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: 58,630
Full Statistics
|
Online Users |
There are currently 152 online users. » 0 Member(s) | 148 Guest(s) Bing, Facebook, Google, Twitter
|
|
|
[WIP] Badlands Arena |
Posted by: LatentSparrow - 04-14-2019, 03:21 PM - Forum: Mapping
- Replies (9)
|
 |
I've been holding this map for months (maybe a year) now. It has just been collecting dust for the longest time, and if I don't do this now, I never will.
The whole map is roughly the same size as the current Arena. The Arena itself is slightly larger than the current one.
Images are taken within editor, so trees look incomplete. There is elevated ground to the left for the Statue of Memories. Will take off if unnecessary. Lighting is also incomplete. Waiting for word from Dev about it.
Things I had planned to do:
[list=]Put a wall around the Arena Map[/list]
[list=2]Change World Map icon of Badlands Arena[/list]
[list=3]Add interior to Arena (As seen on side doors)[/list]
[list=4]Add interior to Tent[/list]
I don't know if I'll ever get around to doing these things (Busy and lazy). If wanted bad enough, someone provide me a tileset for the tent interior and a world map icon for the Arena.
I'm not going to be checking this topic religiously. If you want something to be added, message me on Discord. Sparrow #2415
|
|
|
Weapon Scaling Suggestions |
Posted by: Sawrock - 04-14-2019, 02:40 PM - Forum: Balance Fu
- Replies (7)
|
 |
Currently, some weapons are rarely used due to their underpowered scaling, despite the higher base power. My suggestion is to introduce split scaling with a minor use of a single stat, so that if you do use said stat, the split weapon is more viable, but if the stat is unused, then the "normal" version is better (for example, when comparing Grand Axe to Battle Axe). The key is not to have a major split- even something like 50/50 could allow one to skimp a bigger portion of one of the scalings. It's better to have a small amount of scaling in a stat that is still useful otherwise so that when someone happens to have the stats for the weapon's scaling, they don't lose out, but they can't avoid skipping the main scaling stat either. With that long-winded explanation out of the way, here is my suggestions:
Grand Axe
Currently: 90% STR
Suggested: 80% STR, 20% DEF
Reason: To fit in with Chaturanga's themed weapons.
Nirvana Replica
Currently: 60% STR, 15% DEF, 15% SAN
Suggested: 80% STR, 20% SAN
Reason: To allow more usability while also separating it from the Grand Axe.
Skullcaver
Currently: 80% STR
Suggested: 70% STR, 20% LUC
Reason: It's never used anymore. I'd personally change the effect for PvP- if that was done then I'd also add 10% more STR scaling.
Sweeper
Currently: 80% STR
Suggested: 80% STR, 15% SKI
Reason: If you're using this for the basic attack effect, you're already building skill. Still has it below the battleaxe for overall scaling.
Citizen Slaughterer
Currently: 90% STR
Suggested: 80% STR, 20% GUI
Reason: It's worse than the battleaxe unless used against unarmored opponents.
-------------------------------
Adversity Annihilator
Currently: 70% SKI, 10% WIL
Suggested: 80% SKI, 20% WIL
Reason: Building WIL on an archer may be useful, but not to the point of it being your main damage stat, thus giving this weapon a niche.
Artemis Replica
Currently: 60% SKI, 15% WIL, 15% SAN
Suggested: 80% SKI, 20% SAN
Reason: To allow more usability along the lines of the other replicas.
-------------------------------
Creed Replica
Currently: 60% GUI, 15% STR, 15% SAN
Suggested: 80% GUI, 20% SAN
Reason: Same as the other replicas.
Thief Blade
Currently: 75% STR, 15% GUI
Suggested: 80% STR, 20% GUI
Reason: It's underpowered and has little use compared to Dancing Shiv and Vorpal Fang; making it a strength-dagger gives it a niche (perhaps for armored dagger users?).
-------------------------------
Shredder Replica
Currently: 60% STR, 15% VIT, 15% SAN
Suggested: 80% STR, 25% SAN
Reason: Replica repetition; fist weapons also scale better than most weapons due to having low crit modifiers.
-------------------------------
Firthrower
Currently: 45% STR, 45% SKI
Suggested: 60% STR, 45% SKI
Reason: It uses fire damage and it's outclassed by many other guns.
Hold Upper
Currently: 50% SKI, 30% GUI
Suggested: 50% SKI, 35% GUI
Reason: It's as good as the autopistol with this changed scaling, but emphasizes skill and guile balance as opposed to hard skill scaling. Due to the nature of
Quickdraw
Currently: 35% SKI, 35% CEL
Suggested: 45% SKI, 35% CEL
Reason: I personally think it could use more oomph, but someone correct me if there'd be a way to abuse this.
Shotgun
Currently: 80% SKI
Suggested: 80% SKI, 10% LUC
Reason: It could use a bit more damage.
-------------------------------
Gae Bolg Replica
Currently: 60% STR, 15% GUI, 15% SAN
Suggested: 80% STR, 20% SAN
Reason: It needs to use more of the user's bolging moocles.
Greatspear
Currently: 90% STR
Suggested: 80% STR, 20% DEF
Reason: Same as Grand Axe.
Knight Slayer
Currently: 90% STR
Suggested: 80% STR, 20% GUI
Reason: Same as citizen slaughterer.
Staff of Eyes
Currently: 60% STR
Suggested: 59% STR
Reason: To fuck with people.
-------------------------------
Braver Replica
Currently: 60% STR, 15% SKI, 15% SAN
Suggested: 80% STR, 20% SAN
Reason: Same as the other replicas.
Nelten
Currently: 90% STR
Suggested: 80% STR, 20% DEF
Reason: Same as the grand axe.
Rogue Dasher
Currently: 90% STR
Suggested: 80% STR, 20% GUI
Reason: Same as citizen slaughterer.
|
|
|
Relent Gale [2.00.9b] |
Posted by: Autumn - 04-13-2019, 04:57 PM - Forum: Bug Reports
- Replies (1)
|
 |
Relent Gale doesn't seem to cause knockdown when an enemy is forcibly moved within 1 range of you, tested using the following methods:
Astral Gravity granted from Astral Belt
Forced Move
Repel
Scarlet Twister
None of these appear to work, pushbacks and pulls alike, it will push back the target but not knock them down.
|
|
|
Guardian Spirit |
Posted by: Autumn - 04-12-2019, 08:01 PM - Forum: Suggestions
- Replies (5)
|
 |
Is it possible for a guardian spirit to not disappear or lose its progress when traits are reset? For example instead making you lose the guardian spirit when the next battle starts or ends? Due to a bug with Spellthief's Versatile and chronicling cabal memory I could not have forseen my skill slots are completely full, but I feel held hostage by my guardian spirit already being at lvl 60 :?
It would also be very convenient if I could reset my traits in the future without losing the guardian spirit's process completely, I don't wanna have to grind it to level 60 every time traits come out in the future.
|
|
|
I was FROZEN today (freezing crystal rose) |
Posted by: Trexmaster - 04-12-2019, 07:29 AM - Forum: Balance Fu
- Replies (9)
|
 |
Looking back I realized after several months Dev meant he clarified the description of Crystal Rose to mean that you only need it to be considered 'Freezing' to gain the ability to inflict Frozen.
This makes it far too easy for Duelists to slap on Frozen and remove the need to worry about their hit chance, or utilize the crowd-control potential of the status and simply ignore the victim, forcing them to either do nothing or burn 3m on breaking the status--if they even can (assuming they lack teleportation movement that ignores immobilize). It's overbearing since it not only sets Evade to 0, but also immobilizes the victim with a skill that has no cooldown and is fairly cheap to cast (3m, 14FP at max rank)
Like other powerful elemental impact effects (see: Quaking Heaven Kick) this should either require the actual Kraken enchant or have stricter requirements for applying, such as a reduced odds of infliction (possibly removed if you're using Kraken and not the badge).
The reason I call for needing the actual enchant is so that the combination is locked to Duelist/Mage rather than Duelist/anything being able to slap Frozen on you so easily given how potent a status Frozen is, even at low levels.
|
|
|
|