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Himari Izumi: Special Wea...
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[v3.03c] Summon Drizzle
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[Korvara] Jun Zhang - Spe...
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[v.3.03c] Dark Shield Ene...
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The Typo Thread
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[v3.03c] Engineer MAP
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Pocket Sand (Rogue)
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History Trait does not reset on LE or when using the Fruit of Blandness or the respec on trait screen [v.2.06.05b] |
Posted by: Aqua - 07-16-2019, 11:30 PM - Forum: Bug Reports
- Replies (3)
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For whatever reason History Traits do not reset when a player LE's or uses the Fruit of Blandness or the Respec option on the trait screen. Instead of removing it like it normally does it keeps the previous one you invested into. I came across this early this morning and decided to see if reboot solved to which it didn't. I've personally tried all 3 ways. Other traits that aren't locked reset as normal.
I've not done anything different to any other character when LEing or such.
How to replicate
1) Reset your Traits by one of the methods stated (LE, Fruit of Blandness or Respec)
2) Go to invest in a new History trait to be taken to a screen with all the follow on traits rather than history.
Note: I did not invest in a history trait straight on LE but more around level 38 after the LE, which I don't think would make much of difference.
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Debug Mode Controlable Prinny |
Posted by: Raigen.Convict - 07-14-2019, 11:12 PM - Forum: Suggestions
- Replies (5)
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I just had a though, we need the Prinny to have a selection of every usable attack that player characters can have so we can easy debug test skill effects v.s. these other effects. Say, Boxer's Geist v.s. Sidecut or Silcut, among other things. It would help with finding bugs and make testing builds a bit easier at times too.
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The Diary of a Really Antisocial Individual |
Posted by: WaifuApple - 07-14-2019, 03:13 AM - Forum: Adventure Log
- Replies (4)
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A wealth of knowledge kept in his brain and this man chooses to talk about some of the most mundane of topics. But oh well - His diary proves an interesting look into the mindset of a man who often keeps to himself. Strangely... He never seems to record the dates.
Disclaimer:
Diary Entry 1 - The Tournament
I had never considered myself one to be enough of a coward to decide upon hiding my own identity when entering public displays of combat - but it seems that is what I have become after all. It's pathetic of me, but as of yet I cannot be sure of if they have become wise to my actions, yet. One can never be too vigilant when dealing with a threat of that kind...
...or perhaps I'm being too paranoid. Maybe the day will never come where they seek to hunt me down for my actions against them. If only - I'd be a fool to let my guard down believing in such idle fantasies. Especially not now that I have her in my life.
That woman, Ciara - She was the reason I ended up signing up for a tournament in such unfamiliar lands in the first place. They were the lands from which she hailed. I had never imagined myself going to a land unfamiliar to display my magical prowess in hopes of impressing those of her homeland - but I hadn't imagined myself being someone to love either. She clearly seems to think differently - I still remember the melody she played for me, and the confession thereafter. It was a shame she could not have been there to make the event.
I suppose in the end I have something to show her from it, though. A prize recognising exceptional wizardry - not that the people of her homeland even knew much about the magic behind it. Would she be pleased to hear of that triumph? Such a prize to come from an unlikely partnership, too. But then, it seems a lot of unlikely things have been happening lately.
One of those - the interviews done by my comrades. I don't believe the ones who hold the ranks higher than mine had much trust in my ability to deliver interviews with impartiality. I'm sure they simply expected me to deny anyone and everyone. But this lack of faith in me does not surprise me. Secretly, I think they still don't have any trust in me. But it doesn't matter for now. I'll continue to work harder and prove myself. Through the power now bestowed upon me to interview potential applicants, I have proven myself in yet another aspect.
How many more hurdles are there to overcome now?
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Experimental Balance Fu Ideas |
Posted by: Sawrock - 07-12-2019, 12:07 PM - Forum: Balance Fu
- Replies (10)
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I thought it'd be fun to have a thread where we can converse not about balancing that needs to be done, but rather suggestions for the sake of discussion only; things that either don't matter or are just mindfood. Ask questions to your fellow users about balance, whether the questions be ridiculous or plain, large or small. Comment on what others think about, as well.
To start off, I'd like to suggest: How do you think balance would be affected if users were allowed ANY four classes (promo or base) for their skill selection? For example, someone could be Ghost/Duelist/Monk/Evoker, and another could be Grand Summoner/Void Assassin/Hexer/Soldier.
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[V.2.06.05b] House Exits Resetting |
Posted by: Blissey - 07-12-2019, 03:33 AM - Forum: Bug Reports
- Replies (1)
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I know that this is likely a known bug and has been reported before, but I felt that the attention needed to be redirected again. My house's exit keeps on resetting back to its original bottom-most left-corner spot. Nothing that I do fixes it. Spacing adjustment doesn't fix it. Placing walls on the spot doesn't fix it. It resets after the house finishes unloading and is reloading again, stating that a house entrance couldn't be found and a new one needed to be regenerated.
I know how this works: you need proper steps to replicate and a cause, any cause, but there isn't one that I can see. No one can reliably replicate or test this, so I was wondering if there was a way to include some kind of debug feature to see what goes on when the house unloads and reloads and give that message? I'm trying to rebuild the Voilegard Town Hall and it's currently non-functional due to this.
Thanks!
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A Phenex with New Tricks |
Posted by: Swiftkusura - 07-11-2019, 02:59 AM - Forum: Balance Fu
- Replies (17)
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Lets not pretend that Phenex aren't the least desired race in the entire game, when you see one it's only for a short time because they don't fit anywhere in the meta even if you cap their san hoping that their racial will give some yield *It doesn't*
You can be a phenex with 500 focus and die right, assuming you're at 500 when you die with -50- scaled sanctity. You will use 125 FP to heal for 250 hp
Now this sounds amazing right, wow, this man healed for 250 hp, what's he going to do with his 4 momentum he gets? Probably nothing because they're going to get up with their piddle of life with 4 momentum, because for some reason the only racial they get is a punishment.
Glykins heal for San/2 per round, gain a chance to reduce status effects that are over 3 rounds by a round, and poison immunity. Can't be bitten by vampires etc.
Phenex is...Revive, From the ashes, and that's it. from the ashes is a punishment, revive costs 10% max hp and requires impact revive to heal for maybe 50 hp to the person, so here's what I propose.
I want From the Ashes to revive after the person who kills thems' turn, with 7 momentum *It's not hard dying, why are they gaining badly beaten, if they are last chance should too then because of the same logic* And because phenex are designed around Phoenix logic, it would be nice if they shed off *All* status effects on them *Good and bad* like burning away any impurities of their body when they heal themselves. This also would go into preventing interference and the grand summoner soul chains from preventing their revive.
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"We're just friends" A Bonder suggestion |
Posted by: Swiftkusura - 07-09-2019, 03:36 PM - Forum: Suggestions
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Okay I'm going to say it, bonds shouldn't be something imposed on us by 60 friendship, there I said it.
Here's the problem
To be the most optimal when doing a single bonded youkai you still want two more youkai *Normally one to evoke its passive and skill, and a frontline who you can summon and rely on in a fight*
Here's the problem, most of the time both of these have to be level 60 which you have the option to gruelingly grind it with no exp bonuses or massage it and force it into bonded status 1 at a time
And don't say "60+ friendship gives 1-40% bonus exp", that's the problem.
When you get 60+ whilst trying to not ignore 3 level 60 youkai you then have to unsummon them 40 times to get them below 60 friendship following, it's the way you be efficient as a bonder, this is a fate you fall into.
Here's my idea
The fix is relatively simple, rather than impose a bond on to the player, can we have the option to bond or not? Where 100 friendship means nothing unless we form a bond with the youkai, please?
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Lets talk: Watches and other time telling methods |
Posted by: Swiftkusura - 07-09-2019, 05:28 AM - Forum: Suggestions
- Replies (4)
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So, it's no secret that this isn't something vastly important to any large degree but it also could prove to be nice quality of life considering.
I'd like a trait that people can take that lets you tell the time changes of the day, IE; it's hour 23 and you're waiting for the boss of a static to respawn and it turns hour 24, "It is now Hour 24 of day 11/24/343" this would be very helpful for both that, as well youkai massages, and other time related things like the lookout quest or just knowing when you can do the katana quest because he's out during the day ect.
Since the title didn't make it obvious I was going to say alternatively this could be a watch item which can be handled in one of two ways, a feature for the laplace to notify you on the house change, or a watch donation item *With the state of the game a donor item would probably be fine as most people can find a way to gain access to one*
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Grimalkin Instinct and Racial are not okay |
Posted by: Snake - 07-08-2019, 06:39 PM - Forum: Suggestions
- Replies (8)
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![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/597858809230262282/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/597855046495109120/unknown.png)
As you can see here. Grimalkin's pretty much a direct copy-paste of Felidae, but still their lore is way more different than a Felidae's. I found out that the new 'sub-races' implementions over the course of the time had those be atleast mechanically different than their main race. (I.E Reapers and Appertauri. Redtail and Omina.) Seeing this, I'd like to propose a change to either their innates, or their lore.
Lore speaks word by word that they're good at weaving curses and tampering with others through hexes due to their race being abnormal and outright shunned for making good Hexers. So:
[strike]Fleetfoot[/strike] -> Yin-Yang Affinity
Quote:Yin-Yang Affinity
Grimalkin have a natural affinity to balance perfectly the spectrum of Light and Darkness, as one is the opposite of the other, they cannot exist without the other. Grants Light Attack and Dark Attack equal to your Scaled SAN.
or
Quote:Yin-Yang Affinity
Grimalkin have a natural affinity to balance perfectly the spectrum of Light and Darkness, as one is the opposite of the other, they cannot exist without the other. Grants a bonus equal to Scaled SAN over your Elemental Attacks:
If your base RES is 10 points higher than your base FAI, the bonus becomes Light ATK.
If your base FAI is 10 points higher than your base RES, the bonus becomes Dark ATK.
If both are equal, the bonus increases both.
[strike]Instinct (Felidae)[/strike] -> Instinct (Grimalkin)
Quote:Instinct (Grimalkin)
The closer they are to death, the more resilient and karmic they become. At 50% HP, grants a bonus equal to your Scaled SAN to Status Infliction and Status Resistance, at 25% HP, this bonus is doubled.
[strike]Play Cute[/strike] -> Cursed Hiss
Quote:Cursed Hiss (Racial Trait, Req. Grimalkin Race)
Grants a special skill in battle called Cursed Hiss. (You hiss threateningly, giving you a chance to Hesitate all enemies within 5 Range (LV = 5 + Scaled SAN) for 3 rounds.) This also may extend the duration of their debuffs by 1 round if they are successfully inflicted with the Hesitation. 2 Round Cooldown.
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Violently strangling |
Posted by: Swiftkusura - 07-08-2019, 01:33 PM - Forum: Bug Reports
- Replies (1)
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http://prntscr.com/oc4o5g
As seen in the above screenshot after I initially used wrap every following use applied the unresistable strength damage and attempted to knockdown the opponent, however the trait says "Releases them" implying it's intended to release them from being grappled.
http://prntscr.com/oc4qc5
As seen HERE it's reapplying 2 round immobilize whilst knocking them down
http://prntscr.com/oc4rh6
And this shows where I'm concerned that there's either a problem with wording or it's not functioning properly
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