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Silence and Non-Verbal Spells |
Posted by: Slydria - 07-21-2017, 03:03 AM - Forum: Balance Fu
- Replies (9)
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Silence has always been a pretty deliberating status that renders most magicians useless, it's one of the few statuses that can potentially shut out a character entirely. While there are means to cure it, it's still quite nasty to be hit with.
So to alleviate that issue, I'd like to propose we reintroduce an idea from SL1, the idea of verbal and non-verbal spells. You could probably tell the difference by an icon. (Like the ones that determine things like targeting, spell school, etc.)
Naturally, non-verbal spells would be ones you could cast despite being Silenced. Though, this would be limited and most of the non-verbal spells would be basic. Things like healing spells, Invocations or particularly potent ones would be considered Verbal so Silence still remains as a counter to powerful spells.
I'm going to list what spells I think should be considered eligible to be non-verbal. Feel free to suggest others that could be considered.
Suggestions for Non-Verbal Spells:
Mage: Fir, Miu, Vyd, Isendo, Rye
Curate: Kel, Holy Arrow, Quickness, Invigoration, Brighten
Bonder: Riagri
Lantern Bearer: Focused Beam
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Low Speed Divine Server |
Posted by: Autumn - 07-21-2017, 02:02 AM - Forum: Bug Reports
- Replies (6)
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Ever since the last update, divine shower when used noticably makes everything on the server just insanely slow, especially when you're divine showering large groups of monsters, I think the process of the multi hit just kicks the server's ass.
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Enchant Creation |
Posted by: Grandpa - 07-18-2017, 06:34 PM - Forum: Suggestions
- Replies (12)
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I like the fact that we can make enchants. It's very nice. But, there's a small issue. No one does it. In all my time I've played, I can't recall anyone actually doing so. It's all about finding the enchant on an item and breaking it down or just buying it from the arena. Personally, I forget we can even do it until I go to look at my alchemy station and pass through them. I think this is because of their lofty 5 spatial core price. I think this would be better if it was changed to require magical mud instead. Maybe 20 or so for every enchant. It would make getting enchants much less of a pain and the ability to make them actually used for a change.
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Clinic Opening |
Posted by: catabur - 07-17-2017, 04:09 AM - Forum: laplaceNET
- No Replies
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Sender: medicaephaene@l-net.grm
Dr. Alison and Engineer De'Charron are readily available to take any sort of medical and mechanical emergencies. Patients are free to walk in or schedule an appointment here.
The building is located on the coastline of Dormeho.
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Armor of Eyes |
Posted by: Autumn - 07-16-2017, 02:22 AM - Forum: Balance Fu
- Replies (12)
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Armor of eyes seems to be quite literally the best armor in the game right now, hands down nothing else is basically considered for most builds.
Tanks take it for the negation of critical damage entirely sometimes, and the negation to flank and backstab bonuses which are huge for VAs
Martial Artists also take it because its evade is rather high, serves a tanky purpose and fits in weathered body now.
Hit and Crit builds take it for the SUBSTANTIAL hit it provides, +19 at max UL (infact just a lot of people in general use this well)
Dodgy builds take it because with insect remains it can hit 31 evade at max stats, keep in mind that Ninja armor, an armor purely meant for dodging stuff, hits 33 evade at max stats, only a mere 2 more than armor of eyes, without NEARLY as many effects.
Its caused many problems in the past, and has been strong since it was ever introduced, there really hasn't been a better unarmored slot for quite a while, the only exception to this was before the new -remains materials came out, because it'd hit 23 evade at max, as it was hampered by being a metal instead of a cloth, I don't want to exactly nerf insect remains for being a metal that gives evade, as that'd disable a lot of design space, for this one problem item.
This armor needs to receive an overall nerf to help it stay in line with other armors, as it stands there isn't much for armor variety in the game because armor of eyes is used by almost everyone, I'd like to propose the following:
Quote:UL% Chance to nullify crit damage - Changed to UL% chance to reduce critical damage by UL%
+UL Hit is now changed to 1/2 UL Hit
Base evade is changed to 5, from 10
Base armor is increased to 6, from 3
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Armor (Also Weathered Body) |
Posted by: MegaBlues - 07-16-2017, 12:27 AM - Forum: Balance Fu
- Replies (2)
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The actual Armor stat is, for the most part, irrelevant. When choosing a piece of armor to wear, I feel like most people don't care about the armor's actual stats and only consider the effects the piece actually gives.
I would like it if Armor did something more important than just a flat reduction to damage taken. Maybe if it was added to Physical and Magical Resistance, or was turned into Damage Resistance instead.
I was thinking about this because of the restrictions of Weathered Body. Why would anyone give up 10% DR for, say, -3 Damage taken from either physical or magical damage? There's no decision to make, you just put on a Cloak of Many Colors or Armor of Eyes and call it a day, because no one in their right mind would pass it up for armor in its current state. So I think the Armor requirement should just be removed, and another one added. Such as not the passive requiring no Torso to be equipped (denying its effects, which again, are more important than armor).
You don't see anyone using Pure Power from Evoker because of this issue, but in reverse; losing an item slot and effect isn't worth a both small and flat increase in damage, just like losing a few points of flat damage reduction isn't worth losing your scaling damage reduction.
This ended up rambling, but the main point of the thread is to make Armor actually matter. Everything else was just to make a point.
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