In the case of a weapon being mutated into a gun, for example a Narcus, they do not gain any rounds upon being mutated, is this intentional? As this raises a very un-counterable situation for anyone using these, facing a desperado with bullet barrier, as they can reflect 4 swings of a mutated weapon as it does not have any rounds.
For example:
Desperado DH vs BK/MG with a mutated Narcus turned into a gun.
BK/MG goes to hanging in to attack, but the hit is deflected by a bullet.
BK/MG goes to attack again but is deflected by a bullet again.
The mutated gun in question does not gain rounds upon being mutated, so it becomes impossible for it to even get through bullet barrier because the mutated gun does not have any Rounds, thus not counting for eating up all of Desperado's Bullets in Bullet Barrier(or stuff like one overcharge)
This seems more like an oversight than anything rather than a balance issue so I put it in bug reports.
*raises flame shield because holy crap not a single thread of this nature has gone by without me getting flamed*
Real Talk: "Level with one class set for growths and reclass to your endgame build later" does not work with destinies. (Yes, Destinies are optional, but some classes benefit far more than others and I'm trying to offer suggestions to make each Destiny viable in it's own way.) And many classes don't even get growths their skills need. Case in point, multiple classes require Will for some skills and get either none, or at most, 25% from a main class only with no further Style Blending bonus. While, on paper, this may seem like something that many classes desperately need due to a lack of skill points and skill slots, the fact of the matter is that this is effectively a way for many Destinies to become nonviable in PVE, since the RNG is not your friend.
I simply wanted to maybe get a discussion going about possible tweaks to make destinies good all around instead of amazing for some classes (Especialy soldier, mage, and archer) and far less so for others (most notably martial artist not exactly having the most reliable promoted class growths; MA is either tacked on to anything else as a subclass, or reclassed to at high levels, lest your best stats resemble your enemy's lowest.)
This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;
1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.
That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.
Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)
It's pretty borky when your intentions are just to check your enemy's HP/FP/(De)Buffs and that fade-in appears. (Ruining muh immurshon) So Dev, if making a Preference toggle is taking much your time, atleast give it a bigger delay to show, or a right click option. Either works fine.
We had need of a pian'er for reasons- but there's only harps in the game. So I made a pian'er. But then I felt awkward submitting one icon with one state in it's own thread- so I made a painting, and an acoustic guitar, too. This makes it sliiiightly less awkward.
*EDIT*
I made a handful of oil creatures. The Oil Worm, the Oil Rat, and the Oil Baron. I was going to make an Oil Baroness, and an Oil Bitterfly, but muh. If someone wants to take these, and expand on the 'set', to make oily dungeons, in the same vein as "Black Beasts", go for it. The shades of black used are all there, recorded in the files- and the Alpha, if you're too lazy to use Locate, is set to 230 for the body, and 111 for the 'oily trail'. Just copy/paste the Oily Rat, and start shaping your own gooey abomination.
*EDIT2*
It's that DeathPiece. "The Seventh Piece". Oooooh. Spooky Chess-Death.
Long story short, when you are installed with a youkai, Energy Transfer can restore your own focus. Not sure if intended but this just SOUNDS broken as fuck to me.
1. Human-AI enemies run on the icon naked, instead of in the attire they are given.
2. The idle animation for monsters is played at the maximum speed, making a jammer wiggle about super duper fast, or a human-AI will run in place super fast.
3. Summons who are defeated do not disappear in the turn order, as there are 2 seeker flames in the turn order but only 1 on the field, this also persists after a battle.
4. This one may or may not be a bug, but the turn icon uses the face icon that you enter a battle with, could this possibly change to be your current one or default one?
The red tiles are the Danger Zone of a max range Explosion. The targetting circle is a max range Explosion's actual area of effect.
What seems to be happening here is that the Danger Zone doesn't account for the fact it's a 6 range circle, and not just 6 range.
UPDATE: Another issue with Danger Zone-- It doesn't account for Skilled Hunter when displaying a monster's move. (a Sand Shark will display a move of 5, even if it has Skilled Hunter. Which boosts move by 1.)
Can we please tone down the experience required to level promoted classes to 50 with a destiny by a large amount? The requirement for the last few levels is well over a million exp, meaning you essentially have to get the same experience as it takes to go from 1-60 normally several times.