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Guns and crit rates |
Posted by: Autumn - 03-21-2017, 01:52 AM - Forum: Balance Fu
- Replies (12)
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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)
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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)
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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)
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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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The portal into my business keeps moving, what is this magic? |
Posted by: Poptartu - 03-19-2017, 08:35 AM - Forum: Bug Reports
- Replies (1)
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So, despite the silly title serious bug report. Sometimes upwards of three times a day my house entrance is being reset to the default position in the south west corner. I have it under a built up item (one of the big ones with no icon), maybe that's messing with it and making it think the spot is invalid when it's very much not. I dunno what else would be causing it except some issue in how it's saving houses.
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Focused Meme |
Posted by: Soapy - 03-16-2017, 11:49 PM - Forum: Suggestions
- Replies (6)
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In all the time it has existed, Focused Beam has rarely been used. I had a few ideas to make it better.
- It now applies spell effects, based on the element.
- Fire would use Salamander's burn, Ice would use Fenrir's slow, etc. I imagine Phoenix would create a Light Shaft on the enemy. This would give the spell a bit more utility.
- It now functions as a beam, hitting enemies in a line to the targeted tile, similar to Oil Chain.
- This would be a nice little bonus, giving it some of that LB AoE theme without affecting the skill's purpose.
I think having both of these would do a lot for the skill without making it overbearing whatsoever.
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About Vampires |
Posted by: Snake - 03-16-2017, 10:07 PM - Forum: Balance Fu
- Replies (9)
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Can Banquet also heal the Vampire for 75% of the damage done (after resistances) if the enemy is under Fear and Hesitation?
If I recall correctly, there's a torso that prevents people from Hesitating, and Red Cape can prevent Fear from being a nuisance below 50% HP, aside skills like Magic Gunner's Recklessness, Black Knight's Steel Mind and Shaitan's racial passives to combat it. (And all it takes to stop a Vampire is slapping a Holy enchant anyway.) So it's all gonna be fine in PvP in my opinion.
This one is because receiving like 75% less healing is making a Vampire's lives pretty harsh in PvE. Prescribed Hi-Potions can't save you in Crazy Dungeons, Life Drain requires the enemy's HP percentage to be big and WIL from you, and Silvermists is not doing the cut while it drains too much Essence, and losing your status bonuses in the middle of a fight is pretty crucial, especially losing enough to end up being double-turned by monsters when you have average CEL.
So why not add another balanced way to keep their sustain up against monsters?
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