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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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Manor Mobs in Random Dungeons |
Posted by: Trexmaster - 10-23-2016, 07:06 AM - Forum: Bug Reports
- No Replies
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Darkwood Manor mobs in randomly generated dungeons still scale to the party leader's level, instead of having a level equal to the floor they spawned on.
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Compulsory Evacuation Device |
Posted by: Reikou - 10-22-2016, 07:53 PM - Forum: Suggestions
- Replies (1)
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It would be nice to have some short of 'Emergency Escape' feature, basically a command that upon being used would force battles and whatever else is happening to end and send the player back to a pre determined spawn point after a few minutes. Of course, for something like this to work properly without being abused a few restrictions would need to be placed such as:
Timer: The one using it would need to wait a few minutes without moving.
Visual Indicator: Some kind of overlay icon would most likely need to be used in order to let everyone know that someone is using this.
Consent: In case of PvP battles all players in the match would receive a pop-up asking if they agree with this.
A log: Just so staff members can track who used this.
Why do we need this? So players can fix themselves when stuck in bugged battles or maps, such as this:
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Have LE Stat Boosts Affect Racial Base |
Posted by: Exxy - 10-22-2016, 11:58 AM - Forum: Suggestions
- Replies (5)
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In short, this is to bring back the incentive and reward the people who still care enough to grind out the Legend Inks for the stat boosts without it being completely overwhelming or necessary to compete in Player-versus-Player content.
My reasoning behind this, is that it would give a slight bump in Diminishing Returns due to affecting where they kick in at (a quick example would be: a Lupine normally has Diminishing Returns hit at 44 on Skill but with an LE point in Skill it would start at 45 instead).
Opinions and thoughts on this would be appreciated, so long as they're constructive/pertinent to the topic.
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"Cave" Echo Persists After-Exit |
Posted by: Exxy - 10-22-2016, 02:55 AM - Forum: Bug Reports
- Replies (1)
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Currently the echo effect footsteps are given continues to be applied even after exiting caves. I don't recall if this happens every time you exit one but it happens enough to where it can be easily reproduced.
Although most experiences I've had with this bug are from statics (like the Goblin Caves east of Dormeho) I believe it can also occur with spawn-ins (like Fire Altars, if not all).
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