Surrealistik Posted March 5, 2017 Author Posted March 5, 2017 You have nice opinions but in practice organizing cultists to do anything right is usually the equivalent of herding cats. Good on the cult for organizing and using the magics they have to their advantage. You don't even really need that much coordination; not that hard to get a bunch of people together in the sekrit doom fort. Moreover, one (1) cultist can abuse the living fuck out of manifest spirit.
Scheveningen Posted March 5, 2017 Posted March 5, 2017 you must've gotten dunked really hard by cultists for you to be so adamantly hostile towards the existing cultist mechanics
Surrealistik Posted March 5, 2017 Author Posted March 5, 2017 you must've gotten dunked really hard by cultists for you to be so adamantly hostile towards the existing cultist mechanics It actually has more to do with seeing these things abused as a spectator. The time I encountered it as a player, I was an AI and at no risk of dying given that the crew, despite being against one person, was deadlocking him.
Alberyk Posted July 30, 2017 Posted July 30, 2017 Manifested ghosts are already being "nerfed" in future cult changes, they should be a bit more easy to be killed now that they aren't dummy mobs with their god mode removed.
Kaed Posted August 1, 2017 Posted August 1, 2017 Manifested ghosts are already being "nerfed" in future cult changes, they should be a bit more easy to be killed now that they aren't dummy mobs with their god mode removed. Are they still going to be generic bald humans, though? Can it use your character data to make you, say, an unathi or something.
Alberyk Posted August 1, 2017 Posted August 1, 2017 Are they still going to be generic bald humans, though? Can it use your character data to make you, say, an unathi or something. No, they will be their own species.
Kaed Posted August 1, 2017 Posted August 1, 2017 No, they will be their own species. That's kinda cool, actually. Pale, creepy ghostmens.
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