Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 506 online users. » 1 Member(s) | 503 Guest(s) Bing, Google, WaifuApple
|
|
|
Set Conflict(Youkai Shaman) |
Posted by: SuperNova - 02-24-2025, 02:34 AM - Forum: Suggestions
- No Replies
|
 |
It's probably common knowledge at this point, and no doubt it's been talked about and consequently disregarded frequently, but I feel it really needs to be given more attention.
Item sets. Specifically set bonuses like Youkai Shaman. Sets like this can for sure be interesting and open up more fun playstyles, but just looking at this set, you can't help but notice how Spirit Beast Gauntlet gives STR, Flower-Wreathed Shoes gives Wind Resistance, and Spirit Hawk Veil gives GUI. Are you seeing the trend here? Cus I'm sure not. If they're going to be in a set together, I feel like they should at least have some synergy with each other as just items themselves. One's natural thought process seeing a set like this would be to use the item that was introduced some time ago, The Summoner Tandem Dagger. Then you grab one and take an innocent look at it's Gu--
IT'S A GUILE/SANCTITY DAGGER. You got a GUILE SANCTITY DAGGER, a hand piece that gives STRENGTH, shoes that look like something someone with a grudge against wind mages would wear, and Hawk Veil. The only redemption.
Do I think that these items with a set effect should be perfectly tailor made to each other? No. But at least give them some relation/cohesion to each other, so you're not consistently trolling while trying to play something interesting. An easy fix to this set would be to just change Spirit Beast Gauntlet to give San instead of Str, or to make the items all resistance items. Or to simply buff the effects they give. All three are valid options. But can we PLEASE just stop tossing items in sets together and they hardly go together at all?
|
|
|
Yet another evoker invokes suggestion |
Posted by: Flun - 02-23-2025, 10:25 AM - Forum: Balance Fu
- Replies (1)
|
 |
I'll make this quick. Evokers invokes are some of the lowest performing invocations in the game, and while they can be good in certain circumstances, they typically go unused due to options like Vydel and IC just being better. I've some minor suggestions.
Honestly, I feel the biggest problem with Exgalfa and overload is them being single target. spending 9m to invoke on one single person better be worth it, which invokes like divine judgement and intensify cold are, they hurt a LOT. Another thing I feel making isenshi, overload and exgalfa underused is their lack of utility. It's just damage. I feel overload is mostly fine with this, as lightning tends to be the pure damage element for mage. I have suggestions for these three moves to have more utility.
OVERLOAD
I feel overload's damage is fine, its certainly the strongest electric spell, but a greapered overload can still be outdone by three rymeis. Electric spells in the mage class are mostly single target, with exceptions through weapon charges. I feel like giving it a targeting pattern similar to ranger's thunderbolt would be a nice boon it could have to make it stand out from intensify cold. I propose some sort of lightning pattern to its attack. (or just the cross thunder bolt has)
EXGALFA
So casting tools use will typically, asking a mage to scaled will and strength is already a bit straining on stats. Will, strength, and luck??? You are building LUCK on a FIRE MAGE? Why is there gambling for a single target fire spell!! I'd frankly have it do either no extra or less damage, or it being neutral or more damage.
Besides that, once more, its a single target invoke, not impactful (it doesnt even apply a status) which leaves its damage output to be its only boon, which, three sears beats, of course. I propose Exgalfa target a tile instead of an enemy, and with each fireball the target size grows by 1 circle, meaning a tile under an enemy will take a full exghalfa, while an enemy two tiles away will take four to six fireballs.
ISENSHI
It takes galren, astral belt, and to hit an enemy with an earth attack to magnetise them to get the full benefit out of isenshi, thats 6-9 momentum before even starting to invoke! All the other invokes just want their own enchants, isenshi does not need this stipulation honestly.
I have two suggestions for isenshi
1. Knockdowns any magnetized enemy in range with an infliction chance, if enchanted with galren, the range is doubled/increased by rank
2. MAPWIDE ISENSHI WOOOOO ANOTHER MAPWIDE EARTH ATTACK
(also knockdowns on magnetized, involving astral belt in the equation when all else just need the elemental enchant feels wrong)
That is all yea
|
|
|
[2.95d] Permadeath in real |
Posted by: MultiWonder - 02-22-2025, 07:51 AM - Forum: Bug Reports
- Replies (6)
|
 |
If you lose a PvE battle and get sent back to your respective Inn spawn point, your screen remains pitch black until you enter a new location (such as by walking into said Inn)
|
|
|
Druid's Free Summons |
Posted by: Poruku - 02-21-2025, 04:30 AM - Forum: Balance Fu
- Replies (8)
|
 |
Druid summons are currently the only summon type with no significant cost associated with them, and they're also very powerful.
- Roughly as strong as the best youkai, but without costing fp to upkeep. (And much better than most non-ascended youkai)
- Roughly as powerful if not stronger than ruler pieces. Similar to the queen if we omit the rose trap. But without costing any energy to function or geomaterial to create! Ruler's minions cost insane amounts of resources and momentum, while druid can accomplish often more with less.
- Stronger than engineer bots in terms of power, and they cost a fraction of the fp. 50 fp for a summon is a significant cost that makes it balanced.
- Arguably comparable to a shine knight in power, without needing an invocation.
Where is the drawback? The balance? You can even pull one out at battle start! It would be nice if they commanded a certain playstyle rather than being free. Currently, you can play something like a ghost/druid and simply have a random powerful summon out on top of your already powerful character. This just feels wrong!
The idea of fighting alongside your animal friend as a martial character is very cool. However, in the case of bonder for instance, there is a prohibitive FP cost associated with having an ascended youkai out. Druid just needs to have some kind of mechanic or drawback to make it feel in line
|
|
|
Korvara Mechanation - Additional Features |
Posted by: RedtailPinny - 02-19-2025, 12:23 AM - Forum: Approved Characters
- Replies (1)
|
 |
Applicable BYOND Key - PinnyFox
Character Name - Undecided, but I have a few in mind.
Request Type - Additional "racial" features on a mechanation
Request Details - I would like to place kaelensian/beastkin features (ears/tail) onto a mech
Specific Request - The ability to play a Mechanation masquerading as a Kaelensian/Redtail, with ears and tail that are functional beyond being used to pretend to be another race. For example, the ears would allow a greater range of hearing than standardized human-styled ears, while being susceptible to loud noises to compensate, and a tail that could be used as an improvised weapon (as it's made of metal) on top of the body being designed around having one for balance purposes.
Reason why you are making this request (if applicable) - I think it would be fun to explore the life of a mechanation that isn't simply a human that's made of metal, but something a bit different.
Roleplay & Lore supporting your request -
The only guidelines available for mechanations is that they must look human, otherwise they will suffer damage to their llarian scar/beating stone and eventually die. The word "human" is often used loosely to describe all the playable races in the game, and you could argue that every race is simply "human plus ears/tail" or "human plus scales/wings". As kaelensians, redtails and omina are all common and "humanlike", I see no real reason why they can't fall under the "look human" category given to us for Mechanations.
As for further roleplay/lore/mechanics to support my idea, Mechanations are able to pick a trait called "synthetic hair", which could easily be applied to ears/tails in addition to, well, hair. Roleplay wise? In Korvara, there have been many experiments in an attempt to create new life, with many failures. While I'm not attempting to be "the first" anything, I believe that with the way IC experimentation has likely gone, this wouldn't be such a stretch, especially once Mechanations become mass-produced (the patch that allows mechs to be made publically).
There would be no mechanical benefit to any of this, simply extra roleplay fluff to enhance a character and play them in a slightly different way.
|
|
|
|