Content Suggestion Type-Blue/Thaumaturge Changes.

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Apr 6, 2023
134
23
21
What does this suggestion change/add/remove:
This suggestion is asking for the removal of All TB insta-kill abilities & the replacement of others with more Thaumaturge aligned abilities. I will put a list of potential abilities here;

  • Fireball ( Which replaces Ignite ), would be an AOE fire attack. Kinda like the Cosmic Blast in deployment but instead of hard damage it ignites you & does extra damage to SCPs.
  • Healing Spell ( Which replaces Dissolve ), It would activate a 60 second ability for 50 energy that heals everyone around the Type-Blue by 2 - 4 HP every tick.
  • Banishment ( Which replaces Headpop ), It would put someone into the "Edge" dimension for 20 - 40 seconds. It also sets the person to 50 HP so that it isn't use to constantly send dimensioning people.
  • " Through the muck " ( Which replaces Detain ), It would be an AOE attack that slows down everyone in the area for a period of 10 - 15 seconds.
  • Vampirism ( Added ), Which would be a single person used against ability for people that are below 30 HP. If they use this ability on someone with 30 HP they get 20 Energy added back into their Energy pool.
  • Necromancy ( Added ), It would allow you revive someone no matter their state ( Head pop or not ) it would require all your energy and can only be used once if someone has already been revived before. ( It has a 10% chance to turn that person into a 049-2 Instance )

Additionally. I would like to have a few different changes to TB to make it more dynamic for players. ( Essentially meaning that fighting a Type-Blue isn't a death sentence )

Add a mechanic where if too many abilities are used in a short span ( 30 Seconds ) or large abilities ( Abilities above 40 Energy ) are used, a random effect will be made similar to the ADB but with negative affects that scale with how much energy you used in a short span.

Additionally; Remove the Ability for Scranton Reality Anchors to supress Type-Blues as Type-Blues are not Reality Benders.

Examples of these affects could be as follows;


Lowered HP, Ignited for 10 seconds, Slowed ( Similar to Orange Suit speed ) for 30 seconds, Chaotic Teleportation, Being thrown into other dimensions & etc.



Has something similar been suggested before? If so, why is your suggestion different?:
Not to my memory, this could be considered a Type-Blue Buff/Nerf.

Possible Positives of the suggestion (At least 2):

  • More Dynamic use of TBs.
  • Less CI Raids interrupting with RP.
  • More use of TBs against SCPs.
  • Makes it so that playing TB isn't an instant win card & actually requires a bit more though that left click, run around a corner & right click.

Possible Negatives of the suggestion:

  • TB gets indirectly nerfed.
  • More barriers for SCPs to fight against.
  • Dev-Time.
  • Issues with balancing it out.

Based on the Positives & Negatives, why should this suggestion be accepted:
Through my time as playing as Nu-7, O-1, GOC & CI. I have come to the idea that Type-Blues were not implemented the best & are just reskinned Type-Greens. I would prefer if there was more content that focused on the fact that Type-Blues use magic. You have a wizard but all you do it with it is make it an assault troop. I'd prefer if that was not the case.

And I think I speak for most the server when I say that Insta-Kill abilities are really infuriating and annoying.
 
Last edited:
+ Support

While we're at it, since Foundation Thaum is non combative and using their abilities in combat is failrp, can we give them purely supportive abilities?

It doesn't make any sense to me to even *play* thaum, because it's a staff ruling and not an IC thing to use their abilities combatively.

Alternatively, make use of their powers an IC thing under FLC/COC/COE.
 
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Mr Foster

Well-known Member
Dec 21, 2023
49
4
41
What does this suggestion change/add/remove:
This suggestion is asking for the removal of All TB insta-kill abilities & the replacement of others with more Thaumaturge aligned abilities. I will put a list of potential abilities here;

  • Fireball ( Which replaces Ignite ), would be an AOE fire attack. Kinda like the Cosmic Blast in deployment but instead of hard damage it ignites you & does extra damage to SCPs.
  • Healing Spell ( Which replaces Dissolve ), It would activate a 60 second ability for 50 energy that heals everyone around the Type-Blue by 2 - 4 HP every tick.
  • Banishment ( Which replaces Headpop ), It would put someone into the "Edge" dimension for 20 - 40 seconds. It also sets the person to 50 HP so that it isn't use to constantly send dimensioning people.
  • " Through the muck " ( Which replaces Detain ), It would be an AOE attack that slows down everyone in the area for a period of 10 - 15 seconds.
  • Vampirism ( Added ), Which would be a single person used against ability for people that are below 30 HP. If they use this ability on someone with 30 HP they get 20 Energy added back into their Energy pool.
  • Necromancy ( Added ), It would allow you revive someone no matter their state ( Head pop or not ) it would require all your energy and can only be used once if someone has already been revived before. ( It has a 10% chance to turn that person into a 049-2 Instance )

Additionally. I would like to have a few different changes to TB to make it more dynamic for players. ( Essentially meaning that fighting a Type-Blue isn't a death sentence )

Add a mechanic where if too many abilities are used in a short span ( 30 Seconds ) or large abilities ( Abilities above 40 Energy ) are used, a random effect will be made similar to the ADB but with negative affects that scale with how much energy you used in a short span.

Examples of these affects could be as follows;


Lowered HP, Ignited for 10 seconds, Slowed ( Similar to Orange Suit speed ) for 30 seconds, Chaotic Teleportation, Being thrown into other dimensions & etc.



Has something similar been suggested before? If so, why is your suggestion different?:
Not to my memory, this could be considered a Type-Blue Buff/Nerf.

Possible Positives of the suggestion (At least 2):

  • More Dynamic use of TBs.
  • Less CI Raids interrupting with RP.
  • More use of TBs against SCPs.
  • Makes it so that playing TB isn't an instant win card & actually requires a bit more though that left click, run around a corner & right click.

Possible Negatives of the suggestion:

  • TB gets indirectly nerfed.
  • More barriers for SCPs to fight against.
  • Dev-Time.
  • Issues with balancing it out.

Based on the Positives & Negatives, why should this suggestion be accepted:
Through my time as playing as Nu-7, O-1, GOC & CI. I have come to the idea that Type-Blues were not implemented the best & are just reskinned Type-Greens. I would prefer if there was more content that focused on the fact that Type-Blues use magic. You have a wizard but all you do it with it is make it an assault troop. I'd prefer if that was not the case.

And I think I speak for most the server when I say that Insta-Kill abilities are really infuriating and annoying.

-Bad replacements

-Is going to be a BITCH to code

+insta kill are annoying

-Major support

Good idea. Bad execution.

I agree with your downsides HOWEVER
CI are going to do hundreds of raids anyways
TB shouldn't be fighting SCPs unless there GOC even then the TB are not meant to fight SCPs
TB isnt a insta win just requires teamwork and the rework would make fighting them more painfull
Makes it so that playing TB isn't an instant win card & actually requires a bit more though that left click, run around a corner & right click.
Less CI Raids interrupting with RP.
More use of TBs against SCPs.


Instead of you damaging other players make it dmamge yourself for 30dmg to restore 20 energy getting someone speciffically below 30hp is way to situational
Vampirism ( Added ), Which would be a single person used against ability for people that are below 30 HP. If they use this ability on someone with 30 HP they get 20 Energy added back into their Energy pool.

No.

Guaranteed revive is to strong even if the head is popped and cyanide its op

049-2 instance wouldn't make any sense in Roleplay as its 049s specific procedure that makes 049-2s

Necromancy ( Added ), It would allow you revive someone no matter their state ( Head pop or not ) it would require all your energy and can only be used once if someone has already been revived before. ( It has a 10% chance to turn that person into a 049-2 Instance )

Make this just do 60 flat Damage as setting health to 50 could still be abused

Also it should be the helper dimension as another dimension would be painful and a strain on thee server

Banishment ( Which replaces Headpop ), It would put someone into the "Edge" dimension for 20 - 40 seconds. It also sets the person to 50 HP so that it isn't use to constantly send dimensioning people.

 
Apr 6, 2023
134
23
21

-Bad replacements

-Is going to be a BITCH to code

+insta kill are annoying

-Major support

Good idea. Bad execution.

I agree with your downsides HOWEVER
CI are going to do hundreds of raids anyways
TB shouldn't be fighting SCPs unless there GOC even then the TB are not meant to fight SCPs
TB isnt a insta win just requires teamwork and the rework would make fighting them more painfull
Makes it so that playing TB isn't an instant win card & actually requires a bit more though that left click, run around a corner & right click.
Less CI Raids interrupting with RP.
More use of TBs against SCPs.


Instead of you damaging other players make it dmamge yourself for 30dmg to restore 20 energy getting someone speciffically below 30hp is way to situational
Vampirism ( Added ), Which would be a single person used against ability for people that are below 30 HP. If they use this ability on someone with 30 HP they get 20 Energy added back into their Energy pool.

No.

Guaranteed revive is to strong even if the head is popped and cyanide its op

049-2 instance wouldn't make any sense in Roleplay as its 049s specific procedure that makes 049-2s

Necromancy ( Added ), It would allow you revive someone no matter their state ( Head pop or not ) it would require all your energy and can only be used once if someone has already been revived before. ( It has a 10% chance to turn that person into a 049-2 Instance )

Make this just do 60 flat Damage as setting health to 50 could still be abused

Also it should be the helper dimension as another dimension would be painful and a strain on thee server

Banishment ( Which replaces Headpop ), It would put someone into the "Edge" dimension for 20 - 40 seconds. It also sets the person to 50 HP so that it isn't use to constantly send dimensioning people.


No offence. This is formatted really weirdly.

I agree with most of what you said however both " Edge " & 22415 Dimension have the same strain on the server as each other. Edge would mean you can't Scranton out and HAVE to take the damage.
 

Froggo

Well-known Member
Oct 16, 2024
17
3
41
+support i understand TB is annoying so these seem like better changes then just fucking over TB's. Except through the muck, detain in a very useful tool.
 

Aaron Hench

Well-known Member
Sep 11, 2024
34
3
41
+Support

Being 1 tapped after 0.0001s of visibility is not the most enjoyable.
The energy regeneration is SLOW for TB. You are just the unlucky one to get his head popped, but once TB meets like 3 combatives, he is screwed.
What does this suggestion change/add/remove:
This suggestion is asking for the removal of All TB insta-kill abilities & the replacement of others with more Thaumaturge aligned abilities. I will put a list of potential abilities here;

  • Fireball ( Which replaces Ignite ), would be an AOE fire attack. Kinda like the Cosmic Blast in deployment but instead of hard damage it ignites you & does extra damage to SCPs.
  • Healing Spell ( Which replaces Dissolve ), It would activate a 60 second ability for 50 energy that heals everyone around the Type-Blue by 2 - 4 HP every tick.
  • Banishment ( Which replaces Headpop ), It would put someone into the "Edge" dimension for 20 - 40 seconds. It also sets the person to 50 HP so that it isn't use to constantly send dimensioning people.
  • " Through the muck " ( Which replaces Detain ), It would be an AOE attack that slows down everyone in the area for a period of 10 - 15 seconds.
  • Vampirism ( Added ), Which would be a single person used against ability for people that are below 30 HP. If they use this ability on someone with 30 HP they get 20 Energy added back into their Energy pool.
  • Necromancy ( Added ), It would allow you revive someone no matter their state ( Head pop or not ) it would require all your energy and can only be used once if someone has already been revived before. ( It has a 10% chance to turn that person into a 049-2 Instance )

Additionally. I would like to have a few different changes to TB to make it more dynamic for players. ( Essentially meaning that fighting a Type-Blue isn't a death sentence )

Add a mechanic where if too many abilities are used in a short span ( 30 Seconds ) or large abilities ( Abilities above 40 Energy ) are used, a random effect will be made similar to the ADB but with negative affects that scale with how much energy you used in a short span.

Additionally; Remove the Ability for Scranton Reality Anchors to supress Type-Blues as Type-Blues are not Reality Benders.

Examples of these affects could be as follows;


Lowered HP, Ignited for 10 seconds, Slowed ( Similar to Orange Suit speed ) for 30 seconds, Chaotic Teleportation, Being thrown into other dimensions & etc.



Has something similar been suggested before? If so, why is your suggestion different?:
Not to my memory, this could be considered a Type-Blue Buff/Nerf.

Possible Positives of the suggestion (At least 2):

  • More Dynamic use of TBs.
  • Less CI Raids interrupting with RP.
  • More use of TBs against SCPs.
  • Makes it so that playing TB isn't an instant win card & actually requires a bit more though that left click, run around a corner & right click.

Possible Negatives of the suggestion:

  • TB gets indirectly nerfed.
  • More barriers for SCPs to fight against.
  • Dev-Time.
  • Issues with balancing it out.

Based on the Positives & Negatives, why should this suggestion be accepted:
Through my time as playing as Nu-7, O-1, GOC & CI. I have come to the idea that Type-Blues were not implemented the best & are just reskinned Type-Greens. I would prefer if there was more content that focused on the fact that Type-Blues use magic. You have a wizard but all you do it with it is make it an assault troop. I'd prefer if that was not the case.

And I think I speak for most the server when I say that Insta-Kill abilities are really infuriating and annoying.
He only gets to use those insta kill abilities twice. The energy recharge of a TB is SLOW, just because you are the first person to get spotted by the TB and get popped, doesn't mean that he is overpowered. When I have played on GSD Officer or SCU and there is a report of a TB, we get rid of it fast. Plan ahead, gear up and execute.

Also, it is not like the TB job is available 24/7. It unlocks by periods and locks for hours. If you can't deal with a TB, then I can't imagine how you deal with SCPs.

-SUPPORT
 
Feb 22, 2024
102
1
16
41
Erm... Not sure where you got half the information about CI Type Blues, But anyway

+Support

Honestly, this is a well-thought-out suggestion that will bring needed change to TBs. It's currently broken and not fun to play against, to the point that if a TB is holding a spot like D-block, people just won't respond myself included.
The being raised by ci thing is legit in the job description