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  Ban appeal
Posted by: Xinacolachupa - 07-06-2017, 10:03 PM - Forum: Unban Requests - Replies (1)

i got banned with no reason, i put a silly nickname "vaginaarenosa" well thats right... but an admin told me to change it and i changed it, but he ban me anyway when i changed it... i think that this ban don't have any sense... please someone with a good brain can explain it to me?
my name in byond is XinoLaChupa

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  I can't open my chest with all these bones in the way!
Posted by: Poptartu - 07-06-2017, 02:39 AM - Forum: Bug Reports - Replies (3)

Not sure if technically a bug, or just an oversight. But when you kill a mob ontop of a chest and it's remains drop if you're unable to collect the remains you can't collect the chest under them. It shouldn't be that hard to match the remain's click box to the icon, so you can get at chests trapped underneath.

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  Nothing Smells Worse...
Posted by: Nanovelich - 07-05-2017, 09:43 PM - Forum: Bug Reports - Replies (2)

[Image: fOBO6ELqRm6fFirIMNY_bg.png]

Black Beasts can spawn in the water in Dormeho. Water tiles are still dense though, so that's not the cause, as players cannot teleport onto them.

I haven't seen this happen in quite a while, so I'm assuming it's come from the recent update.

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  Fair trap interactions
Posted by: Lolzytripd - 07-05-2017, 09:04 PM - Forum: Balance Fu - Replies (1)

Traps don't see much use in pvp beyond pulling shot, forced movements ect.

I feel only teleportation based skills should avoid triggering traps

Haunting/voidgate/teleport/hanging/ ect.


Skills like Sidecut/Heavenkick/Peddlingwheel/Boxer dash/ chaser/ Kagekiri/wild ride should activate traps, and if the trap immobilizes or knocks back force end the skill.

Being airborne would circumvent traps entirely.

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  Acid Wall
Posted by: GSM - 07-05-2017, 01:06 PM - Forum: Bug Reports - Replies (1)

So I did a bit of testing with Acid Rain. And it always seems that with Acid Rain's Acidity status, it only reduced damage. And it actually did- when I compared damage my partymates were doing before and after I used Acid Rain, there was a noticeable reduction in damage. So, Acid Rain actually increases the Phys/Mag Defense of the targets by 10%.

Quote:Altruistic Paragon's turn.
Prinny takes 141 Acid magical damage. (Acid Rain / Focus Resolve)
Altruistic Paragon's turn.
Prinny takes 127 Acid magical damage. (Acid Rain / Focus Resolve)


I didn't really get to test all of the other spells, so this is all of the things I can pick apart about the new spells.

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  Freedom Gale
Posted by: GSM - 07-05-2017, 12:06 PM - Forum: Bug Reports - Replies (1)

Tactician's new Wind spell, Titan Gale, can be maxed out in rank without a single SP actually spent. I wasn't actually the one to discover this- someone else did. I think it's far too powerful of a skill for this to go unnoticed.

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  Narcus Suggestion
Posted by: Autumn - 07-05-2017, 06:30 AM - Forum: Balance Fu - Replies (12)

Narcus is a little too efficient at turning people's damage around into the narcus user's own form of damage, with very little counterplay involved, fire resistance or not, telling someone to pack fire resistance against one item isn't gonna cut it.


Idea, Narcus' current form of stacking can stay, though when the Narcus effect is used, it is set to be in cooldown for a set period, the jist of it:

-Narcus is changed so that after striking with the Narcus status, you cannot gain any more narcus levels for 3 rounds.


Thoughts?

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  [Discussion] Holy Schmoly
Posted by: Autumn - 07-04-2017, 02:38 AM - Forum: Balance Fu - Replies (8)

Holy seems to be the most common enchant right now for just about any weapon, its super safe to throw onto any weapon because it really has no downside and a huge up-side against the right target, 75% more damage with the talent, while I love the concept of it being able to punish the stronger races like Vampires and possessed, I don't really think it should be a throw on and forget sort of enchant.


Holy is a bit of a problem as an enchant, it offers little wiggle room when deciding on your enchant.

Do I use holy or rampaging? Holy.

Do I use holy or volcanic seed? Holy.

Do I use holy or vorpal? Probably holy.

So it takes away from the enchant diversity because its such a safe enchant to throw onto any weapon, because it deals ludicrous amounts of damage as a reward.

I'd like to discuss the possibility of what you can do to prevent the 'throw on and forget' mentality, as it takes away from the impact that is being discovered as a nasty vampire or spirit goer, and is instead just a nuisance you have to deal with when facing four out of five people.


Some ideas in the past like lowering the damage against non-holy susceptible targets were promptly met with criticism, so here's a discussion piece, lets go.

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  Creeping Paranoia
Posted by: Autumn - 07-03-2017, 06:34 PM - Forum: Suggestions - Replies (3)

I feel like shaitans should be immune to ill will as a wound, I don't know exactly what Ill Will implies but it seems like a paranoia type of thing and as we know, Shaitans aren't exactly scared of anything outside of the dark zone.

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  Unspooked
Posted by: Autumn - 07-03-2017, 03:58 AM - Forum: Bug Reports - Replies (5)

The bonus damage for ghostwind when used in the same round as haunting does not apply if you have used another move before hand, for example.

Haunting > Attack(crit) > Ghostwind will not proc Ghostwind's 1.25x bonus damage.

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