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Crit here crit there! (duelist balance discussion) |
Posted by: Autumn - 07-27-2016, 03:48 PM - Forum: Balance Fu
- Replies (26)
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Fleur was brought up in a recent topic, and whilist I don't think Fleur is a huge problem for letting a duelist do what duelist does best (Stay an action above their opponent for scoring critical hits) I do think that receiving ludicrous amounts of critical hit damage per round is rather unfair when facing anyone who isn't a duelist, try finding somebody who isn't a duelist or hexer nowadays, you won't find many.
I hear all the time that duelist is in a balanced situation because it needs to rely on hit and crit checks, because it's a damage class and not a tank class, but that's simply just not true, duelist has recieved so many defensive skills that it's off tank possibilities are achievable at a minor 25-30 defense, this includes skills such as Wraithguard, one vs one and the very well known Eviter.
And on the other hand there are capabilities in duelist that allow it to be one of the highest damage dealing physical classes in the game, stuff like absolute death, voltiger, crystal rose, (Old Ether Invititation), so it's no doubt that almost everyone chooses duelist at the moment, it's very versatile and while I like that in a class, the class is too versatile for pretty much anything else.
Unfortunately, I don't actually have many solutions to the problems I've stated, I've tried thinking it over several times and there's just not much you can do to balance duelist according to the other classes without losing it's identity at this point, a duelist should be strong in a one vs one, but they're super overwhelming to the point where you don't really run a physically based hit class without duelist anymore, classic class combos for hitting such as BK/Monk is gone in the wind because Ghost will provide even more defensive capability than BK, and give you more critical hit.
I've thought up a couple of things to maybe combat this but ultimately they came up just being a bit too complicated to see use.
So I'm raising up a discussion topic right now, does anyone else have concerns with duelist? Fleur specifically? Or is it just critical hits specifically? Maybe it's their defensive capabilities in just being able to off tank better than a BK? Or is duelist actually truly balanced? Discuss.
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Crouching Nerd, Hidden Badass |
Posted by: KhalidtheGrey - 07-27-2016, 07:46 AM - Forum: Suggestions
- Replies (12)
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I've been thinking (ah crap, not again), and I have an idea for Sheath Sword and Hidden Cut. They are as follows.
Sheath Sword: Put your sword in your sheath after facing target direction. If the Sword you are using is a Katana type, you also prepare a Quick Draw attack. When an enemy you are facing within 1 range attacks you, you will instantly preform a basic attack on them first with a ((rank*2)*consumed momentum) bonus to hit.
Cost: Remaining Momentum, 10 FP
Hidden Cut (Passive, requires Sheath Sword): Dealing damage with a katana-type weapon or Kensei offensive skills applied Hidden Cut with a level equal to 35% of the damage dealt. Hidden Cut lasts 2 rounds. Using Sheath Sword consumes Hidden Cut to apply this damage as unresistable pierce physical damage.
I'd like to stress that the 35% value is just a starting point and I am fully open to this value getting changed to better balance the skill. Same can be said for Sheath Sword, but that one I find to be far more comfortable in the numbers department. I would like to note however that I purposefully left out the Sacred Art proc for Quick Draw as I am not sure that should stay or not.
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Autohit Anarchy |
Posted by: MegaBlues - 07-27-2016, 05:26 AM - Forum: Balance Fu
- Replies (25)
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I'm not sure if a topic has been made about this recently or not, but this is a long-standing issue that's only been getting worse as of late, I think.
There are three forms of attacking in the game. Basic attacking, magic-based autohits (i.e. magic, usually), and physical-based autohits (i.e. skills, or just autohits, usually). You would think that the difference between the latter two wouldn't be important enough as to warrant separation, but the explanation for that will come later.
To counter a regular basic attack, you can either dodge it or reduce the damage by defense or resistance. Usually however, someone who's basic attacking you is getting some benefit solely by making contact (Fleur, MG Shells, etc), and taking no damage is better than reducing it, so you're going to be playing the game of evade buffing/hit debuffing, while the other side is going to try to hit you (Or use an autohit, but elaboration later). Assuming your opponent doesn't have any autohits at all and they're dedicated to making their attack land, you're going to have a fair bit of trouble keeping that from happening. Nearly every physical class has some method of boosting their hit, while boosting evade is slightly rarer. Not to mention that before buffing, usually, a basic attacker will have the hit to make dodging a risky gamble at best. Oh, and if the attacker is using a bow or a gun, you're not dodging. Ever. Though on the flipside, those using a gun can also inflict Hesitation at a rate of nearly 50%, making other basic attackers miserable.
To counter magic, even more options are available. You have your resistance, the magical counterpart to defense, but then you also have elemental resistance. Both of these are percent reductions and work very strongly together, while usually, physical attackers don't need to worry about elemental resistance (Remember how much people complained about Drowned Woman? Yeah). Now, you might be saying, "Just use a different element!", but in the current meta, it's extremely hard to use more than one element effectively, and mechanically impossible to actually use more than one element at its fullest power. This is because of the casting penalty you take if using a tool that doesn't match the domain of the spell being cast, so if your opponent correctly guesses the element of the spell you'll be using (Which will probably be Earth, Water, or Dark, due to how using defenses as attack stats is, again, the understandable meta), you're going to be hurting. To top this off, magic can be, simply, stopped from being used as a whole by the Silence status effect (Blind, while similarly debilitating, has the benefit of a Trait to reduce its effect, as well as Hit being generally stronger than Evade. Hesitation is much more rare than Silence is, but still allows the opportunity to attack). Magic overall has seen repeated nerfs due to the high damage it used to able to put out in a fairly wide range, though it continued to receive nerfs after it was made weaker than physical attacking in general, and right now is in the gutter.
As for physical autohits, without an element. Your only defense is to decrease the damage you take from them. You can't stop them from being used, you can't do double-time with an elemental resistance, and you can't dodge them (aside from Evasion, which is the aforementioned gamble, and is generally less effective than simply nabbing Defense and Resistance). You could try sapping the user's FP, though this isn't nearly as effective as before, and is a viable tactic against nearly any other build. There are no specialized statuses to stop physical autohits in the vein of Silence, Blind, or Hesitation, and autohits generally have higher attack scaling, longer range, and more/stronger effects than their basic/magical bretheren.
This is a design flaw that's been plaguing the game since release, and it would be wonderful to see this get fixed in the Reckoning. If I've misrepresented something or you have an opinion, try to note so civilly, so this issue can get fixed (Or so that this non-issue isn't made worse, if you don't agree.)
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Menov's murder needs a tune down. |
Posted by: Snake - 07-26-2016, 11:08 PM - Forum: Balance Fu
- Replies (6)
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Make Menov's Fang be 1.5x instead of 2x.
We gave too many chances to the -80% max HP damage gimmick. I find it raw cancer to see so many nice and better gimmicks with Duelist, Monks, Soldiers and shit, and people simply choosing to play this lazy insta-win class, and win so EZ because the enemy's not immune/resistant to poison.
(There's absolutely 0 ways to win against a 1200 HP Hexer/Cobra Glykin under normal and fair circumstances, as in, chars who aren't immune to poison/resistant to it. If there is, tell me how pls, the more we know.)
Blah blah Hexers can do end-round damage 4 times in a row (Defense shredding Burn, -20% HP/FP dark damage on Silence strangle, Upside-down Interference, Heavy -80% HP Poison damage)
Tuning down Menov's would atleast make the poison salt a little more bearable in this meta.
That's all.
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Divide it by zero |
Posted by: Autumn - 07-26-2016, 10:56 PM - Forum: Bug Reports
- Replies (6)
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Fellgrant drinker seems to heal a lot of HP when dealing 0 damage.
Figure attacks Lax Chataran with Beckoning Tomb and hits them!
Devotion! Lax Chataran is protected by something!
Lax Chataran takes 0 Pierce damage.
Figure recovered 30 HP.
Figure's turn.
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Figure's turn.
Figure attacks Lax Chataran with Beckoning Tomb and hits them!
Lax Chataran takes 21 Pierce damage.
Figure recovered 5 HP.
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No Pulling Trap-scope |
Posted by: Snake - 07-26-2016, 09:48 PM - Forum: Bug Reports
- Replies (4)
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Pulling Shot + Entangle Trap + Marked Target is not behaving as intended, as in.
Pulling Shot on Traps doesn't drag the target to the middle of the trap before it triggers, only at the border of it and it instantly triggers, nullifying the pulling shot's 'real' intention.
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Time Shenanigans |
Posted by: Egil - 07-26-2016, 09:44 PM - Forum: General Discussion
- Replies (6)
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The passage of time ingame has always been a minor inconvenience that people have dealt with in their own ways, but there's one current problem with it that I feel needs to be addressed: Leaving an event to go to completely different areas and then return to the same event with more people.
The issues that arise from this occurring include (but aren't limited to):
- Villains are unable to accomplish anything substantial when reinforcements for their targets arrive within 5 OOC minutes
- More people than the event planner anticipated arrive
- A large number of players are often excluded because not every event can entertain a dozen or more people at once
- Every event involves the same characters, instead of there being an uniqueness among what every character has experienced
- The more people there are, the more memes and OOCing that goes on
Why don't you just talk it out with players who do this?
Because it results in an argument every single time and then they usually just keep doing it anyway. If players could be trusted to handle things out amongst themselves, then there wouldn't be a need for a majority of the current ruleset. Namely, the twinking rules.
So, simply put, I'd like for there to be a new rule made: "Once your character is involved a serious situation, whether it be just players interacting each other or an actual event held by a GM, you may only leave with the intention of returning or informing others of the incident if you wait one OOC hour to interact with another character in IC and then wait another OOC hour before returning to the incident. This rule can be waived if all players involved agree or the GM running the event decides that it isn't necessary."
With this, you'll no longer see an event going on in the arena involving only six players get crashed ten minutes later by thirty additional players from Cellsvich.
Thoughts?
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Elemental Shells |
Posted by: Joseph Jostar - 07-26-2016, 06:12 PM - Forum: Suggestions
- Replies (9)
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So, as far as I can tell, the elemental shells for Magic Gunner are kind of in a weird spot. The Shell Power * 2 unresistable thing is kind of interesting, but it's overall a pretty negligible amount without QUITE a few rounds in your stock or using One Overcharge. Even then, it's just a nice little bonus rather than being actually focused on elemental damage. Not quite worth tagging a weakness except that you're getting the +1M for it. Magic Gunners also have access to a good selection of elements without actually investing any stats as a result. Wound up thinking on it a bit at work, and I thought this might be an interesting change to the way it works currently.
Instead of Shell Power * 2 elemental damage being ADDED to the attack with the respective shell type, how about splitting the damage using Shell Power as a formula? The base idea I'm working with is something like ((Shell Power * 5) + 10)%. In other words, 15%/20%/25% of your gun's damage would be split to the respective element (and use your elemental atk as scaling for that, rather than your gun's) and the rest to your normal bullet damage (85%/80%/75%).
One-Overcharge being used with a Shotgun/Sniper would crank that up to a whopping 50/50 split per attack (at Rank 5 and with all 3 Ranks in a shell, mind), giving elemental one-shots a real punch if you pick your weaknesses properly.
I haven't had terribly long to think over and refine it, but I feel like it encourages investing in the shell elements you'll get the most use out of instead of just buying a point in everything since you're only missing out on 4 damage a shot that way. It also gives magic gunners some use for elemental attack power in something besides Ice. Would really appreciate some feedback from other players though, as understanding this game and its meta is near impossible and I gave up a long time ago.
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IanplaceNET requests - WRONG DELIVERY! |
Posted by: Detective100 - 07-26-2016, 05:34 PM - Forum: Bug Reports
- Replies (4)
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All the requests that involve crafting an item, and then delivering, will take the oldest item that fits the type of item you needed to deliver, even when you are equipping it...
I noticed that by losing the wo-dao I equipped, fully upgraded and with rebellious spirit, instead of the iron wo-dao... :evil:
I assumed it takes the "oldest" item that fits the description, instead of the newest one, so I checked it again with another character by creating two wooden longswords, named by the order of creation: Test n.1, and Test n.2.
I equipped Test n.2, and when I delivered the "wooden longsword", Test n.1 was taken instead, as I expected.
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