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    Passive Abilities

    Brynn
    Brynn

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    Passive Abilities Empty Passive Abilities

    Post by Brynn 19th January 2020, 10:51 pm

    So, passive abilities have only 2 paragraphs for their section, and don't have any sort of guidelines that allow the maker of them to know what is allowed. All that is said for them, is that they can have 1-3 effects. At the moment, it seems like the only things that passive abilities can do is give off buffs. I've seen many things denied for buffs, and the only thing I've seen that wasn't was buffs. If there's more to it than that, then I wouldn't really know because of the lack of clarification on them.

    I was wondering if there could be a clarification on passives or just a rework to them. They don't really seem to be all that helpful with how little they do, nor are they as fun as they can be. I've also seen different graders grade passive abilities differently. So, I feel like there should be a clearer way to both grade and create them. Though, this may be just me.


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    Passive Abilities 3UHCyoD

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    Ruvel
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    Passive Abilities Empty Re: Passive Abilities

    Post by Ruvel 20th January 2020, 12:45 am

    To be honest, it doesn't really need more explanation or even a rework in my opinion. Passives are self explanatory.


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    Musicalbunny
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    Passive Abilities Empty Re: Passive Abilities

    Post by Musicalbunny 20th January 2020, 1:07 am

    Not really. All passives are graded differently depending on the grader because there are no clarifications on them. Is a passive able to do this or that, or is it only able to give off a buff. The most common type is a buff, and usually anything else is told to be remade. So, what are the things that actually can be passives other than just buffs?
    Ruvel
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    Passive Abilities Empty Re: Passive Abilities

    Post by Ruvel 20th January 2020, 2:11 am

    Most if not all passives are buffs and so are graded the same, when they are not buffs it comes down to the discretion of the grader to make sure the passive in question is balanced with the magic. So, again in my honest opinion it seems fine, and to tell the truth there is more clarification now than when I first started and if it isn't broken there's no real reason to fix it or it just becomes a complicated mess but again, my personal opinion on the matter.


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    Passive Abilities 59835_s
    On the battlefield various things are running rampant...
    Victory... Defeat... Hatred... Chance Luck... and
    Betrayal


    Golden Lacrima Ends: 17/01/2021
    Shen Kadokawa
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    Passive Abilities Empty Re: Passive Abilities

    Post by Shen Kadokawa 20th January 2020, 4:09 am

    The fundamental problem with passive abilities is people viewing them like active abilities. As soon as people bring things with durations into passives (like, for instance, active effects that can occur once per post, which are, by their very definition, active effects and should, therefore, be active abilities, naturally) that's when things start getting complicated and weird, which is, of course, understandable. Abusing a system inherently designed to create passive effects to present a workaround to durations and the associated MP costs (in certain cases) is flawed and more often than not, a grader will tell you to rework such effects and abilities into an active ability. Interesting is also that this suggestion is directed at passive abilities only, and not, say, passive spells or other types of passives (Like UAs etc.), which would lead me to believe that this is yet another attempt at a rule tweak that could be interpreted as thoroughly self-serving.

    The biggest factor in grading, at least when it comes to stat magic, is balancing, of course, and every grader will attempt to introduce a solution they think would lead to a more balanced magic. If it is a problem that we are all individuals with subjective views and opinions when interpreting the definition as laid out by the rules at this particular point in time then I don't really know what to tell you besides the fact that we could narrow down and restrict the definition of passive abilities as we use them even further. I don't want to resort to dismissiveness, though, and therefore will say that I will, very clearly and without any potential for misunderstanding, will redefine/rework passives in general (this, of course, includes passive abilities) in an upcoming patch, hopefully to your own liking and the liking of others who could potentially misinterpret these kinds of spells and abilities.

    Since I don't really see much constructive potential for discussion after this point was made I will lock the thread and move it to approved.


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