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| [v3.04] Low Voltage Overload Amulet |
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Posted by: pilcrow - 11-05-2025, 04:31 PM - Forum: Bug Reports
- Replies (2)
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The 'high voltage' set bonus for the overload amulet (regain Overload on lightning crits) doesn't actually need the thunder whistle to proc.
.. This is actually kind of nice? The thunder whistle/overload amulet set feels a lil hard to justify equipping vs the conversion gloves combo with accessory slots being as competitive as they are. But it is a bug.
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| Tactical Tactitian Spells |
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Posted by: Flun - 11-05-2025, 01:22 PM - Forum: Suggestions
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Weak proc meta is painful, it withers me so.... very few spells will ever be able to proc weakness (its mainly just frigid formation with evo tact honestly)
So! What if instead tactitian got tactics from spells in ways relating to each spell? successfully using what the spell was intended for should up tactics! Heres my thoughts for each:
Fire Whip: When an enemy triggers hesitation caused by your fire whip, gain 1 tactic (max 2)
Frigid Formation: When you hit more than 1 enemy, gain 1 tactic per extra (max 2)
Titan Gale: When an ally gains Titan Gale, gain 1 tactic (max 1)
White Prison: When an enemy breaks a wall, gain 1 tactic (max 2)
Pinpoint Electro: for every enemy hit via soaked interaction, gain 1 tactic (max 2)
Splash: When Splash's soaked infliction becomes another status, gain 1 tactic (max 1)
Acid rain: When proccing enemy weakness, gain 1 tactic (max 2) ((this can remain the same, its a useful spell and acid is very unresisted)
Dark eyes: When an enemy is AE'd or EE'd, gain 1 tactic (max 2)
Sacred Prism: When an enemy is hit by an ally centered attack, gain 1 tactic (max 2)
Abyssal Prison: When anyone uses break prison, gain 1 tactic (max 1)
Domino Resonate: When more than 1 enemy is hit by domino resonate, gain 1 tactic (max 2)
Also, throwing it out there, if we move tact more away from AW and EE, we could have tactics rank also improve universal spellpower for more spellcasting combos!
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| [V.304] Some Monster AoEs Aren't |
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Posted by: pilcrow - 11-05-2025, 11:21 AM - Forum: Bug Reports
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This one's probably a pretty old one, but worth reporting!
There are two monster attacks in the game that shoud be an AoE, but aren't - Scarebear's Bellow (150% Sound ATK to all enemies in range) and Shadow Guardian's Fallen Angel (200% light attack to all enemies in the area) both only target one mob, presumably the first valid one they find in the area.
I dunno if there's any others like that, I haven't really noticed them if there are.
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| Scroll Slot MIA |
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Posted by: SuperNova - 11-05-2025, 02:17 AM - Forum: Bug Reports
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Blind Bright doesn't have a scroll slot. Is a whip. Spine Leash got one. Feels like this one was missed.
Update: Neither does Black Zepia, lol lmao.
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| Kikuchi Tsukiko - Request for Druidic Language |
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Posted by: Turadis - 11-04-2025, 11:35 PM - Forum: Character Applications
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Applicable BYOND Key - Turadoot
Character Name - Kikuchi Tsukiko
Request Type - Character Ability
Request Details - TL;DR - I want my character to begin to invent a secret Druid language, using their mutual ability to communicate with plants in order to communicate with each other.
Specific Request - Druids can control plants and animals to a degree, which necessitates some limited form of communication. I feel like that's pretty broadly accepted.
For me, I've latched on to a lore blurb about Doriad; how they can detect and communicate with plants in a 'vague emotional sense'. I call this 'communion', and I've been roleplaying Kikuchi as having studied and become capable of it for OOC years now, despite being a felidae. I feel like this also has been pretty broadly accepted. I've also depicted Communion as being able to take place between Druids and Doriad, using their mutual connection to nature as a means of sensing the emotional state of their Communion partner.
I want to expand the potential of this ability in-universe. Essentially, to allow Druids and Doriad educated in it to use coded sequences of emotions to form the grammatical structure and vocabulary of a primitive language. I am calling this language 'Wildsong'.
The premise is that plants are not generally intelligent enough to communicate in very specific emotions, but Mortals are, thus being able to bypass the 'vagueness' of the emotional sensitivity. By assigning a secondary meaning to extremely specific emotions, they could feasibly form a detailed vocabulary. For example: "Fear of a pack of predators" Could be interpreted to mean 'Danger'. "Ennui over the end of summer" could mean 'North'. "Mistrust of one's reflection" could mean 'Humans'. String all three emotions together in sequence and you get the statement "There are dangerous humans to the north."
Because it relies entirely on a power that's perceived in the mind, Wildsong would not have a written or spoken form at all. In this way, they also help prevent it from being taught to Non-Druids.
Reason why you are making this request - Narratively, this fulfills the fantasy trope of the 'Secret Language of Druids', and aids in my ambition of depicting Druids existing in their own social and political ecosystem completely separate from human society. "Mysterious and Elusive" Are the very first words used in the Druid class description, and I want to help maintain that mystique by creating some of the means by which they keep their activities secret from the prying eyes of civilization. Because it relies on a specific kind of magical ability, those without a connection to nature would struggle to even perceive this language, much less decode it.
Roleplay & Lore supporting your request - I needed to explain the idea of Communion to help explain how Wildsong is intended to work. Thus far, that concept has been pretty broadly accepted. I don't want to make overt claims on his stance, but given Kikuchi has spoken about Communion with some of Dev's characters, and even engaged in Communion with a Doriad character of his (Rao Yue) - I like to think he feels that power is suitable to the setting. Wildsong is a further expansion of it that doesn't actually add new 'powers', just a new way for the characters to interpret what already exists.
Some other notes to help clarify.
Things Wildsong is NOT:
-A means to communicate detailed information with Plants or Animals.
My interpretation is that plants/animals are rarely intelligent enough to comprehend the nuances of language to begin with. They couldn't speak it, even if they could perceive it.
-A means to facilitate instant, long-distance communication.
While I am running with the idea that a message in Wildsong could be composed and passed on through plants who don't understand it's meaning, I'm not running with the idea that this actually happens at the speed of thought. It would be no faster then messenger birds already common to the setting.
-A Language fundamentally understood by all Druids/Doriad
Wildsong is meant to be a recent invention, and furthermore, an atypical method of interpreting pre-existing information. It would need to be taught manually; like learning any new language, with all of the difficulties that implies.
Things Wildsong is intended to do:
-Facilitate leaving secret messages.
While plants definitively could not understand the meaning of Wildsong, given that Druids can already manipulate and communicate with them, I feel it's possible they could ask a given plant to repeat a 'message' under the right stimuli. In this way, Druids would have a secretive way of signalling information to one another, such as a territorial claim, meeting spot, or hidden danger.
-Facilitate mental communication.
It's not intended to be so fast and efficient that it's effectively telepathy or anything, but so long as any onlookers lacked a distinct connection to nature, Wildsong would be impercievable. In this way, allied Druids would be able to communicate in secret.
-Be a power usable by other players.
While my character would be the inventor of Wildsong, a language is useless if only you know it. Once my character teaches it to others, I am knowingly relinquishing control of the narrative concept, as those students could go on to teach others without needing my blessing ICly or OOCly.
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| [3.04] Mountain Art: Avalanche Strike 2nd Clause Not Working |
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Posted by: TheCommonNoob - 11-04-2025, 06:19 AM - Forum: Bug Reports
- Replies (1)
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The second part of this effect does not activate within the conditions where its supposed to be activating.
- Invoked Mountain Art: Avalanche Strike.
- 2 tiles away from the enemy.
- Did not get attacked by any enemies.
- The Round goes to Round 2.
- On my turn (I go first), the status ends.
- Nothing happens, no animations or damage.
- Turn continues on as normal.
Quote:Fill your body with the oncoming surge of an avalanche, gaining Avalanche Strike (LV 125, until your next turn). When an enemy attacks you while in range of your main hand weapon, you counter-attack them for LV% of your normal damage, and then lower the LV by 25 (min. 50). Doesn't stack with other counter-attack effects and takes priority over them.
Quote:If the effect never triggers when the effect ends, all enemies in 5 Range of you take 50% Scaled Weapon Attack + 150% of your Earth ATK as Earth magic damage, which may inflict Wear Down (LV 10, 3 rounds).
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| Basic Materials and more! |
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Posted by: firehawk11 - 11-03-2025, 11:08 PM - Forum: Suggestions
- Replies (1)
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We all know with the new metal materials and with Remains the original metals like Magmic, Galdric, Artic and Rockdirt have been outpaced and no one would EVER use them with Remains and the new materials. It would be fun and a nice buff if they deal a small amount of elemental damage or a small precentile of your elemental attack on hit which would give them a purpose once more. It just seems like these metals got side-lined for some reason ever since Remains were introduced and now with Gravestone, Fossil, Meteor, Gasrock & Sandstone...What's the point of the originalmaterials? This is just a thought, how do we balance the materials so they all get use once more?
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| Spelledge & Arcane |
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Posted by: firehawk11 - 11-03-2025, 11:04 PM - Forum: Suggestions
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I will suppose that if you add the Arcane Enchantment to a weapon with Spelledge it should add +10% Scaling to the SWA, just like Bloodtaking.
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| Blood for the Blood . .. Tree? |
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Posted by: Kazzy - 11-03-2025, 03:14 PM - Forum: Suggestions
- Replies (2)
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In the Wastes there's a sacrificial altar that lets you rip the heart out of prisoners.
I'd like to suggest the altar in Yokoshura be given similar ability, because it just makes sense.
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Duyuei's Wall Raid, Opinions and Suggestions. |
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Posted by: 111tttt - 11-03-2025, 06:40 AM - Forum: Suggestions
- Replies (3)
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Juice! Chief of Duyuei here,
Making this thread(my first so hopefully I do this right) so that those who partake in Duyuei's Wall Raid Mechanic can give their feedback upon it. Thus, without further ado I'll provide my own:
Currently, the Wall raid lasts a rather substantial amount of time-- about 7-8 hours on a good day. This, of course, is divided into two parts. Part one features the Snakemen Ritual, and part two features a Snakeman prince as the final fight. Both parts feature a rinse and repeat kill x amount of Snakemen waves to get to the next part.
For the first couple of times, this content can be engaging, but I personally feel like it's become a chore and a resource sink. I'm fine with the latter, but the former I'd imagine can or will cause burnout if it hasn't already. So, I've prepared a list of suggestions organized into two* sections to try to combat this and juice up this section of the game:
Suggestions related to time: - The first and biggest suggestion is to add some sort of mechanic that allows players to start the raid early. There have been several instances in which the Raid has happened at ungodly hours for everyone, and thus nobody can participate (This is especially true when lag can push raids back hours). Whether it be a ready-up function, where x amount of players need to interact with y for the raid to start, or simply just a button or command that the Duyuein leaders can hit.
- The next would be in regard to the raid length itself. And while yes, players don't have to stay for the whole raid and I'll never-ever encourage them to, most people seem to try and stay for as long as they can anyway. And most players I hear from are in agreement that the raid length is far too long. That's why I propose for either:
A: The Raid has its rounds cut down by half.
B: The Raid is split into two days, where the first day ends with the ritual and the second day ends with the Prince Boss.
Suggestions related to content:- Please-please-please, we have to add some sort of reward at this point. Some sort of mechanical reward that makes the Raid worthwhile. And yes, I know Dev was planning to add something like that in whenever the other Nations got their systems... but it's been over a year! The lame boulder excuse doesn't even apply anymore with the most recent update! Just have a NPC inside the Wall provide rotating rewards, like Duyuein-themed icon pieces or plushies, or everyone's favorite black box tactic loot boxes! Have the Wall as a plushie for all I care, just something to represent the mechanical effort. It'd be so easy to translate the points on the board into a Wall Raid coin for that vendor, too, I'm sure!
- I KNOW this is a reach, but seeing some rotating raids would really spice things up. I suggested long before that having former Behemoth monsters attack the Wall would be cool, and I stand by that! It wouldn't be hard at all to replace the rituals with going to take out the Behemoth Turtle shells or some Thunderbird nests!
- Upgrades people, upgrades! I think it'd be really neat if we could, as a Nation, work toward upgrades for the Wall. A research system, one that could perhaps even promote the cooperation with other Nations(Hello Gellybean land, lets get that max dura up and some new defense weapons! Hello Telegrad, more food for more trainable NPCs or NPC types? Meiaquar, robots on the Wall and better scouting equipment!?!?). Stuff like that, and more! Perhaps this could go hand-in-hand with a rising Snakeman threat, too. New Snakeman types attacking the Wall, different Snakemen bosses etc etc.
Suggestions related to bugs:- Snakeman Prince currently isn't spawning in with its icon, the battle function still works.
- As of 11/3/25 the Wall isn't repairable.
The last sip:
Suggestions related to bugs:
I really like the Wall Raid. I think it's an absolutely amazing foundation for a start. As a core mechanic for Duyuei, though, its features need to be juiced up severely. It feels more like an incredibly unfortunate chore rather than something that gets me engaged and hyped up to play.
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