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Miracle Druid
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[v2.98b] AWOL Shard Track...
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v2.98b Thunder Drive does...
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[2.89b] On A Leash
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[2.89b] Caimac Sneakmines
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Vampiric buffs for Vampires |
Posted by: Akame - 12-13-2015, 04:19 PM - Forum: Suggestions
- Replies (9)
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Currently, when using a weapon with the Vampiric item effect on it, on most weapons, you would heal 10% of the damage a basic attack inflicts on your opponent.
But what if you're a Vampire?
What I'm suggesting is when a Vampire performs a basic attack while wielding a vampiric weapon, they heal 10% of the damage they deal, but they would also additionally gain 10% of the damage dealt to their Blood Essence. For example, if I hit a 100 through a basic attack with a vampiric weapon, I would heal 10 HP, but also gain 10 Blood Essence.
*If that's too much, we could possibly make it 5% blood essence gained according to the damage for regular vampiric weapons, and (UL%/4), a max of 6% at fully upgraded status for the Fellgrant Drinker?
Weapons affected:
Bloody Fang (SW)
Gorger (AX)
Impaler (SP)
Redwing (BOW)
Tenderizer (FT)
Dagger of Bleeding (DAG)
Fellgrant Drinker (SP)
What do you all think? Okay idea or horrible?
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A standstill |
Posted by: Autumn - 12-12-2015, 10:10 PM - Forum: Bug Reports
- Replies (1)
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When all combatants in a fight go into soul burn, the battle will end suddenly (As in, 2 dullahans VS'ing eachother go into soul burn)
Something went wrong! If this battle wasn't supposed to end yet, please post a report detailing everything that happened this battle, such as if people logged out, an enemy behaving incorrectly, or what you did. Because I'm shutting it off. Bye bye!
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But I have the authority! |
Posted by: Rendar - 12-12-2015, 08:11 AM - Forum: Bug Reports
- Replies (1)
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Kay so. If you have someone as a builder in your house. But your limit is like 250, and the house has 240~ items in it. The builder can't actually put anything down because they don't have planners. Which also means that one person with the floor plan thing can make houses with owners that don't have the extended limit, have more than said limit. Which is dumb too.
Plz fix
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Bonus Kick Damage |
Posted by: Autumn - 12-11-2015, 09:42 PM - Forum: Balance Fu
- Replies (3)
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Should abilities such as Leporidae's rabbit leap, spiked treads and Sazae Oni's sync mind skill all effect MA/Monk/Verglas kicking skills? Discuss.
I believe they should though.
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New Gun |
Posted by: Rendar - 12-11-2015, 07:10 PM - Forum: Suggestions
- Replies (1)
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NEW GUN
Holy fuck what's this sort of gun?
WHO KNOWS LETS JUST SUGGEST IT.
It's a gun, okay? But it's an assault rifle. So it can go between Single shot and TRIPLE SHOT. REAL FUCKING USEFUL
Probably can't be charged because that's OP and stuff. BUT ITS A GUN hOLY HELL.
Now you might be asking 'why would we ever need this'
To deal with inherent issues gunners have. Why do we want to buff gunners?
Fuck if I know--
In Single Shot mode it applies the bonus for having only a single shot. In the 3( or even 2) round burst fire, it doesn't! That's all the weapon does. It just gives a 'combination' weapon to gunners. Much like how we have Fist Knives and Axe Spears. What's the worst that could happen
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Feast or Famine: The Class |
Posted by: Kameron8 - 12-11-2015, 12:05 PM - Forum: Balance Fu
- Replies (3)
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Currently, Magic Gunners who use multi-round weapons suffer from a very severe issue. They either fight against enemies who possess one of their many hard counters, or they don't. That alone dictates who wins a fight. It is essentially impossible for multihit guns to compete against Know No Pain, Fang Faced Shield, Bellplate, Cobra/Watchful Eye + Blade Barrier, or Enchant Shield. Having one of these listed skills or items makes you all but immune to the gunner, because they kill themselves faster than they kill you.
On the flip side, if you do NOT possess any of these items, and you don't have the dodge to avoid the bullets, you have essentially lost the fight already. Multihit guns can pump out anywhere from 150-650 damage in 7 momentum with no setup, which is almost unheard of in any other circumstance. There needs to be a decent middle ground here, because there is next to no tweaks that a gunner can make to NOT instantly die to those counters, and stacking defense obviously does nothing against guns.
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New Maneuver: Strategize |
Posted by: Zakizo - 12-11-2015, 06:03 AM - Forum: Suggestions
- Replies (14)
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So something that's been nagging me is the fact that characters don't have access to all of the skills they know in battle. I don't know if anyone would be open to removing the skill slot mechanic (it would take away valuable update time and would probably introduce balance issues), so I'm going a different direction with my suggestion: A trait called Strategize.
How it would work is this: You select Strategize from your battle menu. It takes 0M to use (subject to repeat action penalty, so only the first use in a round is free). This opens a list of the skills you have equipped. You select the one you want to remove, and then the menu moves on to a list of unequipped skills. When you select one, the currently equipped skill you first selected is removed, and the unequipped skill you chose next is equipped in its place. This would fix the skill access issue of characters suddenly forgetting half (or more) of the skills they know when they enter battle, and they would still be limited in the number they could use at one time, which would probably fit more in line with the whole "willpower" thing, rather than making it feel like everyone has some weird, chronic amnesia.
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Sixth Sense |
Posted by: Trexmaster - 12-11-2015, 01:39 AM - Forum: Suggestions
- No Replies
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So, as some people might know, sometimes it's beneficial to get back-attacked by the enemy for sake of convinent placement. Though sometimes you don't want to get back-attacked, and can't really avoid it due to lag.
Thus, I propose a way to toggle Sixth Sense being active or not once bought. Maybe as like, a skill, like Ambidexterity (but it shouldn't take a slot, duh).
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