Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
And you are not trying to create a perfect set of tools?
Nope, just some flexibility rather than monofocus. More to point is Finisher going to be something else from our core competencies? We have a finisher at this moment and you are arguing for dropping it from further development. Not the other way around. Call to End is one of our competencies and dropping it in return for rather marginal increase in something we can already do is just going to bu useless.
 
Will a single finisher stall our progression? Not right now, it won't. But, if we don't dedicate our entire being to a single ideal, we will inevitably stall out eventually and lose to any of our peers that were more committed to their own Ways. That is the nature of cultivation.
Is finisher so different to our existing truths? More to point CtE might not be the best one but our truths should give way to other finishers since finisher has nothing to do with our way and everything to do with our fighting style.

Finisher is a broad enough category that this argument just falls flat. I would understand CtE not fitting but arguing against finisher does not work. Other truths shoud present itself with a way to end the fights faster.
 
Is finisher so different to our existing truths? More to point CtE might not be the best one but our truths should give way to other finishers since finisher has nothing to do with our way and everything to do with our fighting style.

Finisher is a broad enough category that this argument just falls flat. I would understand CtE not fitting but arguing against finisher does not work. Other truths shoud present itself with a way to end the fights faster.

There's an obvious way to end fights faster: specialize more into our strengths so we more perfectly exemplify our ideal.
 
Any finisher we want to spend time on needs to align with our way, and finding one is a potential timesink.
We might want to make one once we get to a point where we are creating arts ionstead of modifying them, but as is, not worth it.
 
As for why a finisher is such a poor fit
  1. There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings. (Cycles, Ending Creation.)
  2. There is no peace in emptiness, no content in stillness. Stagnation is death; act, change, move, think, and grow until the very end. (Power, Motion, Freedom)
  3. Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more. (Persistence, Courage, Growth)
  4. The future changes with every step, never be certain you know what is coming (Causality, Mystery, Chaos)
The first implies that our finishers are generally not going to be very strong, as we are rather more interested in small endings than the final End
The second suggests that we view our own growth and development as a more important to safety than any form of "stillness" (such as that which comes from killing our foe)
The third states that we will only go to unyielding use of force when defending what is most important to us, which fits anti-finishers far better than finishers
The last states that we cannot be certain of what the future holds, so some kind of doomsday clock (like Ji Rong's) where some inevitable doom hangs over our opponent's head just doesn't fit well.

Ling Qi's cultivation presupposes an extremely dangerous world and then seeks to defend her loved ones from it. Where does CtE fit into this? Why is her hugging her opponents a super move?
 
Nothing is free but you are ignoring the work we have already did, Our DoTs solid, or should be considering how much effort we have put in. If they are not solid enough still they are not efficent enough to bother going for them anyway and we need to re-spec. IF they are solid then we can spare the resources, Either way there is space for a finisher either to diversify a bit or to start moving away from clearly useless DoT tree. Take your pick.

I just want to say that I appreciate you.
 
Adhoc vote count started by EternalObserver on Dec 10, 2021 at 5:22 PM, finished with 263 posts and 52 votes.

  • [X] Plan: Of Dreams & Auctions
    - [X] [Cultivation] Dreaming (6/3)
    - [X] [Cultivation] The Dreaming Gala (10/5 Weaver of Tails, Silent Stone and AD)
    - [X] [Cultivation] Opened Vault (6/5 Argent Vent)
    - [X] [Professional] Adoption Vetting
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Plan: Duty and Family
    - [X] [Cultivation] The Dreaming Gala - Silent Stones, Argent Domain (10/5)
    - [X] [Cultivation] The Opened Vault (7/5)
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1 - Argent Vent (?/5)
    - [X] [Professional] Adoption Vetting
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Dreaming of Family V3
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Professional] Adoption Vetting
    - [X] [Personal] Weaver of Tails
    - [X] [Cultivation] Dreaming (10/3)
    - [X] [Cultivation] Garden of Mists (7/5)
    - [X] [Cultivation] The Dreaming Gala (8/5)
    [X] Plan Workaholic Dreams
    --[X] Xiangmen, Fortress of Tsu Pt. 1 (6/5)
    --[X] The Opened Vault (7/5)
    --[X] Garden of Mists (7/5)
    --[X] Adoption Vetting
    --[X] Hou Zhuang's Gift 1 of 3
    --[X] Weaver of Tails
    [X] Plan: Grand Tree Heist
    - [X] [Cultivation] The Dreaming Gala - Silent Stones, Argent Domain (10/5)
    - [X] [Cultivation] The Opened Vault (7/5)
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1 - Argent Vent (?/5)
    - [X] [Professional] Root Inroads
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Plan: Grand Tree among the Mists
    - [X] [Cultivation] The Dreaming Gala - Silent Stones, Argent Domain (10/5)
    - [X] [Cultivation] Garden of Mists
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1 - Argent Vent (?/5)
    - [X] [Professional] Root Inroads
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Plan: Gathering Darkness, with 100% less paper
    - [X] [Cultivation] It's Depths Without End - Mirror Basin (6/3)
    - [X] [Cultivation] Raising the Bastion - Argent Vent(Greater) (5/5)
    - [X] [Cultivation] The Opened Vault (7/5) (8/5 with argent domain)
    - [X] [Professional] Root Inroads
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Serpent Whisperer
    [X] Plan: Duty and Family and MOON
    - [X] [Cultivation] The Dreaming Gala - Silent Stones, Argent Domain (10/5)
    - [X] [Cultivation] Dreaming (6/3)
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1 - Argent Vent (?/5)
    - [X] [Professional] Adoption Vetting
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Plan: Duty and Family, Mists Version
    - [X] [Cultivation] The Dreaming Gala - Silent Stones, Argent Domain (10/5)
    - [X] [Cultivation] Garden of Mists
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1 - Argent Vent (?/5)
    - [X] [Professional] Adoption Vetting
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
    [X] Plan: Top of Tree, Close to Moon
    - [X] [Cultivation] Xiangmen, Fortress of Tsu Pt. 1: (8/5)
    - [X] [Cultivation] Hidden Scribe: (11/8)
    - [X] [Cultivation] Grinning: (10/3)
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Professional] Root Inroads
    - [X] [Personal] Serpent Whisperer
    [X] Dreaming of Family V4
    - [X] [Cultivation] Dreaming (10/3)
    - [X] [Cultivation] Raising the Bastion, Argent Vent (5/5)
    - [X] [Cultivation] Phantasmal Mastery, Argent Domain, Silent Stones (10/5)
    - [X] [Professional] Adoption Vetting
    - [X] [Professional] Hou Zhuang's Gift 1 of 3
    - [X] [Personal] Weaver of Tails
 
As for why a finisher is such a poor fit
  1. There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings. (Cycles, Ending Creation.)
  2. There is no peace in emptiness, no content in stillness. Stagnation is death; act, change, move, think, and grow until the very end. (Power, Motion, Freedom)
  3. Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more. (Persistence, Courage, Growth)
  4. The future changes with every step, never be certain you know what is coming (Causality, Mystery, Chaos)
The first implies that our finishers are generally not going to be very strong, as we are rather more interested in small endings than the final End
The second suggests that we view our own growth and development as a more important to safety than any form of "stillness" (such as that which comes from killing our foe)
The third states that we will only go to unyielding use of force when defending what is most important to us, which fits anti-finishers far better than finishers
The last states that we cannot be certain of what the future holds, so some kind of doomsday clock (like Ji Rong's) where some inevitable doom hangs over our opponent's head just doesn't fit well.
Your interpretation seems very biased. Especially how you bent the third insight into not being a perfectly fitting concept for a DoT build's finisher.
 
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Reprisal of Season's End
Balanced, Cold, Moon, Expression
Keywords: Cycles, Endings, Creation
Antithesis: ???
Art Type: Offensive

Frozen Soul Serenade
Potency: X
Type: Cold, Zone, Drain, Song
Duration: Scene
From Winter comes the End. Be it slow or sudden, the Cold will draw it all to a close. The air takes on a subtle chill, and enemies both near and far find their techniques stifled in the face of Winter. While this song plays, all enemies suffer a Qi drain and are unable to regain Qi from techniques or effects with potency lower than this technique. Each time an attempt is made by an enemy to interfere with this technique, it gains 1 potency. Enemies may willingly end an effect or technique they are using to temporarily ignore the effects of this technique at the cost of being unable to re-activate said effect or technique while this technique lasts.

Vernal Soul Reprise
Potency: X
Type: Wind, Bind, Zone, Song
Duration: Scene
From the End, comes Spring, herald of a new Beginning. The West Wind howls forth, given strength from the Winter chill. The air takes on a subtle warmth, and the wind begins to stir, as enemies near and far find themselves flung by sudden squalls. While this song plays, all enemies suffer forced movement at the user's discretion, including rendering an enemy airborne, and cannot activate movement techniques of potency lower than this technique's potency. Each time an enemy attempts to escape this technique's area of effect, this technique gains 1 potency. Enemies may willingly end an effect or technique they are using to temporarily ignore the effects of this technique at the cost of the user gaining Qi equal to the potency of this technique.

Season's End
Potency: X
Type: Empowerment, Moon
Duration: Stunt
The Moon bears witness as the seasons die and live. The changing force that drives their endless ends and beginnings. So it was, and so it will be once more. The sky takes on a dark hue, and the Moon shines bright for but a moment. If Vernal Soul Reprise and or Frozen Soul Serenade are active, they are immediately dispelled, and any potency they have gained is transferred to the user's next technique.
 
  1. There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings. (Cycles, Ending Creation.)
Right, so this is the most relevant Truth and I just don't see the fuss.

Just have whatever successor art we do focus on spammable disruptions for little-e endings along with a conditional finisher for the big-E Ending and you are 100% in theme.

Most of the time spent using the art will focus on tempo disruption or some other debuff nonsense, just as most endings are ones which simply beget new beginnings, but on special occasions we can bring out the big boy Ending when we need to subject someone else to their Final End.

A Truth that explicitly acknowledges the Final End isn't going to be incompatible with that End; it just means that most of the art's Techniques should focus on smaller ends rather than the finisher, and I'm sure we can accommodate that while leaving a lone technique for the Final Ending.
 
Your interpretation seems very biased. Especially how you bent the third insight into not being a perfectly fitting concept for a DoT build's finisher.

Please go on. Tell me how an Insight we picked up because of a defensive Art after we were scared that we might abandon our friends in their time of need (having betrayed Shen Hu in a Bloody Moon dream, not that he particularly cared) isn't about protecting our loved ones.

I'm really curious how you get a "DoT build's finisher" out of an ancient tree's trunk with firmly planted roots.

Right, so this is the most relevant Truth and I just don't see the fuss.

Let's say we are fighting against someone and we deploy Call to Ending, claiming that endless Silence shall devour them.

They could go "nonsense, small endings lead to new beginnings" and have our own cultivation be divided right when we want to throw all our power behind an attack. In high realm combat we are trying to convince the world to take our side, having that sort of narrative weakness is going to hurt our ability to use a proper finisher.

What distinguishes "the very last one" from all the others? Whether the opponent survives. That's not great when we are trying to make it impossible that they survive the attack.
 
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Please go on. Tell me how an Insight we picked up because of a defensive Art after we were scared that we might abandon our friends in their time of need (having betrayed Shen Hu in a Bloody Moon dream, not that he particularly cared) isn't about protecting our loved ones.

I'm really curious how you get a "DoT build's finisher" out of an ancient tree's trunk with firmly planted roots.



Let's say we are fighting against someone and we deploy Call to Ending, claiming that endless Silence shall devour them.

They could go "nonsense, small endings lead to new beginnings" and have our own cultivation be divided right when we want to throw all our power behind an attack. In high realm combat we are trying to convince the world to take our side, having that sort of narrative weakness is going to hurt our ability to use a proper finisher.

What distinguishes "the very last one" from all the others? Whether the opponent survives. That's not great when we are trying to make it impossible that they survive the attack.
Sorry but just gotta point out that the insight about small endings and new beginnings is on Zeqing's art that she gifted to LQ, Frozen Soul Serenade. The tree trunk based insight is from the insight "Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more." Which is our old, tree themed art that we dropped, a different art entirely...You were confusing them so I thought I'd point that out lol.
 
I'd like to point out to the thread here that yrs has told us very little about how cultivation, and cultivator fights, actually work beyond Green. And most of what he has told us is about Cyan specifically. He has given us little snippets beyond that, enough for us to speculate on, but do keep in mind that it is just speculation based on very little concrete information.

It's certainly not enough information to make a meaningful argument that having, or not having, a finisher will doom our build in Cyan+ fights. So, yunno, treat any argument based on that sort of claim with a fair bit of skepticism.

My take on this fun and productive discussion is that either way would work, but I'd prefer the utility of having one. The way LQ wins fights is by attrition, so if we toss out the finisher and double down on the attrition strategy, we'll be able to beat a wider range of opponents. Which is pretty great. The drawback here is that for attrition builds, the time between when we've won the fight and when our opponent is actually dead can be kind of long. Certainly longer than for a nuker build. And we've seen plenty of cases where being able to shorten that lag time between beaten and dead can be critical. Teleportation talismans, allies in trouble, enemy reinforcements, needing to defeat the opponent before running out of mooks to drain qi and HP from, all of these are cases where being able to hurry someone along to being dead can be really important, both tactically.

Which brings us to the idea of a finisher for LQ. She doesn't need more than one, she certainly doesn't need it to be an AoE, and she doesn't even need it to be particularly powerful. Because LQ doesn't use her finisher to beat opponents, not like Ji Rong with his DBZ lasers. LQ uses her finisher to hurry things up when an opponent who's already dead has the audacity to die too slowly. Again, this comes at a price to the strategy LQ actually uses to win, which is a capstone technique that's a finisher rather than something that contributes to the attrition build. But it's not much more than that, because LQ doesn't try to win with her finishers like Ji Rong, so she doesn't need a "peer relevant" one, whatever that vague phrase means. And again, we've already been in situations where being able to finish putting an enemy down quickly was critical. So yeah, having one is very useful.
 
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Let's say we are fighting against someone and we deploy Call to Ending, claiming that endless Silence shall devour them.

They could go "nonsense, small endings lead to new beginnings" and have our own cultivation be divided right when we want to throw all our power behind an attack. In high realm combat we are trying to convince the world to take our side, having that sort of narrative weakness is going to hurt our ability to use a proper finisher.

What distinguishes "the very last one" from all the others? Whether the opponent survives. That's not great when we are trying to make it impossible that they survive the attack.
If the goal is to distinguish between ending and Ending, there are other threads we can pull.

So using CtE2 could, for example, end the art itself, close all active techniques and making it temporarily impossible to remanifest them, creating a thematic tie between the End of the Art and the End of their life. Or it could require that the opponent have been hit with FSS+'s minor techniques many times already, a series of smaller endings representing the process of aging and encroachment of entropy until one last Ending calls their life to a close - though I admit that approach might require thematic tie-ins we could otherwise find undesirable. And I'm sure there are other games we could play with the exact mechanics to better manifest the finality of this particular end onto our opponent.

Alternatively, as you said, the concern is that the opponent could shrug our attack off - but this Finisher isn't something we'd be delivering in isolation. We are, fundamentally, a field controller, DoT layer, debuffer, a support. Anybody we might want to cast this Finisher on? Should already be dealing with so many debuffs and so much bullshit from so many angles that they'll be wide open for our insistence that they meet their End, because weakening or outright crippling people is what we do. They may have a harder time shrugging us off when their focus is disrupted, their qi is low, and they are currently fending off a combined assault by a bunch of angry dancers, bears, and plants. (Also, if we're talking thematics, somebody who's crippled, infirm, or literally closer to death because they're being eaten/burned/frozen to death by like five different cultivators/spirits/apparitions at once is probably more conceptually vulnerable to the imposition of death via a call to Ending.)

Sure, we wouldn't be able to just swoop in and instantly nuke people with a finisher with those sorts of prereqs (unless our target was super weak), but instant nuking is out of theme for us. A finisher that requires set up, but still allows us to ultimately bring things to an End? That seems perfectly fine by me.


Also, I mainly made that follow-up post because I was annoyed at you twisting four different Truths to support your argument when I couldn't see how any of them supported your argument, and I'm not super interested in an extended discussion about the precise mechanics of something we aren't actually doing this turn. Ultimately, we don't know how FSS+'s development is even going to work, and we're not going to until Yrs starts writing it. People have said their pieces on the subject at length - I'd prefer to wait till we have details before knife-fighting any more.
 
Sorry but just gotta point out that the insight about small endings and new beginnings is on Zeqing's art that she gifted to LQ, Frozen Soul Serenade. The tree trunk based insight is from the insight "Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more." Which is our old, tree themed art that we dropped, a different art entirely...You were confusing them so I thought I'd point that out lol.

I am aware. If you follow the quotes back, you'll see that God insisted that TRF's insight is "a perfectly fitting concept for a DoT build's finisher" and that saying it was primarily defensive required being "very biased" and it being thoroughly "bent".
3. Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more. (Persistence, Courage, Growth)
...
The third states that we will only go to unyielding use of force when defending what is most important to us, which fits anti-finishers far better than finishers
Your interpretation seems very biased. Especially how you bent the third insight into not being a perfectly fitting concept for a DoT build's finisher.
(bold mine)
 
Edit: Ling Qi isn't a predator, she's a nightmare. A cautionary tale. She is the story that mother's tell their children to convince them to not run away from home. This is why so many of the other monsters out of horror stories have an affinity for her and she feels comfortable around them: she's fundamentally one of their number.

While many of those monsters feel lonely, to one degree or another, Ling Qi is unusual in that she actually reached out for connection. She is now surrounded by the constant warmth of her family and values that deeply. However that doesn't change her nature, forged in the cold streets of the slums
Our Negative Connections are short lived, because we don't maintain them. They still exist, because others insist on being our enemy. We don't hold grudges, we spend very little time on negative connections, but they're still made. We just move on quickly


as for the cautionary tale, the thing that surprised Ji Rong (and is a great strength of our build) is that we back up our nightmarish reputation with some real physical bulk. We're not just the myths and tales we're Connected to. We're also our own individual! With our own stuff going on!
~~~~~~~~~~

Our build depends on change, progress and motion. Even that Motion without Motion. Stagnation is death to us. The build is functionally about whether those around us will be crushed by the uncaring Motion of Progress/Change/Time or whether they'll be spared a moment longer through our Power and Want of Connections.

The negative fields and constructs rend apart our enemies with uncaring, but we've placed a boundary there that spares our allies. Our Domain then takes it a step further than mere sparing, and assists them while they're in our shadow. This sets the stage of the battlefield, and can be seen as "the stone on which the pieces move" that Meizhen likened a General to. We're not just an attrition build 1v1 or against specific targets. We're an attrition commander, our presence drains all of our opponents and if you didn't bring enough protection for everyone any that are left in the cold will die. And any allies in our shadow will be more difficult to pin down, corral or otherwise remove from play. This forces the opponent to deploy broad protections to prevent being attrition'd out on a troop-by-troop basis. That severely limits the options some of their cultivators have, while ours are more free to act with our passive assistance available.

Then we get to our active buffs and debuffs. These are things we place on friends and foes that have distinguished themselves as targets. Leaders of enemy buff-chains. Localized holdouts that stem our fields. Friends and allies who we wish remain Alive. By providing active support and active disruption, as well as somewhere between 4 and 5 mid-Green or higher combatants in the area, various regions are threatened with a defeat-in-detail where the power that had to be spread out to protect all their troops cannot regroup in time to prevent our Massive Super-Spirit-Deathball from rolling specific positions over. We snap a couple of vital supports out of the defensive chains, and suddenly swathes of the enemy are in our attrition-fields and the summons are swarming and the area is choked with a Vine Fortress and it's now Our Hardpoint rather than an enemy position.

Finally our most powerful techniques. These manifest as a persistent suite of powerful buffs for those of deep Connection with us, some soul-crushing stunts that negate finishers and/or prevent assassinations, alongside an incredibly brutal finisher for a stubborn opponent that has distinguished themselves against our build thus far. This would include the Bai we killed, or the Tribe Shaman, or the Bard-barian. Enemies that we haven't kept a lasting negative Connection to, but required personal attentions to remove. The finisher is important for those one-person strongholds that are able to otherwise negate/obstruct/stagnate our build. Like, for example, the Solar Men of the White Sky. We would want a last resort tool that we can dump all the Qi we gather from the fields of death and draining dances into so that we can crack foes that would otherwise not need to react to us. A truly crushing weight of Isolation-Fuelled Ending. Sometimes Winter is a frigid howling outside your walls and snatching only the unguarded. Sometimes Winter is the Avalanche that flattens the whole town into unrecognizable gravel beneath the glacier. Either way, the glacier doesn't care much once the obstacle is removed.

~~~~~~~~~~~


you could then say that the hardpoint-cracking or Isolated-Target-Mauling isn't our job, that that's the job of a dedicated DPS. And I say: yes. But requirements for our Finisher can be severe enough that I think it's efficient for us to be able to do it ourselves. The theme of Endings fueling Beginnings fueling End really wraps up a fight and prevents the endless conflict of a concept like those of Red Garden, where Sun Liling and others can fight for eternity and still have fuel in the tank so long as they're not out of commission entirely. It's an incredibly useful tool that allows us to approach problems from a direction nobody seems to expect from with build's like ours. Head On. We've got the speed, maneuverability and stealth to apply this sort of damage right where the enemy wants it the least. We've also got the personal durability and mobility to get out after. It's an excellent trick to pull out when the enemy thinks they're truly prepared for us, to crack open a supposed place of safety and send the wind howling through the gap we open.


For conclusion I'll type a bit about Dominions. I typed a bit about Dominions before and I'll do so again here: in Dominions (one of the source inspirations for YRS-verse) you can get a lot of tactical flexibility from very high investment in only one or two paths, even if there are eight paths in total. Just because we've got a diversity of tricks, doesn't necessarily mean we're too spread out so long as the tricks all relate to the same concepts we're empowering. Look at the Ducal builds. They're able to be better-than-good in just about every field, and truly excel in multiple on top of that. I don't think we're Ducal tier, but like. We're pretty far from needing to cut more of our options just to make sure the ones we have are able to land properly. I think that the odds are good that we'll continue to have good Field, Summon and Finisher effects for damage but lack a strong middle option for damage, rely on our fields for most of our control/damage, and lack dispels. These are problems that our spirits help solve for us, but that Ducal champs would likely be able to do on their own because Ducal champs are strong as heck.

Like. We already sacrificed most of our middle-ground offensive potential, and I'd rather finish sacrificing that then start hacking apart the Finisher that can reallllly abuse all the stats we have to support it (mobility, stealth, bulk, to-hit, penetration, Qi-reserve-advantage). Stronger fields don't solve conceptual obstacles to that portion of our build, which was the issue Ji Rong had facing us. We had a better set of concepts to box with him with, and forced him to play to his finisher. A stronger finisher for Ji Rong there doesn't solve the conceptual issue that he was pinning all his hope on one part of the battle, while we planned to win basically all the rest of it. Trying to win a whole war in one decisive strike isn't good strategy, it's desperation, and we shut it down with properly prepared defenses.

Similarly, relying on our fields "just being strong enough" isn't a good strategy. It's just a hope, not a plan. Defeat in Detail is a plan, and a Finisher that increases in usefulness based on how much Qi we've gathered from the fallen makes that plan better. I could see an argument for a Mid-ground Offense fueled by all that Qi being higher utility, or some sort of wall-breaking debuff, but not additional Field/Construct investment. We want something that makes use of all that excess Qi to break down the Walls that would otherwise stagnate us. We don't need more control or better fields, those are both already effective. Damage or debuff or finisher, but not more of what we're already great at

Basically, our goal is to only pull whatever our Qi-Dumping tool is once we've got our Qi engine thrumming with all the little ends we're inflicting on the enemy forces. Something that makes us a problem that ramps up in danger over time, that you can't just stick a Wall in front of and call it a day. We want to make sure we don't stagnate, and to that end we can grab Damage, Debuffs or Finishers to overcome that obstacle. I'd prefer Finisher, because it sounds the most likely to succeed in cases we're forced to pull it out, but hey. Debuffs sound good to me too now that I've typed all this out.

Either way, not more Field/Summons/Control. Different concept to help prevent our getting stagnated, and hey! Maybe we'll get a debuff Art that leads into a potential Finisher. That'd be ideal, really.
 
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I just really want to explore the dream world once again, and it can only be better with a friend.
  • Weaver of Tails: You've spoken with Su Ling about her troubles, and though you can't give her answers, you can give her a method of better exploring her own thoughts. Take her with you through the labyrinth gate and see where the foxfire leads. (+1 to Dream and Motion Projects. +1 to Dreamwalker Trait on completion. Characters Sixiang, Su Ling)
Also i'm interested in returning to the sect and talking with the elders.
  • Paying Respects: The Argent Peak Sect has been your home for two years now, and though you are growing apart from it, you still feel that connection. To it's disciples, to its Elders, to the caves and the vents and the trials. Spend some time showing your gratitude for lessons and connections [Maintains current relations with the Argent Sect Peak Sect on departure. 40% Chance to boost reputation with Argent Peak Sect by 1, and ???. Characters: Sima Jiao & Xin, Liao Zhu, various. +1 to Isolation and Power projects undertaken)
 
I think this:
  • Paying Respects: The Argent Peak Sect has been your home for two years now, and though you are growing apart from it, you still feel that connection. To it's disciples, to its Elders, to the caves and the vents and the trials. Spend some time showing your gratitude for lessons and connections [Maintains current relations with the Argent Sect Peak Sect on departure. 40% Chance to boost reputation with Argent Peak Sect by 1, and ???. Characters: Sima Jiao & Xin, Liao Zhu, various. +1 to Isolation and Power projects undertaken)
Can only feel right towards the end of our last 6 months at the Sect when we're saying goodbye to everyone. It would be much more appropriate then. We just have to be careful to actually do it though. Because I definitely wanna actually do this.
 
If we're talking about a wholly on theme finisher for Qi, I think it'd probably revolve around Isolation.
And Void, if we had it.

Banished to the Void
 
A bit surprised by the vehemence against the Ending concept as a whole. LQ's already played with an idea of an uncaring, cold world and how to find happiness in it. Finding meaning against the ruthless fact that eventually everything will die would be a neat continuation of that project; an extension of LQ's personal philosophy into more broadly applicable terms. Especially as it could develop into something like Eternal Recurrence or other existentialist ideas.

[X] Plan: Of Dreams & Auctions
- [X] [Cultivation] Dreaming (6/3)
- [X] [Cultivation] The Dreaming Gala (10/5 Weaver of Tails, Silent Stone and AD)
- [X] [Cultivation] Opened Vault (6/5 Argent Vent)
- [X] [Professional] Adoption Vetting
- [X] [Professional] Hou Zhuang's Gift 1 of 3
- [X] [Personal] Weaver of Tails
 
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