So, I had a cool thought on if a Mage/Evoker had access to Elemental Augment and an enchant, they could enchant an ally and they gain the effects of Elemental Augment on top of the Enchant, but the Elemental Augment scales from the Targets Elemental Attack. It seems like it'd make for some cool two person combinations in parties. I'm not sure if allowing for Elemental Overtime to have a similar effect would be needed, but at the least Elemental Augment sounds nice. It could also open up some play with Summoner for people to actually use youkai basic attacks since no one seems to ever really do that.
Posted by: Snake - 05-14-2017, 01:58 AM - Forum: Suggestions
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Can Combat Drilling's 'Training' be SR * 3 instead of just SR?
It's kind of a drag when you are the only one training militia and have to roundtrip back and forth between Tannis and Dormeho so frequently. This might also help speed up/increase the chances of having Boss Raids.
Besides, you can only have three militia in a fight at a time. 15 can be neatly divided by 3. And it will save a lot of time when training militia.
Enchantment's sub-talent "Whimsy" seems to only grant SR*1 status infliction, not SR*2, I noticed this after looking at my status inflict before and after buying the talent, going from 200% to 205%
Sayakensa doesn't very much hold up a torch toward dark themed characters, I was possibly hoping for a buff to it in some way.
Perhaps it could allow cursed Katana to be casting tools for hugessoan domain spells? Seeing as how there's not that many anyways, dark is an easily resisted element as well and I feel as if this change won't be overbearing.
I want to map a giant island that isn't under any country's control. Like, 500 tiles by 500 tiles. The purpose is to have some wilderness we can roam through without seeming too small. If allowed, I'm going to add a bunch of different terrain types to the island. Hopefully, we could even place down houses on the island to make little player-communities (if possible)!
Here's an example shot of the island's cliffsides:
Anyway, been fiddling with the map editor and now I really saw that's easy enough to just 'lol request', than make it yourself. So far I could only put on my thoughts together in this pathetic mess, and due to the lack of resources/experience with Map Maker, it can't go beyond this for me.
If anybody wanna help, they're free to add/fix whatever they want there, since I'm not doing this for Asagos. (Help is, as you see in this pic, VERY APPRECIATED.)
And for Dev, it obviously shouldn't be used as it is for now. That's just the planning, and like I said, I do lack resources/experience to make it better, but I'm not giving up of it just yet. Once I (or someone else) manage to make something less trash, I/they should repost.
Just something to brainstorm on. Suggest your Talents you would like to be added here, so most importantly please do not start fighting over other people's inputs, those are 'suggestions' for Dev. Balance comes after they're added. (IF they ever are.)
And yes, everybody is welcome to post whatever insanity they have in mind for the Talent tree, to give Dev some good ideas! And try to post on trees that are really lacking it. Such as, let's say, Summoner sub-talents.
Quote:War
> Two-Hand
- Satisfying Blow - While you do not have a Shield or Sub-Weapon equipped: Whenever you score a Critical Hit with a melee weapon in-front of the enemy, you steal 2 * SR% of the opponent's maximum FP.
Quote:Elemental
> Ynvimancy (The art of the unnatural elements)
- Echo - On Sound Damage: Increases the range of effect by SR (up to 3) [So, let's say, Ring of the Dancer's sound damage would 'echo' in an AoE, like Nachbeben]
- Melting Blows - On Acid Damage: Reduces enemy armor/magic armor by SR (up to 5)
Not to sound accusatory, but where have the latest update logs been? It's convenient to see what's been changed from version to version, and it seems that they haven't been getting posted lately. Is there any reason why?
Due to the drawbacks it carries, Huge Blade is pretty awful compared to nearly every other weapon part, especially considering the range bonus doesn't apply to any skills, and you can be stalemated from behind at range.
It'd be nice if one of the following could happen:
The range bonus is increased to 2.
It's given a hefty bonus to power (8?).
The Critical penalty is removed.
The Hit and Critical penalties are both halved.
I feel like any of these would bring it more in line with other parts without being overbearing whatsoever.