I don't quite understand why these boots are overtuned to such a degree. They grant almost 20% blunt resistance and basically counter all forms of knockdown in the game — one of tank builds' biggest weaknesses. Pair an Elytra with Kip Up from Marital Artist or Roc's Rise from Firebird, and you get one of the more annoying setups right now, especially if you're dodgy and you risk losing Evasion for simply attempting a knockdown.
I'm not sure if it's intended, but Raijinken → Sharenzan and Rising Tide → Chaser trigger Elytra's knockdown effect, despite the fact it pushes the user outside of 1 range and ignores knockback immunity because they're airborne.
I think most of issue lies with the free knockdown counter which can possibly be remedied by instead basing the activation on some kind of UL percent chance, rather than a consistent 100% chance. Or perhaps, the knockdown counter effect can be negated if the user is airborne.
The blunt resistance granted could honestly also be toned down to UL, a max of 12% instead of 18%, and still will be considered good.
I really hope I'm not asking for a lot, and I'm almost positive this was asked for already and I suck as navigating forums, but can KO'd youkai automatically be brought back to 1 HP after a fight?
I know bleeding hearts exist and it's awesome that one of them restores all of your youkai at once, but there's no reliable way to obtain them, so if the above is not to anyone's liking, maybe we can have a shop somewhere that sells bleeding hearts...regardless of how morbid that sounds?
A few races in the game are severely lacking in mechanical appeal, when compared to the others available. And while I don't think it's possible to perfectly balance every single race in all instances, I think there are a few outliers that could really use some more love. I wanted to briefly offer my thoughts on those race choices, below:
Humans:
The Jacks of all trades don't have it so bad, if you plan on using Daggers for the Divine-Eyes talent tree. In every other case but that exceptionally specific niche, however, their appeal is lacking. They gain 2 skill points in all of their classes (which can be a nice, albeit small, perk depending on classes), and a free trait in a game where one can easily get every trait they want and find interesting, with room to spare.
I'd like to see a small bonus to Quick to Master, which gives them a few additional skill slots for free. This helps allow Humans specifically to equip more tricks and variety than their peers, when one can't afford Skill, Guile, Will, and a tome with Spellbook.
Lupines:
The wolves of the Kaelensians have some neat things going for them -- access to Golden Eyes is always markedly powerful, and free stats as health diminishes can never be turned down. However, their War Cry, in almost every fathomable scenario, is a liability to use. It costs far too much FP (50), deals terrible damage (15-90, with the latter requiring enormous Sound ATK), inflicts far too little Hunted (5+10% SAN, no more than 11 at most), and requires Status Infliction to succeed.
I would like to see War Cry's FP cost reduced, and Hunted level's San scaling improved to approach ~LV. 30 with a heavy San investment.
Phenex:
The firebirds of the Kaelensians have a reasonably well-rounded, thematically awesome toolkit. The only pain point I've identified and want to point out is how crippled they're left after triggering their cheat death racial, From the Ashes. It can often feel entirely unhelpful, and leave the impression that the only benefit of the race is the universally good Golden Eyes.
I would like to see From the Ashes stop inflicting Badly Beaten.
Umbral:
Arguably one of the worst off races among the Corrupted, Umbrals are tagged with a basic set of Weakness/Resistances, then left with the ability to hide from PvE monsters and occasionally spend less (more, during daytime) FP on their spells. Their only Trait option is one that gives you some modest FP regeneration, and temporarily negates the weaknesses/resistance acquired from the race.
I don't think the tweaks for this race should be small, so I have no easy, up front suggestion on giving them love. Aesthetically, I think this race should have the ability to have half-transparent icons during night time, if they so choose.
Papilion:
Our crazy butterflies have a stock-standard set of elemental resist/weakness, and the ability to summon 1 momentum butterflies/fairies/snakes/etc of varying usefulness, depending on build, creativity, and the initiative system. Though there are opportunities for Invite Insanity to be useful, Aposemagika doesn't really have the same luxury. For successfully invoking, a reward of 12 spell power and a roulette wheel of statuses against Melee attackers who failed a status resistance check isn't worth doing, nor terribly exciting.
I would like to see the general power level of Aposemagika go up. Optionally, I think the ability could benefit from a Trait tree that lets the Papilion do different things with their Aposemagika, like they currently have with Invite Insanity.
Wild Elf:
The newest variety of Elf has some thematically interesting stuff, but just about all of it is extremely, extremely niche. As a result, most of the time the race offers nothing of value outside of the standard pair of resist/weaknesses that comes with Spotted. A chance to disarm Pitfalls relies on being unlucky enough to stumble into one in the first place, and reducing the Evasion penalty of Thick Vines necessitates running into -- or being pushed into -- Thick Vines to begin with. Neither of which make aggressively pursuing Sanctity worthwhile. Their Trait trees, though awesome thematically, require extremely specific circumstances to be even remotely useful. Not with a group of Lupines or a Felidae? Bornui tribesmen get nothing. Not fighting specifically Snakemen or Serpentkind? Eu Yan Li tribesmen get nothing. The Redrayder tribesmen can generally find use out of their ability to disable items for a while, but the benefits to Capture do very little beyond better tell the story of the tribe.
I would like to see an additional skill or passive added to the race that scales off of Sanctity and is consistently, and without niche conditions, useful.
Zeran:
These proud dominators sport some mild passive power, and an active Trait line that makes its own matador jokes while offering minimal usefulness. With heavy Sanctity investment, the race currently gains access to either a 14 Scaled Weapon Attack penalty to those they face, or a -34 Hit penalty against the Zeran to those they aren't facing. They additionally receive up to +7 Magic Armor and Armor. And while these aren't the least useful passives in the game, they're often uninteresting and forgotten since there's very little means of interacting with it.
I would like to see a new Skill or Trait that allows Zerans to spend resources/Momentum to intensify Superiority -- to some extent, however that looks in game. This way, there's always an option to interact with your own racial abilities, and do something interesting with them when the time is right beyond bumping people with your horns (which leverages Strength, not Sanctity).
Additionally, I would like to see an extra verse of utility added to Crown of Heaven. As Sanctity goes up, so too does their ability to detect magic. Zerans unlock the ability to see various, usually hidden pieces of information, at different San breakpoints. Example:
(None of these would affect targets obscured by the Akashic Record boss passive.) 10 Sanctity: Enemy current/max FP, regardless of Hidden or Mask of Metal. 20 Sanctity: Enemy Elemental Attack values, allowing some rough stat estimates. 30 Sanctity: Enemy Status Effects, regardless of Hidden or Mask of Metal. 40 Sanctity: Enemy equipped Skills/Spells.
M.Type - Standard:
Not all Mechanations are created equal. The option to omit an item slot for a unique racial perk is an extremely interesting one, but the reward for doing so does not, in this instance, match the trade-off. Torsos carry some of the most impactful enchant options and effects, and the Standard Mechanation's option to trade theirs for 50 HP and 10 Armor/Magic Armor is never worthwhile. This trait serves mostly as a ghetto power boost for new players leveling the race, and cannot seriously compete with the available items in the game -- especially if some classes require specific armor types to function effectively. Because Mechanations as a base race have nothing else beyond standard resist/weaknesses and a quality of life encumbrance boost, all of their individual, mechanically useful racial perks are currently concentrated in the Trait line.
I suggest the 'Sturdy Standard Body' trait gains the ability to choose what Armor Type it qualifies as, and that the ability to benefit from a Torso enchant be implemented to the Trait in some way. (That way, it can gain an additional benefit beyond being a generic torso with a watered down Leviathan's Heart's effect.)
This thread may be too anecdotal for some people's tastes, but I'd be interested to hear other thoughts on the weaker races, even if you don't necessarily agree with the suggestions I put out for them.
Alright buds, there we have it. Ol' Jackie-chan. This gun, being a launcher-type, no longer got any real utility in the game at all, no classes endorsing the use of this type of weaponry (besides the combination of Kensei/Magic Gunner, pre-rework of the former which compensated the hit and damage, which is no longer a thing), horrible base stats (especially accuracy) and the only upside is AoE. Even with Galdric, which is the material for accuracy, it doesn't help it even reach 80%. This is kind of bad.
For instance, the one I'm using is fully upgraded, capped to the maximum with all parts I could slot in that didn't debuff it into worse.
Even with 55 Scaled SKI I'm unable to make the damage be high enough to match the rest of my weaponry. Or hell, even a basic 1* Handgun from a shop, with no upgrades. Look right below.
So, could its Stat Scaling be increased to 90% SKI and the Critical Damage to 120%? The 55 base Hit and 0 base Critical, which is incredibly tiny both, already balances the fact I will never hit anyone with this junk, outside of using its potential skill that cannot be used fluidly due to costing 4M and reducing its AoE range.
Posted by: Fern - 07-19-2020, 07:09 AM - Forum: Sigrogana
- No Replies
"A recipe has no soul. You as the cook must bring soul to the recipe."
Cooking is considered an art by many people across the world, and it isn't often that chefs of all types get the opportunity to participate in a showcase of their best plates. The adventurer guild, Blades of the Promised Land, has taken it upon themselves to host a cooking contest for all to participate in. Spectators could play mini-games and enjoy themselves as the contest progressed in front of the Blades Headquarters. There were dishes from all over the Six, from Lordwanian seafood to Onigan dessert dumplings.
There were many participants in the ever-evolving fierce battle of cuisine, leading up to three finalists that repeatedly received cheer and support from the audience anticipating the winner results. A member of the Blades, a member of the Dormeho Militia, and an independent were the ones to make it to the last showdown of the food wars.
Tension filled the air as the finalists determinedly fought in order to get the title of the Orichalum Chef, investing their best efforts to express their culinary arts to the crowd. In the end, the winners' places had been announced for all to hear. They spoke their feelings on it all without hesitation in their voices.
"It is the warmth of hearth that fills the heart with joy, and thus it is only fair that the hearth of home should bring a good meal to ones table. Always remember family, for they bring a experience like no other."
-Darryn Richter of the Blades, 3rd place.
"I aimed for the top, but since the award is called Orichalum, the young rookie took home first. I guess I'm truly the unmatched chef." -Ardnaid Senrab, owner of The Bravest Snack Stall, 2nd place.
"Just follow your heart and stand in the face of your fear, even if your legs want to give up from anxiety, yeah."
-Akito Taishi of the Dormeho Militia, 1st place.
Word regarding the cooking contest quickly spread among friends and newspaper deliveries alike. It seems people had a memorable time.
The organizers of the event declined to comment whether or not there will be a follow-up, but one may get the feeling this won't be the last show.
Posted by: Sawrock - 07-19-2020, 06:47 AM - Forum: Balance Fu
- No Replies
Instead of having the old system of initiative where the start of fights could lead to immediate knockouts or the new version where CEL only affects initiative teamside (thus actually making it a hindrance in some cases) we could go for a deepening chaotic battle kind deal: each round into the battle would take the next-highest initiative battler and place them at the top of the initiative tracker. This is already technically true on round zero; the first person to go first will have the highest initiative . However, with this method round one will have the two highest initiatives go first with the rest being sorted back-and-forth. Round two would have the three highest, etc. This would represent people with a high initiative taking more well to the ensuing chaos of a fight, valuing CEL in longer fights while avoiding first-turn TPKs.
Like how summoning a youkai can have a custom seed animation attached to it, can installing the very same youkai play the same animation as summoning it, but over top of the summoner instead?
As the title goes, the Potential Skill from Forgrint, Fallenharn, is ignoring Evasion for some reason. Its counterpart potential skills don't, for reference, and the skill tooltip shows nothing about it being intentional.
Additionally, if you use Fallenharn twice in the same spot it will glitch out, leaving the so called 'Fallen Angel glitch' in the field, forever, until reboot.
This is more a quality of life suggestion. Something similar to help with a certain set of weapons.
Forgrint Grandovyn Rexys
The Shifter tomes. At times when you shift them, you lose track of what form they're in if you aren't paying close attention to the small icon next to Attack/Sub Attack Command. If your eyesight isn't that well or you're not focusing, sometimes you'll overlook it.
Quality of life change: A indicator at the left counter where Ki, Black luck, and so on are located. This one is for the Shifters to let people know what form their weapon is in.
Forgrint - A small long sword icon to indicate the weapon is in sword form. Grandovyn - A small spear sword icon to indicate the weapon is in spear form. Rexys - A small axe sword icon to indicate the weapon is in Axe form.
With it being a lot bigger and insight, it'd help people tell if they're transformed or not.
Before I talk about this, here's a note. Sorry for there being no swarms yet. Functionality for making stuff using existing mobs is not where it would need to be to successfully pull one off proper, without it feeling lackluster. Therefore, I'll be mitigating this by making completely original mobs - which obviously takes more time, and requires more sprites.
Thank you for your time on that matter.
Now, onto the event itself - It consists of groups of four (perfect for a full team, yes, I know), and runs in a manner that means you essentially sign up to have the name of a character put into a wheel. The wheel will at random pick 4 when it's time to run an event, and I'll then come and check your interest, as well as arrange dates with the four of you.
The one twist is that, through this method youwill not know who you're going to interact with until you've been selected. In essence, you'll be forced to quite possibly interact with people you don't normally interact with. This requires stepping out of your comfort zone to nurture new bonds and friendships, and gives opportunities to characters who want to meet others to do so without being drowned out by the crowd.
Scenes follow a basic but personalised formula. The four of you will be invited by a mysterious messenger on a trip. It could be to a mountain, a forest, a desert - honestly, the landscapes will be completely random, too, to make every experience uniques. You'll overcome hurdles, spend time together, and possibly work together to fight something. Basically, a small four person event that gives you the opportunity to show off your character to others and really make an impact.
By the end of each event, I want those who met up to remember something about one another going forward - and hopefully develop new IC friendships out of it. Or maybe there'll be rivalries, instead? The opportunities are endless.
Here's the form. You can submit multiple characters (no more than three at most, please) but if you're drawn multiple times I will respin. I'll also try to avoid having the same person in events back to back.
Giving me information about your character (hobbies, strengths, weaknesses, etc) will help me personalise the event to you. Not everything will be finalised when I draw names for that reason. Giving these events a custom touch to let everyone shine is a very important factor, after all.
On the off chance you're put with someone you really don't like, my advice is to tell me you're no longer willing to do the event if it will be a problem. I will re-spin, but I am unfortunately not willing to stop someone from taking part because someone doesn't like them in the particular batch. In the off chance of an extraordinary case, we'll see what happens.
Please do not bring characters you don't want to bond with to the event. It's not here for you to cause trouble with by bringing a villain or someone you want to cause drama with, for example.