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Mage Enchantment Switch |
Posted by: Senna - 05-09-2021, 08:01 AM - Forum: Suggestions
- Replies (1)
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I'd suggest the ability to allow the players to reapply a new enchantment onto themselves/others or a skill that lets them switch what they have active but sends the Skill on a cool down. We can call it 'Power Switch'
Enchantment as in the Elemental Enchant in Mage. Redgull, Kraken and so on.
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More Bombs! |
Posted by: Autumn - 05-08-2021, 09:05 PM - Forum: Suggestions
- Replies (4)
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Standard bombs can get a little monotonous after a little while, also I believe it can spice up PvE life for engineers if bombs were a little easier to obtain, and there was a bit more variety in them.
So I am requesting that there could be Ice Bombs, Thunder Bombs, and potentially a better conversion ratio, as you go through a lot of bombs if you're spraying them around in PvE as base AoE. Either that or some way to refund bombs through a talent similar to magic rocks.
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We need a divorce |
Posted by: Lolzytripd - 05-08-2021, 03:51 PM - Forum: Suggestions
- Replies (6)
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As the marriage counselor in the room I would like to explain why Guile and Strength's marriage is unhealthy. Strength is too dependent on guile and whenever strength goes to talk to the balance counselor he can't get any help because anything that makes him better makes that cheating ho guile too strong because strength doesn't know she's got herself 100% guile scaling weapons on the side hustle.
So I propose we seperate guile from strength. To do this we remove the critical damage scaling from guile and return to using a fixed critical damage modifier. This modifier was 200% before guile existed but I can see the argument that it may be a bit strong considering you need 60 guile to even approach that on the best weapons, so perhaps 150-175% universal crit damage mod before other mods
Now without having crit damage anymore guile feel's kind of empty so as a conciliation prize guile could now get "Reduces enemy mdef and physdef calculations by .5 per scaled guile" this thematically fits guile being the sneaky and acid stat, allowing it to aid in getting past tanks. Heck with this change mages my decide to build a bit of guile over being a magical medicine ball.
this would solve the blandness of basic attack builds, because it free's up a stat's worth of investment and makes their build choices more comparable to autohit stonks. This solution avoids the problem of inadvertently buffing daggers, changing the game via some sort of mechanical change like a global fluer/momentum rebalance, and also makes guile a viable stat outside of basic hit builds.
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[v2.44] Digging-caused client lockup |
Posted by: Tanasinn - 05-07-2021, 07:00 PM - Forum: Bug Reports
- Replies (1)
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On current BYOND version(513.1542), attempting to dig where you are disallowed (Certain maps, houses without permission, certain tile types) will lock up your client as though stuck waiting for a PVP request. You cannot be invited to parties, move, or do much of anything without having to reconnect, and if you try to PVP challenge someone locked up in this manner, it says you can only send one PVP request at a time.
I don't know if this is something that can even be fixed, but it seemed prudent to bug report it regardless.
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[Event] - The Sentinels of Flame |
Posted by: WaifuApple - 05-07-2021, 05:31 AM - Forum: The Great Six
- No Replies
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Perhaps it's power. Perhaps it's riches. It doesn't matter what the motive is, really - in the end, it draws many, both confident and foolish, towards the allure of rare artefacts and treasures all the time.
But when word gets out of a fiery structure sat in the depths of a cavern running deep with the blood of Nairyf (so lava / magma), rumors of treasure start spreading. But many find the heat unbearable, so can never traverse far enough to find what they desire...
As for those who do, however...
They'll find that something else stands between them and what they desire.
So, you've likely seen the newsletter already, which alluded to an upcoming event of mine. Well, as of right now, preparations are already complete for having it happen. As such, I waited for the newsletter to be out to announce sign-ups for it.
The event will consist of 3 teams of 4.
There will be combat, so be sure to have your items, gear, and levels as prepared as you can. You also might find it appropriate to come with things that protect you from extreme heat, or dress accordingly, though this is all IC stuff, and left to your disposal.
The event will be taking place on:
Saturday, the 15th of May.
6PM BST / 1PM EST
(A little bit of love for my fellow Europeans)
Most of the preparations are done, but there are some personal things, such as deadlines for university that I must see out of the way, first!
Please note that everyone must sign up individually. If you plan to go as a team, you must have all members sign up separately, to give others a fair chance to join too.
I hope you look forward to the event!
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Lore Questions: May 2021 |
Posted by: Neus - 05-06-2021, 07:21 AM - Forum: Lore Questions
- Replies (15)
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Guidelines for Lore Questions
1) You are limited to one question per topic. You may ask follow-up questions related to your initial question provided they are mainly 'yes' or 'no' questions. For instances where you are clarifying lore details, or for minor questions, it is recommended to ask in the #lore-questions Discord channel instead of in this thread.
2) Questions should avoid being overly specific when the topic is unknowns. (IE: Was anyone on Sigrogana ever killed with a spoon? Has there ever been a scandal involving a noble family on Kysei?) For this reason, it's best to ask questions pertaining to subjects that already have some establishment in the lore.
3) Avoid asking questions on the basis that you are trying to invalidate someone's RP or otherwise harrass them, etc. If you have concerns that someone may not be RPing properly, or has an outlandish concept, please take them to a GM in private.
4) Refrain from asking questions that have always been answered. Use the forum search function, view the lore compendium, or the wiki pages for the specific races (both on wikia and this site's wiki) to double check.
5) If you notice any contradictions in answers, you are welcome to point them out. Note that established lore may be rewritten as time passes based on necessity or desire.
Expectation For Answers
Questions may be answered at any time, but the general expectation is that all questions will be answered during the first week of the following month. Answers will be added to the lore compendium, which will be updated after the topic is closed.
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Sloth Ideas |
Posted by: Sawrock - 05-06-2021, 07:08 AM - Forum: Suggestions
- Replies (2)
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Have
Magic
Have
A
Chance
To
Do
More
Battle
field
Effects
But
It
Needs
To
Pass
A
Field
Resistance
Stat
That
Is
Given
By
Resistance
And
Luck
And
Opposed
By
The
Caster’s
Status
Infliction
.
This
New
Field
Resistance
Would
Decrease
As
Enemy
HP
Went
Down
By
The
Percentage
Of
HP
Lost
Thus
Preventing
Cinders
From
Being
Spammed
Round
1
But
Also
The
Battle
Would
Get
More
Crazy
As
The
Fights
Went
On
.
This
Can
Be
Connected
To
The
Lore
As
Luck
Is
A
Known
Force
In
Redtails
So
Why
Not
Have
The
Flow
Of
Magic
Be
Disrupted
By
Other’s
Innate
Magical
Resistance
And
Their
Luck
?
To
Clarify
Current
Battlefield
Effects
Should
Remain
Unchanged
This
Should
Only
Apply
To
New
Effects
Created
To
Add
Variety
To
Autohits
Arsenal
And
An
Enjoyable
And
Certainly
Not
Frustrating
New
Mechanic
.
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