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Habari Toi [3.00] Meteorite Failure |
Posted by: renowner - 07-15-2025, 05:58 PM - Forum: Bug Reports
- Replies (1)
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Inside the Falling Meteor dungeon of Korvara, trying to use Shinobi's "Habari Toi" Offensive Skill does nothing. You do not move or attack things, even if they're next to you.
How to replicate: Attempt to use Habari Toi inside the Fallen Meteorite.
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[v3.00j] Eventmin Mob Tools: Mutated Equipment! |
Posted by: TheCommonNoob - 07-15-2025, 03:43 PM - Forum: Bug Reports
- Replies (1)
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For mob editing purposes, mutation used to take priority over every other enchant as long as it was the first one applied to the piece of equipment for both weapons and armor, but now that doesn't seem to be the case and won't affect the weapon's type at all if another enchantment and/or curse is put on the same piece of equipment.
While niche, it helped broaden the scope of what tools EMs/GMs were able to give to their mobs since some enchants are truly unique!
Might this be looked into and see if there's a viable workaround to return this functionality?
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Sheathsword/quickdraw trickery effect |
Posted by: Shujin - 07-15-2025, 01:40 PM - Forum: Suggestions
- Replies (4)
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I am genuinely just tired of the only build viable for Quickdraw is being either a Leporidae or making use of Watchful Eye (Soldier subclass is not ideal for speedy Samurai archetype, Yield my flesh claim your bones style. I guess DH kinda works, but eh. Still to unflexable in my opinion build variety wise.)
So I would like SOME option for other races to make use of Quickdraw a little more efficient.
One Idea would be to give Sheath Sword a trickery effect, that essentially functions similar to the Leporidae Instinct.->If it triggers you turn around before the attack. (ideally only when the attack happens is it rolled to keep the opponent guessing too). Making it trickery would atleast make it still something you have to build for, on something that has a weapon that is not primary guile scaling usually.
And its still has the 1 tile trigger requirement and all classes have atleast some way around it.
Other ideas would be to solve it Via skill cards or give duelist a watchful eye like skill, but SOMETHING, I believe would be really nice to have.
#StopBunnySupremacy #FuckHibari (I am joking, love you Kam)
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This update is just.. kind of.. eh.. balance wise |
Posted by: zericosmic - 07-15-2025, 09:57 AM - Forum: Balance Fu
- Replies (18)
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The nerfs are still confusing and suck which adds to the feeling of all this, but like.. The stuff we got this update (bar a select few exceptions) has kind of just been underwhelming? I dunno, everything this patch has had me less and less excited to bother to engage with the game mechanically at all (and I'm someone who usually engages in both PvE and PvP) to the point that outside of what I've had to do, and dipping my toes in one of the new zones, I've really just been avoiding it unless it was necessary to get to 60.
The new items just kind of exist, some are cool, most of them are very gimmicky, I don't think almost any of them come close to stuff that we got in the( by comparison, minor) whip item drop. A lot are just side-grades like the magic wara J's, but like.. that's not really exciting, despite being useful. Most of the reactions to the items I've seen could be summed up by the guy looking at the fridge and being disappointed gif.
Shinobi is also just kind of.. okay? Its found some use as support for a spellcasting class, but this class originally seemed like a genuine spell blade, and its reception on drop has been the most lukewarm class drop I have seen so far.. Generally most of the class just seems lacking.
Overall I feel like this has just been a very underwhelming patch on the mechanical and balance side, i straight up feel like what was lost wasn't worth what we got, if you gave me a choice to take it all back, I'd do it without a shred of doubt. (outside of the new maps and races, ofc).
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[3.00k] Jolly Slaughter |
Posted by: Kameron8 - 07-14-2025, 10:03 PM - Forum: Bug Reports
- Replies (1)
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The Deadly Smile weapon potential, Jolly Slaughter, is not currently removing Knockdown Immunity from mobs. To replicate:
1. Equip a Deadly Smile with the potential unlocked. Enchant with Haunted Soul for ease of testing.
2. Fight a Prinny. Hit it with the Deadly Smile to knock down the Prinny. End turn.
3. Once the Prinny stands up and gains knockdown immunity, use Jolly Slaughter to attack again.
4. Note the Prinny is not knocked down, and still has knockdown immunity.
I tested this against Snakemen as well in the off chance this was a Prinny specific issue, to identical effect.
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[v3.00k] Friendly Down |
Posted by: Autumn - 07-14-2025, 09:57 PM - Forum: Bug Reports
- Replies (1)
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Runes can trigger and hit allies who are confused, even if the rune magician is not confused.
The situation:
1) Rune Mage is not confused, assembles a Rune and lets it be pulled to an enemy/all rushed
2) Ally is confused, and can be hit by the rune's explosion, despite the rune mage not being confused.
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[v3.00k] Empty Rivers |
Posted by: Autumn - 07-14-2025, 06:07 PM - Forum: Bug Reports
- Replies (1)
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The large River running through Yokoshura doesn't count as water tiles and cannot be fished in, I assume you cannot refill a bucket there either (even if you wouldn't have a reason to use one)
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Totaller control |
Posted by: Flun - 07-13-2025, 04:42 PM - Forum: Suggestions
- Replies (5)
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If there was an option to split up mercs and summons that'd be lovely, a total control option that applies to mercs instead of summons would be SO useful
I speak as both a ruler main and an eventmin
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Unimpactful gun parts |
Posted by: Flun - 07-13-2025, 04:12 PM - Forum: Balance Fu
- Replies (5)
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Frankly I think the gun weapon parts are the weakest of all weapon parts for a few reasons
1. Little negative impacts to weight and durability
Weapon parts like razorblade and compact body are great because they reduce stats often less wanted than the standard power hit and crit. There are four gun parts that negate something that isnt these three, three barrels and one grip.
The barrels are simple, two are locked to weapon subtype, and one reduces range. Double barrel IS a good part, but its restriction to shotgun does ache, but it's understandable. Sniper barrel has GOOD stats but being rifle only does make its use VERY restricted, as rifle usage is highly uncommon. Short barrel is not ideal for many guns. Compact body is so great because bows can come out swinging with +10 range from the getgo, whereas most guns hover at around 5. Going from 5 to 4 range is a BIG deal with how many kiting thresholds there are between ranges 4-6, and while bows get 15 crit AND less weight, guns get 5 power (a great amount of power to gain from one weapon part, but the drawback is not as well rounded as it is for bows). Revolver grip is the last and honestly it'd be in a fine spot if not for custom grip, which is a GREAT part in comparison to gun parts, but compared to the best parts in other weapons it is quite lacking.
2. Little stat gain
A majority of gun parts only shuffle around stats, every single bullet provides a stat boost of 5 while taking 5 of the power/hit/crit trifecta, the only differences in this being in silver bullets (whos bonus is circumstantial, and in a majority of matches is just less crit) and scatter bullets (who's -2 to power leaving a +3 stat bonus is the usual BIS bullet type.)
The same is said for barrels, for guns who cant stand the weight requirement (which is common for guille weapons) there only options is to lose range for power, lose 5 hit for 5 durability as if thats a worthwhile trade, or just run NOTHING, which MANY gun builds end up doing because the parts just arent worth it! Gun parts being restricted to gun type really puts a hamper on what can be used.
The grips are the least problematic here, revolver grip is a good example of a fine gun weapon part and of course custom grip is a low amount of all positives, extended magazine is more gimmicky if anything and can be seen as more crit for handguns as it rolls the dice more (which can end up backfiring as guns have the worst crit rate of most weapons and can just fire 0% crit chance shots into standard lvl 80 mobs) with the rest having no positive power, crit or hit gain.
3. lack of weight reduction
With a majority of gun parts targeting the trifecta of wanted stats, with anything else being additions to weight, theres ZERO gun parts that help with reducing weight. This would be fine with strength weapons but on guns? They're often dual wielded due to classes like mg and dh calling for that, as well as being good with twin strike on rogues, and they're also a guille weapon, meaning a character might just not have the strength to hold ONE fully kitted gun.
Honestly I just think guns could use more weapon parts, parts that either target durability and weight more as negatives, but also a part or two that could reduce weight. The highest good stat trifecta gun weapons can gain is a 15 and a 6, one is on rifles only, and another is competing for the other most impactful gun part slots while bullets and barrels rot.
This is just another factor to guns being bad weapons, ontop of the guille flank nerf and horrible crit stats for the weapon type that arguably does THE most basic attacks (keyshot 4 guns cmon babyy)
But uuh yeah, gun parts are the worst of any weapon imo, they should have more options.
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