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  Sub-attack Range (Mutation)
Posted by: Trexmaster - 02-07-2016, 05:05 PM - Forum: Bug Reports - Replies (2)

When using a mutated weapon in your off-hand, range bonuses to it that would apply due to its new weapon type wont apply when using Sub Attack. (in this case, Gust Arrows and Snipe don't apply to a weapon mutated into a bow if it's used with Sub Attack, BUT, it will if used with any skill as normal).

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  Semote
Posted by: Ranylyn - 02-07-2016, 01:34 PM - Forum: Suggestions - Replies (2)

So now that we finally have Wemote, I'm just throwing the idea for Semote out there.

Wemote: A subtle action not easily noticeable at a distance. For example, attempting to pickpocket someone; only people close by would have a chance of noticing.
Emote: A normal action
Semote: A blatant action that can be noticed at a range. For example, starting a campfire in the forest, so people off-screen can see the smoke. Or, large dramatic flailing motions discernable from a range beyond that of standard speech. (Such as: Faceplanting, spazzing out, brandishing weapons, etc)

My logic: My eyes aren't amazing (I wear glasses) and my ears are amazing (I live on the 8th floor and I can hear the elevator beep all the way down to the basement, from down the hall) and I can still see people at a better distance than I can hear them IRL. For example, if a car runs a light, I can't hear what the pedestrian trying to cross is shouting at the driver, but I can clearly see them making rude gestures. I just thought it could be cool for RP purposes to have some emotes noticeable from farther away.

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  Armor and movement restrictions
Posted by: Autumn - 02-07-2016, 12:14 PM - Forum: Balance Fu - Replies (3)

A simple suggestion to increase the maximum move on Heavy armor and Light armor by 1 each.(10 and 13 respectively)

Reasoning: It is way too simple to kite heavy armor users, 9MV + Hanging will not reach any foe with 15 move, also, most tend to have 5-7 move base, giving more of a reason to max charge as a heavy armor user.

As for light armor users, I can't see much reasoning behind it, but thought I'd throw that in anyway since light armor could use a few more benefits.

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  Minimum Movement
Posted by: Autumn - 02-07-2016, 12:10 PM - Forum: Balance Fu - Replies (9)

While it is funny to see opponents reduced to 1 move sometimes, I believe restricting someone's move into the negative, until the point where they can't even boost it by 1 with Charge or Shuukuchi is way too much, especially against black knights, I believe that movement impairing abilities should reduce movement to a minimum of 1, instead of below 1 with stuff like OC Celcius shell and then cripple legging someone.

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  Nofunallowedograms
Posted by: Trexmaster - 02-07-2016, 09:51 AM - Forum: Bug Reports - Replies (1)

Fun-o-Grams on floors beyond the first are not playing the music set on them, instead the first floor's Fun-o-Gram will continue to play its music on every floor, regardless of the presence of a Fun-o-Gram on the floor in question or not (i.e. the music will persist even on floors -without- a Fun-o-Gram, and it will override any Fun-o-Grams actually on the floor.)

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  Cool hayttrs
Posted by: Shujin - 02-06-2016, 07:57 AM - Forum: Suggestions - Replies (7)

I was thinking about it for alittle.
Can we possibly get a Raciall trait for them that changes their Fire breath element to something else? Probably also swapping weaknesses and such aswell?
I imangined it would be nice to have a dragon also breath ice,lightning,wind etc. maybe. It just needs the restriction that you can only have one element change trait and can´t use fire anymore when you have it.
That way maybe equipping against hyatters with fire resistances will stop aswell.

Just a small idea, which I would probably enjoy.

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  More House Locations and DISCer Expansions?
Posted by: owarinohebi - 02-06-2016, 12:23 AM - Forum: Suggestions - Replies (1)

Alright, I have no idea how many people will agree with me on this one, but with the growing playerbase (as slow as the growth is, but still), there's not enough player house locations to meet the demand. Sure the GMs can clear up places that are occupied by inactive players (Thank you again Sly for that help, when I was looking for a house), but what if there are only say... One or two houses in a single area, there's enough room to place a few more, and the houses are occupied by active players (*cough cough* that one coast near Dormeho *cough* ). Is there a way that we could possibly get more houses placed in places, or have the option to actually place a house somewhere on the World Map, similar to the camps? I know it could potentially end up like a clusterhole like Sigrogana Legend 1's DISCer placing was, but maybe do as was done there, and not have portals within a certain area of one another??

And my second suggestion: More DISCer expansions?? I know we have many already, but if you're a design-o-holic like me, it would be GREAT to be able to get even more of these on my hands. Maybe something more like the Castle dungeon walls, or a more crypt-like expansion maybe? We already pretty much have everything in the Black Doors and all.

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  Crazy Spacey Pink's Laboratory?
Posted by: MakeshiftWalrus - 02-05-2016, 02:06 PM - Forum: Bug Reports - Replies (6)

I walked into a Crazy Spacey Castle level 65 today and it sent me to the void. Re-logging at first kicked me from the dungeon, which made me appear next to the castle. A second attempt sent me to the void once again, followed by Pink's lab upon relogging. It was impossible to Alga Plume out of it.

[Image: bMOOozE.png]

[Image: I4Lxfan.png]

[Image: ewgGSC4.png]
That's where the dungeon spawned.

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  Turn off Your Luck!
Posted by: Sarah54321 - 02-04-2016, 10:24 AM - Forum: Suggestions - Replies (9)

Sometimes you don't want to work with your dice. Sometimes you don't want to work entirely on luck. Sometimes you don't want people knowing you're a bloody redtail each time you fight, who knows!

I reccomend a skill that can turn off your dice that lasts through battles and hangs over each battle, like Essence. This skill would cost three momentum, so that way people can't just turn off their dice when they have a bad roll.

That's about it.

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  Blade Barrier
Posted by: Rendar - 02-04-2016, 05:27 AM - Forum: Balance Fu - Replies (6)

Can we have Blade Barrier not proc at all when Knocked Down, "Dead", or when you're guarding... or when you're stunned. It's kind of absurd.

Also maybe have eviter not work when your stunned or KD'd? That'd be great.

/much salt

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