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  Absolute Pace
Posted by: Shujin - 02-22-2019, 08:21 PM - Forum: Balance Fu - Replies (6)

The new absolute pace is pretty difficult to pull off for many reasons. Absoluite pace used to last for 5 turns and even then barely ever found a use, reason for that it that Evade of auto attacks is not accounted for, making people basically ignore it. Now it barely holds for 2 effective rounds aswell and needs you to set it up.
So:
-Could it count for evade aswell?
-Maybe slightly extend it's duration as it's the hardest of the three to set up?

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  Katana dorks caught in crossfire
Posted by: Autumn - 02-22-2019, 05:03 PM - Forum: Bug Reports - Replies (1)

Sharenzan's combo effect can seem to friendly fire allies when swinging an enemy around you, and cause damage to them by mistake, while this is downright hilarious I think it should ignore them or just shunt them out of the way without doing damage.

How to replicate:

1) Use any Kensei skill equipped with a katana to trigger Kensei Combo
2) Use Sharenzan with an enemy in front of you and an ally at any of your sides.
3) You will inflict damage upon your ally somehow as you swing the enemy around you.

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  Too Many Weebs
Posted by: Ardratz - 02-22-2019, 01:59 PM - Forum: Suggestions - Replies (14)

With the changes Kensei has gone from a very flexible class to an incredibly rigid one. Not only does it require swords to use properly but those swords need to be of the katana subclass otherwise you are unable to get the full benefit of the class's innate skills as well as being unable to use any of the combos, with the exception of getting a critical hit beforehand.

As a suggestion to make it a bit less rigid I think the Kensei Offensive skills should be changed from 4 Momentum to 3 Momentum with the addition that they have a 2 round cooldown for people that don't use katanas. That or the FP cost can be halved if you have a katana instead of any other sword. The one exception could be Wazabane leaving it a 4M regularly and 3M for katanas since it's meant to be a precision cut.

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  A game winning line
Posted by: Autumn - 02-22-2019, 12:12 PM - Forum: Bug Reports - No Replies

The win quotes/skill quotes seem to have a couple of bugs, which I assume are not intentional, or there is some way I'm doing this incorrectly, here's what I've experienced so far:

1) Skill quotes seem to show up in your win quotes as well, meaning some generic line like "Aha! You can't escape!" will show up in the win results screen by chance.

2) Skill quotes do not adhere to the win quote clauses, if you were to make a skill quote for using Graft only on low HP, then that skill quote will show up regardless of whether you're low HP, full HP or any HP, this holds true for every other clause too.

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  Mansion Tileset is missing Opaque versions of its walls
Posted by: ValkyrieSkies - 02-22-2019, 01:01 AM - Forum: Bug Reports - No Replies

Oops.

[Image: hkk7ETN.png]

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  Skip? After You
Posted by: MakeshiftWalrus - 02-21-2019, 01:46 PM - Forum: Balance Fu - Replies (2)

At the moment, 'Skip' can turn a fight from streamline to chaotic incredibly quickly. Skip priority can often result in pretty massive advantages for the faster party, which I wouldn't necessarily say is a bad thing. What is, however, a bad thing, is the many ways to force a skip on people using various methods from certain classes.

This is oppressive and has no counter-play, unless one carries Requinite, or use a null shell on the target in question. The former is frowned upon in the vast majority of fights that go down, while the latter is six momentum and a hit check, essentially wasting a turn regardless.

I'll go over each of the methods I know on how to abuse the skip mechanic to force double-turns on people:

Extend Void:
By using Extend Void, you can prolong the duration of Skip, thus having it carry over to the round after it was used. This effectively has the skip-status still in effect on the new round, where it becomes impossible to counter-skip due to the cooldown.

Meditate:
It functions exactly like Extend Void. Meditate increases the duration of Skip to the following turn, effectively forcing a double-turn.

On My Mark:
These one requires a fast teammate and for that teammate to have higher initiative than your opponent. A slow Tactician with On My Mark toggled on will always go last in the turn order when skipping. This is due to the Tactician's initiative being counted as their own after they skip, not their ally's. This makes it impossible to counter-skip, even if the opponent tries to do so, because the Tactician will be slower and thusly go last in the skip-order, but faster than their ally on the following turn.

Additionally, you can also toggle On My Mark on and off to force double-turns for both yourself and your enemy.


Suggested solution:
- Make the 'Skip' buff impossible to extend, or remove, once applied.
- For On My Mark, I'd suggest making it a passive instead of a toggle, to automatically start you with 1 more initiative than your fastest alive ally, always. Without being able to change it.

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  aaaaaaaAAAAAAAAAAAAAAAA(bellowing stag)
Posted by: Trexmaster - 02-21-2019, 01:30 PM - Forum: Balance Fu - Replies (3)

http://www.neus-projects.net/viewtopic.p...amp;t=5255

Trexmaster post_id=27650 time=1503957771 user_id=76 Wrote:Bellowing Stag, as it stands, is so powerful you can have it as your only means of offense and still remain in the top tier of builds with the tankiness to back it up.

Right now it can exceed 100+ unresistable (bar dark resist) damage, which also subtracts from maximum health. As it stands it's a tank buster that scales off a tank stat and is equally if not more effective against non-tanks. If you happen to not resist dark, you'll lose roughly 20% of your health a turn to it, and damage racing Bellowing Stag tanks is often futile since their offensive stat is RES, leaving them plenty of points to spare to bulk up, not to mention freedom with their equipment.

For a skill that scales solely on Dark ATK with a minor bonus from rank + rage, it can afford to be toned down. Bellowing Stag is a better version of Retaliate right now, being not only more Rage efficient, but it deals its damage in an AoE to boot instead of a single target.

A simple suggestion to bring it into line: make Bellowing Stag go vs Mag DR from RES, at the very least.

All of this still applies today, for some reason I thought Bellowing Stag actually got adjusted to go against Mag DR but it didn't. The only difference is now you can potentially replace the RES requirement with WIL using Luminary Element.

I would go so far as to suggest a 2-3 round cooldown be attached to it as well, or require more rage energy to cast it with. 1 Rage energy can be generated by just about any tick of damage that deals higher than 0, making it trivial to upkeep. Adjusting the duration of Cursed Wounds Bellowing Stag applies may also be appropriate.

I'd also like to emphasize the Cursed Wounds part as well--nothing else in the game aside from Gae Baed's trivial 10 on hit inflicts this outside Matador's kit. Retaliate dumps all your energy (on one target), Crashing Bull requires Airborne and spends it to cast(but is an AoE), then you have Bellowing Stag which can be repeated ad infinitum if you have more than 4-5~ energy at round start(and is also an AoE). CW is one of the most potent statuses in the game for anti-sustain, beating out even Interference in that you're removing an enemy's max HP entirely, thus countering %HP heals (and healing in general) on top of preventing bonuses an enemy would get from being at certain HP thresholds (Rising Game, Instinct).

So you have a skill that requires no weapon to use, has no cooldown, deals unresistable damage that is effectively applied as a max HP penalty instead, has a 2x2 AoE, and scales entirely off of elemental ATK with minor flat bonuses. On top of all of this you can also apply an elemental effect to it.

TL;DR Make it goes vs Magic Defense and or give Bellowing Stag a cooldown, as it's overwhelmingly powerful right now.

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  Vanishing Strike and Immobilize
Posted by: Autumn - 02-21-2019, 12:51 PM - Forum: Balance Fu - Replies (4)

Currently Immobilize stops you from being able to use Vanishing Strike, now I don't know whatever magic is put into Vanishing Strike but I assume this skill is meant to be a teleport similar to Voidgate or Blink, you even need to use void energy to use the skill, so it makes no sense for immobilize to somehow stop this, I think.

Could it be made so that vanishing strike is not a skill that can be stopped by Immobilize or Frozen?

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  Main Class Spell Thief
Posted by: Trexmaster - 02-21-2019, 06:26 AM - Forum: Balance Fu - Replies (1)

As it stands Spell Thief gets nothing aside from Rogue's base benefits for main-classing it.

So I was thinking it could get a reduced cooldown on stolen spells for having it as your main class (down from 3 to 2 or 1). That way there's some incentive to run it main class for those who might sub it solely for having access to stolen spells at the same efficiency as someone maining it.

I'd suggest possibly nerfing it instead by tossing in restrictions to existing skills, but I don't think ST needs a nerf at the time considering the aforementioned 3 round cd nerf.

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  PUT YOUR HANDS UP, THIS IS A ROBBE-- wh-- (v.2.00.5)
Posted by: Fern - 02-21-2019, 04:29 AM - Forum: Bug Reports - Replies (2)

When you successfully use Steal on an enemy with buffs and take a status, the status immediately disappears (from both the target and yourself).

How to:
1. Fight someone with a stealable buff
2. Steal it
3. Realize none of you have it.

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