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Possession |
Posted by: Trexmaster - 08-05-2016, 01:50 PM - Forum: Beta Bugs
- Replies (3)
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You can only hold up to 3 spirits, even if you go past that many ranks in Possession, and releasing spirits after hitting your cap will lock you out of interacting with spirits (your only option when interacting with them will be 'Nothing' rather than 'Release' and 'Possess' being available at all) until you use a Fruit of Talentlessness.
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Spirits |
Posted by: Shujin - 08-05-2016, 11:43 AM - Forum: Beta Bugs
- Replies (2)
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Upon log out you lose all your spirits. This is a bit sad(during a crash or something) since you need a while to collect the ones you want, so yeah, probably a bug.
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Guild Improvements |
Posted by: Shujin - 08-05-2016, 07:44 AM - Forum: Suggestions
- Replies (4)
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DISCUSSION TOPIC/IDEA COLLECTION
I know a little early for this since the GR is still rolling in, and Dev will probably not have time for this BUT.... Why not post it anyway and see what we can come up with?
Currently the guild system is very lacking. You have a list of players, and fancy Icon, and the option to allow Guildmembers to build in your home. Thats pretty much it.
Things that are bothering me are:
-You can´t see if a certain person is online in Game.
-You can´t make general guild notes or write current goals or infos for your guild members so you have to actually tell every single one of them when something is going on
-There isn´t really any benefit from Guild members over simple party members.
So yeah! I would like to overhaul the system to something more Interesting and to benefit the differnt styles of guilds.
First change:
A guild info site where you can edit notes for your guild and write general stuff about it. Maybe one for Guild members only and one site for "Public"
Second Change:
A "Who is currently Online!" function. That would help greatly.
And the actual biggest change that I came up with is and would like to discuss:
Guild Classes/Level system!
So what is this?
I thought that when you open your guild you have an Idea in mind. I have seen differnt Merchant guilds, Treasure Hunter guilds or Mercenary guilds.
So you take your pick in this and for everytime your guild members perform an activity fitting for their guild, the guild earns EXP. When the guild Levels up you can actually "buy" yourself Guilt traits with the guild points you earn. Those look differntly for the type of guildtree(or if you are lazy just give all options for all guilds and the people can just pick what they want, probably better solution actually.) and can look like something like that:
Treasure Hunter Guild:
Loot boost: For every Partymember who is also a Guild member you gain X% Drop boost (X=Guild Skill rank), only Guild member of the same guild benefit from that.
Rare Hunter: The chance of dropping 8*+ incrases by +X%(X=Guild Skill rank) for each Partymember who is also a Guild
Mercenary Guild:
Increases EXP:For every Partymember who is also a Guild member you gain X% EXP boost (X=Guild Skill rank), only Guild member of the same guild benefit from that.
Money plus:For every Partymember who is also a Guild member you gain X% Murai boost (X=Guild Skill rank), only Guild member of the same guild benefit from that.
Merchant Guild
Harvest boost: For every Partymember who is also a Guild member you gain X% success chance to succesfully harvest an item (X=Guild Skill rank), only Guild member of the same guild benefit from that.(or additional chance to Harvest)
Mining boost:For every Partymember who is also a Guild member you gain X% success chance to succesfully mining ore (X=Guild Skill rank), only Guild member of the same guild benefit from that.(or additional chance to mine)
Something along those lines, it should give the general idea of what I was thinking.
The Treasure hunter guild would gain exp for each item they find, the higher the rarity the more EXP. Mercenary guild probaly just from actual combat with Guild members in the party and the Merchant guild for...Good question but I guess harvesting?
And this/those skill tree/s coould be expanded to whatever, but I would say no to big bonuses for anything outside of grinding, so it stays an optional thing instead of a must have.
Any ideas/opinions about this?
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Lucky 777 |
Posted by: Rendar - 08-05-2016, 01:58 AM - Forum: Balance Fu
- Replies (10)
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Lucky Shell - 3 Duration / 103 LV
Lucky Shell currently has no cap. Meaning that the bonus shell effect can uh...
Simply just give you damage immunity to literally everything if you live long enough.
Can this get a cap at +20? The fact that it gives +20 Luc (and therefore +20 hit and +20 crit) is a tad much, but the fact that you can gain complete and utter damage immunity is something else entirely that makes multi-shot guns, who live long enough (or can simply unload enough shells into people), unkillable the longer the fight goes on.
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Void damage for void users. |
Posted by: Snake - 08-04-2016, 06:14 PM - Forum: Suggestions
- Replies (28)
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Sooo, anything that resists Darkness can resist Void damage? What's this? Vampires resist Void better than Liches? Nooonsense!
Void should be pretty dangerous to be used, so why not 'make' it dangerous? That was my thought when I saw 'unprotected' (read: without anything to prevent Void Poisoning ICly) people casually flipping Void here and there without minding the consequences because 'lol this is rp and im god who dies when i want'.
So here's my rather short suggestion for it. Make a new type of Damage named 'Void', it will work like this:
Quote:-It ignores DEF/RES or any sorts of reduction, for behaving like Akashic damage. (Except for the specific reductions listed below, of course.)
-It deals 50% recoil Void damage whenever used by any race.
-It deals 45% recoil Void damage when used by Mechanations, Dullahans or Shaitans (maybe?), because of their uncommon/protected bodies.
-It deals 15% recoil Void damage when used by Liches, because of their natural resistance to it/lack of a real body.
How to 'combat' and counterplay it? (For both the recoil and protection)
Quote:-Nullstone Gauntlets and Voidwalker gain a new effect, reduces the Void damage taken by 25%
-Nullstone Necklace (new 10* item? quest/story item would be nice), reduces the Void damage taken by 25%
Here you go.
Small Edit:
Also, since injures are a thing to come, extended contact with Void damage may cause 'light Void Poisoning', that causes a 'ghetto' interference, reducing healings by 25%. Can be treated with Inanis Remedium. (A 'craft item' made from Void Shard + PR-Hi Potion in Alchemy. [Lv 6 required])
((If icons are needed, I will lift my sleeves to help in this one.))
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Maintenance |
Posted by: Raigen.Convict - 08-04-2016, 01:19 PM - Forum: Suggestions
- Replies (1)
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Maintenance in the current game doesen't apply to sub weapons, It'd be nice if it did, not sure of the new talents and such but if this is resolved with the new ones let me know, if not, I'd like to see it happen.
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Electrifying Advantage |
Posted by: Rendar - 08-04-2016, 08:55 AM - Forum: Beta Fu
- Replies (5)
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Currently, in the normal server, Lightning is one of, if not the best enchantment for people that can crit. It does leaps and bounds more damage for the person over say, a normal attack (10+GUI% on a "CRITICAL HIT" . This makes Autohits that are, well, already painful, that much more painful. That isn't the topic of this though.
The topic is the badge that give the redgull lesser enchantment. With the recent wave of updates, the Lightning Enchant was given a MASSIVE buff with the addition of the two following things.
Lowrath - Increases the chance of Lightning criticals by SR * 2%.
Ampage - Increases the damage of Lightning criticals by SR * 3%.
Ampage isn't so bad on it's own, neither is Lowrath. However it turns these already painful builds, even more painful for something as simple as five talent points. they get 15% extra crit, and 10% extra crit on it. Meaning that they likely won't miss a crit with it, and when they do crit , they'll nail you for a lightning crit that is 15% more effective.
For a normal person that doesn't build GUI, let's assume 10 GUI with this. 1.(10+15+10). That's 1.35x on a crit extra damage with something that has... 125% weapon scaling or more. (You can see where it starts to get insane from just this). To make matters worse, it only gets worse whenever characters do this with higher guile because it makes it auto-hit hell with stuff that will guaranteed nuke your ass.
My solution to this is simply nerf the lightning badge. Like we did with Quaking Heaven Kick, we made certain things just not work right. This is no different. The lightning badge will only use HALF of your critical damage with it. So if you have 1.5x crit damage. It's now 1.25x. This brings priority back to a lightning mage who wishes to augment themself, and adds variety to characters that do end up using this for the time being whilst nerfing things that were, to be blunt, "the meta".
Thoughts go down below.
Edit: Oh right. I forgot to explain why the shit lightning is actually the best.
Fire enchant generally makes a line of cinder tiles which are more-or-less useless on their own. Have an enchantment for boots that specifically halves their damage, and is generally just seen more as a nuisance than anything.
Ice Enchant is literally just a nuisance unless the person using it is a verglas. In which case it's the only reliable way to get ice sheets out.
Earth Enchant used to be really good. For most things though it's literally just RANK*2 extra damage. Which is poor. When it does effects though, it's usually something like... crystalize... or magnetize. Requires DEF, usually not that good.
Wind is.. probably the 2nd best overall. Usually gives +RANGE to auto-hits which makes them painful and can, generally, add piercing effects to attacks. Lets your auto-hits nail multiple people, which is just powerful.
Lightning enchant just goes "WELL IF I CAN CRIT I MIGHT AS WELL TAKE THIS" which means kenseis will legitimately always take it because they can smack someone for -15 crit evade and proceed to just crit someones butt off. Made worse only whenever they can combo a crit-attack in with it to make them get 3 attacks per turn. The attacks also are generally at extra damage on already high damage modifiers. Plz refer to above arguement.
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