"When we're older, how about we travel all over the world together? That way- when we're asked 'Well what have you been doing'... We can say 'Everything'!"
"Hah? That's... really silly, you know. You should reach for higher things, especially since we're both going to be at the same school."
"Nah, one day, I'll make sure to bring you on the best adventure."
---
This story was about two children at one point- growing up in Karaten, they lived their lives together in bliss. The boy was red haired- energetic and always bright. The girl was much more down to earth, yet she enjoyed his warmth- the way he made her smile. They went to the same school all their lives, each competing rather playfully about who would do the best.
The girl almost always won- why wouldn't she, when she was so splendid at everything?
The boy came to admire her, in many ways. How she spoke so cleverly, how she was so beautiful- how she was his very best friend.
The girl- well the girl was an enigma at most times, though she definitely enjoyed the boy's time with her. As they grew, they became more talented, adventurous, and curious about the world.
So one day... The boy pulled the girl over to the side, smiling and whispering quietly so the other students didn't hear.
"I heard that there's this special tower, a very wise, very powerful wizard and his beast rests there... I think we should both visit. That way- we can show the wizard we're strong!"
The girl quirked a brow, saying,"I think that's really foolish- but... if you really want to go, I guess I'm obligated to come along with, aren't I?" The girl chuckled a little bit, and she pressed her hands to his.
The boy just grinned broadly, ear to ear. After a few moments of beaming, he swiftly grasped her hand and began to lead her out of the academy.
....
They'd gathered items that they needed. Food, Water, Climbing Tools, Hiking equipment, just in case. They weren't dumb about it- such a journey might be dangerous! Their parents pat their heads, saying that they should 'Enjoy their time as children'. Perhaps, then, they assumed that the two friends were simply going out camping?
Nonetheless, off they set off. The woods of Kysei were a little thick, and the girl had to make sure she didn't lose the boy in the forest itself. Time passed, more time, yet the boy and girl never gave up.
The tower was before them, and they'd never give that away.
The tower raised above most of the forest, though it was rather far away from Karaten. When the two children found it, they'd thought it was an illusion at first- but no, it was real. The boy pointed up at it, eyes wide as he cried out-
"We found it, hey look- It's REAL!" A howl of laughter, the boy was proud of himself. Swiftly, without even waiting, the boy swung the door open- a mist of Focus and wind rushing forth as he entered. The girl quickly followed after, calling out that they should be careful. Of course, it fell on deaf ears, but she tried anyway.
They'd found themselves near the middle, getting tired after walking up so many stairs. The boy came to notice a door, leading to another place. Curiously, he motioned towards the girl before walking over to open it.
....
The girl and boy snapped awake at their campsite, the sun beginning to dawn upon them. Confused, the girl spoke out to the boy, who seemed more tired than usual. He let out a little, nervous laugh, rubbing at his head.
"I think we both fell asleep... I can't find that tower anywhere," the boy huffed out, sighing and moving to stand. Staring into the distance, he then smiled brightly at the girl. "Let's head back home, I think I've had enough adventuring for now!" He exclaimed.
The girl, confused yet accepting, sighed and nodded.
Frankly speaking, over time, a significant amount of people have asked me to make sword basic attacker builds for them, usually requiring something for Ghost or Kensei. There's two things I've noticed that tends to stand out in this process, more often than not:
1. They're asking for a Tarnada build.
2. They're wanting to use a sword, but it turns out that running Tarnada tends to be the much more optimal choice, so they abandon their original idea and instead shoot for that.
Without context, maybe one would think that people just like shooting tornadoes out, but it turns out that's not the only thing that has been making people flock to Tarnada. Here's Tarnada's pros and cons:
PROS:
- High base stats in Power, Critical and Accuracy.
- Split STR/CEL scaling, 50% each.
- 24% chance of casting an invocation (Vydel) on critical hit, when at maximum upgrades.
CONS:
- And this is where the core problem is present. There's hardly any drawbacks to Tarnada, which makes it the go-to choice for most dodge duelist basic attackers 9 times out of 10 if they are seeking to be majorly optimal. The base stats it dons are far greater than most other katanas, if not all of them.
Here's a few examples of what I mean with base statistics:
As you can see, Tarnada overshadows most other katanas with ease. Sure, it could be argued that since it's a 10*, it's meant to be powerful and worth the effort when it comes to upgrading it.
... But it has high base stats. It casts an invocation on critical, or rather, has a good chance to. That means you can get a huge load of critical, hit rate and damage with it, on top of the occasional Vydel that knocks down an entire party after dishing out roughly 250+ Wind magical damage. Because people tend to pair it up with Talvyd.
Even without the enchant, pulling out an invocation on critical is a pretty big effect. This is currently an optimal Tarnada set up, for the record:
So here are a few propositions:
A) Change the scaling of Tarnada to 45% STR 45% CEL, and reduce Vydel's activation chance to UL/2%, giving it the Skullcaver treatment from a long time ago. Skullcaver is a 10* Axe club that has a UL/2% chance of stunning on crit, for context. It used to be UL%, but got changed due to the effect being too frequent and overbearing.
B) Change the effect to a special version of Wind Slasher that goes off 100% Wind ATK 100% SWA and cannot inflict lingering damage or be boosted by Charge Mind. Additionally, lower its base power to 11.
C) Change the scaling of Tarnada to 45% STR 45% CEL, and its base power to 11 like Sogensara.
Keep in mind that the part of high base stats in general should be fine, since it's a 10* item after all.
Is it possible for player controlled monsters/youkai to lose total control when under the confusion status? That'd serve as a huge check to some youkai, and make the skill able to serve its purpose in a lot more fulfilling way. As suddenly your izabe or asrai might just hit you when you're too close to them.
Engineer still needs their turrets to be more viable for atleast PvE. I'm making a new thread because the last one didn't yield any results and it has been over months already enough for any attempts to reply end in necropost, so...
Assuming what I requested there was troublesome to implement, I have a couple of new proposals for each one of the turrets, those will be additional skills that will pretty much cover what they're heavily lacking right now, and will also make me shut up for real about the class's most iconic pre-GR gimmick that got overshadowed by the upgrades. They feel like they don't do anything but look pretty and give the Engineer headache or make them question why they haven't invested in bombs instead.
I'll post each extra skills the current Engineer bots should have:
Quote:(Turret) Gattling Mode - 3M - Becomes immobilized for 5 rounds and grants "Gattling Mode" for the same duration, which increases the power of their Gun weapon by 40, the base amount of rounds by 5 and base range by 2. May not react well to Interference.
Precision Module - 3M - Uses 10% of the Bot's HP - Increases the Turret's Hit by 100, lowers Critical by 100, cleanses Blind (and grants immunity) for 3 rounds. If the Turret is under the effects of Interference or Confusion, the Hit bonus will be halved.
Quote:(Medibot) Refresh - 3M - Uses 15% of the Bot's HP - Restocks your Medibot's Item Bag. If used on an Ally, it may restock one of their potions at random, but it will put this on a 5 round cooldown.
Smart Treatment - 3M - 1 round Cooldown - 10 FP - Targets an ally, heals them for (Medibot LV * 1.5) HP and grants Regenerating LV(Medibot LV). May not react well to Interference.
Quote:(Metalaegis) Crystal Refraction - 6+M - Uses 10% of the Bot's HP - All allies within 3 range of the Metalaegis gain Spirit Mirror for 2 rounds. May not react well to Interference.
Etherium Dispenser - 3M - 10 FP - Targets an ally and releases a cloud of Repair Powder and Etherium dust. Repairs the durability of all weapons by 15, and recovers 15% of their FP. The same target cannot be targeted by this again for 3 rounds.
Deploying Gattling Mode, Smart Treatment or Crystal Refraction while the Bot is Interferenced has a 25% (or 50%) chance of failure, in which the Bot will explode into scraps instead and knockback friends and foes alike within 3 range 4 tiles away, and then inflict knockdown.
This above is so Engineers will want to consider holding a wrench to bashfix their bots in case Interference gets to them. It's not really necessary, just a whim. But the skills listed above? Yippie-Ka-Hyae! Out of all bots above I'd scream for Turret alone to receive a bit more love. It's the most lackluster of the three.
Currently, the main form of experience for leveling up comes from dungeons and other sorts of combat related things. There are other means of experience, of course, but in comparison they're not nearly as valuable. Some people prefer being able to RP, instead of spending their time grinding - and while we can't really have a button that sets us to level 60 and skips the grind entirely, I do think we should have more powerful ways to earn experience via RP instead. (so people can get out there and RP without worrying about the grind too much)
At current, you CAN get experience from RP, but it's not exactly all that significant. There are ways this can be changed:
The experience from RP being more frequent. This means that people will be able to gain experience more often from interacting with other people and will also mean RPing will contribute more to bringing a character to a higher level. It will encourage RP for those who aren't quite full level and want to feel competent.
Experience from RP being a larger amount. No, I'm not suggesting all of these at once. They're just possible solutions. But, of course, another option is to make the experience you get from RP a more significant number. I couldn't exactly give a reasonable estimate - I'm not exactly the best at balance, but I'm sure someone can.
Experience from RP scaling with the amount of people in the area. More people will be encouraged to join one another in RP at an underleveled stage if RP based experience took into account the people around you. It would become rewarding to interact with more people at once, and perhaps encourage more people to meet with one another - possibly creating new bonds.
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Of course, I'm not trying to make dungeon grinding useless. Whatever comes of RP experience, if we ever get more out of it, should be a good supplement to make RPing worth more, but in the end killing mobs should be better. I just think that an "RP mandatory" game, as it is advertised, should reward people for roleplaying more - instead of just the people who spend time in dungeons only.
Let me know what you guys think of this suggestion.
Crazy Coyote's move and shoot (I think its called Rolling Shot) skill copies the range of your main hand gun instead of the coyote's range, IE: if you were using a seed sniper with 11 range you'd have 11 range on Rolling Shot.
It still uses the Crazy Coyote itself for the attack however.
There has been a bit of an issue recently that I'll like to adress:
Naming Rules
1 - No names copying characters from popular media, games, etc.
2 - No names with numbers or special characters. (I.e., 'Duke Nuk3m 123'.) The only exception would be for diacriticals[1] in appropriate names. Mechanations can, within reason, use numbers in their names (for example, listing their model number or something else like that).
3 - Names should be actual names, not names based on single words or nouns. (I.e., No characters named 'Shadow' or 'Sexy'.)
4 - Don't give your weapons inappropriate names. (I.e. calling your weapon "Pelvic Thrust"
I signalled rule 4 because there has been an issue revolving around it- Long story short, a GM found the OOC name of someone as inappropriate and after some debate had it changed.
This topic isn't to question right or wrong, or argue about that decision-It is not my place to argue. My suggestion is simply to update rule 4 to include character nicknames, as well, if the GMs agree that such names/nicknames should be against the rules as well, that is all
When you have mercenaries off, but your other party members have mercenaries on in their preferences, the monster mercenaries you have will still appear, even if you don't want them to.
At the moment, it can be worked around if everyone remembers to turn off mercenaries. Not everyone remembers to do it however, and can't really blame them- It feels like a roundabout way to work around it.
Before we begin, I'd like to mention that I know there's other threads like this, but I really want to throw out my opinion on this subject.
Grinding is something that everyone does, but. . . it's also something that nearly nobody enjoys doing. Before, people used to simply towergrind their way to 60 and get full books in a short period of time; and while I do agree that it's not good for it to be -that- easy, it's also not a very good idea for it to be this hard to grind. Yes, I understand: ''omg but u cant jus lolbe as powerful as others who have been play for so much longer on a character u made a day ago!''
However, hear me out.
Grinding is an absolute hassle, especially for someone who doesn't have all day to grind, or logs in at a stranger time where there aren't many people online. It's the only thing that's stopping me from playing more than just a very limited amount of characters; you now need far too much time to properly get your character ready. B.D.P.s are a hassle and a waste of time that nobody actually enjoys doing until the first or second LE, even with full exp items/brain food. Either buff exp items and brain food, or increase B.D.P. exp rewards, or make B.D.P.s easier, or -something- that can make it faster and/or less boring.
I would not complain, but it's an absolutely boring, time-consuming process in a Roleplaying game, even when you do it with other friends. Isn't it counter-productive to make it this hard and, more importantly, boring? Should new characters-- and on-top of it all, new players with no friends to help them-- have such a hard time with properly getting into the full action? Yes, there are full RP characters, but does everyone truly want to play a full RP character? Yes, not everyone has to start out strong and whatnot, they should work for it-- but it's a game. People have lives, and simply want to get into the game. Grinding is overly boring and provides absolutely no fun, unless you like pressing movement attack stab sidecut attack movement attack stab sidecut (just an example of how grinding feels like).
That said, my main character has a full book. The reason this bothers me is because of how difficult and BORING it is to make new characters now, even when you have friends helping you out.