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HP/FP Adjustment |
Posted by: Chaos - 05-06-2016, 06:37 PM - Forum: Suggestions
- Replies (9)
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As of late, we've had numerous Balance Fu topics concerning damage and how much one can survive. For instance, a request to lessen Lich's -HP/+FP racial because they have too little HP to survive for more than 1~2 rounds. Or how X skill does too much damage, and so on. It all runs under an overarching theme: "X will kill/die too easily."
Rather than stand and watch as we do the same balancing acts over and over again, however, I'd like to propose a potential adjustment that would be best seen in a test build: Make every variable that provides a linear boost to HP and FP is increased by somewhere between +50%~+100%.
To be more specific, by 'linear' boosts, i mean anything that isn't multiplicative. So while you'll get more HP/FP from levels and VIT/WIL respectively, Gigantic Gene will still only slap down a +10% HP bonus.... and by 'Test build', I mean we take the latest version of SL2, adjust all the linear values that increase HP and/or FP accordingly (or do a work-around, such as a 1.5x~2x multiplier between the subtotal HP/FP and further multipliers), couple all the current saves and run a temporary server to see how the new numbers work in action.
The idea is that, if everyone was given a greater margin for taking damage, high damage potential would not be a serious cause for concern, and those who are forced to go with relatively low HP (such as Lich) will be able to run without being a one-hit wonder in the wrong kind of system. Of course, such a change can cause a number of issues (largely with PvE), which is why I'm asking for a test build in order to see how much potential this idea has off of paper and what issues it would actually face.
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Stalemate why!? |
Posted by: Nootella - 05-05-2016, 10:06 PM - Forum: Balance Fu
- Replies (7)
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[align=center][color=#400080]Howdy people,
I just figured this was a matter that ought to be addressed. I've been informed that it was mentioned beforehand in another section, and was told to make a remark about Stalemate here instead!
Regardless, whilst sparring with a hell tank whom I shall keep anonymous, I and a few other people witnessed something that made us all go "wot". It has to do with Stalemate and attacking from behind.
Everyone knows that attacking a BK from in front or on either side is a gamble, so as you'd expect, the smart way to deal with this bothersome obstacle is to strike them from behind. Needless to say that attacking from /directly/ behind seemed to give favorable results. Now... At one point I used sidecut, flew a fair bit behind him (3 tiles I believe) and followed up with Couloir to reach... Only to have this move interrupted by Stalemate.
Much like Cobra, I'm personally under the presumption that it should only cancel attacks from the 270-degree radius that it already nullifies, not give them an essential 359-degree range of cancelling the attack.
I simply felt as though this matter should be addressed and look forward to what people have to say in regards to it! Thank you very much for your time.
[b]TL;DR :
Stalemate blocks attacks if you're anywhere except for one tile behind them, even if you're 2 tiles it can be blocked. Please balance this out. Thank you~
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Zappy za--no zap |
Posted by: Autumn - 05-05-2016, 05:43 PM - Forum: Bug Reports
- Replies (1)
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When attacking someone who "Dodges" with cobra with a projectile, spirit mirror does not proc, nor lose it's status.
Example:
Person A uses Rye on Person B with Snake Dancer on, and a spirit mirror
Person B will "Dodge" the rye, however, the spirit mirror will not activate, nor break.
The reasoning I believe this is a bug, is because Cobra still has to deal with on-hits, and various other nuances, since anything that procs it is still a "hit", this means that the mirror should activate, and reflect the projectile, and save your dodges.
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Ring of Failure 3. |
Posted by: Autumn - 05-04-2016, 06:00 PM - Forum: Bug Reports
- Replies (1)
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Crescent Rook and Rescue still seem to have troubles tracking your HP Ring, I believe these to be the last ones though.
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Evading Scent |
Posted by: Autumn - 05-02-2016, 09:00 PM - Forum: Bug Reports
- Replies (8)
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It can't be confirmed fully, but I am under a strong suspicion that bloodborne is adding 'hit' when accounting for the skill "Evasion", tested by beating someone up with a bloodborne weapon on a low ski character and a high dodge character, Evasion started proccing less at low HP, which to my knowledge, this shouldn't happen.
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Attack on Oniga |
Posted by: Sawrock - 04-30-2016, 05:24 PM - Forum: Gold
- No Replies
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The people speak of an attack upon Oniga having occurred! However, it was not an attack by an organized group of bandits, nor was it an army from another nation. Instead, a mass of bats and vampires had struck the town in the dark of the night, killing many citizens and attempting to set fire to many of the buildings. Thankfully, the fire was mostly contained, but it was still a tradegy. The culprits were most likely three (likely) vampires that were watching over the carnage from the Heaven and World inn. If anyone has any details surrounding these individuals or more information about the attack, please contact your local guard force.
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Shopkeeper deleted once ban is applied |
Posted by: Filthyfrankster - 04-30-2016, 07:16 AM - Forum: Bug Reports
- Replies (3)
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Earlier today, I was banned by Chaos for my awful memeing when it came to fucking around.
Understandable, yes. I deserved it.
But as soon as the ban was lifted thirty minutes later, I failed to check my shopkeeper until later in the day, The stall was one of the few ones leading up to Asago in cell, called 'Vape naysh'. Upon returning to check my profits, the stall was empty.
My shopkeeper was gone.
All the items I had stored up for sale in it was gone.
The game registered that I had no shopkeeper in my inventory, and my bank didn't have it in the donate item section
It's gone, all gone.
I'm probably thinking it was forcibly deleted upon my temp ban, so I'm probably going to get a 'tough it out, cupcake, you deserved it for being a little shit anyway and getting yourself banned'
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Know No Balance |
Posted by: Kameron8 - 04-29-2016, 06:29 PM - Forum: Balance Fu
- Replies (8)
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Matador has been overbearing since the release of Demon Hunter. Know No Pain in particular single handedly invalidates a myriad of weapons, skills, and classes with the sheer amount of mitigation power it has. Since more heavy handed nerfs have so far not made it past discussion on the forums, I'm recommending a lighter touch to tone it down.
Make Know No Pain apply first in the chain of damage reductions. This means Know No Pain's flat damage reduction happens before DR and % Resistance. This will cull the multiplicative scaling it has with other tank stats, which is the main reason it shuts down everyone's hopes and dreams of doing 1 damage before getting the horns.
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