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  Regarding NPC's
Posted by: Yashatari - 03-22-2017, 05:59 AM - Forum: Suggestions - Replies (2)

Perhaps add a bunch of -Filler- Npcs to the many towns. The benefit to this would be to make the world seem more lively.
For example, Chatarunga... It has that long walk way to the exit of town, But not a single npc aside from the guild charter.
You have the food stalls placed all over, But nobody tending them.
The new town near the darkwood manor as well, It feels barren.
The coastal town near dormeho.

So my suggestion is this, add a hand full of npcs scattered across each of the towns. Like maybe half a dozen npcs to those three places each. They don't have to be particularly unique, say anything interesting, or even move. Just make them idle filler that says "Hello" or something along those lines.

If not all three places, Then i strongly suggest Chatarunga gets some at least to cut down on work if you choose. It's supposed to be a major town like cellsvich.

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  A chest told me to do this.
Posted by: noblekame - 03-21-2017, 11:42 PM - Forum: Bug Reports - Replies (1)

[Image: 7d6076eed353478ca5af35fe4075d4b5.png]

The dungeon info is, a level 65 caverns near the badlands arena. On the 8th floor, opened a chest got that message and just followed its directions.

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  Turn this to Magic Damage. [Kick damage 404 buffs]
Posted by: Snake - 03-21-2017, 11:36 PM - Forum: Balance Fu - Replies (1)

[Image: c86e98f5b7fa4a0d93d65715f5f48db3.png]

[Image: b97bd8ae21544afe9bf252faa958a4a7.png]

Their descriptions don't say which kind of damage they do. In game they do 'physical' damage by default. But I do think both should do magic damage, for being so minuscular and 'just Matador food'.

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  REMOVE WINGED SERPENT ASAP
Posted by: Lolzytripd - 03-21-2017, 10:09 PM - Forum: Suggestions - Replies (13)

please, just fucking remove it from the game until its error is fixed.

Idiots and trolls keep fighting it every reboot causing lag/flashstep/choppiness on purpose.

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  Tactician's tax (auto end turn bug)
Posted by: Autumn - 03-21-2017, 07:50 AM - Forum: Bug Reports - No Replies

Moving while only having 6m seems to end your turn outright after moving if you do not have any active skills equipped.

Code:
1.) Have 6m
2.) Have no active skills equipped
3.) Move
4.) Turn is ended and nothing else can be input.


Tested using shine knights, and hearing about the troubles of a lvl 1 player with only dagger dance and evasion.

Seems that the new attack function is a bit off and doesn't count as a usable skill when the player only has 3m left, just ending the turn.

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  With a bit of focus...
Posted by: noblekame - 03-21-2017, 04:29 AM - Forum: Suggestions - Replies (12)

[Image: be7da64914b44873a08fa69983498efb.png]

So, I looked over this about a few hundred times and got to the idea of thinking, hey what if a character has dedicated themselves to sorcery to cast without proper casting tools? As such I formed a thought, and from this thought I had the help of a friend into trying to make this sound balanced, anyways here goes a list of three traits all dedicated to this thing known as sorcery.

Sorcery Apprentice(40 Will Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 60% of Scaled Will as a casting source.

Sorcery Adept(45 Will & Sorcery Apprentice Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 80% of Scaled Will as a casting source.

Sorcery Master(50 Will & Sorcery Adept Req): When you have no weapon equipped in main hand(Casting tool or not), You naturally use 95% of Scaled Will as a casting source.


Anyone feel free to put your thoughts in about this idea as sorcery could be an interesting aspect to the game.

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  Guns and crit rates
Posted by: Autumn - 03-21-2017, 01:52 AM - Forum: Balance Fu - Replies (12)

Guns have absolutely abysmal critical rates base wise and generally gun users don't tend to critically strike anyone with decent crit evade, the average a gun gets when built for high LUC is generally 80%-90%, without much deviation either if you're not running a sniper rifle.

A couple suggestions to help guns catch up to the critical rates of conventional weapons such as fists, swords and bows.

1.) Keyshot applying to guns in addition to bows.

2.) New bullet slot weapon part that'd be spec'd for critical, that doesn't change the gun entirely like hellhound bullets, like:

Hollow Point Bullets - Will punch through a target's soft bits

+10 critical to unarmored foes, -5 critical per armor class up (So +5% critical vs light armor, 0% critical vs heavy armor)

and then some sort of downside.

I'd like to hear some suggestions too if people don't like these ideas.

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  Found it
Posted by: Lolzytripd - 03-20-2017, 04:05 AM - Forum: Bug Reports - Replies (7)

Specifically the hurricane move and rock fall move of the winged serpent cause server wide lag, the "flash step", and generally glitchiness

likely due to backlogged error stacking.

this follows the fight indefinately

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  Line based things vs shields,
Posted by: Lolzytripd - 03-19-2017, 03:36 PM - Forum: Suggestions - Replies (4)

All line based skills have a chance to fail when going through a tile ending the skill when hitting a target with a shield.

That the merrit of the idea, it gives a reason for a tank to play the defender more, gives them more tactical ways to apply their tank.

projectiles stop going forward, Side/sill cut style skills ends the tile infront of the tank.

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  Mercy Rework 2017
Posted by: PantherPrincess - 03-19-2017, 09:05 AM - Forum: Suggestions - Replies (1)

Moonlight Mercy as it stands has a very boring and PVE (non boss) effect. I think something along the lines of on hit Hunted Status by UL lvl would be more ideal and fulfill the role better.

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