When crafting a Material Kit, it's automatically produced without any check to your crafting level. The crafting timer doesn't appear, and you're able to create kits you'd have a 0% chance to create like this.
This is a picture from the forums, but I removed the name to protect anonymity, I guess.
But, no, seriously. When are Vampires going to be hit with the nerf bat? It's ridiculous for anyone to be able to have stats like this, especially from racial skills, not to mention their ability to mitigate Holy damage while still benefiting from anything that causes one to be counted as Possessed.
Also, on an unrelatedish note. Can we have the lore changed to state how opinions of Vampires has changed, or retcon how people have felt about them? Because I'm sure the Lore states that Vampires are generally feared, yet they start with neutral reputation overall, I believe, and I remember someone stating that the only reason to hate Vampires was racism.
(if this actually wasn't a vampire, then whatever allows this to be possible should be looked at, though the bit about lore still stands)
Haunted Soul, since the release of the haunted manor has been on a steady rise among the PvP scene. And why not? It's a deceptively good curse to stuff onto your weapons. It counts as Doomed for the sake of Sayakana, applies at the very least -15 to hit through the application of Fear if you have the bravery talents and twice that if you don't.
It has synergies with both Black Knight, Ghost and melee Hexers, allowing them all a free application of the status effect, Black Knight of all benefiting the most out of everyone. It's also the most easily achieved curse in the entire game, bar the arena-bought catalysts.
And what's the price for your soul? Nothing. At all.
I suggest we make Haunted Soul give the 'Possessed' racial type in terms of drawback. It's certainly strong enough to warrant it.
In light of recent discussions about changing skills, weapons, and elemental attacks that scale off of defensive stats, I don't think it's unreasonable to include EI in that list. Missing health is, for all intents and purposes, tank-stat dependent. There was a massive chain of discussion about it in an earlier thread, so this is a continuation of that to suggest reworking the skill entirely. I'd like to know Dev's opinion on the skill as a whole, since having a framework for reworking things helps immensely.
Since submitting this thread without any sort of starting point would be counterproductive, I'll throw out an idea to get the ball rolling.
Ether Invitation
Cooldown: 3 Turns
An invitation to the underworld. The target of this skill must be marked with Claret Call. This attacks the target normally with a bonus to critical equal to Rank*10. If it hits, the damage dealt is increased by a percentage based on your missing health. Claret Call is then removed from the target, and the target cannot be marked again for 3 rounds. The damage bonus is capped at Rank*20%.
The damage bonus is equal to (%missing health *1.6). This means in order for the attack to reach the damage cap at Rank 5, the Ghost needs to be at or below 37.5% HP. At that health threshold, it becomes an attack with +50 to crit, and double damage.
With missing health changing from static to percentage, as well as damage being tied to normal attack damage, the skill doesn't incentivize building straight tank as heavily anymore. However, it's still useful to those who invest in defense, because people with 500 health and paper rags for armor don't often live to see 35% HP. Also worth noting, the duration of unmarkable was extended by a turn and the skill itself was given a cooldown. The latter was done to remove the possibility of using Ether Invitation multiple times on multiple targets in the span of one or two turns.
Some identifiable issues with this iteration, however, are:
-Excel weapons with +50 crit and +100% Damage.
-Build locked to crit builds, for the most part. (There exists very few basic attack builds that aren't crit builds, but given duelist focuses on them, I find this acceptable.)
-Dicks over squishy people far more than tanks, because damage reduction is all percentage based. This is also inevitable, unless the game starts revolving around using skills that do a percent of the target's maximum HP. That would be unbalanced in the entirely other direction, so this is also something that can be expected. The silver lining is that Ether Invitation can be dodged.
Whether or not you agree with what I came up with, keep in mind this thread is for the skill as a whole, not my iteration of the ability in specific.
A single Hexer, in the span of 1 round, managed to 'distribute' two Fellel's around like it's nothing, popped an extra one for the the Engineer, and probably could get one more for my character if it was alive.
That'd be equal to four 'people' under Fellel's Fumble in the span of two rounds. It's a little broken and unfair, The Engineer in this case, used over 100 FP to try and make a way around the curse, but it just resulted in the Hexer just slapping another Fellel's Fumble repeatedly for almost no FP cost.
And like that, the Engineer could throw the whole Cellsvich at the Hexer, it would end up everyone hexed with the curse because it has no cooldown.
Atleast I do think it needs a 3 round cooldown on each of them. We do have stuff that makes the duration/LV of those curses skyrocket anyway, so it just makes fair for those situations. (when Torment Noctis is in the case.)
You can see how absurd this is when you get this situation:
-A Hexer with Torment Noctis, five Black Spirits against a team of four people.
- Four people getting Fellel's Fumble LV 6, none of them uses Multi-Shot as they are simple Kensei or something basic and common like that.
- God help us all.
The new sound Nagas make while 'walking' seems to be on the default channel (or maybe an inappropriate one), seeing as it ends any music playing for the listener. Includes area music for towns and dungeons, as well as in-battle music if they use the Move command with a non-teleport. Don't know about house music, but probably.
Posters are posted about Voilegard announcing an upcoming recruitment meeting for the newly-established town militia, held by Militia Captian Joshua Jonas. Any who wish to volunteer are highly encouraged to attend.
OOC
Recruitment for the Voilegard Militia is finally open. Currently, the majority of the militia will consist of volunteers who are called in times of emergency and may have additional short duties, such as patrolling. At the moment, it may be similar to a well-organized town watch. In the future, once the town's economy is stronger, this system is very likely to change.
If you wish to join the town militia, the recruitment event will take place Saturday (Jan 28) at 8PM EST on the first floor of the Voilegard town hall. Additionally, you may apply either in this thread, or in a PM sent to me.
Quote:Name:
Age:
Place of Residence:
Race:
Applicant's abilities and experience:
Have you ever been charged with a crime before? If so, what?:
Anything additional you wish to add:
The current Militia Captain is: Captain Joshua Jonas
The current Militia Lieutenants are: Hanako Misaki, Harrier Maro
Edit: The recruitment meeting had to be rescheduled for OOC reasons.
Post stealing edit: (Credit to Cat15 for the post, but I'm too lazy to make my own)
Edit: The OFFICIAL meeting time will be 8:00 PM EST, located in the Town Hall. (The Silver rose orphanage guild house.)
They're still here. Placing melee weapon, or at the very least sword basic attacks on the hotbar and using them does nothing. It flashes as if they're going to be used and then nothing happens. It just eats your momentum. As it has been.
Just an idea to spin around to tinker with in the future -- an item that has the ability to mutate its weapon types at will in combat. To put it into 10* syntax, it'd look a little something like this:
Grants ability: Mutate
Mutate: Costs 4-UL/8 Momentum to use. Changes the weapon type to a type of your choosing.
This would open up menus that first let you choose type or subtype, then a list of all types/subtypes in the game to choose from depending on what you chose. The benefit of this weapon is that people can start dicking with all of the strange interactions in the game, like tome shotguns. The drawback of this weapon is that people can start dicking with all of the strange interactions in the game, like tome shotguns.