What does this suggestion change/add/remove:
Ive been messing around with the thaum class lately and noticed that most of his reality-bending kit is either heavily limited by foundation rules or really could only be used to minge in any scenario besides combative (I.E. "Hm, I wonder what happens when I ignite a D-Class"), of which thaums are not supposed to be in to begin with, as they are non-combative. This has given thaumatologists a bad wrap. They are met with the same level of respect as techies, just waiting to cause issues and be of no use to anyone on site. Mingey annoying rats whose sole purpose is to cause chaos before being arrested, killed, or warned/banned for something stupid.
However, I have made do with a few of his abilities, like protection, to actually fill a role in the site as a testing assistant during downtime and a non-combative support during breaches. Still, this only allows me to regularly use about 1/3 of the foundation thaums kit. The other 2/3 are either strictly forbidden in every situation except as an absolute last resort, or end up causing more issues than solutions during situations. Why would a non-combative thaum need more than 1-2 defensive options when threatened, when they currently have 5+ (escape card, disguise, banish, ignite, materialize, etc)? I don't use these abilities at all and never would. Even in a testing situation, I would most likely have to use these in a discreet area in fear of being at least hassled and at worst shot on sight.
My suggestion calls for a simple change to the foundation thaumatologist reality-bending kit. Please, give the class a different set of abilities. Something other than the minge kit they have now. You guys even added 7 new abilities to the reality bending swep recently and gave the thaum nothing new. Half of those would be so useful around the site instead of something like diguise which has something like a 1/5 chance of giving me a GOI suit and a bullet to the face.
Remember as well, there's only 2 thaums on site at any time. Plus, there's a 3-minute cooldown if you die before you can flag back on. Its not like this change will make Thaums some front-line super soldier either way. Theyll still hang around safe spots just like a doctor or RSD would, unless the person playing them is an idiot. In which case, they wouldn't be on thaum for very long anyway.
Has something similar been suggested before? If so, why is your suggestion different?:
This is all I could find that is even remotely similar. It's from almost a year ago. It was denied on the grounds of resource constraints, with a note indicating a possible revisit to the idea in the future. I feel my suggestion is far simpler and would require fewer resources.
Possible Positives of the suggestion (At least 2):
More utility and subsequently more usefulness for the thaum class.
Better reputation around the site due to fewer minges occupying the thaum class.
More testing opportunities for the reality-bending class. You guys don't need to add ONLY useful stuff; you should swap out for stuff that's weird and niche too, so we can test its limits.
Possible Negatives of the suggestion:
Mandatory balancing watch for like a week or two to nail down what can stay and what can go
(Insert dev time joke here)
Based on the Positives & Negatives, why should this suggestion be accepted:
QoL around the site would absolutely be improved when people start seeing the only foundation-aligned reality benders walk into a room and start helping people out, or actually start performing tests instead of the current hesitant reaction of "how soon until this guy uses materialize, gets a freedom, and then banishes the first isd who tries to arrest him for it?" Itd be nice have a friendly reality bender around the site instead of another douche running around causing chaos for fun.
edit: Ok, after playing thaum for a good while, I have some suggestions on things to keep and things to go
keepers
1: banish - 3/10 can be used to allow safe access to otherwise dangerous zones, like techies trying to fix d block doors. Otherwise, just another way for minge thaums to remove people they don't want to interact with. When used in a protective sense, it requires a very lengthy reassurance and explanation before use. If not, the change in environment is far too disorienting. It just pisses people off more than anything.
2: materialise - 9/10 currently there's a rule loophole ic with the new changes that allow combatives to use heavy weapons on humans. When that gets changed, there's not going to be much use, but it should still be of niche use during things like breaches.
3: protection 10/10 throwing this on any combatives nearby during a breach is always welcome
4: necromancy 4/10 the targeting sucks, but it can be useful when no medical are around to revive someone
5: reflection 9/10 doesn't stop bleeding from starting, but is probably the best defensive tool that thaums have to use in emergencies.
bad for thaums
1: escape tool - 1/10 Even if used in a defensive case, you're probably gonna get chewed out by anyone involved for using it. not great for a noncombative
2: disguise 0/10 Only good use is to get shot or dodge isd. terrible to non-combatives.
3: ignite 9/10 Very fun. Good way to get an rdm warn. Pretty easy to use with the buff, honestly.
meh
1: blessing - Idk man, it's good for new thaums to do testing n stuff, and it doesn't cause TOO much of an issue. It would be cool if it weren't so misleading, as some of the so-called "blessings" are straight-up hindrances.
Ive been messing around with the thaum class lately and noticed that most of his reality-bending kit is either heavily limited by foundation rules or really could only be used to minge in any scenario besides combative (I.E. "Hm, I wonder what happens when I ignite a D-Class"), of which thaums are not supposed to be in to begin with, as they are non-combative. This has given thaumatologists a bad wrap. They are met with the same level of respect as techies, just waiting to cause issues and be of no use to anyone on site. Mingey annoying rats whose sole purpose is to cause chaos before being arrested, killed, or warned/banned for something stupid.
However, I have made do with a few of his abilities, like protection, to actually fill a role in the site as a testing assistant during downtime and a non-combative support during breaches. Still, this only allows me to regularly use about 1/3 of the foundation thaums kit. The other 2/3 are either strictly forbidden in every situation except as an absolute last resort, or end up causing more issues than solutions during situations. Why would a non-combative thaum need more than 1-2 defensive options when threatened, when they currently have 5+ (escape card, disguise, banish, ignite, materialize, etc)? I don't use these abilities at all and never would. Even in a testing situation, I would most likely have to use these in a discreet area in fear of being at least hassled and at worst shot on sight.
My suggestion calls for a simple change to the foundation thaumatologist reality-bending kit. Please, give the class a different set of abilities. Something other than the minge kit they have now. You guys even added 7 new abilities to the reality bending swep recently and gave the thaum nothing new. Half of those would be so useful around the site instead of something like diguise which has something like a 1/5 chance of giving me a GOI suit and a bullet to the face.
Remember as well, there's only 2 thaums on site at any time. Plus, there's a 3-minute cooldown if you die before you can flag back on. Its not like this change will make Thaums some front-line super soldier either way. Theyll still hang around safe spots just like a doctor or RSD would, unless the person playing them is an idiot. In which case, they wouldn't be on thaum for very long anyway.
Has something similar been suggested before? If so, why is your suggestion different?:
This is all I could find that is even remotely similar. It's from almost a year ago. It was denied on the grounds of resource constraints, with a note indicating a possible revisit to the idea in the future. I feel my suggestion is far simpler and would require fewer resources.
Possible Positives of the suggestion (At least 2):
More utility and subsequently more usefulness for the thaum class.
Better reputation around the site due to fewer minges occupying the thaum class.
More testing opportunities for the reality-bending class. You guys don't need to add ONLY useful stuff; you should swap out for stuff that's weird and niche too, so we can test its limits.
Possible Negatives of the suggestion:
Mandatory balancing watch for like a week or two to nail down what can stay and what can go
(Insert dev time joke here)
Based on the Positives & Negatives, why should this suggestion be accepted:
QoL around the site would absolutely be improved when people start seeing the only foundation-aligned reality benders walk into a room and start helping people out, or actually start performing tests instead of the current hesitant reaction of "how soon until this guy uses materialize, gets a freedom, and then banishes the first isd who tries to arrest him for it?" Itd be nice have a friendly reality bender around the site instead of another douche running around causing chaos for fun.
edit: Ok, after playing thaum for a good while, I have some suggestions on things to keep and things to go
keepers
1: banish - 3/10 can be used to allow safe access to otherwise dangerous zones, like techies trying to fix d block doors. Otherwise, just another way for minge thaums to remove people they don't want to interact with. When used in a protective sense, it requires a very lengthy reassurance and explanation before use. If not, the change in environment is far too disorienting. It just pisses people off more than anything.
2: materialise - 9/10 currently there's a rule loophole ic with the new changes that allow combatives to use heavy weapons on humans. When that gets changed, there's not going to be much use, but it should still be of niche use during things like breaches.
3: protection 10/10 throwing this on any combatives nearby during a breach is always welcome
4: necromancy 4/10 the targeting sucks, but it can be useful when no medical are around to revive someone
5: reflection 9/10 doesn't stop bleeding from starting, but is probably the best defensive tool that thaums have to use in emergencies.
bad for thaums
1: escape tool - 1/10 Even if used in a defensive case, you're probably gonna get chewed out by anyone involved for using it. not great for a noncombative
2: disguise 0/10 Only good use is to get shot or dodge isd. terrible to non-combatives.
3: ignite 9/10 Very fun. Good way to get an rdm warn. Pretty easy to use with the buff, honestly.
meh
1: blessing - Idk man, it's good for new thaums to do testing n stuff, and it doesn't cause TOO much of an issue. It would be cool if it weren't so misleading, as some of the so-called "blessings" are straight-up hindrances.
Last edited:
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