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  Ghost Innate : Reap'n Sow
Posted by: Ray2064 - 06-04-2023, 07:04 AM - Forum: Suggestions - Replies (5)

Here'd be some actual Ghost Axe support, even if minimal under the form of a passive -


Reap'n Sow : I can't really come up with a cool description but here's how it'd work :

If using an Axe/Scythe weapon, upon absorbing Claret Call from a target, you gain a passive lasting 5 rounds called Reap'n Sow , though it can be refreshed by repeating the process. For each Claret Call LV, you gain a Reap'n Sow level.
It'd lower enemy CE by LV (With the cap being 10+ Rising Game LV*3)

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  Yin/Yang spelledge buff
Posted by: caliaca - 06-03-2023, 03:53 AM - Forum: Balance Fu - Replies (5)

Yin and Yang are famously not very good with their split scaling and mediocre skill in double dao. There's already been a lot of suggestions to buff double dao (which should happen) or maybe change their scalings (which I don't think is a good idea).

Instead, I'd offer- if Yin and Yang are both equipped, the one in your main hand gains spelledge for their respective domain.

That is to say, if you are duel wielding them and have Yang in your main hand, you can now cast Mercala domain spells. If you have Yin in your main hand and are duel wielding you can now cast Huegesson domain spells.

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  Haunting is not a teleport
Posted by: Lolzytripd - 06-02-2023, 10:27 AM - Forum: Balance Fu - Replies (4)

that's it, all there is, I wanted to make it a bug report but I wasn't sure...


Now first you should ask why this matters, but I'd like to point out two things, Grapple and Eclair.


You can blink and use eclair, you teleport to a void gate and eclair, you can swap position and eclair.

but if you move, you can't eclair, sidecut, ect.

You can't haunting and eclair....I want to haunting and eclair.

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  Gela meia war delay
Posted by: Lolzytripd - 06-02-2023, 02:15 AM - Forum: General Discussion - Replies (5)

I'm not going to point fingers as I have no idea or care where the blame lies, but the delay is honestly starting to reach a length I feel is a bit unnecessary and unacceptable.

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  [v.2.7.3d] Blubber Body Cinder Tiles
Posted by: Pyro - 05-31-2023, 09:17 AM - Forum: Bug Reports - Replies (1)

When a Tusker walks over your cinder tiles and takes fire physical damage and you happen to be within Blubber Body's range, you get pushed.

[Image: QSeN4ip.gif]

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  Blubber Body Enchant / 10*
Posted by: Pyro - 05-31-2023, 05:25 AM - Forum: Suggestions - Replies (10)

Hello friends.

From the depths of Castle Geladyne I present my concoction.

The blubber body enchant. For Torsos.

Lump of Fat

A lump of fat collected from a Walrus. It's a little oily to the touch, but it doesn't seem to rot or lose its density.

On torso slots, grants the user the Blubber Body effect. Blubber Body causes enemies dealing physical damage within 1 range to be knocked back 1 tile. Blubber Body can only trigger once per round.

========================
Or I guess we could have it as a 10-star item.

Armor of the North
A torso comprised of wolf pelts and a layer of walrus fat between it all. It's heavy, but you get the feeling it'll provide some decent protection.

Light Torso
Material: Cloth
Armor: 7
Magic Armor: 7
Weight: 20
Evade: 0

Increases weight by UL/2. Increases blunt resistance by UL*.5%.
Above 30 BW: Grant Blubber Body effect. Blubber Body causes enemies dealing physical damage within 1 range to be knocked back 1 tile. Blubber Body can only trigger once per round.

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  Battle Weight
Posted by: Senna - 05-30-2023, 11:21 PM - Forum: Suggestions - Replies (4)

Can we get battle weight back on the hub? Like put it under the portait maybe? That info is quite important.

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  [v.2.73d] Arbalest Offhand can be dropped!
Posted by: Fayeble - 05-30-2023, 01:04 AM - Forum: Bug Reports - Replies (2)

In battle, I played as an Arbalest and used a cannon skill, putting my special armament on cooldown. When I died, it caused me to lose items - including my offhand item. I know it was my offhand as it was named, and it was Vorpal so a curse did not affect it.

It requires more testing to ensure it wasn't some one-time bug for some reason - or it could be intentional, I'm not sure. I'll update later if I find out more.

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  Relate Innate Debate
Posted by: Sawrock - 05-29-2023, 08:53 PM - Forum: Suggestions - Replies (2)

Innate skills should act like passive skills, in that you can equip and unequip them (the difference being all innates would always cost 0 skill pool slots). The reason for this is to better test skills (you can compare with innates and without without using a class fruit/pie).

The passives that are two ranks should change their text to "Rank 2: This skill becomes an innate" just so Dev has more work to do, also.

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  Trait Suggestion - The O.C.D
Posted by: Snake - 05-29-2023, 05:42 PM - Forum: Suggestions - Replies (7)

Might sound funny, but I'd love this for personal reasons.


Quote:Trait - Compulsively Healthy

You have a problem with how meticulous your physique is, and you can't stand being rough around some edges. Your total maximum HP will be rounded up to a multiple of 5 (or 10, if higher than 5).


Ideally, this will merely round up your HP after all out-of-combat bonuses. (Except battle bonuses);

So something like 701/702/703/704 HP gains +4/3/2/1 bonus HP, becoming 705 HP.

or 706/707/708/709 HP gains +4/3/2/1 bonus HP, and becomes 710 HP.

Muh OCD.

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