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  Conditional Immortality
Posted by: Soapy - 03-18-2015, 07:48 PM - Forum: Balance Fu - Replies (12)

As it stands, Second Chance/Phoenix/Sal Volatile revive a person, and then they instantly get their full turn. This can be repeated every round without real penalty.

Not only does this pretty much break PvP and make PvE a cakewalk, but it.. doesn't really make much sense in roleplay.

I suggest:
a) A debuff that prevents revival (but doesn't affect Die Hard or From The Ashes) for 4 rounds
b) Revived characters losing 6M for their next turn
c) A combination of both, with a 2-3 round debuff and a 3M loss.

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  [Ghosts-Arena] Cemetary of Wraiths
Posted by: Mivereous - 03-18-2015, 06:47 PM - Forum: Bug Reports - Replies (1)

Ghost Arena Combatants tend to use Gravestone at the last bit of their turn, every turn if they have the FP and are not directly cardinal their last Gravestone. They also tend to use Wraithguard every other turn. It's a bit of a waste of their FP and turn, so is there some way the check range for a tombstone can be extended, and a check for Wraithguard be put into place?

[Image: 7CV2rp9.png]

Make move with Warning Shot.

[Image: 9uazJ9q.png]

Repeat times 10 until they run out of FP.

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  Dense Tiles
Posted by: MakeshiftWalrus - 03-18-2015, 03:28 PM - Forum: Suggestions - Replies (1)

Would it be possible to get a 'Dense tile' for building houses? Say you have some 'Floor' tiles you'd like to be dense, you'd be able to place an invisible block on top of it to make it so. With the right perspective, some of the floor tiles semi-look like walls.

There should of course be a toggle to turn the 'Dense tile' visible again so you can remove it again if you so desire. An alternative is making it a piece of furniture you can craft and move around.

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  [Prescribed Potions] Calm The Heck Down
Posted by: Blissey - 03-18-2015, 01:30 PM - Forum: Balance Fu - Replies (13)

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

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)

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)

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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  Stylish Derp
Posted by: Ryu-Kazuki - 03-18-2015, 02:08 AM - Forum: Bug Reports - Replies (6)

Simply put. Invocations do not get their M reduced in Stylish PvP. I'm not sure if this is only PvP or not. I invoked Overload with HSDW active and it still cost me 3M to invoke.


??? chants "Judgemental thunder, turn power into pain..."
???'s turn.
??? says "(Invocations aren't affected by Stylish)"
??? says "(GG Dev)"
Doctor Mavis Haemin says "[why]"
??? says "(It cost me 3M to do that, even with HSDW)"
Doctor Mavis Haemin says "[huh]"
Doctor Mavis Haemin says "[but it]"
Doctor Mavis Haemin says "[hm]"
Doctor Mavis Haemin says "[report?]"
??? says "(So, I'd like to redo that turn)"
Doctor Mavis Haemin says "[ok]"

[Image: 45eafa46fbee76f50bad57020919cf36.png]

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  [Query] Arena Combattant Weapons
Posted by: Ranylyn - 03-18-2015, 01:37 AM - Forum: Bug Reports - Replies (1)

Going to put this in a spoiler tag since I believe it's related to an event battle.

M.TYPE - STANDARD Arena Combatant attacks Magnus with Divine Blade and hits them!
Magnus takes 60 Earth damage.

I -THINK- this is the same sword that "Hugo" aka Seto used in that one battle, complete with the same animation as Ashe's Luther, and the Ragnell/Alondite of the Shine Knights. Holy name, holy look, earth damage. Huh.

Are arena opponents supposed to be able to get weapons like this?

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  Key Rings by Nuclearwintersoldier
Posted by: Blissey - 03-17-2015, 10:45 PM - Forum: Suggestions - Replies (1)

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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