So. We got l-emote to make emotes that pierce walls and are visible in a larger area like the shout verb, so, why not have emotes that are only visible in short range, like whisper (my suggestion is wemote, but, it can be whatever.)
It'd be useful to emote things that wouldn't be visible to everyone.
When selecting a race when creating a character, the name when you hover over 'Lupine' is 'wolf'.
Likewise all the human sub-races save 'Onigan' and 'Chataran' have their place of origin listed instead of their actual name when you hover hover them. Example: 'Imperialist' is simply 'Imperial' and 'Karatynn' is simply 'Karaten'.
Also, every little name when you hover over them aren't capitalized.
While it's trivial, it'd be nice to see it updated.
Backstab's not recieving damage bonuses. Only bonus present is from Flank.
Front (No Flank Damage, No Backstab Damage, No Backstab Crit) Side (Flank Damage, No Backstab Damage, No Backstab Crit) Back (Flank Damage, No Backstab Damage, Backstab Crit)
The last thread for rebalancing classes currently in the game. This one has several changes for the Soldier class promotion [strike]Dante[/strike] Demon Hunter. Being the special little snowflake it is, this class was the most difficult to reach any sort of consensus on. Here is a starting point.
1. Winged Serpent now costs 2 momentum unless the airborne status is caused by Leaping Lizard.
Justification:
Winged Serpent's interaction with things like Crane Hop, Burn Up, and Dragon Hover end up giving people 8+ tiles of 1 momentum movement. It is almost universally accepted that movement for 1m without a catch (aka voidgate) is bad, and this cuts down on that. It gives Cobra Demon Hunters the ability to still fly all over the place if they jump on someone's head with leaping lizard, but doesn't allow things like burn up -> overcharge -> shoot in the face. #ClipDante'sWings.
2. Matador's Know No Pain is significantly reworked.
Know No Pain - Required: Matador Stance rank 1
Toggle Skill. Must be in Matador Stance to gain the benefits.
Off - When you take physical damage, you gain Rage (Rank*4) based on Rank or equal to the Damage Taken, whichever is lower.
On - Physical damage dealt to you is reduced based on Rank (Rank*4), but you lose Rage equal to the damage reduced by this skill. If you have no Rage, this skill is automatically toggled off.
Justification:
Matador Demon Hunters are, with a few exceptions, Black Knight 2.0. They gain damage resistance to types of damage they have no business reducing (multihit guns, ice point greaves, phoenix talon, mad chop, and rapid kick all do 0), things that are 'unresistable' are shrugged off, and to top it all off, they have one of the most powerful offensive attacks of any tank class. Up to 300 unresistable dark damage with no scaling. Matador needs something to give it a better identity, so having Know No Pain leverage off of rage is a great way to let it still feel useful compared to Black Knight, but not strictly better 99% of the time.
3. Crashing Bull's damage scaling changed to Str + 15 + 5/10/15/20/25 unresistable Dark damage. If cast with 300 Rage, Crashing Bull will cost 50 more Rage to cast and strike the entire map.
Justification:
Adding a strength modifier to Crashing Bull makes it NOT entirely godawful. 40 damage tops? Seriously? There's a reason nobody uses Crashing Bull and Bellowing Stag, and it's because their damage is nonexistent. Adding a bonus for max rage helps it pull from the rage system, to incentivize not just using Retalliate.
4. Bellowing Stag now consumes 35% of your current rage energy for damage, instead of 15%. Furthermore, if Bellowing Stag is cast with 300 Rage, it will instead consume 70%.
Justification:
The only issue with this skill is the low damage. By upping the AoE capabilities of Matador, we can prevent it from being Retalliate: The class. If a Matador can get to max rage, it can unleash 210 unresistable AoE dark damage, which is very high for tank standards.
Overall these changes promote adaptability, which is a core theme to the class. When to toggle Know No Pain, when to save up for a heavy offense, etc.
Turtle shell reduces physical damage taken from all sides but the front by 20%, when it's supposed to only do that for the back and half that for the sides and front.
Also as a side note, when you get hit by an attack with the turtle shell equipped, it shows the Reduction message each hit.
Another thread for rebalancing classes currently in the game. This one has two changes myself and others agreed on, it is for the Soldier class.
1. Madchop damage formula changed to 75% Strength + 75% Weapon Power + a bonus based on Rank. At 1% hp, the damage will be beefed up to 150% of both instead of the current 200%.
Justification:
Madchop in its current iteration is a standard autohit at its worst, and the greatest autohit in the game at its best. Everywhere you look, people are charging, whacking people for 150-200 damage or more, and knocking them away 15 tiles. People have (half-jokingly) said it's a better version of Ether Invitation, just because of the raw damage it puts out. This change doesn't detract from Mad Chop's identity as the OW autohit, but it gives it a better niche. By making it worse than every other soldier autohit at full health, it prevents people from doing nothing BUT charge madchop.
2. Execute's bonus missing health scaling is increased to 50%.
Justification:
Execute has the scaling of a normal autohit before the missing health is taken into account. However, the missing health damage is extraordinarily low. One might glance at 25% health and imagine killing someone at 40% hp, but in reality, that bonus damage is just 15% of their max health. Which, on average, is between 45 and 75 damage before resists and defenses are even taken into account. Considering the prerequisite of someone being knocked down, and the fact that Execute CURES the status, it needs to scale more than a touch harder. It's very difficult to use Execute when you fight in one versus one, because knocking someone down and Executing in the same turn is not easy. (The notable ways of doing so being charge+bash with flatfoot, dense thunder, and crane hop axe kick. Only one of these works outside of melee range.) This change makes using the ability worth using at least once in a while, and grants it more weight that you would expect of a move called Execute.
25 Defense
10% Light Resist
9 Armor Def
(Wawa Install if it matters, thats why they had 25 DEF)
95 Unmitigated Damage.
36 Def with 10% Light Resist
70 Light damage from a coulior???
25 Def
No Light Resist
9 Armor Def
(Wawa Install)
63 Light Damage from a coulior????????????????
Pureprint is giving -5% Light Resist. Joyous day. It might be applying to some other cloth/metal types, so probably worth a check to see if more are bugged.
As an FYI; I tested with them wearing a piece of pureprint and I gave a 25% Brighten to them for +25% Light Resist. They didn't get the 'resist' message.
This is another thread on rebalancing classes in the game. This one has only one idea for a change that myself and a few others could agree on.
1. The bonus damage on Sharenzan for being Airborne is reduced to 1.25x .
Justification:
With the introduction of crane hop, people began to use Kensei's autohit skills more often. As a result, we realized that Sharenzan was absolutely decimating everything it hits. Full tanks would Raijinkened for 10, then sacred art Sharenzaned for over a hundred damage and a knockdown. The poor souls who weren't tanks found themselves taking over 200 damage from just the second hit. Additionally, the simple (yet backbreaking) combination of crane hop Sharenzan puts out simply too much damage. Kensei is not in a great spot in terms of damage compared to its counterpart, Ghost, but concentrating pure death into this autohit is not the way to change that.