The curse of creativity: the fear of failure and rejection

By admin

The curse of creativity is a phenomenon that many artistic and creative individuals often experience. While creativity is often seen as a positive attribute, it can also come with its challenges and drawbacks. One of the main curses of creativity is the constant need for inspiration. Creative individuals often find themselves constantly seeking new ideas and sources of inspiration to fuel their work. This can lead to feelings of pressure and anxiety as they struggle to come up with fresh and innovative ideas. Additionally, there is often a fear of running out of ideas or becoming stagnant in their creativity.



Sub classing the magic weapons.

Terraria has 4 official classes: Melee, Ranged, Magic, Summon. In each of these classes players like to divide weapons into 'sub classes'. For example Melee has swords, spears, Heavy flails, chains, boomerangs, and yoyos. Ranged has (bullet)Guns, bows, darts, rocket launchers, and throwables. Summon has minions, sentries, and whips. And magic has. well that's what this thread is about.

The wiki divides magic weapons into: Tomes, wands, magic guns, and misc. I've never really liked this categorization, it's only sorting weapons by what the sprites look like instead of what they actually do. If I tell you a weapon is a wand, all you can really imply about it is that it's a magic weapon. Whereas if I said bow, well you know its a ranged weapon, but you also know it uses arrows. Here I've sorted magic weapons based on function and mechanics, should be more informative than just "It looks like a book".

Linear:
These weapons pierce, and usually move in a straight line. They don't bounce (one debatable exception) and will usually hit each enemy only once per projectile.
Examples include: Wand of Sparking, Gem Staffs, Space Gun, Aqua Scepter, Laser Rifle, Magic Dagger, Golden Shower, Frost Staff, and Unholy Trident.
Also including shadowbeam staff, because even though it bounces off walls it only hits enemies once per shot.

Barrage:
These weapons are designed for single targets and almost never pierce. They also tend to have a high rate of fire. Also they don't have homing as I put those in a different subclass. I'm also including weapons with splash damage here too as those are often used for single target.
Examples include: Thunder Zapper, Flower of Fire, Flower of Frost, Meteor Staff, Crystal Storm, Crystal Serpent, Sky Fracture, Leaf Blower, Heat Ray, Razorpine, Blizzard Staff, Laser Machine Gun, Bubble Gun, Betsy's Wrath, and Lunar Flare.

Seeker:
These weapons have homing by rule, although I wouldn't consider all homing weapons seekers. Seekers are similar to barrage weapons in that they are usually focused for single target, although some can pierce their crowd control dps is barely any higher than their single target (if at all).
Examples include: Magic Missile, Flamelash, Rainbow Rod, Spectre Staff, Bat Scepter, Nightglow, and Nebula Blaze.

Flooder:
These weapons are about filling areas with projectile, they are almost always focused on crowd control. They also always pierce, and almost always have bouncing. Flooder projectiles can often hit the same target multiple times too.
Examples include: Bee Gun, Water Bolt, Book of Skulls, Cursed Flames, Magic Harp, Wasp Gun, Staff of Earth, Razorblade Typhoon, and Nebula Arcanum.

Aura:
These weapons attack a smallish area constantly. Somewhat of a small scale more concentrated flooder. These weapons are always used for crowd control.
Examples Include: Vilethorn, Crystal Vile Shard, Blood Thorn, Life Drain, Nettle Burst, Inferno Fork, Resonance Scepter, Toxic Flask.

Support:
These weapons have lingering projectiles, they are casts once or twice then you switch to a different weapon while they help add to your damage output.
Examples include: Crimson rod, Nimbus Rod, Clinger Staff, Rainbow Gun, and Magnet Sphere.

Zappinator:
Pure Chaos
Examples: Grey Zappinator and Orange Zappinator.

Multi Sub Class Weapons:
These weapons seem to fit into multiple subclasses at different times.
Demon Scythe:
The initial projectile is almost stationary and can can hit enemies that run into it multiple times: Aura
After a while the projectile moves in a straight line usually only hitting each enemy once: Linear.

Charged Blaster Cannon:
When charging it up the cannon fires a bunch of non piercing projectiles: Barrage
When fully charged the beam constantly attacks enemies in a concentrated area: Aura

Last Prism:
When charging up the prism covers a huge area with several beams: Flooder
Although the fully charged beam pierces, no crowd will survive to this point so it's almost always used for bossing dps: Barrage

Realms of Magic - Terraria but RPG

Well i was looking for something completely new to play lately and i found this. Premise is Terraria but RPG.
So after around 5 hours i think it is pretty nice.

Features i found so far:
- 7 races to play each starting somewhere else on continent
- worldmap you travel
- world is predefined, so no random shit. Dungeons, villages, tombs, npcs to meet etc.
- skills
- 4 schools of magic
- combat skills
- everything cost stamina like jumping blocking attacking.
- non random enemies
- quests
- predefined NPCs with their own characters, backstories etc.
- hitbox based combat. So if you see rat biting then only when you are in that bite range it can hit you.
- pretty soule like music
- building/crafting/farming/trading/fighting it is a sandbox
- joinable NPCs that can automate some crafting for you

Overall for 5 hours it is pretty good.

rusty_shackleford

Arcane
Joined Jan 14, 2018 Messages 50,754 Does it have coop?

Perkel

Arcane
Joined Mar 28, 2014 Messages 15,587 Does it have coop?
Unfortunutely not, neither pad support for that couch coop goodness.

Darth Canoli

Arcane
Joined Jun 8, 2018 Messages 5,687 Location Perched on a tree

I tried to play it a while back but the screen was shaky, then, they claimed fixing it but they didn't.

Let us know what you think of it after 15 hours, usually, the first 5 hours are a bliss as everything is new, then, the repetitive gameplay gets to you.

Perkel

Arcane
Joined Mar 28, 2014 Messages 15,587

I tried to play it a while back but the screen was shaky, then, they claimed fixing it but they didn't.

Let us know what you think of it after 15 hours, usually, the first 5 hours are a bliss as everything is new, then, the repetitive gameplay gets to you.


When did you play it ?

Jasede

Arcane
Joined Jan 4, 2005 Messages 24,793 Looks interesting, keep us updated.

Perkel

Arcane
Joined Mar 28, 2014 Messages 15,587

I think they solved terraria problem had. Aka new map generation and how random it was. Here you have worldmap and that worldmap describes what biomes you will find.
Starbound tried something similar where planets decided it but Starbound rules were just broken without any logic to them and it plays like shit.

Cryomancer

Arcane
Joined Jul 11, 2019 Messages 13,764 Location Frostfell

IS less gear dependent than Terraria? I personally don't like how your char is nothing and his gear everything.

As for the 4 magic schools, whcih schools are? Any spell list?

Perkel

Arcane
Joined Mar 28, 2014 Messages 15,587

IS less gear dependent than Terraria? I personally don't like how your char is nothing and his gear everything.

As for the 4 magic schools, whcih schools are? Any spell list?


fire earth water and necromancy
Each have their own spell tree list.
Magic requires some essences but also leveling.

Darth Canoli

Arcane
Joined Jun 8, 2018 Messages 5,687 Location Perched on a tree When did you play it ?


Just today, I tried to launch the intro and the game is stuttering so much it's almost a freeze, vsync on or off changes nothing.
And the scrolling background during character creation is just painful.

rusty_shackleford

Arcane
Joined Jan 14, 2018 Messages 50,754 stuttered for me until I disabeld vsync then it ran fine

Cryomancer

Arcane
Joined Jul 11, 2019 Messages 13,764 Location Frostfell fire earth water and necromancy


This airphobics. Anyway, I think that I will buy the game. But before, any list of the in game water spells? That is the most important thing in any fantasy RPG IMO.

Galdred

Studio Draconis
Joined May 6, 2011 Messages 4,267 Location Middle Empire What things does it do better than Terraria? Is it less grindy?

luj1

You're all shills
Joined Jan 2, 2016 Messages 11,686 Location Eastern block

Well i was looking for something completely new to play lately and i found this. Premise is Terraria but RPG.
So after around 5 hours i think it is pretty nice.

Features i found so far:
- 7 races to play each starting somewhere else on continent
- worldmap you travel
- world is predefined, so no random shit. Dungeons, villages, tombs, npcs to meet etc.
- skills
- 4 schools of magic
- combat skills
- everything cost stamina like jumping blocking attacking.
- non random enemies
- quests
- predefined NPCs with their own characters, backstories etc.
- hitbox based combat. So if you see rat biting then only when you are in that bite range it can hit you.
- pretty soule like music
- building/crafting/farming/trading/fighting it is a sandbox
- joinable NPCs that can automate some crafting for you

Overall for 5 hours it is pretty good.


looks like some arcade game from 30 years ago but the gameplay looks excellent

What are the best modfiers for the good items on terraria?

I am wordering what the best modifier are for the Paladin's Hammer, Vampire knives, Golem fist, and the magical harp?

Follow 8,639 19 19 gold badges 77 77 silver badges 116 116 bronze badges asked Oct 5, 2013 at 18:41 Harrisofunny Harrisofunny 131 1 1 gold badge 1 1 silver badge 4 4 bronze badges

I really don't think this is too opinion based. The modifiers are objectively better based on the effect they have on DPS, with few exceptions, and those exceptions are worth discussion. Mana cost is the only thing I can think of that may offset pure DPS in measuring which modifiers are better.

Oct 6, 2013 at 19:11

Additionally, there is often a fear of running out of ideas or becoming stagnant in their creativity. Another curse of creativity is the vulnerability that comes with expressing oneself through art and creative mediums. Creative individuals often pour their emotions, thoughts, and experiences into their work, making themselves vulnerable to criticism and judgment.

2 Answers 2

Sorted by: Reset to default

There were no new modifiers added in 1.2, so the modifiers for these items are the same as the ones for their respective classes.

The best modifiers are:

  • Godly, for melee weapons that cannot have their speed modified, or for melee weapons that cannot have their size modified. (That means melee weapons that are not swung.)
  • Legendary, for other melee weapons
  • Demonic, for ranged weapons that have no knockback.
  • Unreal, for other ranged weapons.
  • Mythical, for magic weapons with knockback.

For magic weapons without knockback, you can choose either Mystic for reduced mana cost, or Demonic for increased damage; there is no clearly better option.

The Paladin's Hammer is a boomerang. Although it is ranged, it does melee damage. Since its speed/size cannot be modified, its best prefix is Godly.

The Vampire Knives, like boomerangs, is a ranged weapon that deals melee damage. Its speed and size also cannot be modified, so its best prefix is Godly.

The Golem Fist looks like it's similar to the Harpoon, in which case it's a ranged weapon with melee damage. Its best prefix is, again, Godly.

The Magical Harp cannot have knockback, so its best modifier is Mystic or Demonic, depending on how you like to play.

Note: It seems like anything that does not consume ammo deals either melee damage or magic damage, even if it is a ranged weapon.

The curse of creativty

This vulnerability can lead to self-doubt, anxiety, and even creative blockages, as individuals may fear putting themselves out there and being vulnerable to rejection. Furthermore, the curse of creativity can also manifest in the form of perfectionism. Creative individuals often strive for perfection in their work, constantly pushing themselves to produce the best possible outcomes. This can lead to a never-ending cycle of self-criticism and dissatisfaction, as they constantly compare themselves to others and strive for unattainable standards. Additionally, creative individuals often face societal pressures and expectations. Some may feel compelled to conform to certain artistic trends or styles in order to gain recognition and success. This can hinder their ability to truly express themselves and their unique creative voice, leading to feelings of frustration and inauthenticity. Lastly, the curse of creativity can also manifest in the form of societal misconceptions and stereotypes. Creative individuals are often seen as eccentric or impractical, and their career choices may be undervalued or not taken seriously. This can lead to feelings of isolation and a lack of support from society, making the creative journey more challenging. In conclusion, while creativity is often seen as a gift, it can also come with its curses. The constant need for inspiration, vulnerability, perfectionism, societal pressures, and misconceptions can all impact the creative individual's journey. However, by acknowledging and understanding these challenges, creative individuals can find ways to embrace and overcome them, allowing their creativity to flourish..

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