Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 238 online users. » 3 Member(s) | 231 Guest(s) Applebot, Bing, Google, Yandex, matthewmwps, Turadis, zericosmic
|
|
|
FITE ME- No. |
Posted by: KhalidtheGrey - 02-10-2017, 11:32 AM - Forum: Suggestions
- Replies (6)
|
 |
I'm sure we're all aware of Incognito and it's ability that reduces the priority of the skill's user for targeting of mobs and this allows them to more readily get into position to stab someone in the back. This is useful for the class and the role overall and they're often too squishy to be fair game targets (let alone priority ones).
Why isn't there a skill for the exact opposite effect for Soldiers? Being big, imposing, and actively taunting enemies into attacking you. I find it bothersome that tanks have no special way to force mobs to prioritize them over their squishier counterparts. The closest suggestion for forcing aggro I've ever heard were Forced Move, which doesn't really limit movement meaningfully and mobs can still just attack other people if they're in range, and Protect, which only functions against basic attacks and only while DIRECTLY next to an ally.
Personally. I would remove Incognito as a class skill and make it a trait and make an opposite trait for drawing mob aggro and make the both of them a toggle skill that doesn't take a slot. Obviously having both equipped and active at once would negate both of them. Either way, this would let any sort of tank or front-line fighter actually protect their squishier friends while said friends can hide behind the meat shields.
A couple excellent examples of people who may not have Soldier but are still tanking for squishier people are Hexers (if built for it), Ghosts, and Bonders (if built for it). I actually do have a Bonder/Hexer who is built fully into tanking and has a Fairy for a single bonded youkai. Said youkai tends to be at massive risk of getting blown up because I have no way to make the mobs not target her since we're rarely more than 10 feet apart, but she has half my health and reductions. I'm sure someone's going to just take this as salt because I gave a personal example and tell me to get a tanky youkai or re-build as a Bonder/BK. That's not helping anyone and the build is the way it is because of RP. I'm not interested in skewing my character's design on fundamental levels to be more meta in an RP game.
|
|
|
Vampiric War Cry? |
Posted by: Raydon1206 - 02-09-2017, 06:43 PM - Forum: Bug Reports
- Replies (2)
|
 |
So, if you start your character as a Lupine, equip War Cry, then switch to Vampire, you get to keep War Cry. I'm not sure if this is intended or a bug.
|
|
|
Not-so-vorpal sklls? |
Posted by: KhalidtheGrey - 02-09-2017, 02:14 PM - Forum: Bug Reports
- Replies (4)
|
 |
I'm not 100% sure it's a bug or not, but Black Rend from shaitans doesn't seem to ignore Swaying or Zwei from boxers and can be reduced/nullified by both. I was under the impression Black Rend was supposed to ignore any and all reductions and deal a relatively low but reliable amount of damage.
I've heard Life Drain has a similar issue where it's supposed to be unreducable yet is affected by... well, something. Don't know what. Could use testing either way.
Which reminds me. Is the boxer skill for rapid punching supposed to be affected by Wraith Guard?
|
|
|
Temporary Ground Time [Air Shafts] |
Posted by: Autumn - 02-09-2017, 09:10 AM - Forum: Bug Reports
- Replies (2)
|
 |
Air shafts will not immediately lift a target into the air, not until their next turn rolls around.
To replicate:
Simply place an air shaft under your opponent, they will not go airborne until their next turn hits.
|
|
|
Moonlight Splash!! [Moonlight Mercy's 'execute' icon bug] |
Posted by: Snake - 02-09-2017, 06:28 AM - Forum: Bug Reports
- Replies (1)
|
 |
When you kill a target or deliver the special effect of Moonlight Mercy, the 'head exploding' icon loops several times before fading. I've noticed it happening often and completely not according to what I had in mind when making the effect.
I made the effect with those following things in mind:
Quote:- The mob's 'death' would be delayed until the end of this special effect, if the user has Death Animations 'off', it should force-use the 'fast' option just for this instance.
- Any damage would only be applied in the 'right moment'. When the mark 'explodes'. (I know this is possible due to Hidden Cut. And speaking of it, can it's sound effect be applied to the bloody explosion?)
- The effect would only happen once, using the 'flick' code so it doesn't loop endlessly.
Sorry for not giving those details sooner, I didn't have a Moonlight Mercy until those recent days to test.
|
|
|
Down and out (Summoner) |
Posted by: Raigen.Convict - 02-08-2017, 10:10 PM - Forum: Suggestions
- No Replies
|
 |
In general, I believe it makes a bit more sense with summoner that if the summoner goes down, the youkai cease function at this point. Since this fact is truely part of what makes Summoner frustrating to deal with as a whole, and plus, it's almost like a free pass to not lose the fight when you should. As for other summoned creatures, Shine knights would be the only ones that would also have to have this apply to for fairness. Engineer devices are different in the fact that they're relatively immobile and aren't overbearingly strong. Butterflies, They go down from almost anything. Can't quite think of much else that'd be this kind of issue.
|
|
|
YENTEN - Invisible Cards |
Posted by: K Peculier - 02-08-2017, 05:35 PM - Forum: Bug Reports
- Replies (5)
|
 |
You can't play Yenten and discard card because the cards you are dealt are invisible. This has been a thing for a long while. I need to feed my gambling addiction.
How to replicate: Play Yenten and draw cards.
|
|
|
Battle Mode Style: Unpredictable |
Posted by: Sawrock - 02-08-2017, 12:22 PM - Forum: Suggestions
- Replies (9)
|
 |
This suggestion is an idea for a new toggle/style of combat: Unpredictable! If implemented, it would prevent the Attack Forecast showing hit rate, critical rate, and damage potential when selecting a target for attack. Instead, results based on the rolls/size of the hits/attack would be displayed, as such:
Hit/Miss Rate Messages
This are the messages that will display when attacking someone with a basic-attack style attack. Note, the first underscore is for the attacker's name, the second underscore is for the target's name, and the third underscore is for the weapon's name.
Miss by 50 or more = _ attacks _ with _ and completely misses!
Miss by 40 to 49 = _ attacks _ with _ and significantly misses!
Miss by 39 to 30 = _ attacks _ with _ and considerably misses!
Miss by 29 to 20 = _ attacks _ with _ and misses!
Miss by 19 to 10 = _ attacks _ with _ and barely misses!
Miss by 9 to 1 = _ attacks _ with _ and narrowly misses!
Hit by 1 to 9 = _ attacks _ with _ and narrowly hits!
Hit by 10 to 19 = _ attacks _ with _ and barely hits!
Hit by 20 to 29 = _ attacks _ with _ and hits!
Hit by 30 to 39 = _ attacks _ with _ and accurately hits!
Hit by 40 to 49 = _ attacks _ with _ and precisely hits!
Hit by 50 or more = _ attacks _ with _ and flawlessly hits!
Damage Amount Messages
This messages will show instead of the default damage messages. Note, percents are compared to total target HP. In addition, the first underscore is for the target's name, while the second underscore is for the damage element and type.
0 (exact) Damage = _ takes no _ damage!
Above 0 (exact) to 10% Damage = _ shrugs off the _ damage!
Above 10% Damage to 20% Damage = _ withstands the _ damage!
Above 20% Damage to 30% Damage = _ takes some _ damage!
Above 30% Damage to 40% Damage = _ takes a considerable amount of _ damage!
Above 40% to 50% Damage = _ takes a large amount of _ damage!
Above 50% Damage to 60% Damage = _ is assaulted by _ damage!
Above 60% to 70% Damage = _ is overwhelmed by _ damage!
70% to 80% Damage = _ is devastated by _ damage!
80% to 90% Damage = _ is demolished by _ damage!
90% to Below 100% Damage = _ is ruined by _ damage!
100% or more Damage = _ is defeated by _ damage!
Wound Levels
When someone is hurt by an attack, it will display an additional message directly behind the Damage Amount message. In addition, examining someone will show this message as well under their name. The percents are compared to their total HP. Note, Spellthief's Mysterious will prevent showing these wound levels on the character with Mysterious, except for the (Defeated) level.
100% HP = (Unharmed)
Below 100% to 80% = (Scratched)
Below 80% to 60% = (Harmed)
Below 60% to 40% = (Injured)
Below 40% to 20% = (Wounded)
Below 20% to Above 0% = (Severely Wounded)
0% = (Defeated)
Additional Ideas
-Not showing HP or FP to non-allied combatants, instead only showing the Wound Levels upon examination. Zerans, however, would be exempt from the FP portion of this.
-Oracles would, at the start of every round, gain a random, non-stealable status effect, out of three options: Predict Damage, Predict Hit, or Predict Critical; each option would show the relevant stat in the Attack Forecast. At the end of the round, the current status effect would be removed to be replaced with a different one next round.
-Weapon/Glove Enchants that would show one of the three Attack Forecast statistics. For example, the Guiding enchant (made with the Guiding Lens catalyst) would show Hit Rate, the Keen enchant (made with the Keen Eye catalyst) would show Critical Rate, and the Smashing enchant (made with the Smash Sibling catalyst) would show Damage Potential.
-An Armor Enchant that would show your Wound Level as Unharmed, despite enemy attacks, for the first three rounds (round 0 to 2) of combat. Upon the fourth round (round 3), the message "(User's) illusionary enchant has worn off!"
Thoughts, critique, and suggestions would be appreciated.
|
|
|
|