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When to Evoker if I am just a Mage? |
Posted by: firehawk11 - 05-11-2019, 02:34 PM - Forum: Balance Fu
- Replies (9)
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So after many, many days and weeks of playing I dcame to notice one of two things. Why does my Evoker have Evoker class when all he is doing is casting Ai rpressure? Where did we go to get Sear the promoted spell ina position where Fir is better, heck even Air Pressure if better but what I am saying is the scaling for all Mage and Evoker spells are off.
Examples:
Fir - Highest scaling Spell at 140% Fire ATK and 100% Weapon scaling.
Granting Fire is super heavily resisted but that can be over come with items but it does not help where when Enchanted by fire you turn Fir into a fireball of death.
Air Pressure - Sure the scaling is not as good as Fir but it has the range that I am looking for in a AoE spell unlike Sear. Or any of the AoE burst spells which target up to 3 spaces around you
I do not see the purpose for Evoker when Mage has everything I need to survive.I do hope that this could help in oen way or another to set Evokers back to being a promoted class worth their salt.
My thoughts for AoE Burst spells, we should be able to spend more FP to make the area bigger, actually we should be able to do that to all none single target spells. Sear would benefit from this, Retificer would, The Earth spells.
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Fenri |
Posted by: Grandpa - 05-11-2019, 05:29 AM - Forum: Balance Fu
- Replies (5)
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Given DMC 5's release and the Fenri being based on the Cerberus from DMC 3... Could we see some kind of update to the weapon geared more toward the King Cerberus?
A potential skill that lets you cycle through weapon types, or gives it an alternate type that then changes the skill the weapon gives?
As-is, freezing round is pretty awful, so could probably get a once-over itself.
As for the alternate type - it could receive the fire staff makeover or the half-staff lightning look. Either way would be cool, and could give the fist a staff typing as well. Just a few ideas to toss out.
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Fortune Vacuum [v2.03] |
Posted by: Shujin - 05-09-2019, 11:10 AM - Forum: Bug Reports
- Replies (1)
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The passive effect per turn doesn't seem to apply, neither against Monster nor player.
Enemies do not get the debuff nor does the Omnia get any unluck, outside of using Omnia's Curse.
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Lets Discuss With the Three New Races With Our Own Opinions Today! |
Posted by: Whitender - 05-09-2019, 12:40 AM - Forum: General Discussion
- Replies (8)
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Hmm... So We have
[list=]Omina The RedTail's CounterPart[/list] An they Steal Luck..., Onoes to RedTails
[list=]Theno A New Shark Corruption [strike]Please Dont Play Baby Shark Because of This.. ;w;[/strike] [/list] They Kinda Bite People.
[list=]And Finally Wild Elf Same As Elfs But Spotted..[/list] Yet More And Deadly Tactics They Could Hold..
Hopefully All Players Will Enjoy Playing As the New Races and also Kinda Expect Balence Fu Included!
And Traits Added to Them Included!
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[v.2.02] Hotbar bug with Headshot |
Posted by: Snake - 05-08-2019, 04:18 PM - Forum: Bug Reports
- No Replies
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When you move Basic Attack to a Hotbar, if you buy the trait "Maneuver: Special Attack 1", the 'Basic Attack' type and range from your Hotbar will be fully substituted by 'Headshot', even if the Hotbar is set to utilize 'Basic Attack'.
This is probably caused by (Attack - obj/skill/fe_attack/gun) part getting confused with (Headshot - obj/skill/fe_attack/gun/headshot) by the system when used from a Hotbar. Just a wild guessing.
The gun used was Crazy Coyote.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/575713579743969291/unknown.png)
Info from Player Debug, I used multiple instances of a hotbar from drag-and-drop. Tested all, but only 'Attack' (aka Basic Attack) seems to be behaving oddly, by turning into 'Headshot' as explained below:
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/575716451038527510/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/575716331270438932/unknown.png)
Using Basic Attack while having Headshot trait, it becomes Headshot regardless
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/575716503396024320/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/575716652386353172/unknown.png)
Headshot stays Headshot.
And finally, when I remove the trait, my Basic Attack hotbar reverts to Basic Attack.
===
Any doubts on this poor explanation, ask at once Dev. It's kind of complicated to report Hotbar bugs without knowing what exact information will be necessary for it to be fixed.
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[v.2.02] Field Effect Damage reduces momentum |
Posted by: Snake - 05-07-2019, 02:59 PM - Forum: Bug Reports
- Replies (5)
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The field effect Earthbound Fog's Darkness damage, when resisted by an attacking enemy, lowers the Hexer's momentum by 1 at the start of their round.
This is a bug because such was changed a long time ago along with Raging Flame (from Lantern Bearer) to not affect the caster's Momentum anymore thanks to a Balance Fu, and somehow this weird interaction is back on this skill only.
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[v2.02] Missing Extra Floor. |
Posted by: Miller - 05-07-2019, 01:34 PM - Forum: Bug Reports
- Replies (1)
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While I was building yesterday, I was moving around my extra level on the second floor before I noticed something strange happen.
The extra level suddenly stopped being able to be moved and I could not get through it by any means. (Checking if there was a dense tile several times over.) While I do not know how to replicate entirely, I was on a character with the same byond key as the house owner. (My other character of course.)
Upon relog, I noticed the extra floor on the other level was gone.
After reboot and house deload, I can safely say this extra level didn't come back. This happened around (5/6/19, 2 PM EST)
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