Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 198 online users. » 2 Member(s) | 193 Guest(s) Bing, Google, Yandex, Raigen.Convict, Snake
|
|
|
Icy Queen, Skating Bean |
Posted by: Rendar - 07-19-2016, 06:33 PM - Forum: Bug Reports
- Replies (1)
|
 |
Ice Skate says that it 'knocks people aside' but in practice never actually seems to do this. You just sort of drag them along for the entirety of your skate (if they're airborne), or if they're not airborne, they just destroy the next tile and cause everyone to rage because your ice skate ends after 1-2 tiles when you're in winter wonderland unless you can knock them airborne.
Can these two things be fixed? Making people who are being pushed via ice skate not break ice tiles, and also make it so that you actually SMASH them to the side, as is 'supposedly' intended.
The 2nd one doesn't seem nearly as necessary if the first one is actually fixed.
|
|
|
Lucky amulets damage reduction nerf |
Posted by: Filthyfrankster - 07-19-2016, 11:17 AM - Forum: Balance Fu
- Replies (5)
|
 |
To sum it up.
Pre-nerf lucky amulets give off 25% flat out critical damage reduction.
Now the new ones that drop simply give out 10 damage reduction on crits.
How about updating the old pre-nerf amulet to act like the current one now, which is simply 10 points of damage on a critical reduiced, before it's sold on the market for a fuckton of murai/Asagos
|
|
|
Brighter Darkness |
Posted by: Autumn - 07-19-2016, 10:53 AM - Forum: Balance Fu
- Replies (27)
|
 |
A great trait to help you not get utterly destroyed by holy weapons, exclusive only to those vampires who are less evil than the others.
...except it's not, all vampires will take this anyway, could it be possible that only vampires with around 15 sanctity OR under can take this trait? Vampires should get very powerful abilities for building sanctity, and very powerful downsides to boot, these are my thoughts.
An alternative is that Brighter Darkness caps Essence at 100
|
|
|
Quick hands |
Posted by: Autumn - 07-19-2016, 08:18 AM - Forum: Bug Reports
- Replies (3)
|
 |
When using sheath sword and an enemy attacks you from the front, it will use your sub weapon if ambidexterity is on, even if that weapon is not a katana.
Example:
Person A uses Sheath sword with Ambidexterity ON and a spear in their sub-hand.
Person B Attacks from front of Person A.
Person A quickdraws and attacks with their spear instead of a katana.
|
|
|
Cleansing Bubbles |
Posted by: Rendar - 07-19-2016, 05:14 AM - Forum: Balance Fu
- Replies (8)
|
 |
Cleanse Body in MA doesn't really.. do much.
It sometimes works, and when it does, it's neat. However against most things that players can apply, it's actually worthless or just outright doesn't cure it most of the time. It works off of SCALED WIL/2... which, for most will never get above 20-25ish for that (especially as an MA. None of their promotions scale off of it anymore).
I'd like to see it get changed to instead use SCALED SKI entirely (like meditation does), or simply SCALED WIL/2 + SCALED SKI/2. This'll make it, at least, somewhat more usable than it is right now in combating things. It's just sort of a paper weight skill that occasionally is useful against a magic gunner who decides to try and delete leg you.
EDIT:
Or, add an Urazawa effect to this that if you get the combo right, makes it 1.5x more effective.
|
|
|
Stunning Battery |
Posted by: Rendar - 07-18-2016, 11:01 PM - Forum: Balance Fu
- Replies (7)
|
 |
Stun, as a whole, is a status effect that there isn't much counterplay to. You either equip mayelia to hopefully counterplay it, or you just flat out die to it because there's not really any counterplay to losing your entire turn. If this came at a higher cost, or you got a much longer immunity to stun than the one turn you get now (which can lead to chain stunning still), then it might have some counterplay.
As it is now, Stun is the end all, be all of status effects that will almost instantly win you a fight against the person you're fighting. Things that can stun currently?
Dullahan's that lose their FP
Arbalest w/ Blowback Cannon (50%+WEIGHT chance)
Head Cracker (NPC)
Skullcaver (24% chance per crit)
These are, as far as I know, the only things that place "STUN" which makes balancing the class as a whole (or race for that matter) really hard.
Dullahan's can just FP screw themselves for a free 15% HP regen (ontop of the FP they get from the regen). Alongside interference immunity, it's insane.
Arbalests are the worst offenders of this. The class is gimmicky and requires basic attacks, but when it does work, it's pretty much instant game-over to their target. Gust Arrows + Deadly aim. Next round? Long Draw > Pulling shot (crit) > Blowback cannon. If your unfortunate victim is lucky enough to get the 30% or less chance to NOT be stunned, they're still knocked down, which removes momentum. If they weren't lucky, they lose 7 Momentum. Get to stand up for 3M next round, and then promptly lose out on, effectively, 1.5 turns of doing jack shit. These turns can be spent doing things like, RELOAD ACCEL, etc. This is why no one wants Arbalests buffed. Because their gimmick with Blowback is so ridiculous...
Headcracker is bad and NPCs can/will chain-stun your punk ass with it, especially certain event mobs. (*STARING AT GMS*)
Skullcaver is.. iffy. It requires a crit, but running it with Duelist makes it so you can, likely, get 3 hits a round. It also doesn't give stun immunity for ??? reason, so you can get a pretty good chance to actually stun someone forever and never let them actually fight back. In an RP sense, I'd probably assume this is the equivalent of an ice pick lobotomy, and anyone caught doing this sort of crap IC is probably going to jail. Forever. WHO KNOWS.
These are the only things that give stunned status. Which, rightly so, are few. It's such a gamebreaking status effect that people actually just leave if they see you whip any of that stuff out. Things that swap celerity around for a few turns and allow a person to Double Turn aren't nearly as reliable, nor do they deny someone their entire turn. It allows for some counterplay in that eventually, they'll double turn you back. Stun is just... "GET LUCKY OR DIE", with most of the odds never in the defenders favor. So here are some 'suggestions' for how to fix this.
Suggestion One
--- Make STUN a 2 tier status. (for Headcracker/Skullcaver/Blowback only).
----What this means is that you have to land STUN once, which will make the target "DAZED". However if you land it again within a certain timeframe depending upon the skill. You'll send them into the "STUNNED" status. Which will do as it does now. This solves the issue of it being so prevalent by making it much rarer to actually land it, and requiring more momentum to just deny someone their ability to fight back.
SUGGESTION TWO
---Make Stun less OP
----Iunno. Probably just make it a stunning effect, like the Ryeser and Booksmack??? It's basically -3 momentum (or 4???) and has a cooldown or status immunity or SOMETHING. Using it with anything KD would probably be aids but. Iunno. Seems a bit better than it is now.
GIB THOUGHTS
|
|
|
|