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Pocket Sand (Rogue)

Forum: Balance Fu
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  Fated Enemy
Posted by: Trexmaster - 01-26-2023, 12:39 AM - Forum: Suggestions - Replies (2)

Since the introduction of Iceblood, Snakeman, and Insect race enemies we've yet to see any new additions to Fated Enemy, leaving a lot of the enemies in the game without an applicable Fated Enemy to use against them.

Could we get these three as options for Fated Enemy?

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  Mutation: Soulshot
Posted by: renowner - 01-25-2023, 07:09 PM - Forum: Balance Fu - Replies (6)

Amalgama's Soulshot mutation only inflicts 1 damage per soul on guns, and 3 damage per soul on all other weapon types. Now that the damage no longer triggers on every round of a gun, this should be modified to do the same damage for all weapon types. As of now ,all guns just get a worse benefit than other weapon types for no real reason.

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  Yin Yang Buff?
Posted by: Satoshi Gawd of Typos - 01-25-2023, 05:26 AM - Forum: Submissions - Replies (2)

I was thinking maybe we could change the Yin and Yang to make them easier to build for. There original scaling is 60 Guild and then 40 Res/Faith depending. But I figure maybe it would be cool to change that to 50 Guile and 50 Skill, and then have each to extra Dark or Light Damage depending on which gun it is.

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  New Trait - Expert Diver
Posted by: firehawk11 - 01-24-2023, 11:58 PM - Forum: Suggestions - No Replies

New Trait
Name: Expert Diver
Perquisites: 5 Vitality (Or more)
Description: Reduces Diving from 5 Stamina to 4 or 3 Stamina

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  Wild Elf - Redrayder
Posted by: renowner - 01-23-2023, 08:46 PM - Forum: Balance Fu - Replies (6)

the Redrayder Tribe racial trait for Wild Elf has an effect where if you hit your opponent with a basic attack on round one, they lose access to their item belt for three turns.

I believe this needs to be changed, to be round two, or the first basic attack you inflict each fight, or any time you knock down the opponent, or a status resistance based chance any time you crit your opponent with a basic attack, or if you're the first person to land a basic attack in a fight.

With how far way people start in a battle, hitting with a basic attack by round one is generally unfeasible.

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  Restrain
Posted by: renowner - 01-23-2023, 08:43 PM - Forum: Suggestions - No Replies

I suggest we give the restrain subtalent of detainment access to the restrain skill when its at rank five. 
Restrain is a fair skill in my opinion, and more ways to interfere with the opponent's item belt would be nice in my opinion.

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  Empty Pockets
Posted by: renowner - 01-23-2023, 08:42 PM - Forum: Balance Fu - Replies (4)

Empty Pockets is so very niche. It only activates upon evading a basic attack, and then you need to use steal to activate it.
I believe it should be buffed to apply on evading any attack, not just a basic attack. 
The game should have more ways to inflict restrain in my opinion.

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  Detogate
Posted by: renowner - 01-23-2023, 08:41 PM - Forum: Balance Fu - Replies (3)

I think Detogate should ignore evasion.
Its already a 6m to set up spell that doesn't even consider Daggers as a valid casting tool, (I think it should though) and deletes your voidgate which are very powerful tools in and of themselves.

Currently there's not much of a reason to put points into Detogate let alone use the spell. I believe making it at least unevadable, which makes thematic sense since its a big ol' explosion would give it a niche at the very least.

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  Black bolt
Posted by: renowner - 01-23-2023, 08:39 PM - Forum: Balance Fu - Replies (11)

Black bolt  should  treat daggers as a valid casting tool. The fact it isn't makes it almost never used these days, and its a really cool skill.
Just completely overshadowed by all the dagger boons in the class and impure element.

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  PvE difficulty scaling
Posted by: Poruku - 01-23-2023, 05:57 PM - Forum: Suggestions - Replies (5)

So it's no secret that, for many, soloing (almost) all PvE content on korvara is no issue. Sure, harder content may come down the line, but there remains a pretty big issue that I want to discuss:

Supports. There is essentially no reason at all why someone would play a full support for PvE right now and I think that's quite a shame. The bulk of content is about killing a small pack of mobs as quickly as possible. For most people who have high end builds, having a support in their party literally just slows them down. I think that's a huge shame! And why is that the case? Because the game is too easy. That means any full support focused build would need to be babysit and carried to max level, while the carry doesn't get much out of the exchange!

I suggest that there be a sort of mechanic that, optionally or not, increases the difficulty and rewards that the standard grind offers for parties.

For instance, a simple thing would be to add +1 mob per extra party member.

In addition, there could be a way to toggle a setting, perhaps something that is done at the crystal terminal, that increases the stats and damage of enemy mobs in exchange for a multiplier to xp and gold rewards.

Finally, I would like the bosses to be beefed up as well. Add an option to make each boss actually raise to level 60, and give them some more momentum or op abilities to make them truly strong so that a party can be challenged.

I don't believe engame raids and such is the answer to the lack of difficulty. I would like the grind to 60 to be challenging and rewarding for a well built team, which would mean people would actually team up, build supports and a variety of builds. And no longer brainlessly grind for hours on end just to get it out of the way. I wanna enjoy grinding again. No matter what shape it takes, please make the base game harder and fun, not just new content.

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