I have to say being a long time player that the monster buff was required, they were just to easy to cut through. However the newer Ice themed Mobs completely need a rethink on how their abilities work. Between the freeze and life drain, Also the 90% damage reduction and the overwhelming ice magic damage. They seem to be a bit too powerful compared to the rest of the mobs in the game.
I can not tell you how much of a pain it is to enter a fight and you get the mob with 90% damage reduction when it in the ground with a few ways to counter it (I would maybe add knock downs and pushing could , perhaps treat it as guard for guard breaking effects?). I would agree they need a set amount maybe DR = to level x 1% or maybe its more like ever ten levels they gain 10% DR, so level 80 is 80% DR. For the other mob that absorbs HP, I am not sure if it has a cap but it was able to absorb 350+ HP from me when I had only 50 left, was this intended, to allow them to Overdrain what I do not have?
Alright, as expected, we pulled our torches and pitchforks (and Dream Maker) to contribute a bit to your job. Me, Slydria and Amber, El Autumn Outono Inverno made those together, and personally, I'd be requesting a list of any future, potential on-the-way traits that you're planning to do, so you'll have their icons already done. But if you want to keep the element of surprise behind them, that's also fine.
Anyway, Batch Numero Uno's Trait Icons, featuring 90% less memes and 200% more awesomeness:
I would like to know why certain remains feel weaker then others and I dunno is this is a suggestion or a balance fu but it feels like it fits either., I.E Shark giving 6 power and 8 weight, vs Fireblooded gives 8 power, 8 weight, only difference being 2 power and the macabra being water (shark) and Earth (Fireblooded) . So could they be a chance for all remains but Dragon. I would like to state maybe Shark remains go to +6 power, +2 crit, +8 weight.
Accursed Remains - Macabre: Dark - +6 Crit, +8 weight vs Snakemen Remains - Macabre: Acid - +8 Crit, +8 weigh Same thing why not add to Accursed remains either +2 accuracy or +2 Power.
All I am saying if remains are either good or not as good, other then Macabra which I think other Two races can use so how about making all remains but DRAGON (Being the original) equal +8 total bonuses for +8 weight.
Moonlight Mercy's effect is over bearingly strong when paired with Quickdraw's many rounds, it makes it so that if you can crit someone they will die within 2 volleys of it, its incredibly oppressive to face should you not be prepared for it at all times, which honestly makes it a solid pick in any team fight because unless all 4 party members on the enemy team have some form of resistance to this, they will die horribly on round 1, especially when lead storm is taken into equation.
For these reasons I believe that we should finally change the interaction between the two, they've always been oppressive in the past, and have been brought up before for the very same reasons, here's what I'll enact once again:
The effect from Moonlight Mercy's crit effect should be at the very least split across rounds, or limited ONLY to the moonlight mercy, and not any sub-weapons.
This way when you're using a QD + Moonlight Mercy combo, you're not effectively gaining 8 * 24 * (Crit Modifier) damage.
I've been playing a Demon Hunter / Black Knight for well over two or so months now with a focus on tanking and outputting as much damage as possible at the same time. Every class and way of playing them always has it's weaknesses and counters, but I've taken notice that Magic Gunners tend to be amongst one of the counters to such playstyle and for what I feel is all the wrong reasons.
An issue I find is mobility; a Destiny Soldier with a focus on melee's best option for mobility is Cobra - but as goes for any build, alloting points into something means you're losing out on something else. Alloting points into Cobra can mean you're losing out on offensive/defensive capabilities. If you choose to not take Cobra, your next best option is just using Charge, which is pretty good on it's own as most mobility skills.
The problem is the Celsius shell. Fighting a Magic Gunner who has taken the Celsius shell is the absolute bane of a build like this. From experience, the fight boils down to being spammed with Celsius shell which reduces movement to 1 tile, leaving you just about twenty rounds waiting to finally get to 0 HP. And there's the ocassional Sonic shell to add insult to injury. The only real chance you can get at doing anything is spamming Shinken if they're in a direct line in front of you, or wait for them to make a mistake and Forced Move them into range - which will result in them inevitably getting out of range again and not repeating the same mistake.
Originally, I thought Steel Aura could stop shell effects while active, but a quick test proved this to not be the case. Steel Aura is underpowered; the only two reasonable uses I can think of right now is that one, it can stop gimmick builds, and two, reduce the 50% Elemental Attack from elemental katanas (keeping in mind that it still won't do anything about Elemental Augment and the like). It's a sacrifice of a slot that will only prove useful in very specific situations.
What I'm proposing is to buff Steel Aura to include the Magic Gunner shell effects. While shell effects that can't be resisted are what makes Magic Gunner a worthwhile class, I feel that it can be too needlessly punishing. Fights with a Magic Gunner simply boil down to sitting around and waiting to lose, as there is nothing you can possibly do about it. You can take Cobra to compensate for the Celsius shell, but at that point you'd be ridding of the purpose of your build in the first place.
Steel Aura being buffed could immediately mend this fault, albeit, how it can be buffed is something to be discussed. The core idea is to include Magic Gunner shell effects. As it stands right now, Steel Aura has no cooldown, it can be used as many times as one pleases. What I personally suggest is to shorten the duration slightly and add a cooldown. If the Magic Gunner is not focusing on a single-shot critical hit build, for example, then shell effects are fairly important to them as their regular damage output can tend to not be all that significant.
For example, Steel Aura lasts 3 rounds when activated and possesses a cooldown of 2 rounds. During the effect, a Magic Gunner could reasonably outrun you. During the cooldown, they can apply their shell effects and the like. I would say that activating Steel Aura doesn't delete currently applied shell effects, only those after activating it.
Now that tower grinding is dead, the situation I've encountered before is going to be more prominent, in the fact that experience grinding is super boring, and I honestly don't like doing it at all. So, instead of ranting about what I don't like, like last time, I'm going to provide some suggestions for experience changes, in order to improve the experience of gaining experience. (I'm not good with numbers, so for the sake of all that is good in balance, I'm leaving the exact numbers up to someone who'll propose reasonable numbers.)
1. RP Experience. The experience gained from RP seems to me to be negligible. The amount you gain is rather small, and it would be greatly appreciated if there was a boost in the amount of experience you get from RP, to convince more people to RP before level 60. It would be ideal to be able to enjoy RPing, and work towards level 60 at the same time, and a boost to this to make it actually notable could do just that.
2. Training. You can get a talent that allows you to fight people in a "training" battle, where you can gain experience from fighting them. As of current, I rarely see this in use. The talent points you need to spend on it aren't worth the output. An experience boost here, would be nice. It would be nice for a boost to what you can get from training dummies, if anything, to give people a reason to craft them, but I think it should also be more worthwhile to train with other players. It would be nice to be able to fight someone while below level 60, ICly, for training purposes, and get more notable amounts of experience from that. It could also encourage more master / student bonds between players, which would be cool to see, too.
3. Clinic / Black Beast Spots. These are ways to get a large amount of experience without having to fight, which is nice. I'm not necessarily saying to boost the amount of experience you can get from these places, but it'd certainly be rather nice to have more options like these on the table, for experience outside of the BDPs.
4. Tower. Okay, so this one isn't about experience, since the tower recommends you be level 60. But, you know, I figured I'd put it here anyway. You get rewards for doing all the challenges in one floor. Divine Enchant for bottom, Vorpal for top. But what if I were to suggest, then, a reward for doing the battles on both floors, like 1-2 Legend Ink, since the enchantments are valued at 2 legend ink normally?This would give an incentive to take on the ENTIRE tower for people who aren't really going to find use of Vorpal or Divine. As I remember, the enchants have a cooldown on how often you can get them, so this should apply to what you get in this situation, too, so you can't repeat the tower over and over again without having to wait in between.
5. BDPs. Of course, my opinion of these is that they're honestly monotonous to go through. They're faster than a lot of RPGs, but a lot of RPGs don't as openly attempt to promote the style of RP this game has. Now, some people are going to suggest that we need them to be more enjoyable, and I certainly agree with that, but that's not why this post exists, and I can't for the life of me speak on behalf of the community for what will be "more fun". So for this post, I'm just going to say an exp boost to the mobs that appear roaming within dungeons. (Not the core. The core, I think, is perfectly fine. It gives a hefty amount of EXP.)
6. Iaplace Quests. A lot of these quests are really not at all notable in the EXP they give alongside their tasks, and I find myself having no reason to want to accept most of them (except the blackblood quests, which are more useful than most of the quests on there combined, save a few when you need a specific item when hunting an Alraune.) because they don't seem to give enough reward worth pursuing. I think, maybe, that the rewards given (Murai and Experience) should be a little more notable, here, too.
7. Stamp Quests. I've only ever find myself really accepting the stamp quests solely for the stat stamps. Anything else they give you as reward doesn't seem all that interesting. Of course, they're not that difficult, either, so I'm a little torn on whether these need a boost, so I'll leave that to be debated. This point, though, shall be that we could use more non-Iaplace quests for the upper ended players to take on, with rewards of more worth to upper ended players, since these quests seem to currently mostly appeal only to the lower half. (level 1-30, maybe a bit lower.)
8. Dungeons in General. It'd be nice if we had more static dungeons along the veins of jammer caverns, especially on locations that don't see as much use, to give them some love. The regular static dungeons, that are just one floor BDPs, with no core aren't as ideal, so it would be nice to maybe see them converted slowly to stuff like this, while retaining their level (around about that.)
9. Summoners. Personally, I don't really play summoners, but it would maybe be nice to make an accessory akin to the (X/Y style, where it applies to all) EXP share from Pokémon, for summoners to wear, where if you have it on you, EXP is split between you and your monsters, if not summoned, to give summoners a little bit of an easier grind, the poor, poor souls they are. More experience should be given if they're actually summoned, of course, ideally.
That's it from me, feel free to give numbers for my ideas, suggest your own, or criticize them as you will. (Except maybe on the making dungeons more fun part, I think that really deserves its own post from someone at some point, because that is a much larger topic at hand to discuss.)
Tree Person does not seem to count you as a plant for some reason, even though I am within 1 range of myself, I cannot use skills such as forest walk, gentle garden, or count as a valid use for Overgrown Staff's lightning effect.
I'll provide screenshots to however much help they may provide.
When using gentle garden on myself with no plants around:
When using Forest walk on a flower tile with no no plant underneath me:
When using Gentle Garden on myself within applicable range:
When using Forest Walk on a flower tile with a flower underneath me:
When using Quetal you can see flowers gaining a slight glow to them when you cast lightning magic, signifying they are applicable to its effect, I however do not glow (Though I don't know if this matters or not, all I know is my damage did not increase.)
Not sure if the bug report's been made. I have recently come into possession of a new house in Alstalsia. However.. I can't change anything about the sign or the banner without it crashing my character and forcing a reload to escape the hard lock/freeze/crash.