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Issuing Two Actions Simultaneously |
Posted by: Kameron8 - 08-23-2018, 09:03 PM - Forum: Bug Reports
- Replies (4)
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I reported this over PMs about a year and a half ago, but seeing as it never got resolved and I'm now starting to see people do this, I figure I'll post this here. People are able to use abilities for free, with screwed up targeting, after moving, so long as they had the momentum to do so before moving.
The bug happens when you click an action (usually movement) on your screen with the mouse, and simultaneously press a hotkey to perform a skill you've bound to 1-9. The targeting for the movement and the skill will both appear, and you are able to click the path of movement desired while mashing 'z' to use the skill afterward.
This means you can move and use an ability for 3 momentum, completely ignore range restrictions, etc. In case I was unclear, here's a step-by-step to reproducing.
1. Have skills bound to 1-9 on the hotbar.
2. Click Move from the skill panel when in combat, press 1-9 to use an ability at the exact same time.
3. Use the keyboard to designate a target for your skills, then click the ending destination for your movement to start moving. Either when in transit or after completing the movement, hit 'z' to use the skill you chose earlier.
Visuals:
This works for anything that doesn't share the same targeting, meaning you can use skip and have an ability sitting ready to use, but cannot have two abilities cast at the same time. The bug is derived from the fact that clicking an action and using hotkeys to trigger one are not being treated as mutually exclusive.
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Stun delay |
Posted by: Shujin - 08-23-2018, 05:32 PM - Forum: Bug Reports
- Replies (1)
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I have noticed that when I use Ki awoken under max rank, when I get overloaded the stun does not trigger directly. Instead of triggering directly there is exactly one action someone can take to do something before it triggers (And the heal from Mayelia/Stun reductions for damage).
This means after being overloaded by Ki awoken one of the two Scenarios happen currently.
1.)Stunned Ki awoken user is faster: He can for example use meditate then, to even further increase his Healing and DR, or use whatever one action he wants. Even if he uses just a 1M shukichi, the stun suddenly takes effect.
2.)The opponent is faster: He could attack once and still deal the full amount of damage, before the heal even procs.
I guess the stun/Mayelia effect isn't supposed to work like that and needs to happen right after the overload from Ki awoken without one action delay between them.
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The Greitsteel Family |
Posted by: teenivike - 08-23-2018, 09:56 AM - Forum: Factions
- No Replies
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![[Image: Greitsteel_Icon.png]](https://cdn.discordapp.com/attachments/481921080924176389/482083954145492992/Greitsteel_Icon.png)
Greitsteel Family
Lore
Date: 06/30/172 (1st Gen)
In the country of Karaten, a human by Alfred Greitsteel fought in many wars for the protection of his country, and was given land as reward for his courageous efforts. Slowly expanding on it, he became king of his own monarchy. He was then courted by a female glykin named Ivannia as they later married and had six children, all of which were great grandfathers to the monarchy. The eldest being the sole King and the others becoming guards and protectors of the Karaten region. There efforts grew to the point of which they were nicknamed The Bastion family, as their strongholds were believed to be impenetrable, as Alfred was often called the Bold Bastion due to his heavy efforts in protecting others with his shield. However his legacy does not stop there....
Date: 08/25/208 (2nd gen)
On his deathbed, Alfred Greitsteel had died at sixty, and his crown has fallen to his eldest son, Andrew Greitsteel. As he had not only put honour and pride to the mantle, He was intelligent man and a Mechanic unlike his predecessor. He helped create the use of the families engines and steam powered weapons, Often using his Pneumatic Battering ram To break through enemy sieges as well well as penetrate enemy armour and artillery during invasions. This man was given the title, Baffling Bastion, as the weapon he used in combat was quite unusual. Some say that it was more Baffling that he worked so well Using it, he was married to a human named catherine and had three children.
Date 02/10/273 (3rd gen)
Feeling it was his time to step down for his successor, Andrew had given the crown to his daughter as he believed his sons were too young to take up the mantle.Living his five final years to untill sickness and death, Queen Beatrice Greitsteel had also learned how to maintain peace with other monarchies and create vassals for the Greitsteel family. Ever since then, most engagements and conversations with others had lasted peacefully. She herself as resolved more conflicts than the entire monarchy combined, giving her the title of Benevolent Bastion. As a reminder of her kindness towards others. She now has five children with a brave knight named charles. She is currently living in a Manor as she is the only monarch to stand down, and still live to this day.
Date 05/08/310 --> Present (4th -->5th gen)
Satisfied with her doings, she gave the crown once again to her eldest son Fredrick. He helped carry on the legacy of the guardian, as he not only put the family to work by heavily training them and getting them to help others further and to encouraging others to often use electric-powered weapons and such. He has sent many of his sons and daughters to help. Often helping kingdoms fight off invading nations and terrorists, as well as fighting heavily and destructively against his enemies even Blowing up others with his very own cannon without mercy, as his title as Brutish Bastion further proves this. Fredrick and his siblings have sent a few of the Greitsteel family, especially in cellvich due to the recent attacks. Your job is currently to improve the livelyhood of others as well as uphold honour to the family name.
Current
[LEADER] Edward Greitsteel. (Bodacious Bastion)
[LEADER] Blissy Greitsteel. (Blissful Bastion)
Requirements
Race: Mainly Glykin or Human, however any race can be made due to the habit of breeding from other kingdoms.
However, you cannot become corrupted or a lich and be in this family (Think that goes without saying but why not add it in.)
Appearance: White clothing and blonde hair prefered but any type of blue clothing is mandatory.
Aliases: Must start with B and end with Bastion. (Gotta keep tradition.)
Rules/Goals
1. Think with your head and not your weapon. Our main goal is to help the citizens of the kingdom,
It is only ok to draw your weapon if within a reasonable doubt an citizen, family member or yourself is in danger.
2. Should respect higher ranks. The leaders word comes from king Fredericks intentions himself and should be
treated as such.
3.Do not engage a person in an attempt to goad conflict with another clan.
4. Try and make an active effort to assist the family in what they need
4. Failure to follow these rules will result in minor to severe punishment to a stripped title and expulsion You are upholding the honour
Of not only our family, but the monarchy itself in the way you act.
OOC:
Interested? Contact TheProwlingScorcher#5374 on discord for more details.
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[Discussion] On the removal of Stat Traits |
Posted by: Autumn - 08-22-2018, 03:06 PM - Forum: Balance Fu
- Replies (26)
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Its been a topic of discussion for a little while now, and let me get one thing out of the way here first, I think that removing the stat based traits is fully a good thing, making the traits more in line with character quirks than giving people raw stats is a way more exciting prospect that could drive a lot more thought into a character, and furthermore I don't want to come off as rejecting, I'm just raising my biggest concern to the community, and to Dev.
But removing those stat points does raise a bit of a problem, currently a lot of characters end up having 14 to even 21 of their total stats given from their traits, and this could spell a lot of problems for builds as they currently are actually very hard to account for, even some go as far as including Fugu Katsu's Well Fed buff (+2 All stats, 22 stat points total attributed) to pad out their builds, and I think this is actually a little bit of a problem, forgive me if I sound a bit elitist here by the way, I've been asked for so many builds and I've done so many since GR that stat crunching is literally just second nature to me.
I did hear that fruits of fluidity would be given out when traits are reworked but it will still leave people with large holes in their builds, and while it doesn't specifically entail this, I believe this will even further devalue Strength as a stat in most people's builds, people will flock to the majority SKI scaling weapons and mages, as they always have done when they have issue building a basic attacker character, to bring my own character as an example, a Kensei/Black Knight Shaitan with high CEL/STR/SKI/LUC, with good DEF and only par VIT, 21 stat points come from her traits currently, that means I would have to remove the 10 stat points I have from DEF and 11 from another stat, which devalues their build quite a lot.
Now watching to see what happens could work, people might just adjust and start lowering their stat expectations, but a lot of build paths would have to be adjusted as a lot of builds would basically become impossible at this point, not being able to hit the stats you need to function.
Or...stat points per level could be adjusted, being upped to 4 per level instead of 3.5, this would give everyone in the game 30 points to play around with, just a little bit more of what it is currently.
Oh also if stat points are adjusted to 4 per level, I'd suggest changing the Well Fed buff from all stats to something else entirely, like HP and FP Regen in battle.
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Revile Fray Toggleable |
Posted by: Raigen.Convict - 08-22-2018, 12:15 AM - Forum: Balance Fu
- Replies (1)
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Short and Sweet, can we have Revile Fray be a toggleable skill instead of a flat either 'always or never'? With all the risks and self harming effects that Void Assassins carry, being able to toggle the use of this skill or not with the use of your portals should be a thing. I feel at least. I know anyone whom uses void assassin and its portals will agree.
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Storage for Crafting Materials |
Posted by: Yark - 08-21-2018, 09:08 PM - Forum: Suggestions
- Replies (1)
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It would be handy to have some way to store crafting materials inside a guild house. Assuming a guild has a metalworker, for example, it's troublesome to have several people meet up with him online and trade all of their ore and tool creation materials. Ideally, a guild should be able to set up storage into which players can dump their materials at their leisure, and from which anyone else with access can withdraw items.
To clarify, it does not look like the 7-slot crates can hold these materials. If another piece of furniture already exists which can store crafting materials, then I am not aware of it.
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Sigrogana May Cry |
Posted by: Kameron8 - 08-21-2018, 08:17 PM - Forum: Balance Fu
- Replies (28)
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I've noticed an overwhelming number of players running Demon Hunter right now, and it's not difficult to see why.
- Cobra provides some of, if not the, most momentum efficient movement in the game. It also allows for complete negation of almost any attack you can dodge.
- Reaver has autohits that deal disproportionately high damage, can be used with magical weapons, knockdown enemies, and can combo into Cobra for more aforementioned free movement.
- Matador has a damage reduction with no stat prerequisite, and gives tank builds an avenue to deal decent damage.
It wouldn't make much sense to make this post without covering the class' weaknesses, so to the best of my ability, those would be:
- Taxing on Skill Pool
- Requirement to pick 2 of the 3 available stances (only 35 SP available)
- No passive evade granted
Of the three, Matador doesn't really seem to be much of a problem. However, it's my belief that a few components of the class should have some power pulled from them. Before I make specific suggestions, the main points I'm trying to address are:
- Constant, nearly unstoppable efficient movement in Cobra.
- The requirement to roll hit checks twice when basic attacking a Cobra Demon Hunter.
- The damage scaling of Reaver autohits, especially since they have knockback/knockdown incorporated into them.
With that in mind, what I would personally do to address these are:
- Make Leaping Lizard with Enemy Climb refund 3 momentum, instead of costing 0 up front (like Voidgate). This keeps the net cost the same, but limits a person's ability to take their full turn then jump away with 1 momentum to spare. Increase the cooldown of Winged Serpent by 1 round.
- In that same vein, a 2 round cooldown helps mitigate the 1 momentum airborne statuses (Burn Up, Gain Air) being used for infinite 1 momentum movement.
- Disallow Cobra's Snake Dancer passive from activating on basic attacks, abilities that perform basic attacks, and On-Hit effects attached to basic attacks. It feels terrible to 'Hit' someone, then have them jump away anyway because your second roll on the dice wasn't as fortunate.
- Reduce the scaling on Reaver autohits, even if by a small amount.
- Chaser from 140% at final rank to 120%.
- Rising Tide from 160% at final rank to 145%.
- Elemental Rave from 170% at final rank to 155%.
I don't think these changes are severe enough to hinder the different stance identities, but feel free to correct me if something here is blatantly wrong.
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Tyrant's Life eater not being broken |
Posted by: firebird496 - 08-21-2018, 07:32 PM - Forum: Bug Reports
- Replies (2)
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According to the description of life eater, the player moving or the dragon being moved should break life eater, however as far as I can tell only if the player moves breaks it. Cyclone spear (which is what I use to attempt to break it) does not work.
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Enemy Devaluation |
Posted by: Autumn - 08-21-2018, 01:08 AM - Forum: Balance Fu
- Replies (3)
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As it stands, Enemy Evaluation is basically seen in every fight, its mostly due to the percentage nature of the skill and how it seems to be able to cut someone's battle stats to nigh useless levels, on top of denying the biggest factor in any fight, damage.
The skill's very largely unbalanced, it seems to basically make people feel useless when targetted by it, its not even that hard to build up tactics rank anymore with the addition to Dark Eyes, which I will also get to in a second, this skill could use some fine tuning to help keep it impactful but not an answer to pretty much literally everyone in the game, especially since it can be AoE'd now.
I went over with most of the community to get some feedback on the skill, and this seemed to be the overall good response.
Quote:Enemy Evaluation:
-The damage cut of Enemy Evaluation needs to be completely removed, this serves as a win clause for most fights, especially since the duration on the skill is insanely long with good tactics rank.
-The percentages for Hit/Crit/Crit Evade and Evade deductions can remain if altered a little bit, I'd suggest that the base number be toned down to 3, from 10 currently, this would cap the skill at a 20% reduction with max tactics rank.
As for Dark Eyes, it seems to be used mostly for the tactics rank it builds up, and thats fine, its the sole gimmick of Tactician, but the dark eyes tend to be pretty tanky and a 1 point wonder, also they should have a greater FP cost for spreading them out.
Quote:Dark Eyes:
-The health for Dark Eyes should be adjusted to Rank*20, making them have 100 Health at max rank.
-The FP Cost for this skill should be adjusted to 5 FP per tile extension, from 0 (I think)
This is what I think.
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