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Evade Ignore Sweep |
Posted by: Poruku - 02-11-2025, 04:29 AM - Forum: Balance Fu
- Replies (6)
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In today's evade landscape, one must constantly grapple with hit in their build. Or, in some cases, simply abandon hit entirely in favor of an evade ignore build, or a full support build / minion-user.
Evade ignoring abilities have a place as a way to make matchups against evade enemies more consistent, as well as, in some cases, guarantee that a secondary effect activates on something important. Evade ignore builds are sometimes balanced as well. But sometimes not.
However, a few skills remain that allow a bit too much evade ignoring power... I wanna talk about some specific examples. In many cases, I think Great Accuracy is a better way to balance evade ignoring abilities, unless the ability really makes sense with full ignore. In some cases, a high cooldown is enough. And in other cases, the ability or combo is difficult to land so it makes sense to have a payoff.
Firebird's Falcon Strike + Lift Off (feat. Lance De Lion and Soaring Spear)
This combo has a low cooldown and allows firebird to consistently wreck an evader in close quarters. Though I think it's not that broken, firebird's evade ignore gameplay could use a little nudge down as it's the most consistent class versus evade in my opinion. I think making falcon strike GA would be fair, as it's also a movement skill that is very useful. They both have a 2 round cd, so it's easy to spam it. On top of that, firebird has access to lance de lion to round things out, and soaring spear in certain situations.
Plisfa's Masochism
This single skill makes any matchup against a basic attacking hexer essentially impossible to win as an evade build unless you have a summon or some way to avoid taking on the curse. I feel kind of bad using it when in a 1v1 with a poor evasive duelist and I get to guarantee some 300 damage crits as soon as they touch me. I'm not sure what the nerf is here. I rarely see this used, perhaps because it feels just unfair or it's just unreliable. So yeah idk.
Grenade Launcher
Spamming this skill every round, on its own, can allow you to slowly kill any evade build. In fact it's like 50% of the reason why engineer is good. It's crazy! This skill could really use the Greater Accuracy tag because it has a 1 round cooldown. It's simply too good. This should also be done with the bomb item.
Suzaku's Lord's Flame
The spammable skill of Suzaku is pretty crazy strong at deleting evaders. I think it should either have a cooldown or become GA or just become a normal skill and you give youkai more consistent hit in general so summoners aren't constantly forced to use suzaku and sazae oni. Whirlpool isn't too broken since, well, it does have a cooldown. But it is still quite strong.
Shaitan's Painful Grip
I think I daydreamed this being nerfed at some point. But it's still crazy good right? Either way it deserves a little nerf in my opinion. Since it ignores all protection and all evasion, it's good against every kind of opponent, though, mostly really tanky and really evasive ones, being less overall effective if your opponent has poor defenses. I think that dynamic is interesting and it should keep its consistency, but perhaps receive a tiny little small nerf to make it less devastating. The fail chance is already quite annoying and I think it's a liiiiittle bit overrated in many cases but still, definitely one of the OGs of evade ignore and it's been very powerful for a long time, not to mention shaitan in general is a goated race.
Divine Shower
I think slapping Greater Accuracy on this one would be fair. It's a skill that can turn the tide of a fight, and it's on a class that is very powerful. I don't see why the Evade Ignore is warranted on it.
Dancing Tentacle
Aquamancer has a few good tools to deal with evade builds, with steam sear, water to wine, and most importantly the spammable dancing tentacle. This skill has been very good for a long time. It even immobilizes! Since it's such a solid skill with no cooldown that has a powerful effect as well, I think it deserves Greater Accuracy.
Solblader
The evade ignore of solsphere goes pretty hard. I have little experience with this class or against it, but I hear it's good. I'm sure someone has a better take than me on this.
Ice Point Guard Icicle Spear
I'm not sure if this is too strong... Thoughts?
Frigid Formation
This should have a lower cooldown....
Retaliate
GA retaliate anyone?....
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Item Grind simple solution |
Posted by: Raigen.Convict - 02-10-2025, 08:42 PM - Forum: Suggestions
- Replies (2)
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I have an idea. Ladies and Gentlemen, what if we rework bosses to have guaranteed item drops based on level and rarity? For example. Level 20 bosses guarantee a single 1-3 star drop. Level 40-60 Bosses guarantee a 4-6 star drop. Level 60 bosses guarantee a 7-9 star drop and level 80 bosses guarantee multiple drops of any rarity outside 10, maybe 2 per party member... But have a slim chance to drop a random 10 star weapon. Like 0.01%.
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Instrument gun weapon types |
Posted by: Flun - 02-08-2025, 04:18 PM - Forum: Suggestions
- Replies (1)
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Now with the Zepias existing and having two subtypes, what if the instrument guns got subtypes too to be able to be used with the gun classes as well?
Bells of no rest can have the "also counts as a handgun" tag to restore its old niche while still being able to be used as an instrument
And while we're at it, the blaster trumpet could be a shotgun as well, the knockback from songs and the wide lip of a trumpet fits that weapon type well!
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v2.95d Item Belt Weapon not behaving properly when you change equipment |
Posted by: Fern - 02-06-2025, 09:45 PM - Forum: Bug Reports
- Replies (2)
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If you put a weapon in your item belt, then change anything about your normal equipment such as an accessory, the inventory will show the weapon as still being in your item belt... but the next time you go into a fight, the game will act as if it's not there. You won't get the option to swap your weapon.
Once the fight ends, the inventory's item belt section shows the weapon has been unequipped, it just doesn't tell you before that.
I can't tell if the bug here is that it doesn't inform you it's been unequipped when you change accessories, or if the bug is the item belt weapon being unequipped when you change accessories at all. But either way, just bringing that up.
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[v2.95d] Libegrande Guard Break Occurs After Damage |
Posted by: pilcrow - 02-06-2025, 09:19 PM - Forum: Bug Reports
- Replies (1)
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yeah the title is about it. the description says it should guard break before the damage.
i'll see if i can't grab a screencap of it the next time i see a forgery decide to guard. doublecasting libegrande makes it pretty obvious because it jumps up like 2x the damage on the second cast.
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Plant Druid |
Posted by: Rendar - 02-06-2025, 07:53 PM - Forum: Balance Fu
- Replies (6)
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Druid has been out for a hot minute, and I've been playing a few different varieties of Druid. Both in PVE (Tier 2 Rematches vs Alraune/Goblins/etc), Events, And PVP. The Wildshape side of Druid is obscenely strong, to the point that I would probably say a Druid's best weapon option is actually Axes due to the nature of Crit Mod on things that get ele-attack, or use more than 100% SWA scaling. This isn't really the focus of this though.
The Plant Side (and by extension, Spell side) is VERY lacking. The plants are all lackluster, with huge wind ups before they bloom that leaves a super telegraphed attack that you would EXPECT to be strong for how much wind up is involved, but they end up being lackluster.
Burning Bush
An Aquamancer's Water Tentacle does More Damage, Can Slow/Immobilize, and all-around is better supported by other abilities in the class than Burning Bush. - Burning Bush isn't an autohit (and doesnt even use your weapon's hit)
- Burning Bush lasts LESS time than Water Tentacle
- Burning Bush has an initial AoE attack, but after that it's a tiny area which it strikes.
- Just??? Does less damage than Water Tentacle? (100% fire attack +25 vs 140% water attack)
IN Burning Bush's favor, for 4m, you can get TWO out. Which does skew it a bit more in favor of burning bush for damage. Until you realize that the attack range is 2, and anyone with an ounce of tactical knowledge will just. Not stand near it.
Devil Vines
These little bastards deserve a Special place in hell. A 35% damage redux parry on Phys 50% of the time is fantastic. And with the plant itself self-propagating, it actually really lends itself to getting everywhere. The problem lies in a few things. Namely that if you use Mass Brighten on them, no tile near them (if they are near the center) will be valid. Which will completely self-terminate the devil Vines and end their propagation. So Devil Vines are killed by one interaction within the class that it WANTS to use..
And then.. Druidic Tending comes into play with these little fuckers. They WILL EAT. ALL OF YOUR QUICKNESS AND INVIGORATION TARGETS. WITHOUT EXECEPTION. Oh you wanted to mass > listblume > invigorate? Sorry. There were devil vines in the SW of your AoE, and they just ate them instead. It is incredibly frustrating to use Druidic Tending if Devil Vines are anywhere in play. This ability, alone, completely kills synergy within the class itself.
Mortefiore
I am actually relatively OK with this ability? If nothing else, I would love for an interaction with this to turn all tiles adjacent to a Mortefiore'd target into Plant Tiles. It's not really a Plant Druid skill though, so. Kind of just a side tangent.
Listblume
This one is hard to judge. Mostly because of the sheer amount of Shaitans running around. Beyond this, though. Listblume has the strongest (possible) charm in the game at a whopping level 50 if the Listblume is Invigorated. The range is fantastic, the effect is fantastic. The only gripe I have with this is using it on Duelists (or anyone who can benefit from the Crit Momentum) will generally put the druid at a disadvantage momentum wise. But. I am also fine with this, so. Shrugsies.
"What do you mean there are other plants"
"Oh fuck. I forgot the Spell Plan-"
Fulgur of Flight / Fulgurbloom Sapling
So this one is kind of hard to talk about, since it's tied to an ability that has a FIVE ROUND cooldown. And not nearly as usable as the other. It.. The Fulgurbloom Sapling Sure Does Exist. It creates level 30 static tiles when placed. Level 40 if Spirited. Level 50 if Invigorated. Which is a lot of damage in certain circumstances! The problem is that it's tied to Fulgur of Flight. Which is generally your 'oh shit' button, and not a button you throw out every five seconds. Also the 'Oh Shit' button has a 15% / 20% wind weakness (It's a pierce? So.. Idk.) tied to it, so you never actually see Fulgurbloom Sapling coming out in basically every single usage that you might want to.
Also??? The placing of the Fulgurbloom Sapling is??? weird???? Sometimes it doesn't place it in the dead center of the AoE, where you would think it should be placed. I straight up don't know what to do with that.
Geo of Drought / Bristleblade Sapling
This has a 3 round cooldown. Specifically exists to spite Aquamancer. Fire Pierce. The Bristlblade sapling can actually hit pretty hard if spirited + invigorated, with it's Bloom effect being 350 damage (armor ignoring. Not protection ignoring)... and uh... then it does Fuck All after that. Dealing a whopping 70 damage to targets in 2 range. It does get benefits from Aero Shift, but. Again. You will RARELY see this plant come into play for the actual plant and not for the "I want Geo of Drought".
Also it's 3 rounds cooldown on Geo of Drought. Then 3 rounds to bloom. You have SO LONG to just. Walk Away from this plant.
Nature's Bounty
Also known as The Really Bad, plant. 25% FP to 1 target IF they eat it after 3 turns. And for an extra 1m, you can also give out 25% HP to 1 target, if they eat it after 3 turns. The rider effects of Druidic Tending are really good! But. I'll be completely honest here. I have this skill. I have literally never used it, because of just how much work is needed to be put into this for an absolute abysmal amount of return.
Special Mention
Canto of Nature
This makes you think it's a 1m skill. But it's actually a 3m skill that refunds 2m. And ALSO requires an instrument... and ALSO is very much unable to be used in most cases because you don't often have 1m left over. Really, the main problem here is that it requires an instrument.
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I'm really not sure HOW to improve upon Plant Druid, but I think a major thing that should change is four fold.
Druidic Tending no longer has a limitation to how many plants it can effect. If this limitation really needs to exist, then make it Invig/Quickness Rank Times 2.
Devil Vines now self propagate Invig/Quickness that has been cast upon them. Meaning that any that spawn from one that HAS it, will also spawn with Invig/Quickness.
Bloom Timer is no longer tied to Round Start. This has always been weird, and made Druids with higher Cel than your opponent be Just Kind Of Worse, since Low-Cel Druids can instant-throw stuff out that people can't interact with/avoid. I would suggest the Fuse Timer function that was given to Explosion, so that Fast and Slow Druids are equal in their power with that regard.
Nature's Conduit now gives 0.5 skill slots per Druid skill equipped. Alternatively, Nature's Conduit gives 0.5 skill slots per Plant, Animal Companion, and Wild Shape ability equipped.
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