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Pre-GR Mementos
#1
So, some items are pretty underpowered, and people are only going for the same equipment over and over, even if they get nerfed. I think the solution to this is to remember that what's causing this is exactly the first few words of what I typed. They're underpowered, and not appealing to have. So I made this small list with items that could get a small oompfh, and reach a level of competency to rival the medium-term ones, or even the good ones.

[Image: zCts6eYuSGS5r47BLDp5Kg.png]
- Can this be changed to 'Increases the damage of kicks (and kick skills) by Character LV/3'?

[Image: PXAHvAyTQNm2e8PleYv04g.png]
- Item effect changed to '+5% maximum HP / +4 HP recovery'?

[Image: PIzoQKLISt6aIbk_7HlSLg.png]
- Item effect changed to '+10 damage to Spells, and +3 FP recovery'?

[Image: J3tzt9y1QTWi89DO0Qi-wg.png]
- Item effect changed to 'Reduces maximum HP by 10%, but increases all damage done by 10%.'?

[Image: 5gOw6o_GQZmU5H1hYg0JEw.png]
- Item effect changed to 'Recovers HP equal to 6% of your wind damage done. / Increases soft cap for CEL by 3.'?

[Image: HZu5WE-vQrmU_9KBwbzDjQ.png]
- Item effect changed to '+20% damage to spells for the first two turns'?

Okay! A rather big list but those additions are quite simple and effective. If you guys have any items in mind that are still 'Pre-GR' and warrant changes, feel free to post them and suggest what they should be changed to, so they can be more acceptable in our current system and not simply be trash for Zeo to compress into iron ingots.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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