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Big Boned (Fitting Form) |
Posted by: Grandpa - 05-08-2020, 08:06 PM - Forum: Suggestions
- Replies (4)
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I know we've come off the back of a series of ghost nerfs, so now might be a poor time to suggest a buff.
But given Claret Call's recent changes, I think this one might be simple enough without getting out of hand - especially given the current "meta" of the game, which I believe was a large part of the problem for most.
My idea is simply to increase the Fitting Form cap from 5 to 10. Most weapons are pretty heavy these days even without the requisite remains, so I think those that opt to not use the remains could use the little boost. It's something minor, but I think it would be nice.
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Anchor Edge + Item Regalia |
Posted by: Akame - 05-08-2020, 03:26 PM - Forum: Suggestions
- Replies (2)
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Currently, if you do the Anchor Edge's basic attack, even with Item Regalia changing the item's image, it will still show the Anchor Edge's original icon. I'm assuming this might've been overlooked rather than a bug. It'd be cool to show the custom image instead!
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It's not Cannibalism! I think.. |
Posted by: Swiftkusura - 05-08-2020, 04:43 AM - Forum: Suggestions
- Replies (1)
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Look dev memed this, probably thought we weren't serious so lets show him we're sirius okay?
I'd love it if you could opt to eat corpses instead of harvest them with a bonesaw to gain like...I don't know 10% hp/fp but comes with a negative affect based on the corpse in question? For of course the next fight you get into, for a set of turns, of course not the entire fight, and the more you eat the more negative the impact
Accursed Remains - Clumsy, eating that undead seems to have affected your motor movements, this can't be good!
Snakeman remains - Poison, You really shouldn't be eating snakes, it seems like they had some residual poison!
Firespawn Remains - Burn, If spicy food is your thing, you've managed to find your limit!
Iceborne Remains - Celsius, Talk about cold, you can barely move from how much you're shaking!
Spatial Remains - Glowing, You're radiant, no really you're glowing!
Shark Remains - Random minor wound, Hey watch what you're eating, you bit your tongue, or it bit you, hard to say.
Gorgon Remains - Magnetized, Fibre is important but it seems you've had a bit too much iron in your diet!
Fish Remains - Silence, Careful you'll choke you, you've got water in your throat!
Insect Remains - Interference, That meal was electric, and not in the good sense!
Dragon Remains - Hesitation, You ate the bones of a monster that was nothing but bones, you don't think before you bite do you?
TL;DR a way to get back focus and hp on top of food that might play a funny/interesting roleplay situation from you deciding to eat the gorgon you just killed, if it feels pointless just being at hp/fp as the idea of course I'm open for suggestions.
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Toya-no-tori |
Posted by: Autumn - 05-08-2020, 03:57 AM - Forum: Balance Fu
- Replies (3)
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I think its kinda weird that Toyatori, an ice themed gun with icy feathers, only has the capability of dealing pierce damage, I get that the feathers are supposed to be sharp feathers, but I think it'd be super cool if we could get it to also deal ice damage instead in some fashion.
So maybe giving Toyatori a potential that converts its damage type into ice damage could be a good thing, that way if anyone doesn't like the ice damage they can limit the potential or just not unlock it to begin with.
Would this get outta hand? Probably not, its not an overbearing gun to begin with.
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I get knocked down, but do I get back up again |
Posted by: Swiftkusura - 05-08-2020, 03:27 AM - Forum: Balance Fu
- Replies (5)
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Okay so, this might not be very well received at all, and I almost don't want to make this post considering that it might sound biased, it is a little, but it's also because I wasn't fully cognitive of this before, or didn't think about it, so I guess I'll see what everyone else thinks shall I?
It's no secret that getting knocked down typically reduces ones momentum by 3, 4 with a turtleshell right, which realistically that 3 momentum is getting back up from the ground.
But what if instead of reducing momentum by 3 before the knockdown is done resolving, it reduces the momentum to get back up? Like lets take an example of the old days when two people having skip wasn't guaranteed since it wasn't hard coded into everyone, I know not a huge circumstance but. The faster person uses 6m and skips their turn, if the other person could not skip they lost their ability to knockdown in any capacity, by any means for any reason, the person in question loses their 1m and nothing happens.
While I'm not like greatly upset about this, nor do I think this specific circumstance will happen a lot, there's a new way that knockdown can be impacted and that is the Elytra shoes.
If the person uses all of their momentum to force you to knock them down and gain knockdown immunity for 1 turn for 1m, that's it, you can't actually use a knockdown and they wasted your effect, they could then just carry on like nothing happened.
Like I said, not a big deal just a sort of idea for knockdown to spend the momentum getting up instead of prior so it deters people purposefully playing into your knockdown for a benefit.
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[V2.24c] Clear / Full Clear! |
Posted by: WaifuApple - 05-08-2020, 02:41 AM - Forum: Bug Reports
- Replies (1)
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There was a bug report a few good while back about how the screen you get when finishing a battle has the heading, such as "Clear", or "All Clear" messed up (unaligned, behind the screen). It was supposedly fixed (although you said the solution had been oddly difficult) but it the problem is still there, acting the exact same way. Not sure if this is only on my end, but it doesn't seem like the bugfix ever actually went through.
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Going for full body art here (Tattoo Idea) |
Posted by: Swiftkusura - 05-07-2020, 08:36 PM - Forum: Suggestions
- Replies (5)
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Since we have 3 tattoos that innately boost ones defensive capabilities it's hard to ignore the fact that there's none for people with dodge builds, and while yes barrier works for them there's none to even remotely help a dodge build at all, as it stands from my knowledge playing a dodge build can feel unrewarding and that's hard to balance.
Have no fear for I am a man on the internet with no video game design skill whatsoever.
I don't want to be too specific on details as I'm mostly spitballing here for the sake of perhaps making an idea people can agree on without accidentally overdoing it HOWEVER what if say...
-1% hp and like evade increases by 25% for one attack, hit or miss *Or if to increase effectiveness, used only in the event of a miss* could be more evade, could be less. But that's my idea thanks for coming to my ted talk.
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Black Knight's Skill Points hunger |
Posted by: Snake - 05-07-2020, 07:31 PM - Forum: Balance Fu
- No Replies
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Aside my personal salt for Black Knight having 4 base movement (I.E, can be kited), and Heavy Armor denying Evasion for further damage reduction, there's one thing I wish they didn't have. SP Hunger to effectively use their class.
Black Knights have a lot of defensive and passive gimmicks and a pretty glaring lack of offensive ones. It's currently impossible to have a balanced mixture of passive, innate and offensive skills without them sucking major due to being lowered by one or even three points.
Adding all points together, they cost a whooping 79 of Skill Points total. Compared to other classes, Black Knight doesn't offer 'routes' to pick. Everything it offers it would make the knight's sustain life a little easier in some aspects. And some of the effects are rather underwhelming too. (Negative status cleansing skills don't offer a single round protection to prevent another enemy from reapplying the effect nullified, for example, which makes them a horrible trade of 3M.)
So. TL;DR, could passives and innates get a little reduction on their costs for effective use? (Without changing numbers, just reducing the cost to get them at top efficiency.) The most glaring ones, alas, are Iron Wall, Sudden Death and Prophylaxis. I've put my thoughts below for better organization.
Quote:Sudden Death: This passive is pretty much essential for the Black Knight to make use of another skill. Otherwise, without any ways to inflict fear, they're wasting an extra 5 SP on Zugzwang, which they could probably put on something more reliable to use.
Prophylaxis: This is pretty much the only ""reliable"" Hit buff they can have, which rewards them for tanking, and punishes enemies for spamming on-hit effects or multi-hitting skills. I also see as something truly essential for them to always have, but sadly it costs too much, and leaves the Black Knight from grabbing other fun things.
For both above, I'd say reduce from 5SP to 3SP, make the passives start from Rank 2 and go up from there.
Iron Wall: Burn. Burn removes this, Burn removes class bonuses, Burn removes Aptitude bonuses. Why should anyone invest more than a single skill point there if that can be taken away as easy as using Incise with a blazing enchant?
1 SP is enough. Or maybe if this should be kept on 5 SP, make this grant something that won't be stolen by a cheeky status effect, like Armor or raw Physical Damage Reduction.
By those going down, that's probably enough points to grab atleast Castling and Unmoving, honestly.
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