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  Rogue/Archer Traps
Posted by: LatentSparrow - 12-28-2016, 06:14 AM - Forum: Balance Fu - Replies (16)

I'm sure not a lot of people have taken the time to talk about Traps because of how inconvenient they are. So! I would like to know what you all think of them.

Scaling: 50% Elemental ATK (+10% per Rank) + 100% GUI
I feel like the damage output for traps is just too low, even considering how hard it is to get someone to trigger them without Hand Trigger (Hanging, Side/Sillcut, Boxer in general Cry and Teleportation Movements). I was thinking of bumping up their scaling to match most other skills to have 80% Elemental ATK (+10% per Rank) OR having some type of Bonus Damage implemented.

Perhaps addition effects (Fire Trap having Cinders) or some type of unresistable damage may be too much. There are 7 Skills pertaining to Traps (5 in rogue, 2 in archer) and they are just taking up space it feels and are definitely not worth the -25% Element Resistance from badges.

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  Hotbar and FP Costs
Posted by: Autumn - 12-27-2016, 10:13 PM - Forum: Bug Reports - Replies (3)

The hotbar in battle lists FP costs of the skills you use but it doesn't update to the new FP cost if it's reduced by various sources such as Efficiency Talents, Vent Petale, Dancing Shiv and Gentle Embers.

For example, Sidecut at rank 3 without Vent Petale will cost 6FP, and with Vent Petale it'd cost 1FP, but it'd still read 6FP on my hotbar.

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  This tree.
Posted by: Joseph Jostar - 12-27-2016, 09:15 PM - Forum: Suggestions - Replies (3)

[Image: a8f77cbd90e555a64ae99a5d0b0e08b7.png]

Disappear.
This tree is an eyesore.
This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree. This tree!

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  A question on SL2
Posted by: Raigen.Convict - 12-27-2016, 03:34 PM - Forum: Fruity Rumpus General - Replies (2)

When will you add in Dance Macabre, Quicksilver and Doppleganger for Demon Hunter? And since Kinu's Donte, does Ashe die but come back later as a Mercenary when it makes no sense for her to while icly her spirit haunts a demon arm on some new edgy girl?

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  A trip to heaven
Posted by: Autumn - 12-27-2016, 02:27 AM - Forum: Bug Reports - Replies (1)

Mayelia counts grand upper as a stun multiple times, I feel like it should only count it once so bug report?

Crimson Shadow recovered 3 FP.
Crimson Shadow takes 105 Poison physical damage.
Monochrome Marionette recovered 134 HP.
Black Haired Youth's turn.
Crimson Shadow recovered 3 FP.
Monochrome Marionette recovered 134 HP.
Crimson Shadow's turn.
Monochrome Marionette recovered 134 HP.
Crimson Shadow's turn.
Black Haired Youth takes 82 Blunt physical damage.
Monochrome Marionette recovered 134 HP.

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  Accidental Examination
Posted by: MegaBlues - 12-26-2016, 10:02 PM - Forum: Bug Reports - Replies (11)

Foraging, such as double-clicking on wood piles or medicinal plants, causes the information window to appear for the last material gathered.

Example:

You collect 1 Yama Blind.
You collect 1 Wellwart.
The medicinal plant crumbles.

This would cause the information window for Wellwart to pop up.

EDIT: This is also a problem with chests, if that helps you diagnose the issue. Anything that you double-click which gives you items, it seems.

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  Heavy paper
Posted by: Shujin - 12-26-2016, 09:20 PM - Forum: Suggestions - Replies (2)

Paper to heavy, plz nerf.

No seriously, can we have Note papers get their weight reduced from 1 to 0.1? it makes no snese from them to weight as much as a book for one, and for people that actually just want to have a bunch of books with them for writing purpose, having to carry all those books is a pain.

Or can we actually have the books/note papers (Those in which you can write your own stuff) not weight anything at all? That would be neat. not like you get any game breaking advantages from it.
My science non combat character is really getting back problems like this!

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  Power Gradation
Posted by: Autumn - 12-26-2016, 08:53 PM - Forum: Balance Fu - Replies (6)

Can we have Power gradation be 3m again at the cost of a 2 or 3 round cooldown? It helps the skill flow into combos more and also at the same time makes it so you still can't just spam it against a physical tank for easy damage.

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  Undead monsters
Posted by: Akame - 12-26-2016, 07:34 PM - Forum: Suggestions - Replies (2)

Can the Ghost Dog, headless knight, and the tainted soul of darkness count as undead monsters? They'd be weak to the holy enchant and also would count as undead monsters while doing the laplace quest Slaughter the Undead.

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  [Discussion] Kensei Skills
Posted by: Autumn - 12-26-2016, 07:44 AM - Forum: Balance Fu - Replies (3)

A lot of skills for soldier, martial artist and even boxer have usually unique effects, but when you look at most of the Kensei skills they seem lackluster in comparison, mostly because they dont have cool effects added to them, half of their offensive skills are the same thing with different ranges, and it's not that they're bad it's just that there's no use to them, a class primarily focused around hitting and critting things, has 5/6 of their skills being autohit based, it's like why use these 5 other X skills when you can use other Y skills.

A good example I'd say is Kagekiri, why would people use Kagekiri when they can use sidecut instead? They're both accessible to the same tree after all.

Another example is Toiken, it has such an awkward range to it that no-one actually uses it, ever, and I think Toiken is a REALLY cool skill, I'd love to actually be able to use it more often.

Not only that but most of these skills require to be maxed to do efficient damage, require a katana to be used within combos and these skills have hefty FP costs at max rank.

Is there a possibility we could see some tweaks to the Kensei skills in the nearby future? Perhaps additional effects could be added to make the autohits worth it, or have the autohits themselves correlate into Kensei gameplay.

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