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High Tier Divine Summoning |
Posted by: Autumn - 07-19-2018, 01:19 AM - Forum: Balance Fu
- Replies (4)
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Summoner has no reason to run destiny, other than 1 skill in Bonder, which is fast offense, other than that you really don't get a whole lot.
I wanna propose a simple buff that could change the class combo in its entirety, and giving an entirely new theme to summoner.
![[Image: 26MaJuu.png]](https://i.imgur.com/26MaJuu.png)
Simply put, if you are destiny, the cap on bonded youkai can simply be removed, allowing you to have up to 12 bonded youkai as a Destiny Summoner, and still retain bonder's benefits, I can list off a few reasons as to why this won't get out of hand:
-Shared Pain halves damage regardless of how many youkai you have out at one time, you're basically generating damage this way if you have too many summons out.
-Youkai don't have nearly as much damage as before, after having been nerfed they're actually a little on the weak side unless swarming 1 player.
-Spell selection is limited, as high mage cape only applies to Judgement Blade/Riagri/Reihou/Healing Discharge and Summon storm, giving you a maximum of 8 FP Regen from High Mage Cape.
-Fight as one has a limited range, so no you can't get the meme dream 15 evade/crit evade/hit/crit multiplied by 12 youkai being out at once.
Bonuses also include Fast Offense, Shared Joy, Two Souls Beyond and Synchro summon applying to each youkai, making them seem even stronger than any other summoner's, but not broken.
What do you think?
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Flee |
Posted by: Trexmaster - 07-16-2018, 10:25 PM - Forum: Bug Reports
- Replies (3)
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Flee is enabled on Round 1 instead of Round 2 (possibly due to Round 0 being a thing).
I assume this is unintentional considering it says it's unavailable until Round 2.
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[Que] Ripple Dimension |
Posted by: Kameron8 - 07-16-2018, 02:58 AM - Forum: Bug Reports
- Replies (3)
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When testing Ripple Dimension, I found it doesn't behave at all how I assumed it would, and wanted to check if its current function is intended.
Right now, if you have Ripple Dimension equipped and summon a Yokai such that Impact Call hits an enemy, a stack of the buff that reduces momentum cost is added to the character, and applied immediately. That means that summoning a Yokai with no stacks of this buff will still only cost 2 momentum:
![[Image: s9NEP6q.gif]](https://i.imgur.com/s9NEP6q.gif)
From here, the Ripple Dimension buff will increase in level as more Yokai are summoned, up to its cap. However, because the repeat action penalty applies to summoning, every single cast of summon costs an additional momentum (3m, 4m, 5m, etc). This is counterbalanced by the increasing level of Ripple Dimension, meaning the cost of summoning effectively stays at 2, until the cap for Ripple Dimension is reached. For example:
![[Image: Ty47u5b.gif]](https://i.imgur.com/Ty47u5b.gif)
Once the Ripple Dimension cap was hit, the last Yokai cost 3 momentum to summon, instead of 2. With more Momentum to work with, the next would cost 4, then 5, and so on.
The way I read the skill, I expected the costs to be 3m -> 2m -> 1m -> 1m. In reality, it's 2m -> 2m -> 2m -> 3m. Because Ripple Dimension comes into effect on the first Yokai summoned (despite the buff not being active), and because each summon suffers from the repeat action penalty, it ends up like the latter, instead. Is this behavior intentional?
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Calculated Chaos |
Posted by: Kameron8 - 07-16-2018, 12:08 AM - Forum: Balance Fu
- Replies (11)
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Can Final Flare select which spells to consume in the explosion based on the order they're stolen? Without stealing only 3 spells, the skill carries with it a fairly high chance of throwing in one of the spells you don't want into the detonation.
This may be intentional, but, it would give us some interesting ways to play with it. If the detonation is also changed to fire the spells in a sequential pattern, people could make some more pertinent decisions about where to place spells that knockdown, guard break, apply weaknesses, burn, knockback, and so on.
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Call to me |
Posted by: Autumn - 07-15-2018, 03:45 AM - Forum: Balance Fu
- Replies (8)
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There's really no reason to use calling while in death knighting, you spend 3m to pull an enemy to you, it does no damage, and needs your target to be marked with hellspike to even do so.
I think to be worth it, Calling from Death Knighting could cost 1m to use, I think this is fine since well, 1m movement exists, and calling has a pre requisite status (which can be washed away or negotiated) to even be used on an enemy.
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Utility belt toggle |
Posted by: Autumn - 07-13-2018, 08:28 PM - Forum: Bug Reports
- Replies (2)
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the utility belt toggle verb seems to hide it just fine, but trying to bring it back up straight up won't work unless you relog, is there a way to fix this?
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Fluttering Fairies |
Posted by: WaifuApple - 07-12-2018, 03:32 PM - Forum: Suggestions
- Replies (5)
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Well, after looking into the forums, I noticed that there was mention of a possible fairy race, back in 2016. Of course, not much seemed to happen from that, that I've seen, so I'd like to revive the idea, since back then Dev seemed interested in the idea. So...
Fairy Race:
They'd have high faith, and will, but low strength and vitality. They'd be fast, because fairy wings, and have high res and san, but low def, GUI would be pretty low, but luck may be average, because I think fairies are pretty lucky.
I think they could have a racial skill that allows them to make someone airborne for 1M, called fairy dust, and it would be ICly like throwing some fairy dust at the target. It could work for ally or foe. Other racial ideas could be done, instead, but this is the only one I could think of.
...but I like the idea of a non-corrupt fairy-like race, heh.
Ideas? Thoughts?
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