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The Rich Taketh |
Posted by: Egil - 03-05-2017, 12:59 AM - Forum: Bug Reports
- Replies (3)
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When you withdraw equippable items from the bank, you cannot properly equip them without relogging. If you try to equip them, nothing appears to happen. If, after trying, you then go to a separate window (such as a Weapon Upgrade screen), then you can go back to your Inventory and see that you have it equipped--- but your BW doesn't change and you can't examine the item. The only way to fix this is to relog. I have been able to replicate it numerous times.
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Stun Status Effect |
Posted by: Nytingale - 03-04-2017, 09:51 PM - Forum: Balance Fu
- Replies (21)
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So it's apparently a recent thing where anything that was Stunned for whatever reason also gained a 50% Damage Reduction for the duration the Stun. At some point, this got a bit buggy and the effect was remaining "somewhat permanent" as the target would be Stunned for the intended 1 Turn; however, their 50% Damage Reduction would persist until one did enough damage to the target to remove it.
Now, completely side-stepping the illogical idea that Stunned Enemies gain a 50% Damage Reduction (because it's honestly counter-productive to Stunning an enemy in the first place), the aforementioned bug was "resolved" by throwing on a "Stun Immunity" Effect of some sort to correct the "permanent status". Mind you, this effect seems to only prevent one from Stunning the same Target again in the next 2 Turns while also removing the actual Stun Effect after the said 2 Turns. The issue here, is that the 50% Damage Reduction actually lasts for 2 Turns instead of 1, like the actual Stun Effect does. In essence, I have spent some amount FP (24 FP for Blowback Cannon) or "gotten lucky" (proc'ing the Stun Effect from a Skullcaver) to Stun a Target for 1 Turn and give them 50% Damage Reduction for 2 Turns. It makes one question why they should bother using the Status Effect if after Stunning a Target there'd be better off focusing their attention on another Target for the next 2 Turns.
In truth, any Stunned Target should be punished and the idea of having any Damage Reduction on that Stunned Target at all is queer. You have done some means of "Crowd Control" on the Target, so why should they gain - any - benefit from that whatsoever? Isn't that the point of "Crowd Control" in the first place? To weaken them in some way and then punish them severely?
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Strength needs a buff. |
Posted by: Snake - 03-04-2017, 07:16 PM - Forum: Balance Fu
- Replies (41)
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Strength is the most unappealing stat in the game, can it get buffed to counterpart GUI in the Critical Damage and counterpart FAI for max HP so it becomes a bit more worth to be taken?
Quote:Strength:
+1 Fire ATK per 1.
+1 Max Battle Weight per 1.
+1 Max Encumberance per 1.
+3 max HP per 1.
+0.5% Critical Damage per 1.
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Conduiz to Popularity |
Posted by: Snake - 03-04-2017, 07:09 PM - Forum: Balance Fu
- Replies (8)
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Conduiz finally became a hassle to the point one new playstyle (SKI Katanas) are unusable due to it, can the material get nerfed to only use 50% of the weapon's Scaled Weapon Attack, if used as a casting tool?
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Raijin to Popularity |
Posted by: Kameron8 - 03-04-2017, 05:35 PM - Forum: Balance Fu
- Replies (44)
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Out of all of the new, really awesome katanas, Raijin is as close as you can get to being objectively the best. It boils down to the conversation we've all seen on the forums time and time again about Strength scaling being inferior to Defensive and Hybrid stats like Skill and Luck, since people using weapons scaling off of the former still need the latter to function.
I can expand on the reasoning more if necessary, but I feel like at this point it's a dead horse everyone is familiar with. My suggestion is to change Raijin's scaling from 60% Skill 40% Luck to 60% Strength 40% Luck. This brings it in line with the other katanas and still makes it a fantastic weapon.
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Acidic Claws |
Posted by: Akame - 03-04-2017, 05:13 AM - Forum: Balance Fu
- Replies (5)
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Can we have acidic claws effect changed to deal 50% Acid ATK + UL if melee weapon, -1 durability? Right now acidic claws are very underwhelming and are basically a breakdown-for-raremetal item. Or some other effect would be nice but anything than what it is now.
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