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[CLOSED PR] Disables harbinger wraith on RP
#4
I feel like wraith in GENERAL needs more tuning to RP, rather than just removing one of the paths. Harbinger to me is the path I have the most RP opportunities with, the summons (particularly skeleton commanders) can actually talk and RP with the people around them unlike possessed items or rats from dens. The main problem I see with wraith is that even if you DO properly escalate with one person, your summons don't care and will attack anyone else in the vicinity. There's also the problem of combatting wraiths, aggressive wraiths are near impossible to combat as the blood and mess they cause washes away the salt, while a relatively passive and escalating wraith can result in the entire station being covered in salt in 10 minutes. Perhaps something could drop from wraith summons that allows you to make a more effective barrier, so summoning too MUCH stuff heavily restricts the wraith's movements. I also believe they need something like an "enemy designator" like flock has so that summons will target that person and then maybe get destroyed/enter a rest mode (Living objects pretend to stop being living is one idea)?

I have way more of an issue with trickster object possession and plague curses (uncurable if you have atheist, and often come from no interaction beyond me just going to kill their rats they've been summoning) than harbinger summons.
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RE: [PR] Disables harbinger wraith on RP - by JORJ949 - 09-03-2025, 04:33 PM

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