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Overload lack of clarity |
Posted by: renowner - 10-23-2022, 12:17 AM - Forum: Quality-of-Life (QoL)
- Replies (4)
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The Evoker invocation: "Overload" Does not actually say what the bonus damage per stat point is, per rank. I remember it doing so years ago, doesn't seem to any longer.
I'd like it to do so again, so I know what I can actually expect out of it!
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My beautiful baby robots |
Posted by: Lolzytripd - 10-22-2022, 10:36 AM - Forum: Class/Race Ideas
- Replies (2)
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Can we please, oh lord, get an update to their optional racial traits, currently mechanations feel like humans, except....without the ability to instant kill you, and with less aptitude.
Quote:Revolver Raid cannon exists in quite possibly Jank of the year awards level gameplay. You can perform fist skills with it, it applies gun on hit skills, it cannot be used for gun skills, you cannot akimbo with it, you can use headshot with it and geldoren with it, you can heaven kick with it, but you cant serpent strike with it, but you cannot parting shot with it.
My suggestion....make it just a fist....A fist that scales on guile with the same stats it has right now, with the sub type shot gun, and the effect that it counts as a gun for gun skills the same way that the violet varon weapon line works.
Oh boy here's the next one
Quote:Chronicling Cabal Memory
"Mech Type Trait (only 1 can be selected). The special memory function of the cabal makes it more capable of memorizing spells than even master magicians. For each accessory equipment slot that you have empty, the Skill Pool cost of Spells is reduced by 0.5."
I cannot in the current iteration of the skill pool and even imagine ever needing this in any possible scenario. Maybe replace it with something that just flat out makes them better with spells or magic +0.5 willpower per spell equipped per accessory slot empty
now for standard....
Quote:It isn't as bad as cabal
Mech Type Trait (only 1 can be selected). Mechanations are typically known as sturdy and none embodies that as much as the standard model. While you have no torso item equipped, you are treated as having 10 Armor, 10 Magic Armor, and your maximum HP is increased by 50.
but there are much, much, much better armors than this in the game, and gigantic gene exists. My Idea to changing this...15 armor and 15 magic armor, 10% resistance to slash/blunt/pierce, enchanted with gigantic gene.
Finally.....the good one....
Quote:Agile accel, a skill 1m, move in a line, become airborne, take 45 fire damage over the next 3 turns...no leg slot for you
Make it not a line, also maybe also have it give stay afloat/Mercury enchant as a buff for 2 turns while its on CD.
These are just my ideas, but I think something needs to be done for the equality of our metal Gs6 locked boys.
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Conflict and GM Intervention |
Posted by: Anhita - 10-21-2022, 03:22 AM - Forum: General Discussion
- Replies (37)
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Hey. I dont make threads often. Even less often things like this. But theres a blatantly clear problem I am seeing here. Esspecially in the front of clear communication. (A problem that seems to consistantly be mentioned -- but nothing is ever done.)
As I am sure many of you may know, There was recently a conflict between Meiaquar and Fairview where Fairview attempted to declare independance. And Meiaquar clearly had issue with that and member of their community that were meant to be exiled ages ago. By all rights - Meiaquar had the advantage. They were a nation. And ontop of this-- they took the time to gather allies from outside of their own nation from the Astral Order to back up their forces.
During the first day, Fairview fought back against Meiaquar, and it ended in a stalemate. From there was a long 3-dayish span where absolutely nothing seemed to be happening
Just people sitting to watch the siege. Occasionally spars happened between the sides. But otherwise. Nothing productive.
At one point there was even a rumor that Ashvath and Yuri had even straight up left the siege line without RPing. I cannot validate this myself as I had D&D that day.
But its clear none of this went to any sort of plans that were already talked about before the conflict happened.
From my current accounts, and please correct me if I am wrong, it sounds as if the GMs had intervened to force a decision that Meiaquar would not normally make given the circumstances.
But the Don's still had to deal with the Consequences of their GM-Ordered IC actions (I would like to personally apologize for my Shaitan's shitty attitude)
And by all accounts, it also did not seem like Fairview attempted to garner much in terms of allies on their side before committing to what was seen as a hostile action. This naturally culminated into the siege, where 30+ players were involved, and they were in the disadavantage
I cannot speak for everyone, But as somone who has to consistantly deal with a higher ammount of danger due to my role, Seeing what could effectively be the two leaders that had effectively begun 'rallying' Fairview against Meiaquar get off light feels.. wrong to me? Esspecially when there was alot of player involvement up until things begun to stretch onwards.
Maybe its just me. And overall is generally demotivating, seeing as the conflict had been resolved by OOC means instead of IC-- And makes me generally wonder how much I'll have to play 'nice' when a character or their group begins to blatantly threaten Geladyne. Or otherwise. It overall sets a pretty bad precedent for how future conflicts are going to go, in my opinion.
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Invocations: 3m per rank |
Posted by: Poruku - 10-19-2022, 05:36 PM - Forum: Balance Fu
- Replies (8)
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Instead of being
D: 9m
C: 15m
B+: don't even think about it
What if
D: 6m
C: 9m (current d ranks switched to this)
B: 12m
A: 15m
S: 18m
So on the casting turn, for instance with a B rank, you would simply need the remaining 6m to cast it. Yes this means KD can still shut it down drastically, but I was thinking that instead of being a full momentum cost you just needeed to use an amount of 3m actions, allowing you to put 3m into your invoke even if it isn't yet able to be cast. Would fix the overwhelming power of KD versus C rank invokes. A 6m (new D rank) invoke would just cost 3m initially then the remaining 3m to cast (or 4m if same turn).
This would mean dev can add invocations to the game that aren't just D rank or useless, allowing for a new element to tweak for balance. Meaning something like divine judgement or the weaker hexer invokes could be put on 6m, shine knights 12m, and new skills could get slapped with 6m invoke to make them more powerful while giving them the coolness and synergies of invoke. And with the QoL that makes kd not as punishing, longer invokes, like S rank, could even see the light of day!
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Ravaging Requiem |
Posted by: Poruku - 10-19-2022, 05:10 PM - Forum: Suggestions
- Replies (2)
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Performer skill
CD: 1 round
Song skill, deals 100%SWA + 80/90/100/110/120% sound atk damage.
<insert random extra mechanic like fear inflict chance or bonus damage based on amount of buffs>
(Why is this not in the game?)
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The Final Shard |
Posted by: Trexmaster - 10-19-2022, 02:19 AM - Forum: Suggestions
- Replies (2)
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It's been close to four months now since Korvara released.
Can we finally have a way to access the 45th Worxar Shard in Terra Flamma?
I understand it was meant to be locked behind a puzzle but unless the last shard is being purposefully kept from the players for some future update reason, it'd be nice if we either got the puzzle implemented soon-ish OR had some more simple way of accessing it and have the puzzle reward be something else when implemented fully.
Otherwise this is just a reminder we're all still stuck at 45/45/45/44 and we desire sweet release...........
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Empty Pockets Buff |
Posted by: Shujin - 10-18-2022, 08:58 PM - Forum: Balance Fu
- Replies (4)
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Empty pockets is a fairly simple thing.
It boost success chance for a steal, alas only after you evade which...Lets be honest. You will have plenty enough Cel on a dodge build to have 100% steal chance even without maxing steal itself out.
The item belt thing is...Extremly Situational, given the conditions and only 1 Turn length, but I guess it can be nice?
I would like to add something else however, that might also make it useful for other classes with Trickery effects:
+15% to trigger a Trickery effect once, after a dodge.
Simple enough change, Either alone or on top of the steal success chance which...I do not think anyone really cares about. Or I don't know, let you go into sneaking after a successful steal.
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