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Remove air pressure stun |
Posted by: Poruku - 08-28-2025, 01:19 AM - Forum: Balance Fu
- Replies (7)
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This thing is mega silly and cheesy and I hate that ruler gameplay is intrinsically tied to this terrible mechanic whether you like it or not cause opponents can just stun your stuff with your own resources!
But the worst part is the abuse of self-stun, skipping your own turn at 1m left and getting DR and even proccing mayelia. Just utterly busted and should be treated as abuse and taken out of the game.
It's also some bullshit that air pressure users can destroy your gemstones and gold :<
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Ruler Buff |
Posted by: Poruku - 08-27-2025, 10:48 PM - Forum: Balance Fu
- Replies (5)
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At the start of any battle involving a ruler, 15 rocks spawn on the map in random locations
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[3.02b] Skull Shield Parry Attribute |
Posted by: hinoko11 - 08-27-2025, 11:10 AM - Forum: Bug Reports
- No Replies
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Skull Shield's pierce damage on parry shows as pure physical damage on combat text, which should be pierce damage.
The damage also has the fire damage visual effect, and is reflected by fire reflect from Lava Slime.
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Limited (Controlled) ASAGO housing in Korvara |
Posted by: Poruku - 08-27-2025, 07:33 AM - Forum: Suggestions
- Replies (2)
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Let's bring back asago housing in the form of a whitelist system. In this version, you would apply on the mapping forum for an asago house for your group or business. Once approved, mappers would place down an asago home in korvara, in a way that would look natural, without the banner feature. All it needs to be is a door, after all, so any currently empty buildings could become one.
These asago houses could only be owned by a specific player. That player would thus take ownership of the house and be able to modify it however they wished, although it would still cost them premium currency to get the asago ticket and all the accoutrements.
These houses would be scrutinized and, if a house is found to be used for something that wasn't approved (like you go in and it's a whole different location), it would be taken away. This would mean that asago houses must follow the korvara idea of everything being IC and consistent. It would also be against the rules to create secret entrances to unrelated areas, although secret levels that make sense IC would be fine.
If the owner of the house loses ownership via the 1-month period thing, they would lose the house permanently to make room for fresh concepts. They'd need to re-apply to get it back.
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Kenpo is Missing Something |
Posted by: Autumn - 08-26-2025, 09:50 PM - Forum: Balance Fu
- Replies (2)
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Elemental Impacts specifically, I find it a little strange that none of them have any impacts at all, I feel like there is plenty of room for them too with Slash Moon and Habari Tori specifically. I have some suggestions if it isn't obvious what they should get, and to fill out the thread with a bit more of my vision too.
Quote:Slash Moon:
This skill closely matches up with Bellowing Stag in terms of targeting so it probably should get some very similar ones, with two notable exceptions
Fire - Creates Cinder Tiles.
Ice - Creates Ice Sheets Tiles.
Earth - Creates stone pillars (Stone Pillars cannot occupy the same tile as an enemy unit, or the same row/column you are in. (Think Warding Rune))
Wind - +1 Circle Range, +1 Targeting Range (when airborne)
Lightning - May Lightning Critical.
Dark - Creates Darkness Tiles.
Quote:Habari Tori:
This should get the same treatment as most line skills do, with one exception
Fire - Creates Cinder Tiles.
Ice - Creates Ice Sheets Tiles.
Earth - Creates stone pillars over tiles passed.
Wind - Increases Range (+2)
Lightning - May Lightning Critical.
Dark - Creates Darkness Tiles.
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Swap Weapon Staling |
Posted by: AkaInuHime - 08-26-2025, 04:34 PM - Forum: Balance Fu
- No Replies
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After using swap weapon, make your basic attack command reset its repeat action tracking. Is it really the same action if you're using a whole different weapon now? Some weapons with special basic attacks like jackhammers and crossbows already function like this, since they have a unique attack command compared to most weapons. Make it work that way for everything!
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Summon Decay |
Posted by: pilcrow - 08-26-2025, 01:55 PM - Forum: Balance Fu
- Replies (8)
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Summons probably shouldn't outlast their owners - at least not for long.
The current behavior (remaining completely untouched) generally leads to squiffy situations and perverse incentives, such as all of somebody's summons splitting off and running to the corners of the map after they die, either so that Die Hard can proc while the opponent is dealing with them, poison and burn can tick down, a rune can do its work, or a railgan can sit and camp with its invocation ready. On the attacker's side, it can also lead to having to babysit a dead body for several rounds so you can catch a Die Hard proc before you go and deal with a WG.
(WG probably shouldn't count as a living party member for determining whether a battle should end ending or not, anyway??)
I have seen - multiple times - a summon flee to all four corners of the map before it finally gets taken down.
I think the safest suggestion is that at the start of any round where a summon's summoner is dead, the summon loses % HP (10%? 15%?), increasing each round until it either dies or the summoner starts a round not dead. Putting this check before Die Hard is ideal - most Die Hard procs don't result in the user being meaningfully 'alive' unless they're left alone, which is exactly the behavior running away is trying to force.
Basically, if the summons can't take their opponents down the same turn their user is taken down or the turn after, they probably shouldn't be sticking around anyway - it only prolongs battles otherwise.
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[v3.02b] Summon Doubleturning |
Posted by: pilcrow - 08-26-2025, 01:43 PM - Forum: Bug Reports
- Replies (1)
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Summons are put to the top of initiative the round after their summoner dies during a 1v1. This probably also happens in other situations (ie taking out the last member of the enemy party, but not their summons)
The functional result of this is that the turn order goes:
attacker > summons > (new round) > summons > attacker
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[3.02b] Click-to-move Woes |
Posted by: MultiWonder - 08-26-2025, 08:21 AM - Forum: Bug Reports
- Replies (1)
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Click to move has been updated recently!
It works well and I find myself rarely being stuck to walls as much!
BUT.
It comes with some new changes that I wonder if they are even intentional. We effectively lost some QoL in exchange for some accuracy on some maps.
Firstly:
Unlike the older system, you cannot click areas just past a jump point to automatically take said jump point. You have to walk to a jump point, then manually do so now.
Second:
You now bump into monsters via click to move instead of walk right around them like before.
I figure this is work reporting given this was never how it functioned before (you used to walk around them), and again, it removes a QoL in dungeons, especially lower level ones or wilderness areas that happen to have monster spawns
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