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(Ghost) Death Gaze sucks! |
Posted by: Snake - 04-19-2023, 03:33 AM - Forum: Balance Fu
- Replies (6)
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I don't need to say more than this. At first it looks amazing with a 200% Dark ATK scaling, but in the end? Not really. It does very little damage, requires more than itself as momentum investment and benefits the enemy more than you think for consuming the Claret Call plus adding Unmarked for several rounds.
The only way I can see this being changed for something arguably better here is making it so this skill does something more impactful.
At base, Death Gaze should only require Claret Call, not Fear, to target an enemy.
Death Gaze should inflict a special status called 'Panicking', which nullifies most sources of Fear and Hesitation immunity and increases the LV effectiveness of those statuses by 50% for 3 rounds.
Death Gaze should then inflict Fear and Hesitation LV(Claret Call), then remove Claret Call and leave them Unmarked.
It could also give any non-player, non-boss enemies under the effects of Fear of Death (or if they are Feared and below 25% HP) a heart attack, dealing 4444 darkness magic damage that ignores protection. (Just a funny idea!)
Limitations:
Death Gaze should not target enemies who are Blind or Undead, or be usable if you are Blind yourself.
Death Gaze should have a 2 round Cooldown.
Like this, it should be worth leaving an enemy Unmarkable for several rounds.
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Retaliate (DH) |
Posted by: WaifuApple - 04-18-2023, 11:03 PM - Forum: Balance Fu
- Replies (3)
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I'm going to say it - I think Retaliate is not a very good skill nowadays.
It doesn't take into account weapon accuracy, so it's not very good against dodgies - and they're the ones who tend to be doing enough to build your damage up a significant amount to begin with, so I feel like that's not a great thing, all things considered. Compared to Crashing Bull and Bellowing Stag this thing sits in my skill pool, nearly never seeing use outside of certain niche cases.
So I'd consider two things - add an SWA component to this, alongside the rage build-up, to at the very least allow it to take into account weapon accuracy.
Or just make it an autohit and give it a cooldown. Punish dodges who are churning out excessive damage by sending it right back at them. This is THE big Matador hit, so it probably shouldn't be so luke warm against dodgies. It should be a firm hit, worth considering saving your rage energy for, since it's competing with bellowing stag and crashing bull for use of it.
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Farmable mushrooms |
Posted by: lordpidey - 04-18-2023, 05:26 PM - Forum: Suggestions
- Replies (4)
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Hello,
It is quite difficult to get mushrooms in Korvara, especially compared to Sigrogana, where you can get them from chopping certain trees.
As such, I recommend that mushrooms be plantable, like other crops are.
That is all.
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Geist Tiles |
Posted by: Pyro - 04-18-2023, 07:12 AM - Forum: Balance Fu
- Replies (4)
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After playing both Boxer and Verglas for the last couple months, I had a realization of something disappointing.
Despite being capable of triggering every tile you move over, Geist has no other tile interaction.
I think it'd be neat if Geist could put down tiles from items or skills. Like Ice Point Greaves' ice tiles.
Do I think this is broken? I bet someone could find a way to be silly and make it broken. Do I think it is fair? I don't see why it wouldn't be.
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Amalgama Spells |
Posted by: renowner - 04-17-2023, 10:24 PM - Forum: Suggestions
- No Replies
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All Amalgama spells are currently general domain.
Can all the elemental ones actually be tied to their element? I think that makes more sense.
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Pet emotes. |
Posted by: renowner - 04-17-2023, 08:04 PM - Forum: Bug Reports
- Replies (2)
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Currently pet emotes aren't able to be seen by players nearby. . .Unless you're specifically using the pet it seems.
People just next to me were unable to hear the emotes.
Meanwhile while the pet is out, everyone in various places can hear your pet emotes.
Some people in the Telegrad jailcells, or by a well. . . Its really wonky.
Also once again please let emotes/says originate from the pet. . .If my pet is across the room and its jumping at someone, its lame for it to originate off the player so the person the pet is actually next to can't hear it, but people 3 rooms over can.
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The grind from 45 to 60 feat. Lava Lake again |
Posted by: Poruku - 04-17-2023, 07:41 PM - Forum: Suggestions
- Replies (6)
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I would like to suggest three different systems that encourage variety in grinding
1: Rewards scaling based on difficulty
It's no secret the minotaur labyrinth is a very difficult piece of content. Yet the rewards are solely level-based. I suggest xp and drops are increased by up to 100% based on how hard each dungeon is, or each creature. This would make places like the sunken forest or the ice dungeon worth visiting.
2: Reward boost based on variety
Every fight, you get a stackable, trackable bonus to rewards for every other dungeon, tracked on a per-dungeon basis. So if you haven't gone to x dungeon in a long time, you will get bonus rewards for many battles if you grind there. Like maybe every 10 battles in another dungeon means 1 boosted battle in that dungeon. Meaning you are encouraged to go around to different dungeons regardless of other factors.
3: Boost lower level dungeons
Add a crystal terminal upgrade that can be toggled that boosts the level of a dungeon to 60-80 for your party only, meaning a level 5 jammer would be boosted to 65, a level 40 legume to 80, and so on. It would come at a price, and probably a drawback. But it would mean you can grind, say, lake halard at level 55 without wasting your time. Of course, if introducing items to the game is a problem there can simply be a stipulation that makes these boosted mobs never drop the 56+ items.
Combine all these and suddenly you're going around the world to grind different things and it feels good and not like you're wasting your time. No need to make more content, just make us play the content we already have for more than 20 minutes per character.
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Trait - One Eye |
Posted by: Snake - 04-16-2023, 02:18 PM - Forum: Suggestions
- Replies (1)
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General trait once more, with a twist to it...
Quote:One Eye (Left)
You didn't see that one coming, now you're stuck in the dark. At least you've gained an eye for detail with it. Increases your base Critical by 10, and your Critical Damage by 15%.
However, it gave you a blind spot! Attacks done to you from your relative west (If you are facing north, your left. If you are facing south, your right, etc.) will have their Hit and Critical increased by 40. (Can be reduced by Blind Fighting).
- If you also have the One Eye (Right) trait, you will count as if you're 'physically blind', gaining extra effects in combat.
Quote:One Eye (Right)
You didn't see that one coming, now you're stuck in the dark. At least you've gained an eye for detail with it. Increases your base Critical by 10, and your Critical Damage by 15%.
However, it gave you a blind spot! Attacks done to you from your relative east (If you are facing north, your right. If you are facing south, your left, etc.) will have their Hit and Critical increased by 40. (Can be reduced by Blind Fighting).
- If you also have the One Eye (Left) trait, you will count as if you're 'physically blind', gaining extra effects in combat.
Physically Blind (Debuff)
Cannot be cleansed. Negates the Blind Spot drawbacks from One Eye traits. Disables the use of skills and spells that use eyes or sight. At the start of every round, you are inflicted with Blind with a permanent duration.
(Blind Fighting Bonus: While Blind, increases your base Critical by 20 and your base Evade by 10. If any enemy moves within 2 range of you or attacks you, you will automatically face them).
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