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Soldiers can jump too (Execute) |
Posted by: Snake - 05-01-2020, 05:11 PM - Forum: Balance Fu
- Replies (5)
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This one is short and easy. Could Execute's range be increased to 3 tiles and partially use Face Stomp's animation?
I like the jumping animation ending in a boot to the head and I definitely believe Execute could also have a glorious coup de grace jumping-dunk with their weapon. It's too flashy to limit to Verglas only. And since it also cures Knockdown, it shouldn't be an issue.
Another reason is that the only accessible promotion knockdowns they ever get often put their targets one or three tiles away. It's never usable with the class itself, especially if you run Destiny with the class.
If it's nonsensical to 'just buff it', then just make it tied to the Jump talent under War -> March.
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2.23c Map and Material select |
Posted by: Raigen.Convict - 04-30-2020, 02:04 PM - Forum: Bug Reports
- Replies (1)
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When you use the menu used to select where you wish to 'warp' to, or to select what item to put a material on, if you have enough options you need to use the down arrow to see the second part of the list. Visually, the top of the second list is highlighted, but in reality, the top of the first list is what's highlighted, which tricks you into accidentally wasting a material change kit possibly unless you click the Already Visually Highlighted item on the second list.
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Biting with the hand that takes. |
Posted by: Haunted Evil Pajamas - 04-29-2020, 06:24 AM - Forum: Suggestions
- Replies (5)
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Could steal and spell snatch do some damage too?
I love spellthief, in fact I like thieves in general. However I feel like the gimmick is rather underplayed, mainly because the two 'stealing' skills are kind of a waste of momentum unless it's for maybe a meme or literally as your only option, which is never the case at least in my eyes. For any good spellthief, they preemptively steal their spells and more or less treat them just as their own magic, effectively making it just a blue mage class (btw I still really like the "Monster-mancy" idea) instead of using their abilities to mess with your casters (or anyone if you're using regular steal).
Maybe if you used Steal or Spell Snatch from the side or behind the target, you also did a basic attack at like...50% power or something? If the attack did some reduced damage and procced on hit effects, it would be significantly more viable to use in an actual fight. The only time I would ever steal in a fight is if I was using a Filcherbird, which has a chance to automatically steal on a basic attack, and spell snatching I would never do in an actual fight, I'd take a chance to defend myself with Snatch Spell instead.
Reason: Making stealing more viable and bringing us one step closer to an actual thieves guild C:
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Invocation 'Extra' Seed |
Posted by: Mr.SmileGod - 04-29-2020, 01:20 AM - Forum: Suggestions
- Replies (3)
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Call me crazy. Because I am crazy. But, in light of there not being any 'extra' seeds for Dynamic tomes (to my knowledge), AND that there are very few high-level invocations, I'd like to propose:
Invocation seeds for the 'extra' slot. The words of which would be placed in the 'win quotes' tab, which I feel doesn't see a lot of use. Doing so wouldn't be hugely difficult in my opinion, either. Take the grade of the invocation seed (D, C, B, A, etc) and multiply the power of the tome's other effects by how many 'actions' (multiples of 3M) used. MINUS ONE, for reasons I'll explain.
So, a D rank invocation (9M) would double the effects of the dynamic tome. A C rank invocation (15M) would give a 4x multiplier to all effects, durations(?), FP costs, (cooldowns?), etc. The only thing I suggest SHOULDN'T be multiplied is the SWA portion of the tome's base damage, given that other invocations keep their SWA at 100% and just increase the elemental scaling. That, or perhaps each multiplier past the first gives only a 50% increase to both SWA and elemental scaling.
An example of this would be a D rank invocation giving you 150% SWA and 150% elemental scaling. Whatever feels more balanced.
Now, why the -1? Because, these tomes have a 1 round cooldown for a reason. They're strong as hell. 300 damage with a single spell cast, for a small spell cost, provided you only put in damage seeds. In the case of C rank invocations and higher, the limitation isn't as necessary-- because that's a fair bit of setup anyway. Invocations can be stopped, and it'll be very difficult to get them off when people notice you're casting a custom invocation.
There would probably need to be some editing involved in the 'win quotes' tab, which may or may not be difficult, so I'll leave that opinion up to Dev if he decides he likes this idea. Anything else, I'd love to hear opinions on. Think this would be broken? Like it? Hate it? Any changes you'd make to what I've laid out?
Thanks for coming to my TED talk.
EDIT: It was pointed out to me that Charm seed would be stupidly broken for this, so it'd be worth giving certain seeds exceptions to this specific seed. 'This seed does not work with Invocation seeds' or something in cases like that.
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Soldiers are not always Mages (Enchant Shield) |
Posted by: Snake - 04-28-2020, 10:59 PM - Forum: Balance Fu
- Replies (1)
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As the title says... This is one less skill they can use natually without needing another class, which severely limits their options of blending classes around. And Soldier, being a base class, shouldn't really need to depend on other classes like Promotions often do.
Which then brings me to drink a mug of coffee and come up with a weird idea for it, don't know how well it would be accepted, but here goes nothing:
Enchant Shield works two ways:
The intended way. If you are enchanted with an Elemental Impact...
Quote:The elemental shield will grant resistance to the same element equal to X% (X = Rank*5) and will deal damage (ignores armor) to enemies who attack you or that you Bash equal to X. Guarding will double the elemental resistance and retaliation damage, but no effect is given when under Guard Break.
However, if you are not!
Quote:You will receive the effects of 'Elemental Interception' for 3 rounds, which will reduce your Move and Evade to 0 for the duration.
Upon taking damage, you will absorb a bit of Focus from the damage taken and enchant your shield with it, making the intercepted damage become the enchantment for the shield. Enchanting your shield this way, though, reduces the overall buff's duration by half (min. 1).
Alternatively, if above's too 'OP' for a base class, fret not!
Quote:Enchant Shield will utilize from your Talents. Your highest 'Potency' for the Elemental Talent tree will be used. (I.E, if your Potency points in Fulgurmancy is 5, your enchant will be Electricity.), but enchanting without an Elemental Impact will reduce the duration by half (min. 1).
There, now feel free to gun me down or offer constructive criticism, heathens.
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Flow Control [DH, Item Swapping and I.] |
Posted by: HexGirlBestGirl - 04-28-2020, 03:37 PM - Forum: Balance Fu
- Replies (5)
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Simple request.
Can Demon Hunter get a skill to make weapon swapping better to utilize?
Here's what I want preferably and would like to see, but just a thought. So.
1. An innate that gives a permanent duration status that gets consumed on your first item swap and basically makes it airborne compatible and 2m or 1m instead of 3m. This will trigger and be consumed on Shurikens utilizing the refund momentum talent, so all fair game.
2. An innate that allows +1 Weapon to be equipped into your item belt for more versatility. Just like a Demon Hunter should be. Seems a bit imbalanced though, so hesitant.
3. A skill, likely in the Reaver or Desperado tree that causes you to item swap after utilizing it. i.e A stylish attack that swaps your weapon after it hits, preferably to combo seamlessly.
I just want to see cool weapon tricks man. Anyone got some ideas? Thoughts? Opinions? I assure you, I did not account for balance so. Get to discussing, disapproving or approving nerds. See ya.
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Ghost: Suffering from Success |
Posted by: Lonestar - 04-27-2020, 08:02 PM - Forum: Balance Fu
- Replies (15)
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Ghost is one of the best, if not the best class in the game currently. The class has a mix of everything that makes it very powerful in itself and that has been the case since the Ghost rework last year. While it made the class better in general, it also made it a bit overtuned with the gameplay changes in some skills. Thanks to that, much like many people before me, I decided to create yet another thread about the class, with nerfs to certain skills, and buffs to other ones that are simply overlooked currently.
These changes are simply suggestions for discussion and can be used as ideas and have the numbers tweaked should Dev feel like it.
Quote:Claret Call
-Clause about Claret Call's maximum level based on Ghost's level + 5 removed.
-Maximum Claret Call LV lowered to 20 for non-destiny Ghosts and 30 for destinied Ghosts.
Quote:Sanguine Star
-Momentum cost brought back to 3M.
Quote:Reaper Scythe
-Scaling lowered to 140% at max rank.
Quote:Rebound
-FP absorption removed.
Quote:Death Gaze
-Fear requirement removed.
Quote:Wraithguard
-Damage reduction provided by Wraithguard based on the armor of the user (10% for Heavy Armor, 20% for Light Armor, 30% for Unarmored or No Bonus for Heavy Armor, 15% for Light Armor and 30% for Unarmored.) OR Damage reduction only be active if the user is within 3-5 tiles from the Wraithguard.
Quote:Blood Spike
-HP cost increased to 10% OR Scaling reduced.
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