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Protect |
Posted by: Raigen.Convict - 10-26-2016, 05:49 PM - Forum: Balance Fu
- Replies (5)
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Soldier's skill Protect could use an update for post GR, since when is a flat -5 damage useful? It should be more of a percent or scale to level or something. It's currently only good at levels under 10.
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Lost Heritage |
Posted by: Slydria - 10-25-2016, 11:22 PM - Forum: Bug Reports
- Replies (10)
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The green crate containing the Wakazishi for the Lost Heritage quest does not appear to be spawning in the Old Prison area.
While I know it randomly shows up in a few locations in the area, I've checked the place thoroughly.
At first, I thought this might've just been a cache issue on my end, but clearing it didn't seem to help and I'm not the only one experiencing this issue.
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Winter's *cough* |
Posted by: Snake - 10-25-2016, 07:35 PM - Forum: Balance Fu
- Replies (2)
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![[Image: b6bfe43e9379489bba15a2ba20003d64.png]](http://image.prntscr.com/image/b6bfe43e9379489bba15a2ba20003d64.png)
[strike]Needless to say, I think this is a little 'too' strong. It's an 'auto-inflict' that wipes the enemy clean of avoiding ice completely, for a cheap cost of 3M. And 'also' increases Ice damage to them, though it's not that much of a bother, so nevermind about this part. But I see more potential in this skill to make it more 'cool' (get it?) to be used.
So, what I have in mind are those. I'm going with the first, personally. Too bad it is the most time-consuming of those.
1- Leaving it like it is, but it applies the debuffs in order, so you need to keep biting the enemy to improve the debuff's level.
Example:
First bite -> Winter's Bite slapped in the enemy for 3 rounds, and then nullify Resistance. 10 extra flat Ice damage.
Second bite -> Refresh the debuff, then it starts nullifying Immunity. 15 extra flat Ice damage.
Third bite -> Refresh the debuff, then it starts nullifying Reflection. 20 extra flat Ice damage.
Fourth bite -> Refresh the debuff, then it starts nullifying Absorb. 25 extra flat Ice damage.
>Too many Ice-related debuffs for no FP/Momentum consumed. So let's make it cost more Momentum and FP to balance.
2- Leaving it like it is but making it only be used once per fight (like Pocket Sand) or adding a 6-8 round cooldown would be nice.
>Imo, the way it is rn, It's strong enough to be considered Pocket Sand-worth, but this is a little precipitated for a balance suggestion. Still the most simple to be implemented, though.
3- No major changes but removing the 'Absorb and Reflect' part to add more flat Ice damage (around 40, 10 per rank) would be nice.
>This is the one I like the most, because it makes Rapid Kick and Kicking-into-Ice Point viable after a certain set-up. But that may become troublesome if it meets with a QD. (But then, Circle Ring will be worth using to counter a Verglas, atleast.)[/strike]
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hell tickle |
Posted by: Lolzytripd - 10-25-2016, 04:04 PM - Forum: Bug Reports
- Replies (2)
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hellspike from death knighting has no scaling, and does no damage to anything other than level 1 jammers
vs level 1 jammer alpha
Jammer takes 3 Pierce magical damage.
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Inaptitude |
Posted by: Autumn - 10-25-2016, 12:38 PM - Forum: Balance Fu
- Replies (3)
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Currently when you increase your aptitude through a modifier of somehow (Vamp shell OC, Upgrade, etc.) then your scaled APT won't increase at all(meaning you can't just get a free +1 by statting right), I think that's fairly balanced.
However when your APT is decreased by some source, then your Scaled APT will also go down, making you lose more stats than you should, I think this should change and it should work both ways, where in that when your Aptitude cannot be decreased or increased at all.
Sources that decrease APT include:
Installing a youkai (This is such a pain to deal with, if you can please fix this.)
Being struck by vamp shell Overcharge
Being hit by Goose Bite
And these are the only things that have all stat modifiers to effect APT like that, that I know of, at least.
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Magnet Hell |
Posted by: Autumn - 10-25-2016, 11:45 AM - Forum: Balance Fu
- Replies (5)
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Magnet Shell's overcharge effect is High charge power*2, which with a single shot gun w/one overcharge can mean -24 SKI and CEL, effectively being half or a little under half of anyone's SKI and CEL, I think this needs to change, whether or not it was an oversight from great reckoning.
I think Magnet Shell's overcharge effect should just be changed to be High Charge Power, instead of HCP*2
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slide cut |
Posted by: Autumn - 10-24-2016, 04:19 AM - Forum: Balance Fu
- Replies (11)
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Sidecut's range was 'nerfed' technically in the last update, to be 3 range instead of 4, and while that was a bug, I don't think anyone had a problem with sidecut's old range, so I'm requesting that sidecut be changed back to 4 range instead of 3, is that possible?
(Sillcut was unaffected by the change and still remains at 4 range)
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