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  Does not kaput
Posted by: Soapy - 01-08-2015, 10:49 AM - Forum: Bug Reports - Replies (1)

Seeker flames can't explode when they lose all their FP.

Which can be a slight problem for people that can't damage them.

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  Resetting Talents at Character Creation
Posted by: RoboCat - 01-08-2015, 04:14 AM - Forum: Suggestions - Replies (1)

In think the reset stone in the character creation area should reset talent points. for obvious reasons.

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  Mechanical Strength
Posted by: Sarinpa1 - 01-08-2015, 03:12 AM - Forum: Suggestions - Replies (1)

Unlike many mortal races, the Mechanation is not used to strain and exhaustion in the same way. They gain +20 to their maximum encumberance.


Modify so BW limit also raises.

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  Attacks of Opportunity
Posted by: Argonus - 01-08-2015, 01:52 AM - Forum: Suggestions - Replies (5)

For anyone familiar with most tabletop games they would know how this works. For everyone else: An attack of opportunity is an automatic basic attack against an enemy in range who makes an action that leaves them vulnerable. The most basic trigger of an AoO is a tarfet moving out of the range of someone, meaning if mob A moves into the attack range of mob B on one turn and tries to move on round two, mob B will attempt to make an automatic attack on mob A.

What this creates is a way for a player to increase their threat when engaging enemies, which aids in playing defensively. It can potentially allow a player to pin down enemies, something tank classes could use a lot.

Ideally, this would apply as a basic combat feature for everyone. There can be skills, traits, and talents that affect it, and things like teleporting using void gates and blink won't trigger it of course. It would certainly add a much needed dynamic to combat and make certain skills more viable.

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  snared/rooted
Posted by: Lolzytripd - 01-07-2015, 02:23 PM - Forum: Suggestions - Replies (6)

Can these a status effects work like sl1 still status effects

It makes no sense for someone whose legs are tied to the ground to dodge at their normal efficiency

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  Curing Curses
Posted by: MegaBlues - 01-07-2015, 08:21 AM - Forum: Bug Reports - Replies (4)

This was all tested with Strangling Etacof, the Silence Hex.

After inflicting Silence and then using Etacof on an opponent, they were able to cure Silence.

The Etacof hex stayed, however, and prevented them from using magic. However, the 5% HP and FP damage did not occur, because they were not inflicted with Silence.

I believe that hexes, across the board, aren't preventing their base ailment from being cured, which causes the secondary effects to not take place.

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  Burning Through The Night(Because spitals burned me.)
Posted by: RoboCat - 01-07-2015, 06:58 AM - Forum: Balance Fu - Replies (20)

Hello! The spital corrupter enemies are overly powerful with their massive Hp and the fact that their burning status effect lasts through battles. There's already enough damage done in the battles with them, I think it's just too much for a single enemy. I think that they need less Hp at-least.

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  Enchanting enchanting
Posted by: Lolzytripd - 01-07-2015, 03:42 AM - Forum: Bug Reports - Replies (2)

The enchanting Craft skill and enchanting skill are the same, yet Zerans and those who take the enchanting talent don't get bonuses to the craft part of the skill

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  [Races] Racial Levels
Posted by: Ranylyn - 01-07-2015, 12:50 AM - Forum: Suggestions - Replies (22)

This was something I thought up while lamenting that Silvermists sucks on a low Vit vampire, Fire Breath gets more expensive for Hyattr even if you're perfectly content with it being weaker, and Wyverntouched self poisoning viability is completely dependant on how much Vit you have.


I propose having "Race Levels" that you accumulate SP for, and basically a class-like set of skills for races. This would let you determine how to allot your points instead of things being forced to scale or remain stagnant. For example, Zerans COULD get several weaker effects as they do now, or have options for other ways to represent their crown of heaven and sensitivity to focus, like a minor racial FP regen, instead. A wyverntouched could choose to keep their poison level low if they just want to self bite for a minor boost without murdering themselves if they ended up getting insane vit. A hyattr could have Channel Magic not be bad if they don't have bonuses to their Vit gains. Glykin could tweak their regeneration ability to not be dependant on their max HP, meaning non tank Glykins don't have terrible regen. A papillion could increase the odds of something in PVE going for their illusions instead of them, etc.

Basically, it would make things more varied, even, and fair rather than just "THIS RACE DOES THIS AND ONLY THIS, IF YOU DON'T HAVE THESE STATS, THIS RACE SUCKS." It would let people have more control over how they choose to progress their racial abilities rather than being forced to have things scale or stagnate.

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  [PREFIXES] Battle Dungeon (Details inside)
Posted by: Ranylyn - 01-07-2015, 12:42 AM - Forum: Suggestions - Replies (6)

This suggestion brought to you by a battle ending during someone's movement targeting at reboot time.


Most battlefields are the same. Monotonous and repetitive. There's randomly placed objects, but no real terrain to speak of. No bottlenecking positions, just a big wide open area.

I propose a dungeon prefix where the dungeon is the battlefield. Anyone who enters it is part of one big party, and exploration, lockpicking, etc, is done in a turn based format.

[Image: b53f23345d31f2f5b3a0157756f50fcd.png]

It would be a very interesting change of pace, although probably a little intense to implement.

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