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[2.96d] Alternate Attack Styles |
Posted by: Rendar - 03-18-2025, 12:25 AM - Forum: Bug Reports
- Replies (1)
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Things that have HP, and are breakable (Druid Plants, Runes, etc) are targetable by Druid's Wildshape Secondary attack.
The attack, however, does not activate or go through.
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The Black Suck |
Posted by: catabur - 03-17-2025, 09:35 PM - Forum: Balance Fu
- Replies (6)
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Right now, I don't think Black Drain is really that great.
It's -10 SWA for the enemy, +10 SWA for you, but it relies on you having to have used Black Wind and then using a base Soldier skill. However, this is all at max level and unless you're abusing Thousand Stabs then you'll only slowly crawl your way up there. It's 6M, around 30 FP, and depending on your weapon it could take you multiple turns to get the full effect of it.
I would propose increasing the max rank to 20. With Black Drain LV 20, you would be countering Two-Handed which fits the defensive nature of Black Knight quite well. If a 20 SWA increase for BK seems too much then it would be simple to change how much SWA you get from it: Black Drain LV/2.
Furthermore, increase the Black Drain LV you get from a singular attack to 3. Alternatively, make it so Basic Attacks also count as giving Black Drain.
So, the Skill ranks would look like:
1 Point: 7
2 Points: 14
3 Points: 20
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[Version 2.97 v3 (Test)] Final Flare and its consequences |
Posted by: MultiWonder - 03-16-2025, 07:00 PM - Forum: Bug Reports
- Replies (2)
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Nine times out of a ten, using an offensive spell that realistically should work with final flare does not.
In cases like this, the spell is counted as used and therefore removed from your list but does absolutely nothing (or plays the animation but does nothing)
I provided a list of offensive spells that do not work properly (or problems for those that do)
My hopes here is to allow for either those spells to NOT be used up by final flare or for them to properly function to give Final Flare a bit more flexibility.
I will state that these are not ALL the spells I could have tested given how many there are to steal. I may also provide updates here for any notable offensive spells I get my hands on.
The list is as follows:
Air Pressure (Animation plays, nothing happens)
Wind Slasher (Does nothing)
Ryemei (Animation plays but nothing happens)
Fulgur of Duplicity (Nothing)
Rectifer / Black Static (Animation plays but nothing happens)
Famiuga (Nothing)
Geo of Crumbling (Plays animation, no damage)
Aero of Disaster (Plays animation, no damage)
Needle (Does nothing)
Dancing Water (Does nothing but likely isn't even bugged given the space the tentacle would spawn just isn't valid)
Water / Stone Dragon (Works, but spawns the projectile one extra tile ahead from where you're facing, which makes it inconvenient for melee range builds)
Frigid Formation (Does nothing but wields special requirement so I'd ignore it)
Riagri (Nothing happens)
All Lanternbearer spells, except Focused Beam for whatever reason
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Staff of Restrain and Staff of Miracle |
Posted by: Maromar158 - 03-15-2025, 11:49 PM - Forum: Balance Fu
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I won't be long winded about this, neither are used very often, and I feel pretty bad about it.
Evade priest used to get a large bump out of the former, and though I understand why it was nerfed, the changes went too far. I'd say we can keep the numbers the same, but make the debuff last two turns instead of one.
Staff of Miracles can be reworked to provide an emergency revive on a long cooldown, or it can be a bit weird, maybe it adds bonus scaling to your next curate spell, or provides a decent amount of temporary status resistance.
I think it'd be healthy for the game to look at a lot of underperforming items and abilities instead of leaving them on the side of the road.
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/suicide Command |
Posted by: the REAL Minos Prime - 03-14-2025, 05:16 AM - Forum: Suggestions
- Replies (5)
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It's more than possible to get stuck for one reason or another, be it due to a mapping oversight, getting overencumbered in the wrong place at the wrong time, or simply just logging out in an event stage.
I suggest that a /suicide command is added; the /suicide command would instantly 'kill' your character, causing the equivalent of a combat loss; you lose whatever you would were you to lose a fight (both in money and items), you restore HP and FP, and are teleported back to the last inn you used.
The main use case for this command would be to escape getting stuck without having to poke a GM, such as being trapped on an eventstage, in a fight that's been bugged out, or just if you're overencumbered and a solid five minute slow-walk from a pawn shop and are willing to pay the price for a faster trip.
Obviously, this could potentially be abused to escape RP situations, so suicides should be logged to make sure there's proof in case someone abuses it, as well as sending a message along the lines of "[alias] has teleported back to the inn!" or something. (Or, if you want to remain in-character, "[alias] has quickly fled the scene!")
Optionally, if you wanted to make it even more punishing to prevent abuse, you could add some other form of penalty, such a shorter-term version of battleshock, so that it isn't just used for convenience's sake.
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[2.96d] Trumpet of Frustration |
Posted by: Rendar - 03-14-2025, 01:04 AM - Forum: Bug Reports
- Replies (1)
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Blaster Trumpet, if used at certain ranges (adjacent without a resize) with Pyrotechnics can Double Tap an individual. An individual in the furthest pull range for the Cleaving Clarinet can be pulled in, and also get hit with ZERO instances of the attack
The pattern seems to be:
Initial attack area, ITEM EFFECT (Pull/Push), Secondary Attack Area.
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[2.96d] The spores... |
Posted by: MultiWonder - 03-13-2025, 01:25 PM - Forum: Bug Reports
- Replies (2)
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Fungusmen spores (sunken forest) do not apply their debuff. They don't do anything at all currently, actually.
As of now, I am uncertain if this applies to the ones from the labyrinth too.
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[Gunfighter's Boots - Like A Dragon Set] nombo |
Posted by: Hyunckel1 - 03-13-2025, 11:18 AM - Forum: Bug Reports
- Replies (5)
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Hello, it's been brought to my attention that the Like a Dragon Set's passive to trigger the kick skill upon using a fist basic attack does not trigger gunfighter's boots on kick effect. In the event that this wasn't intentional, I'd like to report it as a bug.
In case it was, in fact, intentional for balance purposes, I still think it should be a thing, even though it might mean re-working the Gunfighter's boots effect to something a little less strong (like it only dealing 50% of the weapon's damage, for the basic attack). I think the combination of these two items with a nerf to the aforementioned boots might open up new possibilities for builds without breaking the balance of the game and help with the game's diversity, overall.
Thank you for your time and your consideration!
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