't hear that well,  and 50% more touch?  More taste?  More vision?    It isn't something that can be well measured in percentages,  and let alone small percentages.


    Instead you could give standardized description blocks elaborating on the new found senses and giving some perspective.    Five description blocks shouldn't be difficult,  they need only be perhaps around 25-75 words at most.

    Then one standard description block that themes out the non-focused senses as being enhanced but not superhuman.




    _____


    I apologize for seeming so argumentative,  I usually do whenever presenting an opposing opinion, or so people say.   But I can't just stand to the side and let things happen without voicing why it seems like a bad idea.

    In short:  There is no need to prevent people from having their magic inedible.  Allowing it is one of the only reasons non-slayer elemental mages can exist comfortably,  and does not disadvantage slayers in any way in doing so.

    SO long as they make the effort to make it make sense to some extent and is not clearly random.  Which is a point that the member should have priority in, not the opinions of an outside individual who doesn't grasp the magic to the same extent who could be bias against it to begin with.
    I can finally agree with you somewhat.

    I disagree with non-slayer elemental mages having abilities to trump Slayers purely for the fact of trumping slayers. But if it coincides with what they're trying to achieve with their magic then fine. If it's an elemental magic that one of it's primary purposes is to overpower/bait slayers then yeah, by all means having a perk that inhibits consumption. If they have the ability there purely because they want it there to save hassle in the future then it's just.. pointless and unrealistic.


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    Post by Akeya 4th April 2016, 3:47 pm

    Making your magic inedible isn't so much trumping Slayers as much as saying 'you can't No Sell every single thing I could throw at you.'


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    Post by Eris 4th April 2016, 3:52 pm

    Whether its realistic or not though is something more in the hands of the player and how they see themselves using the magic,  how they see themselves learning and mastering it,  how they see the magic behaving or where they see the magic coming from.  

    It's just wholly unnecessary to introduce new regulations over the matter of themes and individual roleplaying that ultimately just serve to limit options.   A slayer eating absolutely any source of their element is fine in the anime and manga,  it's fine in a story book.  But it isn't fine on a site with hundreds of players.


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    Post by Raiza 4th April 2016, 9:59 pm

    I like have no longer any response to this topic lol.


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    Post by DragonPantsu 4th April 2016, 10:37 pm

    Slayer Bonuses TmpQzHoRV


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    Post by Mark Baxter 4th April 2016, 11:23 pm

    As one of the people who has both abilities that some people believe should be Slayer exclusive, I'm just going to drop a comment about this whole thing. People believe that Slayers and only Slayers should have the ability to consume magic. That is something I don't really find very fair. A Slayer's trademark ability is the fact that they can enter Force once consuming enough of their element, and if someone tried to closely mimic a Slayer's Force, that is something I would perhaps find unfair. The fact is, however, that absorbing magic is nothing special, it's cool to get it for free being a Slayer, but if someone were to sacrifice a Unique Ability slot to do this, would that not be entirely fair? Fact is, people need some way to maintain MP. Most folks end up giving themselves some sort of MP regen, however, some of us mimic Slayers. After all, MP is a very limited resource, and to stay in combat for a drawn out period of time, folks need some way to keep their Magic Power up. Not that I'm complaining or anything, I find it very fair that MP is limited, it makes sense.

    Now to address the issue of making one's magic immune to Slayers. My personal opinion is that this should be allowed, within reason of course. People shouldn't make their magic immune to Slayers just for the heck of it, but if you have a reason, I say go for it! For example, my magic contains fragments of the caster's soul (an important plot aspect for me) and it is not real fire, it simply closely mimics fire. This is why my magic is immune to Slayers, I have a very clear, very legitimate reason.

    ---

    Sorry if this is a bit incoherent, I'm reason tired. Also, Raiza, really sorry for dropping this small rant in your thread like this.


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    Post by Knight of Zero 5th April 2016, 12:24 am

    So what im seeing here is; plot yourself a little summary of why you are inedible and all good? That case why not all elemental mages just right a paragraph or two and bamm; inedible. Can do as a strength and be done with it.


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    Post by Mark Baxter 5th April 2016, 12:36 am

    It was a sort of summary of my magic, I suppose. But the point of it all was to show that to some degree, the magic consumption and the Slayer inedibility should be allowed. However, I'm not saying it should be put as a strength of the magic, if you want to have Slayer inedibility you should have to incorporate it into a Unique Ability at the very least.


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    Post by Rosetta Crawford 5th April 2016, 6:55 am

    Basically, I am not saying that people need to be limited in what they can and cannot do. I am fine with non-slayers being able to do everything slayers can do except for force which should always be a slayer exclusive (thats not to say you couldn't absorb enough of an element and use it in a forceish kind of manner like boosting the next few spells or something...but using it as basically exactly how force works would make slayers pointless in existing).

    However, what I am against is people saying 'my magic can do this' without giving any legitimate reason. This is a roleplay site and as such shouldn't your unique abilities make sense as to something your character has developed? Rather than a 'this would be cool as it means I can fight slayers without them eating my magic'. I mean, seriously how many of you PVP and go up against slayers? Almost seems like a waste of a unique ability if you've used one for it.

    Let's take Brennans. Your magic is basically soul magic that mimics fire. Love the originality (though I assume inspired by Hitman Reborn somewhat) and because its not actual fire I'm all good with it being immune to slayers consumption rules. Perhaps they should still resist it though as I assume it mimics fire in terms of causing burns and stuff.


    Now let's take Eris' point on slayer limitations. At one point on site slayer's were limited. They were only allowed to manifest the fire from their bodies in typical animanga slayer fashion. I was cool with this as with some creativity you could still do almost everything that a traditional fire mage could do...but you just had to make it work for a slayer. So if I wanted to make 'fire puppets' I had to have them attached to me so they are fire i'm manipulating directly rather than something that moves purely because I will it. I would be fine with this coming back. I would also be fine with some other limitations being put on slayers to prevent the elitism.

    Now some might say 'but that limits what my magic can do so why would I want to be a slayer'. Well, if you want more 'traditional' fire magic then why be a slayer? For the free perks? Then you might as well not be one. Or you could just make your secondary 'fire magic' and then use spell fusions to give yourself a lot more versatility and allow yourself to be a more traditional fire mage with the slayer perks.

    I feel that demon and god slayers (as they are something you have to pay more) should perhaps be given a little more freedom but not much. (I also see no issue with a god slayer using a dragon lacrima as in truth it doesn't give them much extra but thats a story for another thread).




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    Slayer Bonuses Zack2_by_gramcrackers-d8ker96

    Slayer Bonuses Zack_by_ravenart5-d8j23c0

    Slayer Bonuses Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)

      Current date/time is 24th November 2024, 12:32 am