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.