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  Numpad features
Posted by: Autumn - 09-30-2024, 08:09 PM - Forum: Quality-of-Life (QoL) - No Replies

I like to move around pretty often using the numpad these days, could it be possible to add the basic commands within a single hand's reach of the numpad? Here are my suggestions for adding to this mode:

Quote:Numpad 5 - Confirm/Z
Numpad 0 - Cancel/X

For ABC prompts:
Numpad 5 - A
Shift + Numpad 5 - B
Ctrl + Numpad 5 - C

These would be very convenient spots for my hand, even if shift/ctrl are a little far I can't think of any better equivalent and am willing to put my other hand on the keyboard for these.

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  Buff ephemeral insight
Posted by: Lolzytripd - 09-30-2024, 07:39 PM - Forum: Balance Fu - Replies (13)

Make it do something to make it worth dumping 12m to set up over 2 turns

Ideas, clearly not all of them would be implemented

  • Some form of dr bypass to cut through tanks
  • Maybe refund 3m 
  • Increase cm level beyond 3 
  • Reduce momentum cost of evoker /mage offensive spells for 2 turns
  • Double the effects of active mage enchants
  • Change on hit elemental augment to akashic.

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  Buff Omina and Muridae
Posted by: Poruku - 09-30-2024, 04:49 PM - Forum: Balance Fu - Replies (3)

I just think it would be great to buff what I see as the two weakest races in the game at the current moment.

Omina isn't terrible, but its racials are just nothing great. The luck drain passive is neat, but the active skills are pretty weak. But I think what makes Omina into an actually bad race is the stat spread: You have 4 4 2 for damage stats, you have 4 luc, 4 vit, and 4 san, you have 2 faith for some reason, and you have 2 2 for defense stats. The only good part of Omina's stats is 7 celerity. SKI is average at 5. I think we should really take out the faith and san and put that into luck and guile. They could do with having less strength as well. I don't understand how Omina, the black cat race, has more strength than guile. Genuinely feels like one of the most underwhelming stat spreads in the game, with no real direction apart from being good as evade. On top of this, Omina racials could use a slight buff overall. I think the red misfortune especially should be changed to be something useful.

Omina racial stats
[Image: 04f1f4ccfe9c61d5ff29f975d85f5e0b.png]

Muridae has the much more fundamental issue of having no good racials. All of the Muridae racial skills are meh to useless. Their stats are okay, with a nice 8 CEL, but there's really no reason to play muridae over something like a felidae where you get the same move bonus and also a bunch of stats. The muridae instinct is really the part that could use some work. It's too finnicky and difficult to make use of, not to mention it's useless in pvp. I think making racial skills that are made exclusively for pve is not a good idea, I mean that's the most fundamental core of the character, it should be focused on your actual combat effectiveness. Things that increase drop rate and such should be found in traits imo.

So I think Muridae instinct should be changed to something that is reliable and useful, and the whole "stealing things for drop rate" mechanic should be relegated to traits.

Muridae racial stats Honestly looks like a straight up upgrade to Omina lol
[Image: b7e7558831725166c75272ef7f8c33b7.png]

Felidae, very similar unless you're using will....
[Image: 272d4af3e72fe16f8fa9a92aec84d696.png]

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  [v2.90f] Homunculi Metabolism
Posted by: Autumn - 09-29-2024, 06:49 PM - Forum: Bug Reports - Replies (1)

I'm taking a gamble in reporting this but I usually always report bugs where I see them, Homunculi Physique's text states it cuts healing by 15%, but it actually cuts healing by 10%.

And to throw in a bit of personal bias, my hope is that it will result in a text correction rather than a mechanical correction given how long homunculi have existed with this "Bug"

[Image: szYWNgW.png]
[Image: m4OXAYo.png]

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  [v2.90f] Holy Shield Bug
Posted by: Autumn - 09-28-2024, 04:52 AM - Forum: Bug Reports - Replies (1)

Holy Shield is currently bugged and does not function as a parry mechanic from any direction right now. As many times as I get hit, it will not trigger.

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  [v.2.90f] RM magnet rune weirdness
Posted by: AkaInuHime - 09-28-2024, 01:21 AM - Forum: Bug Reports - Replies (2)

[Image: nf8fnh.png]

If you suck in runes with lower HP with a magnet rune, they keep the lower HP. This causes those runes to vanish, but not the magnet rune or any new runes, when trying to rush. They disappear at the start of the movement, having no effect. The magnet rune was otherwise still magneting around afterwards, but I couldn't replace any of the types of "vanished" runes.

A little weird!

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  Subtle Heal Cut
Posted by: Autumn - 09-27-2024, 10:08 PM - Forum: Quality-of-Life (QoL) - Replies (20)

Can healing reduction passives such as Vampire's Stillness, Darkness and Homunculi's Homunculi physique be a lot more subtle? Lemme explain:

I think that when someone is healed, it should display the correct amount of healing in your chat log (So if mass graft goes out, everyone heals for 200 HP), but the Homunculi very subtly and conspicuously only heals for 170 HP, this would be a lot harder to notice and would result in much less of this:

[Image: Y0sIq0x.png]

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  Please Remove Homunculi HP Penalty
Posted by: Autumn - 09-27-2024, 10:01 PM - Forum: Balance Fu - Replies (6)

Homunculi have it pretty bad generally, there are some pretty fringe cases with Amalgama and Salamandra where their racials CAN justify the HP cut but generally I think for most of their builds, having both the HP Cut and the Healing Reduction is just holding them back unnecessarily, I vote that one of them should be removed, and because I think the healing cut is thematically fitting to their existence, I want to say that they should get full value from VIT, hell you can change their base stats around to reflect having low base VIT instead of lower value from VIT.

To put it in perspective, if a Homunculi aims for like 40-50 VIT like most builds tend to do, they are losing 40-50 HP over other builds, on top of the 15% Heal cut, on top of whatever additional HP value might be gained from percentage bonuses like Endurance and Giant Gene, this leaves mages lacking for HP a lot of the time.

I think this is still a very minor buff too, considering the major heal cut they have.

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  Imbue Strike (Lantern Bearer)
Posted by: Snake - 09-27-2024, 06:48 PM - Forum: Balance Fu - Replies (3)

Quote:Imbue Strike

Lantern Bearers can cause strikes they make to hold the power of their lantern. Basic attacks with Spear weapons will, while this skill is toggled on, change their damage type to your currently active Eternal Flame's damage type.

Additionally, using a Lantern Bearer offensive spell grants you Elemental Echo for 5 rounds, if you are not already enchanted by an elemental, or treated as enchanted by item effects. (Affected Elements: Fire, Ice, Wind, Earth, Lightning.)
Elemental Echo (Nerhaven/Kraken/Talvyd/Galren/Redgull) - Treated as enchanted by a specific Elemental, temporarily. This status will end after you use a skill or spell with an Elemental Impact effect.

How's that?

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  [2.90] Ooze Armor BACK AT IT AGAIN BABY-
Posted by: Entropy - 09-25-2024, 06:19 PM - Forum: Bug Reports - Replies (1)

Ooze Armor's effect is still causing long cooldowns to become a 2T cooldown instead of their maximum cooldown.

This was tested with Idol Step.

Steps to Reproduce:

Use Idol Step on a player wearing Ooze Armor.

Observe as your button now has a 2T cooldown instead of it's righteous 7 turn cooldown.

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