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Latest Threads |
GR1 Leftovers
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:16 PM
» Replies: 1
» Views: 735
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Blotch Evasion
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:16 PM
» Replies: 3
» Views: 809
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Bring Seiryuu Back
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:12 PM
» Replies: 5
» Views: 872
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Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:08 PM
» Replies: 7
» Views: 1,287
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Chimera Hit
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:07 PM
» Replies: 4
» Views: 544
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Flash of Light
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:02 PM
» Replies: 1
» Views: 364
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Bows
Forum: Balance Fu
Last Post: Snake
Yesterday, 09:00 PM
» Replies: 20
» Views: 2,029
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Mastery of STR Crit
Forum: Balance Fu
Last Post: Snake
Yesterday, 08:58 PM
» Replies: 7
» Views: 477
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Post-Server Reboot Login ...
Forum: Quality-of-Life (QoL)
Last Post: Kameron8
09-26-2025, 08:20 PM
» Replies: 0
» Views: 199
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can couloir not be affect...
Forum: Quality-of-Life (QoL)
Last Post: Fern
09-26-2025, 02:28 AM
» Replies: 0
» Views: 246
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Charm Synergy |
Posted by: Autumn - 02-24-2021, 08:15 PM - Forum: Balance Fu
- Replies (4)
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Indirect damage builds such as with stacking DoTs don't seem to threaten too many people at the current moment so I don't think adding this potential synergy is particularly harmful to their gameplay, but I think that when it comes to wanting to inflict as many statuses as possible, charm loses its...well, charm. Due to poison/burn/lingering damage immediately getting rid of it because its 3 damage instances.
Is it possible for on-round damage to not reduce the duration of charm? Given a lot of charms have cooldowns now..I don't see this to be much of an issue, especially considering you would have to apply charm after applying all your DoTs to make it the most effective.
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Chivalry isn't dead |
Posted by: Perdition - 02-24-2021, 03:12 PM - Forum: Balance Fu
- Replies (4)
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Just a small passive I think BK could use is one that makes it so when you teleport to an enemy using the Black Wind such as hitting them with Crescent Rook or Hanging, it will always teleport you to their front and facing them (if able to). This could give it synergy with things such as the chivalry talent, Noble Axe, the spear talent, etc. And I think it is thematic too.
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Additional PvP Options |
Posted by: Kameron8 - 02-24-2021, 06:52 AM - Forum: Suggestions
- Replies (8)
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I'd like to suggest the addition of free for all PvP matches, and 2 (teams) vs 2 (teams).
This was brought up a long time ago, and dismissed as unfeasible due to technical limitations. I'm hoping that, a few years later, that is no longer the case. Often, two teams and a maximum of four combatants per team are unable to properly encapsulate a conflict that's happening ICly. Sometimes the enemy of your enemy is NOT your friend, and sometimes nobody is your friend at all.
With that in mind, I would like to suggest the following become possible:
- Engage in a battle where no player has an alliance with any other player. Players spawn in an up to 8 point circle formation around the exterior of the map.
- The ability to 'link' two parties in a way that allowed all 2-8 players to engage another set of 2-8 players who followed this step. These parties would not do any PvE content together, unless some eventmin verb caused it to be so.
- The possibility of, instead of the 8v8 listed above, engaging in an (up to) 4v4v4v4, where you have 3 allies but 12 enemies. Each group of 4 would spawn clustered together on a different map cardinal or corner.
I fully understand how awful an 8v8 spar could be, or an 8 man free for all at the Arena, but the current number restrictions can pretty starkly clash with what's happening ICly. If this is still unfeasible, I'm open to other suggestions to reduce rigidity of what kind of conflicts can happen with PvP.
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v2.39 - Discussing topic I don't have |
Posted by: Xaertis - 02-24-2021, 04:12 AM - Forum: Bug Reports
- No Replies
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But I actually do. This has happened a few times, but most recently when going through the process of unlock Rune Magician I was talking to the NPC and he told me to discuss [Rune Basics] with him next. It appeared on the left side of the chat, but it was also highlighted in the chatlog. I clicked the highlighted one in the chatlog and nothing happened except for this message:
System: You tried to discuss a topic you didn't have. How did you do this? Please report it on the bug reports forum.
Clicking the [Rune Basics] button to the left fixed this issue and let me continue the chat.
This issue seems to happen any time the NPC offers a highlighted message in the chat and you click on it instead of the message to the left side.
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Quality of Life: Crafting Menu |
Posted by: Xaertis - 02-23-2021, 06:05 PM - Forum: Suggestions
- No Replies
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I logged into a character I hadn't played in a month, and suddenly I was at a loss for a lot of things. What was my build? And what professions did I have? Currently the only way to check these is if I go to a station and try to craft something for it to tell me my level. And I have to go to each station to be able to check each profession.
Whether it has its own menu or not, I don't mind. But I find it a huge hassle that I'm unable to check my crafting levels, which crafting professions I have, the recipes I have, what crafting stations are needed for each profession, etc. So a way to check this from the comfort of the Asago building, for example, would be greatly appreciated.
Low priority.
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1hp revivals |
Posted by: Tanasinn - 02-23-2021, 03:16 AM - Forum: Balance Fu
- Replies (12)
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Currently the trait 'Die Hard' revives you with a luck-based chance, and gives you 1hp. Similarly, Sal Volatile picks you back up, and gives you 1hp.
As it stands, any form of reduced healing rounds that down to 0hp, and you instantly die again.
With the upcoming release of Homunculus as a race category, this means these revivals will be further useless to them much like it has been to vampires in the past, and is to anyone unfortunate enough to not remember they have a lauder infestation.
I'd like to suggest the heal these give you be increased. Someone else suggested 5% of your max hp for die hard, and my own idea originally was to up it to 10hp. Just enough of a buffer that you aren't instantly dead from reduced healing. For Sal Volatile, a similar suggestion was 10% of your max hp or 10 flat, whichever is higher. It's a small change that would, I think, be a good quality of life change.
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Additional Text Size Preference |
Posted by: Kameron8 - 02-23-2021, 01:58 AM - Forum: Suggestions
- Replies (1)
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I'd like to suggest an extra area in preferences to set custom text sizes for the following pieces of information:
- New chat system
- LFG Posts
- Stat/Item windows (double click a target in combat, double click an item, or double click a race to view racial abilities)
- LaplaceNET contents
- Win Quotes contents
There are ways to scale up these things (the game in general) through Windows settings, but they make some elements of the UI behave very strangely if that route is taken.
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Check Up - State of GMs |
Posted by: WaifuApple - 02-22-2021, 10:13 AM - Forum: General Discussion
- Replies (37)
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It's been... just over four months? Either that or three, it's not entirely clear. But a third of a year already, and the same topic has come up in circles, bringing me to a simple conclusion:
It simply feels like, despite it all, nothing has changed. We had the GM team become more active for a week or two, but now that seems to have fallen away again. Which, inevitably, is a problem, because it doesn't feel at all like we've gone anywhere. Most I hear is a few minor things.
Let's start with the new application system. To be honest, glancing over it, it's not hard to see who the MVP of that is. Slydria has been pulling a lot of weight in seeing to applications, where there has been quite a lack of other GM input, and in a climate where people are increasingly asking for applications for races, this does feel like it is inevitably going to be unsustainable in it's current state.
Regarding enforcement - we had a situation where we went days with two people wandering around with names like caramel dansen, and this was brought up in GM-help in the main discord, but only seemed to get any notice when the alleged people themselves showed up in the chat. Now, if this was a more serious offense, imagine that being unattended to?
And another point to be made. Once again, it does feel like there is not enough outreach in the community from most GMs. People old and new are essentially being told to put their trust in people they may never have talked to, and may never see around whatsoever, and the fault is usually put on us for not doing so, rather than the lack of involvement from the team, which I feel is a wrong way to look at it, too. It's only sure to foster a feeling of distrust towards the team, and a feeling that they're just never there. That is very much problematic, to me.
We very much need fresh blood on the team. We did then, and since very little has changed, we definitely do now. The amount of people I've seen echo a sentiment of this just not being okay at current is absurd - and though I don't expect anything meaningful to come of this, I might as well try again.
We need more GMs. Really, we do. And since the GM response to the last thread, we've heard nothing on the matter. But we do need them, and we need them to be active members of the community who represent us, and all. I think that this is a super important thing to consider.
Please.
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Artificer Class Concept / Suggestion |
Posted by: TriTetra - 02-22-2021, 04:56 AM - Forum: Suggestions
- Replies (1)
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While reading over the Big Lore Page of Knowledge for fun, I came across something that caught my eye---
- (Can you create weapons via magic?) There are things such as magical weapons created in this manner; there's a type of magician called Artificers which have that as one of their specialties. But it's rather difficult to do compared to just having a weapon so they aren't particularly popular.
---and I thought, wow, frankly, I'm surprised this isn't a class yet, but I would ADORE for it to be. With that thought, I had a burst of inspiration and went on to create my own concept of a class for it, despite, well, not having a good enough idea of balancing or anything to make something super cohesive and functional in gameplay. The creation of the class itself was mostly just for fun, but hopefully some things lay in it that could be of inspiration.
So here I present the concept I came up with, and in the last part I will give a more generalized suggestion!
------------ THE CONCEPT ------------
ARTIFICER
+3 STR, +3 WIL, +2 FAI
Can use: Tome
Mages who have learned how to use their magic to create and harness magical weaponry, preferring to use them over weapons of metal, wood, and the like. With practice using these magic weapons, Artificers have found advantages to them---a big advantage is that many prepare for magic, and many prepare to be swung at, but few prepare to be swung at with magic.
SPELLS:
Braver's Conquest (5 Ranks) [25 FP] {3 Momentum}: Conquers a section of the battlefield, dealing Light magic damage equal to (80/90/100/110/120% Light ATK + 100% SWA) in a (3/3/4/4/5) tile range. That range then becomes Conquered for 3 turns, and as long as the caster is on a Conquered tile, they take 10% less damage from all sources. Conquered tiles instantly disappear once the caster moves off them. 3 turn cooldown. Swords are a valid casting tool.
Gae Bolg's Verdict (5 Ranks) [40/37/34/31/28 FP] {3 Momentum}: Decide the fate of an opponent in 2 range based off their history. Deal Fire magic damage equal to (21/22/23/24/25% Fire ATK). For every positive effect the opponent has, minus every negative effect, repeat the attack. If the opponent is slain by this move, its Momentum cost is refunded. 2 turn cooldown. Spears are a valid casting tool.
Creed's Elimination (5 Ranks) [30 FP] {3 Momentum}: Attempt to quiet a foe in 3 range, teleporting to the tile opposite the direction they're facing (if this is not possible, they are not a valid target) and attempting a basic attack. If it connects, has a chance to Silence at 75% infliction chance, though infliction rate is increased by (20/30/40/50/60% LUC). If it doesn't connect, deals Lightning magic damage equal to (80/90/100/110/120% Lightning ATK) instead. 4 turn cooldown. Daggers are a valid casting tool.
Kigal's Rumination (5 Ranks) [70/60/50/40/30 FP] {6 Momentum}: Use your focus as pure mana instead when casting magic. For 4 turns, all magic damage you deal is Null magic damage and deal bonus damage equal to 10% of your current FP.
Artemis's Pursuit (5 Ranks) [25/24/23/22/21 FP] {3 Momentum}: Not a witness left. Deal Wind magic damage equal to (50% Wind ATK + 100% SWA) to a foe in 9 range, increased by (6/8/10/12/14% Wind ATK) for every tile away the foe is. 4 turn cooldown, 0 turn if the spell KO's. Starts on cooldown. Bows are a valid casting tool.
Aktina Thanatou's Blaze (5 Ranks) [50/48/46/44/42 FP] {6/3 Momentum}: Rank D Invocation. Test out your death ray on an opponent. Deal Ice magic damage equal to (125/150/175/200/225% Ice ATK + 100% SWA) to a foe in 7 range. Evasion bonuses against this are doubled, but 50% of RES is ignored. Status-infliction-based chance to give the foe a status that reduces RES by 50% for 2 turns. 5 turn cooldown. Guns are a valid casting tool.
Nirvana's Decimation (5 Ranks) [40/38/36/34/32 FP] {4 Momentum}: Crush a foe with all your overwhelming might. Target a foe in 1 range, dealing Earth magic damage equal to (80/90/100/110/120% Earth ATK + 6/7/8/9/10% User Current HP + 6/7/8/9/10% Foe Missing HP + 100% SWA). Damage is halved if the foe is closer to full health than you. If you are closer to full health than your foe, attempt to inflict Fear. 4 turn cooldown. Axes are a valid casting tool.
Shredder's Ultimatum (5 Ranks) [20/17/14/11/8 FP] {4 Momentum}: Force your opposer to decide. Target a foe in 1 range. If the opponent's first action does not deal damage, they deal no damage for the rest of their turn, and you gain +(1/2/3/4/5) STR, SKI, and WIL. If the opponent's first action deals damage, they are Immobilized for 1 turn, and you gain +(1/2/3/4/5) CEL, DEF, and RES. 4 turn cooldown. Fists are a valid casting tool.
ABILITIES:
Artifact - Sword (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Sword that deals Slash magic damage. The scaling of this sword is equal to (10 x Rank)% STR and (10 x Rank)% WIL, and its stats are equal to the 1* Sword.
Artifact - Polearm (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Polearm that deals Pierce magic damage. The scaling of this polearm is equal to (10 x Rank)% STR and (10 x Rank)% WIL, and its stats are equal to the 1* Spear.
Artifact - Dagger (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Dagger that deals Pierce magic damage. The scaling of this dagger is equal to (10 x Rank)% GUI and (10 x Rank)% WIL, and its stats are equal to the 1* Dagger.
Artifact - Tome (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Tome that deals Null magic damage. The scaling of this tome is equal to (20 x Rank)% WIL, and its stats are equal to a 1* Tome.
Artifact - Bow (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Bow that deals Pierce magic damage. The scaling of this bow is equal to (10 x Rank)% SKI and (10 x Rank)% WIL, and its stats are equal to the 1* Bow.
Artifact - Gun (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Gun that deals Pierce magic damage. The scaling of this gun is equal to (10 x Rank)% SKI and (10 x Rank)% WIL, and its stats are equal to the 1* Handgun.
Artifact - Axe (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Axe that deals Slash magic damage. The scaling of this axe is equal to (10 x Rank)% STR and (10 x Rank)% WIL, and its stats are equal to the 1* Axe.
Artifact - Fist (5 Ranks) [10 FP] {3 Momentum}: Conjure up a magical Fist that deals Blunt magic damage. The scaling of this fist is equal to (10 x Rank)% STR and (10 x Rank)% WIL, and its stats are equal to the 1* Fist.
Dual Attack (5 Ranks) [40/35/30/25/20 FP] {3 Momentum}: Requires Floating Artifacts. Attack with one weapon physically, and another one magically, at the same time. Perform a basic attack with your mainhand weapon, then your first artifact, both with a -(20/15/10/5/0) penalty to Hit. The range of this attack is reduced to the lowest range of the two weapons. Main class only.
Flurrying Dispersion (5 Ranks) [20/19/18/17/16 FP] {3 Momentum}: One thing that's difficult while using Artifacts over Magic is taking on multiple foes, but with a violent disassembling of your Artifact, nobody nearby will like that. Target a 2-range circle in 4 range and throw your mainhand Artifact there, exploding it in a burst of its magic. Land a guaranteed-success basic attack on everything at (40/50/60/70/80%) effectiveness, 100% on crit, then lose your Artifact.
PASSIVES:
Double Spell (1 Rank): A magical weapon is very easy to convert into magic. When this passive is on and you use a non-Invocation spell while wielding an Artifact weapon, consume the Artifact weapon (prioritizing offhand Artifact) and cast the spell twice for free. The damage of the second cast caps at the SWA of the Artifact.
Elemental Infusion (1 Rank): Call upon your current Enchantment to create your weapon. When this passive is on, all Artifacts created will instead deal magic damage with a type matching your current Enchantment. Will not change Artifacts that are already created.
INNATES:
Automaterialize (2 Ranks): After using them for so long, Artificers get used to materializing their magical weapons before combat. A time-saver. On entering combat, you will automatically equip the first Artifact in your Skill Pool for free. At Rank 2, also automatically equips the second Artifact in your Skill Pool in your offhand.
Floating Artifacts (1 Rank): Artificers can manipulate their Artifacts without even holding them, as long as they're close enough for them to keep their focus on it. Prevents Artifacts from requiring hand slots, though can still only have up to 2 Artifacts. Main class only.
Propelled Weaponry (1 Rank): Nobody is as aware of how helpful magic can be to the swings and shots of your weaponry as Artificers are. Increases the Range of basic attacks by 1, and Hit and Crit by 5.
Amalgamation Artifacts (1 Rank): The forms of Artifacts are entirely up to the Artificer controlling them. When an Artifact is materialized, it is also able to use the skills of the first (or if it is your first, then the second) Artifact in your Skill Pool.
Care of the Craft (2 Ranks): Artificers can get attached to their magical creations just as one can get attached to their physical ones. Weapon Sentimentality applies to your mainhand Artifact at max, if the trait is had. At Rank 2, also applies to your offhand Artifact.
Ins and Outs (1 Rank): Artificers often closely study the weapons they want to make into Artifacts in order to replicate them effectively. For every point in an Artifact - Weapon ability, gain 2 Rarity of Adaptation for that weapon.
------------ THE SUGGESTION ------------
I think it'd be cool to have Artificer as a Mage promoted class that focuses on using weaponry rather than using spells, probably being something low-mobility with few spells but great versatility. That's probably what I would do if I took another shot at the concept---focus on abilities that can encompass all, or multiple, weaponry instead of giving 1 spell to each. (Which can, in this rendition, be used by tomes, by the way.) Such a take could be more versatile to give every weapon a good amount of versatility on its own, rather than requiring you to balance 4 different weapons and Amalgamation Artifacts for versatility.
I can see another take being less focused on the versatility of being able to use multiple weapons and instead focus on the versatility of editting 1 single Artifact (maybe 2), giving it the ability to have different passives, On-Hits, On-Crits, fulfill different conditions, etc. This can keep the ability of the class to mesh well with many other classes in that it can still allow you to make that Artifact any kind of weapon you want, but it also may give the class more worth on its own as well by being able to set up a destructive Artifact and use certain abilities/maybe spells with it.
Whatever take it may be, I much like the idea of an Artificer that can create powerful and/or a lot of weaponry, and can mesh well with other classes due to being able to fulfill their weapon requirements.
Thank you for reading!
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