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Light Armor ideas, maybe. |
Posted by: Snake - 09-30-2017, 05:03 PM - Forum: Suggestions
- Replies (3)
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Light Armors need more love. All we see being used nowadays are Heavy Armor or Unarmored because they have so many god forsaken benefits, be it in reducing all damage to negligible numbers, to giving extra Hit, Critical and Evade. And absolutely no drawbacks for them.
As of what I've noticed from Light Armor, its role seems to be more focused on single elemental resistances. So, whenever we get newer icons, I'd like to ask for Light Armors to behave more like Mayelia and their sister armors, as they're what the game says, 'Legendary Paladin armors':
All of those armors are made of Cloth, due to the nature of Light Armors, and will probably not be 10* items, instead, just more Light Armors one can get from chests or random drops. They can't be crafted either, so probably 8/9 stars. And probably won't receive the bonus effects if they're mutated, to prevent needless abuse. (SINCE I REALLY WANT LIGHT ARMORS TO STAND OUT BY THEMSELVES, AND JUST NOT BE 'OH BOY THAT'S A GOOD ARMOR TO MUTATE AYE? Sort of.)
Quote:30% Slash Resistance, but -30% Blunt Resistance
"Chainmail"-looking Armor. Extra effect (Rally) could be the ability to improve your allies' morales whenever you Resist! physical slash damage, increasing their damage by 15%, for 2 rounds.(deus vult) (Doesn't work if you are critically hit, or hit by magic damage.)
Quote:30% Pierce Resistance, but -30% Slash Resistance
"Canvas"-looking Armor. Extra effect (Flankless) could be the ability to face your enemy before they attack you. (Doesn't work if your enemy has a higher CEL than you.)
Quote:30% Blunt Resistance, but -30% Pierce Resistance
"Leather"-looking Armor. Extra effect (Bouncer) could be the ability to inflict a 2 square knockback on any enemy that does blunt damage on you, away from you. (Doesn't work if you are resistant to knockbacks yourself, or knocked down.)
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I see right through you! |
Posted by: Fern - 09-30-2017, 04:49 AM - Forum: Balance Fu
- Replies (12)
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Well, another Geist Schritt thread since I can't find the old one / afraid of necroposting perhaps.
There seems to be a lot of complaints about Boxer's Geist Schritt as of late, mostly because it's very easy to cause its damage negation + momentum refund, since it's not so much a guessing game as 'using the most optimal dash.' People simply use the dash that's best for the situation at hand, rather than trying to make the other guess.
Not only that, but 100% damage negation is a rather strong aspect of it. Maybe too strong, in my sincere opinion, but there could be a solution to it.
Here's the options at hand:
A) Making it so whenever it suceeds, it is actually damage reduction instead of total negation, while keeping the momentum gain. Maybe something like cutting the damage by half. (50%)
B) The same as the above, except the damage reduction becomes 30%.
C) Removing the momentum gain and keeping the total damage negation. I am honestly not sure about this last one.
Thoughts?
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low rarity blank spots. |
Posted by: Lolzytripd - 09-30-2017, 02:21 AM - Forum: Suggestions
- Replies (3)
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Bringing this up because its mostly neat and brings some interesting variety
we currently have no 2* guns. 3* guns, and no 2* and 4* tomes
my suggestion to fix this
a 2* higher crit damage/crit chance line of tomes.
a 2* Rifle with a higher crit chance.
a 3* shotgun like the armor piercer line of 3* weapons
a 4* line of single element fans.
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Dim [Shine] Knights |
Posted by: Skullcatrons - 09-29-2017, 09:45 PM - Forum: Balance Fu
- Replies (7)
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[headline=2]Introduction[/headline]
Shine Knights. You know them. You've seem then get summoned once by a friend who was extremely excited, only to have their hope utterly crushed, and shattered because of how terribad they are.
Shine knights aren't so terrible at first sight, especially since it sort of neat to have the +1 stat increases to all, until you realizes that most of their stats does nothing of value, nor even helps. They do not inflict Fire damage, and they do not even have any abilities that cost, or requires FP. Which begs the question, 'Why?'
We'll discuss their current abilities, and what they have or provides for the players right now.
[headline=2]Abilities[/headline]
Shine Knight have at most, 3 abilities. Including the Passive.
Blinding Aura - Said to blind enemies, and reduces their HIT chance. Which, I rarely see the player enemies getting blinded by the Shine Knight. Especially though all that effort to go, and summon them into the battle. This Blinding aura is made further impractical if facing off against Kaelensians.
Charisma Aura - This is decent, and okayish overall. Though it is not even worth the effort to bring the Shine Knight into plays, as you would finish the fight on second round, implying that it would take too much effort to even bother summoning just to get +2 Stats increases to all from two Shine Knights.
Protect - Useless. Simple as that. Unless you have Total Control turned on, and you're making sure that Knights are alway sticking to priest like glue, don't even try bothering utilizing this. It's never really effective, and just usually poor uses to make Knight actively the priest.
Overall, the abilities are not that great.
[headline=2]Equipment[/headline]
They have basic weapon, until they get updated with Alondite. Which is sort of a spear, with Light slash damage instead of default. This weapon is very interesting, and nice to have on your Shine Knight, but most of time, it's only what make them effective against one type of enemies, until they starts fighting Barghests, or any undeads with extremely low Light weaknesses. Then it can get quite tedious.
I am not very personal fan, nor do I care much about Shine Knight's weapon. So in this area, they're fine with what they have.
[headline=2]Stat distribution[/headline]
Though it's not the weapon I'm concerned with. It's the distribution of stats.
You'll notice that Shine Knights' strength is 61, which is useless. Sure, they may have heavy equipments, but that's just weird considering they deal no fire atk damage at ALL! Even worse, they have 51 Wil, and they don't even have any skills that cost FP either!
What is reason why that Shine Knight needs absurdly high numbers of two stats that it can't even utilize, because it doesn't use these two stats in either cases! What's the deal? There's no reason for Shine knight that doesn't utilize this, considering the invocation time!
[headline=2]invocation[/headline]
Unfortunately, it is the most underwhelming, and most impractical spell in entire magic field, even Darkness, to even bother utilizing. Nearly every strong spells are ranked D [Takes 1 round pause], compared to Shine Knights, is ranked C. [Takes 2 Round pauses]
The player can easily get interrupted by an outside source, right before he can even pull a Shine Knight summon, unlike other invocation where they have immunity period, and were able to cast the invocation within that immunity period. The Shine Knight will never get pulled off, as long as priest in question is constantly getting interrupted.
So, despite it being useless, and impractical. Even overshadowed by Grand Summoner's Youkai Summon Storm. It's even more pointless to invest the precious SP into a summon that can't do anything.
[headline=2]Fixing it.[/headline]
So we're down to only path we could. Here's list of solutions I could give.
Solution 1.
Solution 2.
Solution 3.
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The ol' switcheroo |
Posted by: Sarinpa1 - 09-29-2017, 05:50 PM - Forum: Suggestions
- Replies (10)
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heLLO EVEry1 my name is sarinpa and welcome to another episode of "what we'd like to see in game, but will see in forum backlog instead" with me
myself and my insecurities
last time we were talkin' about them small en pee cee armies that could get recruited
but boy howdy, what if we actualy recruit playas
here's a scenario
you's fightin' them g-damn banditos from another gym that're trynna steal yo gurl and badges
there's three of 'em and ur havin like ten peoples
now havin' them fight four, four and two in succesion, now that's kinda lame and flow breakin', ainnit. especialy if two of your allies are down in the first round
introducin : tag! (more like "im gettin the giddy fuk outta here" )
ur about to go down, aw sheit, better get to that edge of map, flee and free up the spot for someone stronger to kick they ass!
pros : "i aint interested in the fight anymore but i aint wantin to spam end turn until the whole gruppen pvp is over with" - solved! ill just haul ass outta there
"i ditch my frend and i go escape while they die to ugly MAs" -solved!
cons : "people're gonna run even if the whole pvp is because i wanted them dead, not the other bystanders that butted in"
well, that's all up to rp etiquette
its not like anything is stopping people from fleeing in the first place anyway
"bwah people will run, go ooc heal up and then rejoin fight with full hp!"
better get a GM on speeddial if people actualy do dis shiz
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Shonen-Fu |
Posted by: Sarinpa1 - 09-29-2017, 03:50 PM - Forum: Suggestions
- Replies (7)
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hello everyone my name is sarinpa and welcome to another episode of "what we'd like to see in the game but will instead just see in the backlog of forums"
okay
no dm tools
no little armies
i geddit, rp too stronk in sarin, more pure mechanics features
lets try for a different rp enhancement, this one is purely related to combat
ur signature sidecut is unique compared to regular sidecut because you shout name of ur ancestors as you throw bomb under ur own feet to launch self at enemy, but boy is it a chore to rp it out all the time. (And change ur FI too? UGH)
introducing : Automatic Move Callerâ„¢
you open a nice menu, write down an emote, write down name of facestate
and next time you use the selected skill, it pushes through the emote!
woooooo
truth be told that'll get annoying as fuck if people tie something to each of their moves, but lets say something like deathknighting. that's a consistent transformation that people like to make unique
their styx shout is something else entirely
they actualy pretend that setting sun is something hard to pull off, instead of "kek here's a sun im god bow before my great meta"
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Lvl 6 enchanting? |
Posted by: Autumn - 09-29-2017, 01:36 PM - Forum: Suggestions
- Replies (2)
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Currently there's not much use for level 6 enchanters, nor is there much use for greatly succeeding at enchanting somehow, I have a few ideas to chip in that might help.
Being able to craft some current tomes in game like the fan tomes, the tome/weapon series and such, this'd put lvl 6 enchanting to good use.
Also, for greatly succeeding at enchanting I think it should give a +5 boost to a completely random elemental attack for weapons, and +5% elemental resistance to a random element for armor?
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Engineer Rework 2 - GET IN THE ROBOT SHINJI! Edition |
Posted by: K Peculier - 09-29-2017, 11:55 AM - Forum: Balance Fu
- Replies (7)
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Currently, the robots that you can summon with engineer lack any real impact and cause a whooping 50 FP to use, and can be destroyed extremely easily, even more than youkai summons and have an even lesser impact than youkai as well.
I propose we go full MECHA MACHINE on these deploy robots. Make the robots main class engineer but add a new slew of round changing abilities. My own suggestion is to allow these robots to be manually manned by a player or using a special skill that the engineer can to man one remotely.
Deploy: Turret - The issue with this robot currently is that it can't hit dodgy targets with its basic attacks and it does pitiful damage. The skills that is has are also very mediocre when paired up with poor mobility and being fairly squishy in the first place make it nothing more than a spectator in any real combat.
IDEA: The turret bot is inactive until it is 'manned' by a player or using a special skill by the engineers. By 'manning' the robot, the robot protects the pilot similiar to the 10* item Jarmor. The player who pilots the bot will lose all their normal skills but the bot will use the players stats in regards for its abilities, basic attack and movement. The player pilot is also treated as a mechanation/mech while in the bot and thus upgrade skills will work on them.
Deploy: Medibot - Suffers once again from a high FP cost and being quite squishy and having terrible aim.
(Also Sal Volatile does not actually work at all from the Medibot item list as a bug.)
IDEA: Similiar to the 'pilot' mechanic for the turret bot, this mechanation protects the pilot and uses their stats in order to heal and cure as well as having a weaker ranged attack that still uses the pilots stats. The pilot will once again lose their normal abilities in order to pilot the bot and be protected by it.
Deploy: Metalaegis - Suffers from having poor mobility despite being a decent tank.
IDEA: SImiliar to the previous two, the pilot mechanic allows for the bot to actively protect its pilot as well as others around it.
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I don't want to suggest anymore abilities added to the bots, but for now I feel adding a dynamic element to them as well as making it more vital during battles should be the key way to balance the usage of the bots, even if they are only offered to main-classing engineers.
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[Query] Colossal Tower Grinding |
Posted by: Joseph Jostar - 09-28-2017, 02:47 AM - Forum: Bug Reports
- Replies (14)
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In the Colossal Tower, or at the very least its first encounter (the firespitters/lava slimes, I haven't been able to test the rest), you seem to gain the full amount of EXP, murai, and item drops from each enemy killed. With a Red Letter equipped in particular, it makes grinding items/money/levels a trivial affair. Especially with AoE spells like evoking Whirlpool.
Considering the treatment the arena got shortly after its introduction, it seems like it's worth asking if it's intentional or not.
Additionally, the firespitters in the tower fight are lacking the trait that makes their fire damage bypass immunity/absorb. So that's why the Red Letter thing is a thing.
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