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Elemental Resistance Momentum |
Posted by: Poruku - 08-15-2025, 09:14 PM - Forum: Balance Fu
- Replies (3)
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I think most people agree that few things feel worse in this game than hitting an enemy with resistance to your damage. Not only are you losing out on a lot of damage, but you're also being hit with a penalty to momentum!
This is especially punishing against fleur users who face resistance to their physical damage. Ouch!
Losing momentum in this game is a huge deal, even just one. For certain builds, it doesn't matter. For about half of them, it does matter a lot, to the point where it essentially removes one action. Not only fleur users, but also builds that depend on 1m moves, such as curates with mass, rulers with cruel enchant, etc.
The proposal
Overall, I think the momentum loss from elemental resistances should be removed. Resistance in itself is already a huge advantage, it reduces damage greatly, especially due to how armor works, making it a little more effective. The game would simply feel better if this was removed, making it less punishing to go against someone's resisted element.
The balance
If this change was passed, it would be a nerf to builds that rely on resisting all common elements, aka Omnires builds. I propose that along with this change, we give small buffs to elemental resistance items across the board. for instance, 2% bonus to cloak of many colors, and 5% extra resist on items that give 30%. With resistance becoming less useful, allowing for more resist being built would be fair in my opinion. Existing items would just gain the bonus, with the same range of possible rolls remaining. Could also do 1% res per 5 san instead. Just not both at once :p
Overall it would be far healthier to have a bit more resistance for those builds rather than momentum loss. Building resistance is a matchup-dependent strategy in the first place. The momentum penalty makes certain matchups that suffer from losing 1m even more brutal.
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First Aid |
Posted by: Rendar - 08-15-2025, 12:50 AM - Forum: Quality-of-Life (QoL)
- No Replies
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Can we get a new table, or just. A simple verb that allows us to craft first aid supplies without.. needing to go to a table. Or use TWO different asago items (Burn Ointment for Acid/Frostbite/Singes which is cooking kit. EVERYTHING ELSE spread across like 5 different tabs in the Alchemy kit.)
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Skill Tax Thought |
Posted by: Nekojinn - 08-14-2025, 04:23 AM - Forum: Balance Fu
- Replies (6)
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This is mostly a random thought I had, but...
I think everyone can agree that Skill(or Cel tax if you're evadie) is something that really holds down builds, right? There is a reason why hyper-healer builds don't get ski, It's just too many points if you want to really heal high numbers.
So, what if, both SKILL and CELERITY stopped giving hit/evade at around 50 scaled?
They'd still give the other parts, elemental atk, crit, inflict, etc. So if your build relies on one of those you'd still want to build more.
But wouldn't it be cool to at least have the option to pick a 100% STR scaling weapon, slap on 45 scaled skill (Which would be 55 scaled skill equivalent, 5 lower than 60) and just be happy about it?
A few problems would arise from this, however:
More stats to SWA Gouge with actually good defensives? This would make the damage race a bit worse, I think?
Easier to build Hybrid Tanks. Evade builds specifically want both cel and skill so this would free up 20+ stat points, which would make it fairly easy to build Hybrid. In my case, this would make my own Hybrid reach 50/50 def/res, which could be annoying to deal with.
Overcapping your Cel to 65 wouldn't be a viable strategy anymore.
And this is just off the top of my head, I'm sure more problems would arise from having so many bonus stats, but... honestly??? I think it would be fun???
I don't even know how many build concepts I've thrown away just because I did not have enough stats!
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[v3.01f] Korvara Drift |
Posted by: AkaInuHime - 08-14-2025, 02:45 AM - Forum: Bug Reports
- Replies (1)
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Magnet runes don't change the facing of their rune stack when resonating and moving their 1 tile. In prior patches, the rune stack would turn to face the direction it moved towards.
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