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Least favourite occult

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Between Vampires, Spellcasters and Werewolves which one is your least favourite occult and what did you expected from them?

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    SimmingalSimmingal Posts: 9,333 Member
    edited August 2023
    out of only those 3?
    then I must say Spellcasters

    the thing is other occults can't be spellcasters
    so I can't say make sea witch that is mermaid and spellcaster simultaneously or werewolf that is spellcaster too or whatever

    and kids cannot do magic so rip any fantasy movie ever basically

    and there really isn't all that much stuff to do just being a spellcaster

    like no show magic, no magical pets, no magic mirrors, no fortune telling, no strange rituals, flying on broom is just teleportation, familiars are just drones and the spells are mostly just cheats but fancy... its just kinda meh

    out of all occult though id say plantsims cause its not even actual occult state in ts4
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    lisamwittlisamwitt Posts: 5,139 Member
    Out of just those three, werewolves.

    They are all better than I expected honestly, more fleshed out than in other games, and that was the only metric I was going on. I don't dislike any of them, I just prefer playing vampires and regular Sims and always have. I've played Spellcasters a few times (in one family) and werewolves only once.

    If I had to pick one you didn't list, like Simmingal, it would be Plantsims.
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    DaWaterRatDaWaterRat Posts: 3,378 Member
    There are two different ways to answer this.

    On a gameplay level, even though they're the occult I actually play the most, I'd have to agree that Spellcasters are the most bland. There's a lot they can't do (though I personally don't mind the lack of crossover too much. Sam Haight still haunts my TTRPG nightmares, and I never actually used him in my games) I like to play them because I like the spell cheats, and the other two occults have either hunger or rage that has to be managed, while Spellcasters can just be normal people with magic. But I do acknowledge that they are the weakest - gameplay wise - of the three.

    On a personal level, I've never really liked playing vampires. Not Vampires in the Sims, just playing vampires in general. Villain Protagonists aren't stories I'm interested in exploring, and I was over Angsty/Friendly Neighborhood Vampires well before Twilight was ever put to page.
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    crocobauracrocobaura Posts: 7,711 Member
    Spellcasters are the worst. They are not occult, but rather secret society with access to secret knowledge, all their powers come from studying the spell books.
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    manicobsessivemanicobsessive Posts: 1,141 Member
    Out of those 3, werewolves for me. I don't dislike them, but they're my least favourite to play with. I don't like that they can't even hunt when rampaging, and they just don't seem to behave as you would expect a werewolf to. Still, they do have to be family friendly with them I guess. :D
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    simgirl1010simgirl1010 Posts: 36,556 Member
    Vampires and Werewolves. I have several vampires and werewolves in my game as background characters and friends but I don't play them at all. Spellcasters are my favorite.
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    Atreya33Atreya33 Posts: 4,584 Member
    edited August 2023
    Just like @DaWaterRat said there are two ways to answer this question: least favorite gameplay or least favorite theme. For me the answer is different for these two ways to consider occults.

    Gameplay: of the big three, spellcasters are obviously the weakest. They are imbalanced and overpowered. There are hardly any drawbacks for being a spellcaster. Vampires are hard because of the deadly sunlight and the thirst need. Werewolves can be real challenging because of the temperaments. But spellcasters? Potions and spells rarely fail. And if they do it is easy to get rid of the curse by a simple spell, magical potion or a cure bought at the magic shops. Some of the potions and spells are overpowered and allow an advantage that is just downright cheating. My solution to this problem is self imposed restrictions on my sims and mods. My sims are not allowed to get all perks. They can only unlock one perk for spells that never fail, in other wordt they have to specialize in one branch of magic and those spells never fail. But the other two branches can fail. Of the 3 linear colomns of perks, they can only fully develop one to the top, the other two only the lower perks. I also limit the use of spells like copypasto. My spellcasters never use it to earn money, copy potions or copy harvestables. They basically only use it for those potions ingredients you can't grow like crystals. I also have a mod for the potion of plentyful needs so it doesn't fill all needs and requires more ingredient. With these rules and mods, they I enjoy playing them.
    Another huge letdown for spellcasters is the lack of attention for children. It really hurts that children in the sims can't see, hear, touch or smell magic and can't be touched by magic at all. A child practice wand or an option for spellcasters to scruberoo their offspring would have made a difference.
    Realm of magic unfortunatly has other missed opportunities as well. No lot traits for magical babies (like the vampire dark ley line) , no lot trait to attract spellcasters or allow magical behavious and therefor no way to create any magical lot outside of the ever dark magical realm, brooms as teleport instead of flying, familiars that are only visual effects and can't be touched in any way, not a single cas item for toddlers and children,...

    Thematically: vampires. This is mainly a personal preference. I dislike the need to feed on other sims. It is great to have an alternative in plasma packs but the nature of the thirst urge itself remains and I don't like it. Despite the fact that I don't like them I have to admit that vampires are excellently implemented in terms of gameplay.

    What about the third main occult werewolves? They are excellent in my opinion. I greatly enjoy them even if they rank in the middle in both gameplay and theme for me. I like how they look (if only we had a female bodyframe available) and the gameplay is balanced and challenging. Werewolves have great perks to unlock but it comes at a price. I also really enjoy the face that toddlers and children can get werewolf related moodlets. It's a small details but just enough to make them feel different from regular children.

    In general I play a lot of spellcasters and werewolves, occasionally a mermaid or alien. Vampires are very few in my game and with all the other occults options, I rarely touch them. Should vampires have been released as third in depth occult, I might have skipped them. But because we hardly had any occults when vampires were released I got the pack.

    I agree with @Simmingal when it comes to all occults, not just the 3 main ones. In that case plantsims are the biggest letdown. They were downgraded from a full lifestate in sims 2 and 3 to nothing but temporary state in sims 4. To me it almost feels as if plantsims in sims 4 are a desease rather than a lifestate: No powers, no way to make plantsims permanent. And the worst of all: as soon as you switch households, the plantsim moodlet is not shown, only your active household can have a plantsim. I hope they get and upgrade/revamp at some time. It has happened before (zombies in sims 2 university returned in sims 2 freetime, vampires in sims 3 late night and supernatural and robots in sims 3 ambitions and into the future) so there is still a sliver of hope for plantsims in sims 4.
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    SERVERFRASERVERFRA Posts: 7,237 Member
    Ghost sims, they have no proper ghost abilities plus they always love to break things.
    Also what’s up with them needing to eat, sleep, use the toilet & bathe. Seriously, they’re Ghosts for goodness sake, oi!
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    friendlysimmersfriendlysimmers Posts: 7,587 Member
    to be honest i dislike all ocult in the game to the point that i do not play them but on occasion i play alien sims family but not vampires witches wolves and mermaid
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    GrumpyGlowfishGrumpyGlowfish Posts: 2,215 Member
    Yeah, plant sims suck in TS4. It's not a permanent state, and they didn't even get proper plant leaves for hair like back in TS2, just the green version of one of the existing hairstyles. (Also, I have a bug that makes plant sims' hair change all the time.) No plant vines on their skin either if I remember correctly, just the regular green skin that some aliens have. The prize for the most minimal effort ever put into an occult goes to the creators of the TS4 plant sims.

    Of the three main occults mentioned in the first post, werewolves are my least favourite. Too high-maintenance.
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    manicobsessivemanicobsessive Posts: 1,141 Member
    SERVERFRA wrote: »
    Ghost sims, they have no proper ghost abilities plus they always love to break things.
    Also what’s up with them needing to eat, sleep, use the toilet & bathe. Seriously, they’re Ghosts for goodness sake, oi!

    YES! It makes no sense whatsoever. Also family members get scared by a household member ghost when they aren't even trying to be scary. So annoying.

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    brizgalbrizgal Posts: 153 Member
    Of the occult life forms listed, spellcasters are the occult with the least depth, yet are the ones I play the most. Mermaids were seriously disappointing with even shallower gameplay and depth than the spellcasters. Plant sims are not even an occult life form in sims 4. Mermaids and plant sims are equal second in the frequency of use in my games. Werewolves would be next and the ghosts and Vampires are the ones I play the least. Aliens used to be present in most of my games, but have become very frustrating since abduction pregnancy just doesn’t happen anymore, and it is rare to even find any aliens when Sims visit Sixam now.
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    Flikka_FlikkaFlikka_Flikka Posts: 452 Member
    crocobaura wrote: »
    Spellcasters are the worst. They are not occult, but rather secret society with access to secret knowledge, all their powers come from studying the spell books.

    That is the real-world definition of "occult," though...
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    Lady_BalloraLady_Ballora Posts: 807 Member
    Spellcasters are my least favorite. I had expected the Realm of Magic pack to be a great as Sims 1 Making Magic,but sadly Realm of Magic failed miserably. Magic spells are no fun,and the magic realm is just a bunch of boring floating islands with practically nothing to do.
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    ThornwillowThornwillow Posts: 128 Member
    What disappoints me the most in spellcasters is that all their spells has the same color and gestures even if the game confirms they have come from different natures, having no festivals and rituals, like for turning into a spellcaster, and i really miss their ability to change appearence (like aliens) and turn into animals (like bats, birds, rodents).

    The fact that they went to an artsy aesthetic and didn't added an altar for crafting really saddens me, because it would match so much and give us gameplay.
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    alanmichael1alanmichael1 Posts: 5,490 Member
    Werewolves - mainly because they are broken & absurd as NPCs.
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    katrinasforestkatrinasforest Posts: 1,002 Member
    Of the three you listed, I also have to vote spellcasters. It takes so long for them to learn the spells I actually want. At least Vampires and Werewolves have some control over how their powers develop. Vampires don't need to visit the vamp library every day for weeks hoping this time they find the Tome of Alluring Visage and the five mythical Heart Fish they'll need every time they want to use it. >.<

    Of all the ones available, plant Sims and aliens are the most disappointing. Especially when they could have easily upgraded plant Sims with Strangerville.
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    Atreya33Atreya33 Posts: 4,584 Member
    Of the three you listed, I also have to vote spellcasters. It takes so long for them to learn the spells I actually want. At least Vampires and Werewolves have some control over how their powers develop. Vampires don't need to visit the vamp library every day for weeks hoping this time they find the Tome of Alluring Visage and the five mythical Heart Fish they'll need every time they want to use it. >.<
    .

    This is why I created a magical shop that sells all the tomes for spells. If I want my sim to learn a specific spell, I have them buy the tome they need.
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    LeGardePourpreLeGardePourpre Posts: 15,560 Member
    Spellcasters because of the spells, TS2 Witches were better.

    Vampires and Werewolves are better than the previous games.
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    fujicakes1fujicakes1 Posts: 1,388 Member
    I love a good werewolf movie, for sure, and we use a giant werewolf as our Christmas tree, so I'm pro-werewolf. But I haven't found myself inclined to buy the werewolf pack in the sims. Maybe I would be surprised and love it, but, I would probably buy other things first.
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    LJKLJK Posts: 274 Member
    I think Spellcasters are the weakest. It's basically the ability to use cheat codes, but without using cheat mods or the console. Thematically, I don't really care for them either. I don't outright dislike them, but when I played with vampires and werewolves, they both led to the creation of some extremely fun Sims and play-styles for me. Spellcasters failed in this regard for me as well, but hey, they're definitely not as bad as Mermaids or Aliens.
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    EleriEleri Posts: 594 Member
    @friendlysimmers I never thought of that. You're right, though. If you dislike occult game play generally, but you don't object to occults on principle, aliens are the way to go. They're basically colorful humans with some extra prank interactions.
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    RememberJoyRememberJoy Posts: 1,147 Member
    Of those three, werewolves.

    I admire how much lore and game play they have, but just can't get into them. I've only played with them a couple times and it felt like I was taking care of an out-of-control toddler most of the time. I just didn't find it enjoyable, and trying to play more than one of them is a pain in the backside because they're all so needy.

    Of all the occults though, I'm least interested in playing ghosts. They could really use a make over as they're basically just an ordinary sim who happens to be transparent and have a few more pranking options.

    Just for the fun of it:

    Love...
    - Vampires
    - Spellcasters

    Like...
    - Mermaids

    Not My Thing...
    - Werewolves

    Needs Work
    - Aliens
    - Plant Sims
    - Ghosts

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    SheepilingSheepiling Posts: 586 Member
    edited September 2023
    If you let me choose between any as a least favorite, I'd say Plant Sims and Mermaids. Those are the least developed. Aliens too, but they at least get their own world and lore. Mermaids have no underwater zone and Plant Sims are only a temporary buff, not a proper occult.

    Between Vampires, Spellcasters, and Werewolves? Those are all really well-made and a lot of fun, imo, so the final decision should come down to personal preferences.

    The gameplay and world that came with Werewolves has a lot more polish, but a lot of people don't like the stylistic choice EA went with for the Werewolves. If you don't mind that they look kinda like furries but not entirely, then that pack is amazing. The gameplay is really fun and their world is extremely detailed! If you like the grunge style then everything is absolutely perfect!

    Spellcasters' pack has the weakest world imo, even though Glimmerbrook is technically bigger than Forgotten Hollow, the EA builds are so awful that you have no choice but to use cheats and replace every lot before the gameplay is enjoyable. But if you don't mind browsing the gallery before playing, rebuilding lots yourself, or just don't mind the ugly grey blocks you start with, then I think the gameplay is quite fun. It's not as much gameplay as Werewolves, and if you focus solely on it you might get bored, but if it's something that's added as flavor to a sims life on the side of exploring other areas of gameplay that actually have careers, I think adding the magic to the rest of the game makes it a lot more fun for me. Ever since I got realm of magic I don't plan on having another human sim in my legacy family ever again. If they're not one of the other occults, they'll be a spellcaster.

    I think Vampires is very much similar to Spellcasters, in that their gameplay is a lot better as an added flavor to a sims life. There's no new careers, and no rags-to-riches off-the-grid lifestyle improvements the way Werewolves has, but it's fun to have a sim trying to go about their daily life while occasionally being unable to control themselves from taking blood from innocent bystanders, and trying to stay out of sunlight and other restrictions you set (you also get to choose their weaknesses, so if you want a vampire that isn't held back by sunlight and can still eat normal food, you can do so and just choose to have them have terrible insomnia instead or something). The builds in this pack and the world aren't the best, but it's definitely not as ugly as Glimmerbrook. It might be a good idea to replace the lots with gallery builds, but it's not uncomfortable to play in if you choose not to do so and want to jump right into gameplay.

    The only downside to vampires imo is that if you're into legacy-style gameplay, these occults are immortal by default. For the others the immortality is optional and you don't get it if you don't choose that perk reward, but vampires HAVE to be immortal, so if you prefer generational gameplay you'd end up using vampires a lot less. In my legacy I have 2 vampires, and I love keeping them in my family as the immortal matriarch/patriarch, but I don't really want to add any more vampires to the family and instead I end up having a lot more Spellcasters than any other occult.
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    cynciecyncie Posts: 4,892 Member
    edited September 2023
    My least favorite is Vampires, because I’m just not into vampire lore. My favorite is Spellcasters, even though I have issues with the way they were developed. I personally prefer magic to be either innate(with some learning to perfect) or learned/conferred, not some weird hybrid of both. In RoM, any old human can become a spellcaser just by going to the realm and having the ability conferred on them by a Sage, but then we have rankings based on bloodlines and spellcaster babies, which implies some innate, rather than learned, ability. I’ve reconciled this contradiction by assuming that the mote trial is actually a test for recessive innate ability, which is then activated by a Sage, allowing the student to study and perfect their ability as a practicing spellcaster. That may actually be what was intended, but it certainly wasn’t clear. I also would like to have some more dangerous spells.
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