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[Prescribed Potions] Calm The Heck Down |
Posted by: Blissey - 03-18-2015, 01:30 PM - Forum: Balance Fu
- Replies (13)
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I know this has been suggested before and I have no idea what happened, but from a PVP standpoint (wow, look at me, PVP standpoint), Prescribed Hi-Potions are too powerful. 50% is ridiculous, so it'd be great if it were lowered to 25% or less. Even in Stylish PVPs, they're still too powerful. I don't really see conventional medicine (even if prescribed) to be more powerful than magic (since it is a force of nature harnessed by mortals, hello).
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Boss HP Bar |
Posted by: Chaos - 03-18-2015, 11:19 AM - Forum: Suggestions
- No Replies
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Remember how in games like DMC and Ninja Gaiden (for the Xbox), when you got into a boss fight, a long health bar would pop up at the bottom of the screen to indicate the boss's remaining health?
Since we can already tell how bosses are doing HP-wise, how about we have that kind of HP bar show up whenever a player gets into a fight with an enemy that's considered a 'boss', via story line, dungeon core or some way otherwise?
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[Riagri] Like there's no target at all! |
Posted by: Ranylyn - 03-18-2015, 04:42 AM - Forum: Bug Reports
- Replies (1)
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Diagram:
T = Target
C = Caster
X = Empty space.
TXXXXC
Caster goes first. Casts Riagri on their second action. The target moves before the animation is complete. Walks towards the caster through the Riagri, and takes no damage.
Suggested fix: Delay the next turn until after the animation, like what happens with Fir, Holy Arrow, etc.
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Stylish text display |
Posted by: Ryu-Kazuki - 03-18-2015, 02:15 AM - Forum: Bug Reports
- Replies (3)
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Potion text display doesn't show the half during battle text.
??? uses PR-Hi-Potion on themself! ??? heals 257 HP!
My HP is 429, and that's over 50% because I have r3 Alchemy. I actually healed for 127 HP.
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Key Rings by Nuclearwintersoldier |
Posted by: Blissey - 03-17-2015, 10:45 PM - Forum: Suggestions
- Replies (1)
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OOC NuclearWinterSoldier: Dev should add a keyring item that you can put keys on, and using it opens up an interface to select what key you want to take off of it, or just acting as a proxy to remove the clutter they create in your inventory, letting appropriate doors assume you still own said key.
Basically, more key organization. Sometimes too many houses have far too many keys, and despite labeling them, they go all over the place because -- quite frankly -- the inventory is still a bit disorganized (and don't even get me started on the trade window).
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[Weapons] Sword/Axe |
Posted by: Ranylyn - 03-17-2015, 02:24 AM - Forum: Suggestions
- Replies (7)
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We have the Xyston (Sword/Spear)
We have the Argus (Spear/Axe)
... I've never found a Sword/Axe. We should have one. For completion's sakes. And so a Priest can use it's staff boost while still using BK/Bonder/Ghost weapon skills.
I'd be willing to try my hand at iconning one, if an Icon is needed. I've got a few ideas. I just thought I'd suggest it, first.
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Combat Text Doesn't Care |
Posted by: Mivereous - 03-17-2015, 01:40 AM - Forum: Bug Reports
- Replies (5)
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I turned off Combat Text, and it only stayed off for one battle. The option is still toggled off, and toggling it on then off again does the same thing for one more battle. That first battle was a Core battle, if that would make any difference. Same level 22 Mixed Crypt mentioned in the other thread I just posted.
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