Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,778
» Forum posts: 58,635
Full Statistics
|
Latest Threads |
Bows
Forum: Balance Fu
Last Post: Poruku
9 hours ago
» Replies: 11
» Views: 892
|
Chimera Hit
Forum: Balance Fu
Last Post: Poruku
Yesterday, 08:28 PM
» Replies: 3
» Views: 162
|
Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
Yesterday, 01:35 PM
» Replies: 1
» Views: 442
|
[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
Yesterday, 09:50 AM
» Replies: 1
» Views: 423
|
[v.3.03c] Combination Str...
Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
» Replies: 0
» Views: 123
|
[Korvara] Jun Zhang - Spe...
Forum: Character Applications
Last Post: Lonestar
09-21-2025, 06:57 PM
» Replies: 0
» Views: 44
|
[v.3.03c] Dark Shield Ene...
Forum: Bug Reports
Last Post: Latto
09-21-2025, 08:49 AM
» Replies: 0
» Views: 38
|
The Typo Thread
Forum: Bug Reports
Last Post: who
09-21-2025, 07:49 AM
» Replies: 92
» Views: 109,580
|
[v3.03c] Engineer MAP
Forum: Bug Reports
Last Post: AkaInuHime
09-21-2025, 01:59 AM
» Replies: 1
» Views: 65
|
Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Poruku
09-20-2025, 07:02 PM
» Replies: 6
» Views: 1,021
|
|
|
Ready To Hide Behind (v2.08b) |
Posted by: Trexmaster - 08-17-2019, 11:52 PM - Forum: Bug Reports
- Replies (7)
|
 |
As of the most recent hotfix, Scapegoat Shield successfully applies Ready To Hide Behind when used (even on the Metalaegis itself, even though it'd be useless due to the wording).
After several tests, the status does not block the damage of magical autohits used (Fir, Isendo, Wretched Oil, War Cry) , physical autohits (Rising Tide, Chaser, Roundtrip) damage over time statuses (Poison), and mapwide damage (Star Shooter).
And for clarification the Metalaegis was always in 1 Range of its owner, the victim who had Ready To Hide Behind.
Steps to reproduce:
1. Drop a Metalaegis in 1 range of yourself.
2. Wait until the Metalaegis' turn to cast Scapegoat Shield on yourself. You should have the status at this point.
3. Take any damage. Nothing will be redirected to the Metalaegis other than what Protect affects (basic attacks).
So from what I've tested I'm fairly positive that Ready To Hide Behind isn't working properly, as no damage is being redirected to the Metalaegis under the circumstances that'd dictate it should.
|
|
|
The Skills window during a battle |
Posted by: Lewdcifer - 08-17-2019, 09:37 PM - Forum: Suggestions
- Replies (4)
|
 |
Caption: Shuffle... but it's not in the skills window? Wait, where's the cursor?!
Alright. So.
When you have more skills than what the in-game skills section can 'afford', so to speak, there'll be skills that won't be visible in the window. And, while there's an option to remove skills that you can't use at that moment, if you have too many skills you can use, the problem persists.
My suggestions are a couple, all aiming to alleviate the above issue:
* Make the skills section scroll down based on the cursor's current position. This will let players see all of their skills without issues.
* Move toggeable skills and racials to a section of their own. Players seeking to re-read what some of these passives do can refer to that section, but this won't fix the issue in the given case that you still have too many skills.
...Or anything else anyone may come up with and provide in this thread. It's honestly been an issue for quite a while, and it'd be cool if it could be fixed.
|
|
|
Hungry Hungry Vampires |
Posted by: MakeshiftWalrus - 08-16-2019, 08:39 AM - Forum: Balance Fu
- Replies (4)
|
 |
I think it'd be nice if Rebound worked for Vampires, since it isn't inherently healing magic. You're basically draining their essence, via Claret Call, which is said to be a blood-related curse.
Presently, the healing of Rebound is mitigated by Vampire racials. I'm proposing this is changed to not be the case.
|
|
|
Firebird De-feathered [v.2.08b] |
Posted by: Lokus - 08-16-2019, 04:12 AM - Forum: Bug Reports
- No Replies
|
 |
Kachow what's popping true believers it's ya boi Lokus with another forum post
So, Firebird has an issue regarding two skills at the moment. Falcon Strike and Lift Off.
Lift Off's secondary effect of dropping feathers in the AoE does not proc properly. It will consume the five feathers but not give you the secondary effect. The same issue is with Falcon Strike. The feathers on the ground do not resonate when you have the required minimum of three feathers, but consumes the feathers as well. Falcon Strike's issue might be a bit more tricky, since you lose feathers when you move. But Lift Off is a bit easier to tackle (presumably) since it just consumes the five feathers without requiring that you move.
|
|
|
Turret, Kills in 98 turns |
Posted by: Snake - 08-15-2019, 02:00 PM - Forum: Balance Fu
- Replies (2)
|
 |
Fairly straightforward thread and apologies in advance for addressing it late.
While cool, we got a Robot specified to 'do heavy, unresistable damage at the cost of mobility', what I wished to be some sort of transformation for Turret (which is super cool tbh, I love it), I feel like now Turret lost all of its mechanical identity. There's no real need to invest in it, when Railgan does its job but way better, despite the solid counters.
This machine was supposed to be the 'damage' one, but now it's nothing but a headless chicken that does absolutely nothing but push things around for a heavy FP cost (that has a cooldown on top of it), and be solely joked and ignored in combat at as a 'peashooter' by 90% of the server.
I'm not exaggerating. It doesn't damage at all. It's SWA is tiny because their gun only scales from STR and its STR is quite limited. And just two gun autohit skills end up not really giving the feel of what its skill description says: "A bot with 'special guns' made to be mobile and damage."
A small and simple proposition to amend this is easy. Could it receive a few skills that allow it to swap between gun types? Each gun with some sort of special effect attached to it based around on-hits and on-crits (or if Overclocked). The ones I have in mind are the following:
Quote:All Guns: 60% SKI/60% STR
Turret Skill: Ol' Switcheroo (Gun Name), 15% of Bot Max FP, 2 round CD. Removes all positive buffs from bot when used.
(Handgun) Minigun
Single Target
2 round(s)
On-Hit, The Minigun winds up, increasing the amount of rounds by 1, up to LV6.
On-Crit/Overclocked, deals unresistable Fire magic damage equal to Wind-Up LV*2, which cannot be absorbed.
(Rifle) Maxgun
Single Target
1 round(s)
On-Hit, uses an additional 2M to inflict or power up a debuff that lowers enemy's Critical Evade by 10 for this bot only, up to 50 for 3 rounds.
On-Crit/Overclocked, inflicts another debuff, which allows ally units to benefit from the original Critical Evade reduction at 50%.
(Shotgun) Buckshot
3 range cone AoE
1 round(s)
On-Hit, inflicts or powers up a debuff that lowers enemy's Armor and Magic Armor by 5, up to LV25, for 3 rounds.
On-Crit/Overclocked, lowers Phys.Red/Mag.Red by half of Shred LV for 2 rounds.
(Launcher) Missile Launcher
4 range circle AoE
1 round(s)
On-Hit, uses an additional 2M and knocks back all enemies hit from the center by 3 tiles.
On-Crit/Overclocked, inflicts knockdown.
|
|
|
Scapegoat Shield |
Posted by: Trexmaster - 08-15-2019, 12:56 PM - Forum: Bug Reports
- No Replies
|
 |
Metalaegis' new skill Scapegoat Shield doesn't grant the intended effect (Ready To Hide Behind), doing nothing whenever cast on an ally except expending momentum and the 10 FP it costs.
Steps to reproduce:
1. Use Deploy: Metal Aegis
2. Try to use Scapegoat Shield on an ally once its turn rolls around.
|
|
|
MAP Prison |
Posted by: FaeLenx - 08-15-2019, 04:16 AM - Forum: Bug Reports
- Replies (1)
|
 |
If you surround yourself with 4 bots in a MAP, you can no longer move as it doesn't consider the movement tiles as valid spaces. Don't know if there's a way to fix this to allow it to consider the bots moving with you, but it seemed kinda buggy.
|
|
|
This isn't DBZ?! [v2.08] |
Posted by: firebird496 - 08-15-2019, 02:57 AM - Forum: Bug Reports
- Replies (1)
|
 |
Setting sun seems to be broken. Instead of us having the first part of the skill (the actual setting of the sun) we only have the second part that crashes it down... but of course we can't because we have no sun. This has been an issue for maybe a week or two now.
|
|
|
Railgun, Kills in 3 turns |
Posted by: FaeLenx - 08-15-2019, 01:27 AM - Forum: Balance Fu
- Replies (12)
|
 |
The more I look at this skill, the more iffy I feel about it. It's an 80 FP (130 FP if you use MAP to get it in range) skill combo that can pump out 320 damage a round to an unarmored target. Takes either 6 momentum or 12 if they move out of its range and you need to use the MAP.
For those who aren't familiar, the combo basically goes:
Round 0:
3 Momentum to throw down a MAP
3 Momentum to throw down a railgun on top of the map
1 Momentum to jetpack on
Round 1:
3 momentum to move so it's in range
3 momentum to overclock the railgun
1 momentum to do whatever else you want
With this, in two turns, you deal 320 damage And can deal 320 damage every other turn you're not interrupted from there.
What are its strengths and weaknesses?
Weaknesses:
It's susceptible to forced movement or knockdown. If you move the railgun off of the MAP and the engineer in tandem, it's stuck in place without any way to move. It becomes battlefield denial, but unless the engineer can either retrieve it by moving onto the MAP and then back right next to the railgun, it's just going to be there with the engineer having 100+ less FP. With knockdown, it can't fully invoke and its invoke can be broken.
Silence can ruin it. No one takes bashfix. Maybe this is a reason to take bashfix? New meta? Probably not.
Takes all of that windup. During that time, the other player is presumably doing much more than just sitting there waiting. Even with higher CEL, this is still a full turn of windup.
Can be ignored. It just cuts the battlefield size in half. Not many other skills do that.
Without overclock, it's not going to do anything. You can outrange it or simply ping it for damage with any number of light chips of damage you have. And if it's on a MAP, you'll easily get hit with small AoEs. With overclock and against other summons, it will not win a prolonged fight. Losing 20% of its HP a round means it'll die in 5 unless you put heals into it.
If someone has a higher range than 10 tiles, your turrets effectiveness is greatly diminished. You'll need to be by it to MAP it around or just use it to deny battlefield space. Neither of these are great.
Easily dodged by cobra.
Susceptible to anything that's there to negate single target big hits like body of isesip, metalaegis whenever that gets fixed, ST create shades, last chance, etc.
Strengths:
Great damage. If you can get it off, you'll generally open someone up while also being able to throw down more bots or skills.
Good HP. If you have only single target attacks, you're going to need to peel this thing open to get rid of it for good. Unless you can bait out invokes that you can break using knockdowns to wear down its HP while overclocked.
Can cut the battlefield size in half. On a class with decent mobility but with a bunch of summons with poor mobility, this can save you in a fight against skukuchi monks and the like.
If you're fighting against someone who can't deal damage at over 10 range, you're pretty much free to use the railgun to beat them up. Next to no one will win that exchange in any way that puts them well off for fighting against you and whatever your second class offers you. If you can outrange them through that, you pretty much win. Monks/ghosts/archer classes will be fine against you, but mages suffer as they're both squishy and can't nuke the turret down completely with a single charge minded invoke.
Thoughts?
|
|
|
Spirit Pain in the rear |
Posted by: Autumn - 08-14-2019, 06:08 PM - Forum: Balance Fu
- Replies (4)
|
 |
Spirit Pain is still currently in a very polarizing spot, its ability to outright win 1v1 combat is nigh unfair to the opposition, only ever being mitigated by youkai or perhaps a stray wraithguard that hasn't been killed, while on the flip side its usage in team fights is not doing very hot either, as when it has more targets to choose from its less likely to actually trigger from someone basic attacking. (It could just land on a mage or autohitter simply.)
To explain exactly why it wins 1v1s so hard is not just because the effect itself is terrible, its not as it used to be where it redirected the attack to you for a ton of damage and healed the caster, but because you have to deal with this every single round in a 1v1, and as a basic attacker this can get severely frustrating fast on its own but when you take into account that hexers also have other tools to mitigate basic attacks in their entirety, such as fellel's fumble it just becomes a literal 100% counter. You'll be stuck for 3 rounds not being able to basic attack at all, where the hexer can then refresh everything and keep you in this lock forever.
I'd like to even out both sides of Spirit Pain's issues in order to have it be more balanced overall, less of a 1v1 shit stomp and more effective for its invocation use in team fights, so I have a couple of ideas on how to help fix this issue and give breathing room to people who have to face this monstrosity of a spell.
Here's some options:
A) Spirit Pain always triggers on -ALL- targets first basic attack, but grants immunity to the status once triggered for a set number of rounds (3 rounds would be a good start)
B) Spirit Pain has a set chance to trigger and fumble a basic attack on all targets on round start, no immunity is granted to the status so it can occur every round on essentially a coin flip chance (50%)
Whatcha' think? Anyone else want to share thoughts?
|
|
|
|