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Jammers are too strong |
Posted by: ValkyrieSkies - 01-17-2019, 03:57 AM - Forum: Balance Fu
- Replies (8)
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I've been hearing reports from just about everyone I know that jammers have been made waaaay too strong and that groups of jammers are taking upwards of 10-15 turns to actually defeat.
As annoying as that is, there's a bit more of a serious issue regarding this; the beginner stuff. The tutorial battle slime has been trashing new characters if they don't immediately have the makings of a stronger build when he should really just be a glorified prinny and the Jammer Cave is now a torturous slog that newer players probably aren't going to be trying anymore.
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Quaking is boring |
Posted by: Autumn - 01-16-2019, 03:48 AM - Forum: Balance Fu
- Replies (12)
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I don't have a witty name for this thread, quaking just isn't a very fun impact to use, its current effect is that it adds Rank*2 flat damage to a skill, which means it really just doesn't do anything special, and while earth is tied to the 3rd best defensive stat in the game I don't think it should be exempt from having an overhaul.
I'm open to suggestions on what could be done to help it out, but I'll throw out one I believe to shake up the playing field somewhat and open additional playstyles for tanks, namely the supportive, more team protective type.
What would everyone think if Galren enchanted/venus enhanced effects were to be the opposite of creating tiles, and destroy tiles similar to Magaisendo and Terra Strike?
This would apply to every currently galren impacted skill except the following:
Shinken
Crystal Rose
Roundtrip
Incise
Elemental Rave
The former have their own unique effects (Homing, magnetize, dragging and Crystalize properties), while the latter can be changed to deal earth damage instead of all elemental damage.
One last thing to note, Quaking Heaven Kick should be changed to this as well, this particular skill with this particular enchant has been a very HUGE problem in rush down strategies, being able to knock down an entire team was likely not intended at all, but this became a thing when Urazawa was introduced.
I'll list off every skill I'd intend to be able to destroy tiles, for convenience sake.
Thank you for your consideration.
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Mage Gunner is stuck under the effect of Safety |
Posted by: ValkyrieSkies - 01-16-2019, 12:18 AM - Forum: Bug Reports
- Replies (1)
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Probably similar to the Tekagen bug and the apparently new Toggle code, but all Mage Gunners are currently stuck under the effect of Safety as if it were active, which is a serious issue when you don't actually have the Safety skill to disable it, meaning its impossible to use charged shots at all.
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SL2: Now truly static! |
Posted by: Lewdcifer - 01-15-2019, 10:43 PM - Forum: Bug Reports
- Replies (1)
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As of currently:
- Tips and lore aren't appearing.
- Iahsus is stuck in normal, and won't change.
- Weather events are frozen; as in, they don't progress. Right now, Cellsvich has eternal rain.
- Time does not progress either; we've been in night time for a couple of hours now.
- BDPs do not despawn, nor do they spawn.
- Black Beast attacks and Dormeho Fishing Contests aren't happening.
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