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2.93v5 Final Flare sudden...
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Sawrock's Non-Serious Sug...
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Quick Draw (Passive)
Forum: Suggestions
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[v2.93 v5] Cannon Odditie...
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Donation Item Suggestions
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[2.93v5] That Electrojam ...
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[v.2.93 v9 (test)] Firthr...
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Display bare first inform...
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Chimera's (glorious) evol...
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Kingside Casting (Ruler s...
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Dogs of War |
Posted by: catabur - 11-27-2024, 12:23 AM - Forum: Balance Fu
- Replies (3)
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As a prolific Lupine player, in recent years the addition of Will to Lupine instincts has always been a little strange to me. When it activates, you gain some max FP, status inflict, and 1-2 Elemental Attack. Out of that, you'll probably be making the most use out of the Status Inflict, but that's not that helpful most of the time. People either have 0 or 130 Status Resistance.
My proposed changes is one of the following:
WIL -> GUI
This helps focus improving the non-magical killability of the Lupine, giving anywhere from 2 to 10% more crit damage.
WIL -> Power/SWA
This makes it so the Lupine is more damage focused upon lower HP, but also assists the rare mage Lupines. Since there is no softcap/hardcap to these, it never feels truly useless to invest in Lupine instinct. Power would be slightly more useful as it can play into other things like Rampage compared to being pure about damage.
WIL -> Armor/M.Armor
This plays more into making them difficult to kill. As they lose HP, their natural defenses become better, so that they can stay in the fight for longer. Although unless one really invests into SAN, 4-6 Armor & M.Armor won't be game-changing.
Out of these options, I would personally prefer the SWA increase to keep up with the theme that Lupine Instinct has of being Damage Stat, Damage Stat, Defensive Stat, Defensive Stat. Mages (who want WIL) and Bards (who probably just enjoy the bonus Sound Elemental Attack) would also suffer the less from the change to WIL with this.
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[v2.93] Raid Wide Healing |
Posted by: Druby - 11-27-2024, 12:17 AM - Forum: Bug Reports
- No Replies
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With the recent update allowing for raid fights, it was noted that healing would apply between all parties. It appears to be working for most heals, but Radiant Solace from Solblader does not heal raid wide.
Was tested during a mob test, where Radiant Solace on an Expanded Solsphere only healed party members and not other nearby raid members.
I am unsure if any other heals have this issue as this was not deeply stress tested due to the ongoing testing of mobs/mechanics at the time, but at the very least Radiant Solace is having this issue.
If other people notice this issue with other abilities or spells, feel free to put them in this thread as well.
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[v2.93] Dungeon Lockup |
Posted by: Druby - 11-26-2024, 08:00 AM - Forum: Bug Reports
- Replies (2)
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So this is a G6 only issue, but it appears as if whoever enters a dungeon and is the one to generate the floor has their controls lock up. You are still able to interact with the game, such as examining other characters, opening inventory and changing equipment, but you are completely unable to move or turn, or even click move.
Tested this between two people, and it happened reliably whenever one of us would be the one to generate a new dungeon floor in a Black Door.
Relogging seems to fix the issue, but it is rather annoying to have to relog every floor.
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[2.93] From The Heavens or so I thought |
Posted by: Rendar - 11-25-2024, 03:52 PM - Forum: Bug Reports
- No Replies
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Heaven Kick is so ancient and decrepit that it counts tiles that you move over in the animation (When you go down) as being moved over in some instances.
The most egregious of these are Firebird Feather's are expended and placed upon every tile that your icon moves over, potentially draining you instantly. Furthermore, if there is a Solsphere, you actually proc it. As a victim of it, you take damage.. And I imagine if you're the one who owns it, you probably trigger Holy Aura.
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Rune Mage's Nerf Feedback |
Posted by: Snake - 11-24-2024, 09:51 PM - Forum: Balance Fu
- No Replies
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Smoke tiles were awful strong, I agree. But now Rune Mage kind of ran out of options to evade an enemy if you're playing its squishier, mage-er counterpart.
Can the removed levels of Smoking Rune be appended elsewhere on the Hit-Evade formula? Something that I think the class could use is the following:
Quote:Haste Rune
Resonate: All allies in range gain +2 Move and (1 + Rune Level) * (2 + Rank) Evade for 1 round.
Engrave: Target ally gains +Rank move and (15 * Rank) Evade until your next turn.
Linked Runes that deal damage have Great Accuracy.
Buffing your Evade is not as bad as reducing the enemy's Hit, I say. This would also make Nulled Runes be more precious to keep around.
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Unable to make inputs in combat after relogging (v2.92b) |
Posted by: Death+ - 11-23-2024, 12:33 PM - Forum: Bug Reports
- No Replies
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Cannot make inputs after a lag spike then crash mid-combat. Unable to access any controls, whether by keyboard or with mouse after relogging, relaunching or reloading in mid-combat. To reproduce, exit mid-combat and relaunch or relog.
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Poison |
Posted by: Poruku - 11-21-2024, 06:55 PM - Forum: Balance Fu
- Replies (7)
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I propose poison damage be nerfed across the board. It's kinda crazy that the MAX damage it can do is 10% of your health every turn, and it frequently hits that cap.
It's a huge part of why glykin is the best tank. Poison damage is simply too high! Oftentimes a single application can do hundreds of damage.
I simply propose that poison damage be 2x level instead of 3x level. No need to lower the cap. This would quickly make poison sources more acceptable in general. High level poisons from wyverntouched would be more useful, and poisoning+damage tools like wretched oil would no longer dominate so easily.
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