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Eh, makes sense. We should draw on the Dominions inspiration for the setting and sacrifice Blood Slaves to recoup our energy anyway.
Source?
Eh, makes sense. We should draw on the Dominions inspiration for the setting and sacrifice Blood Slaves to recoup our energy anyway.
Parsing Dominions as Domino's threw me for a hell of a loop here.Eh, makes sense. We should draw on the Dominions inspiration for the setting and sacrifice Blood Slaves to recoup our energy anyway.
Well, art optimization and new arts. Remember all those miscellaneous holes we were going to fill with dedicated Larceny/Stealth/Perception/Social/Spirit-Wrangling arts, but which we sort of gave up the endeavor because where the hell do we find room for all those meridians?Yeeeep. Like, there are some reasons to not immediately go seeking new arts once we master the Green 2 things, including training other arts already have, art compression, our sect duties/jobs.
But it does suck.
E: The real kicker I think is actually that we only have one art, PLR, which goes through Green 3. That EPC, AE, and Argent Genesis end in Green 3 is nice because it means we can train them through Green 2 without capping them, but it's not entirely helpful in the worst case of us having no arts which live in that section besides PLR.
This is also a thing which created my theory that most arts which are "pre-made" end at Green 4, Threshold and past that you have to start getting creative. The other part is what Elder Hua Heng said.
iirc, @yrsillar's mentioned that the Dominions strategy game series was partial inspiration for the setting. In it, one of the schools of magic is Blood magic. Most Blood magic requires the blood sacrifice from people with special blood you've caught. One of the staple spells of the school kills a single blood slave and completely removes the mage's fatigue.
Real pro tip. Don't play Abysiansiirc, @yrsillar's mentioned that the Dominions strategy game series was partial inspiration for the setting. In it, one of the schools of magic is Blood magic. Most Blood magic requires the blood sacrifice from people with special blood you've caught. One of the staple spells of the school kills a single blood slave and completely removes the mage's fatigue.
Pro tip: don't try to cast blood magic in combat underwater, the blood slaves typically all instantly drown.
Pro tip 2: be very careful with combat blood mage placement if you're Abysians(magical race with body temperatures so hot they set people near them on fire)
Eh.Well, art optimization and new arts. Remember all those miscellaneous holes we were going to fill with dedicated Larceny/Stealth/Perception/Social/Spirit-Wrangling arts, but which we sort of gave up the endeavor because where the hell do we find room for all those meridians?
Now that we know about Art Optimization we can probably start building a sideboard once we've compressed a few arts. We could probably TRAIN them but not use them right now in fact. We might even want to pick Late Yellow->Green 1 arts so we can master them quickly, compress them down, then get the successor Green 2 art to actually be able to switch between sideboards.
The pizza build strat. Piece'a this, and a piece'a that.Parsing Dominions as Domino's threw me for a hell of a loop here.
Their blood mages are only really any good as Super combatants or thugs. That or you only use blood magic for ritual spells.
If the challenge system was based off straight facepunching, that'd be correct, but we're very likely to have to challenge upwards based on our secondary skills, so you know, a Late Yellow->Green 1 art could be done in literally 2 actions or so, which is good for rounding out and building a sideboard.Eh.
I am honestly less than impressed by all the ideas out there, given how we only have 24 turns to do the monster of a task Shenhua gave us. The only ideas I'm interested in are those that make our central board better and help us do that task, so Larceny/Perception.
E: I certainly don't want to mess with them at all right now. I'd much rather deal with the other stuff we already have.
Hey woah. We have 26 turns!Eh.
I am honestly less than impressed by all the ideas out there, given how we only have 24 turns to do the monster of a task Shenhua gave us. The only ideas I'm interested in are those that make our central board better and help us do that task, so Larceny/Perception.
E: I certainly don't want to mess with them at all right now. I'd much rather deal with the other stuff we already have.
An other thing to worry about is that attribute training is heavily linked to Arts cultivation.Now in other news I was bored again and took a look at where our arts end.
Green 4
Phantasmagoria of Lunar Revelry
Green 3
Eight Phase Ceremony
Argent Genesis
Abyssal Exhalation
Green 2
Sable Crescent Step
Forgotten Vale Melody
Frozen Soul Serenade
Thousand Ring Fortress
Green 1
Argent Storm
Argent Current
Yes, this is why I was really for going to the inner sect archive. Whatever we do, we have to realise that we need something like 6+ new arts when we are in Foundation green, especially if Foundation is the one with the bottleneck toward threshold (and so take a looong time).An other thing to worry about is that attribute training is heavily linked to Arts cultivation.
I doubt we'll have will be able to train all our relevant attributes/skills if we don't get new arts in green 2/3...
A late Yellow => Green 1 Art could be done in 2 actions or so if they fit us, but then they need another 2 actions of meridian crunching if we want to truly be able to sideboard them quickly rather than "just equip them for that one challenge where we can learn them for that specific challenge".If the challenge system was based off straight facepunching, that'd be correct, but we're very likely to have to challenge upwards based on our secondary skills, so you know, a Late Yellow->Green 1 art could be done in literally 2 actions or so, which is good for rounding out and building a sideboard.
The format REALLY likes sideboards.
How do you know?More relevant, however, is that a Green 1 art is going to be of very little help in a challenge between Green 3+. It won't be useless, I think, but it will be nigh-obsolete.
A few reasons.How do you know?
Judging by our other arts, the techniques aren't going to be of a significantly higher level, given that even our Yellow arts have C rank techs (which comparable to what we get from our Green 1 Arts). Yeah, the art will have a lesser Potency value, but I don't think we've had any indication of how much of a difference that makes. So how do you know that a Green 1 and a Green 3 art would have a major gap?
Yes, this is why I was really for going to the inner sect archive. Whatever we do, we have to realise that we need something like 6+ new arts when we are in Foundation green, especially if Foundation is the one with the bottleneck toward threshold (and so take a looong time).
It's very important we get inroads into what we want to get there early, so that we don't get trapped into a "fuck, we now don't have time to go looking, so go grab the nearest thing possible and not think". Hopefully we'll have access to FSS+, but even that is not certain, just very likely.
FYI, we currently seem to lack any way to train Fade, Resilience and Socialise/Spirit Ken that we probably want. It will be a pity if in Foundation we get completely unable to train any a lot of our main skill/stats, especially as we kinda want to do them as heavily as possible pre-tournament.
A late Yellow => Green 1 Art could be done in 2 actions or so if they fit us, but then they need another 2 actions of meridian crunching if we want to truly be able to sideboard them quickly rather than "just equip them for that one challenge where we can learn them for that specific challenge".
More relevant, however, is that a Green 1 art is going to be of very little help in a challenge between Green 3+. It won't be useless, I think, but it will be nigh-obsolete.
It is completely reasonable to expect arts which required more training to get to have greater impact. This is going to be true from a game design perspective if nothing else; if putting work into Arts didn't make them stronger than what is the even the point?A few reasons.
First is obviously that while the system has changed, we can still take what the arts used to be as indication of their general potency. The difference between three cultivation level was always huge beforehand, and I don't see why it wouldn't be now. This is even more obvious now that that it seems all our arts have multiple levels per cultivation levels... or at least the ones we have. AE has 4 levels until it gets mastered in Green 3, and FSS has 3 until it gets mastered in Green 2. SCS likewise has 2 more until it get mastered in Green 2. TRF is the exception there with just one more level, though it wouldn't surprise me if it had a very significant success needed gap. This isn't even talking about how PLR has 7! levels from now and green 4.
Second, our green 1 arts with more arts levels have B ranked techs. This combined with greater potency is a big deal. I'll grant that it's hard to lock down exactly how important potency is right now, but everything we know about the setting should make it really important. Having an art with only B+ rank techs at Potency Green 3 is very, very unlikely to be on the same magnitude as one with C rank techs (if we get a new art that begins late) with Green 1 Potency.
Regarding sideboards. I find that the new Meridian mechanics make side-boarding simultaneously more and less of a good idea.Now that we know about Art Optimization we can probably start building a sideboard once we've compressed a few arts. We could probably TRAIN them but not use them right now in fact. We might even want to pick Late Yellow->Green 1 arts so we can master them quickly, compress them down, then get the successor Green 2 art to actually be able to switch between sideboards.
I don't think @Arkeus is saying Green 1 arts are completely useless by Green 3. He's basically speculating on the nature of opposition we can expect to face, and intuiting that they would be lackluster in the face of our competition. And, like, art support also applies to higher Potency arts. But it's a higher Potency art then being supported. Passive bloat also isn't what it used to be, so....If they were standalone, yes, but all those listed arts pertain to things our existing arts already support as a secondary feature. Which means they are winnable contests, especially if our opponents are themselves lacking(as is the case of the challenge format, makes it such that you almost never compete in your primary specialty unless on defense)
I guess that means that talent become more important then patronage at higher realms. You can't just be given upper grade arts you have to make them yourself.The simple pattern imitation of lower realms will not avail you as you advance toward the peak of the third realm and beyond
Definitely, yes.Regarding sideboards. I find that the new Meridian mechanics make side-boarding simultaneously more and less of a good idea.
One one hand, the ability to reduce the meridian requirements of Arts makes it possible to be somewhat more modular in equipping them. Reducing an art from e.g. 4 meridians to 2 means that it is much easier to fit without having to unequip a lot of permanent arts. It makes it more realistic to have sets of arts with matching meridians that can be directly swapped for each other without impacting anything else, and it makes it easier to make room for a sideboard in our art-loadout in the first place.
On the other hand, the new dynamics also make it cheaper to just make peripheral abilities part of your constant build. Previously, we would have had to guard every meridian jealously; now, we are likely to have extra room, at least until we max out our build. Given that we aren't anywhere near such a max right now, the idea of a sideboard mostly doesn't appeal outside of truly niche applications. I can see us putting a larceny art in a sideboard (to be loaded only when we are on a heist), or a crafting art (to be loaded only when we are working on Formations). However, for something even slightly broader like an Investigation art or a Social art, it feels like we'd run across situations where such arts could be useful often enough that it warrants taking the time to open extra meridians to have the arts equipped full-time.
But the thing is with the competition format, as far as we have been informed, suggests that the below scenarios are most common:I don't think @Arkeus is saying Green 1 arts are completely useless by Green 3. He's basically speculating on the nature of opposition we can expect to face, and intuiting that they would be lackluster in the face of our competition. And, like, art support also applies to higher Potency arts. But it's a higher Potency art then being supported. Passive bloat also isn't what it used to be, so....
There's always the Sect Jobs and Duties with their Any option and no indication that isn't fully inclusive. I do agree that we need to know our options before hand.Yes, this is why I was really for going to the inner sect archive. Whatever we do, we have to realise that we need something like 6+ new arts when we are in Foundation green, especially if Foundation is the one with the bottleneck toward threshold (and so take a looong time).
It's very important we get inroads into what we want to get there early, so that we don't get trapped into a "fuck, we now don't have time to go looking, so go grab the nearest thing possible and not think". Hopefully we'll have access to FSS+, but even that is not certain, just very likely.
FYI, we currently seem to lack any way to train Fade, Resilience and Socialise/Spirit Ken that we probably want. It will be a pity if in Foundation we get completely unable to train any a lot of our main skill/stats, especially as we kinda want to do them as heavily as possible pre-tournament.
Sounds like a waste of time, straight up. We have other shit to do, is my strongest refrain right now. Yellow -> Green 1 is around 1 to 2 actions. Compressing it is around 2 or 3. And there is no such thing as "already optimized Green 2 arts" because the optimization must be done by Ling Qi. So that's... quite possibly 5 to 8 or more actions with 4x action point expenditure to fully master the art, and then another 3 or 4 actions to compress it.Still, the proposed plan was definitely misunderstood then, because the Yellow -> Green1 sideboard includes picking up already optimised successor Green 2+ arts after you master the Yellow->Green art(in like, 1 action) and then compress its meridians down. If you're throwing a Green 1 sideboard as your sole capability against a Green 3 opponent then you have bigger problems, the sideboard is meant to expand the capability of your main deck in covering edge cases, not win a fight on its own.