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  PvE Improvement
Posted by: Trexmaster - 03-29-2015, 11:03 PM - Forum: Suggestions - Replies (9)

PvE as it stands, even with the recent addition of monsters gaining certain class skills, is monotonous and tiresome. Yet it's necessary if you want to be effective in other aspects of the game.

There's two issues I'll be addressing:

1. Dungeons as they stand are fairly dull. Once you've been in one, you've seen them all. Some dungeon types/prefixes mix things up or make things extremely frustrating without offering any real reason to go to them over a similar dungeon without the aggrivating qualities (i.e. crypts, spacey). There was a suggestion in the past to add new prefixes, which addressed this issue somewhat. (link)

2. Grinding in general is tedious as a result of the aforementioned issue, though with the semi-recent addition of training day and the exp-table changes, it was made somewhat less time-consuming. For people who cannot clear mobs optimally (I will not list examples to avoid silly arguments over who can clear fastest or 'oh i can do this') it can still be frustrating to reach the level cap. Some stats are just objectively better for PvE in terms of clear-time, and if your character lacks them, you -will- take longer without asking friends for help who -do- have those stats.


Onto the first issue. Going off the previous thread made on the topic, having dungeon prefixes be more varied, or simply give different rewards based on difficulty would be a start. Making dungeons somehow more difficult whether it be by giving monsters equipment/resists, or simply adding in some of the suggestions from that thread would be justified if said difficulty modifiers were followed up by making the rewards for clearing the dungeon, whether it be exp or items, greater than your average dungeon. Right now, the hardest dungeon you can get is simply more mobs on a larger map (or more mobs on a smaller map, depends on your build) and even then things aren't really any harder than having 3 or 2 mobs.

As mentioned in the thread regarding the Bands of x items, cores generally give very lackluster items, with a very slight chance to get what you actually want. The problem I see is that cores are pulling from literally every item in the game that meets its qualifications, thus narrowing in on what you want is impossible. A 0.12% chance to get an item while you're rolling for every single other item with that chance...odds are you'll never personally see that item. A suggestion to fix that would be allowing more core-crafting options, maybe make rarer items craftable but require cores? The recipes can be as insane as you'd want them to be, but it's better to have some kind of guarantee than potentially /never/ getting what you want. Another possibility is to make certain dungeons pull from certain tables of items, but, the point is there should be a way to better your odds beyond just getting more items.

-----

That's all I'll say on that for now, so, now for the second.

Grinding, is, as the term implies...grinding. It's to be expected to not receive instant gratification for it, but, after doing it over and over again, you have to wonder why there aren't any ways to make things go faster beyond 'nuke mobs more efficiently' which isn't an option everyone has. What I'd suggest is making ways to speed things up without necessarily making it so you have to clear the fights faster (although that will always be a quicker route, that's a topic for another day) which can be accessed by anyone. Something like increasing how many ranks you can buy of Deja Vu, so leing over and over will be slightly quicker. For people who don't plan to do more than a single run or two, adding in more 'green' items that boost experience is also valid, or any items really that'd effect exp gains. Or even a trait--the point is that the easiest way to make grinding faster, beyond overhauling pve, is to make exp gains easier and more abdunant. I'd also ask that, if these options were implemented, whatever the exp gain cap is should be lifted, or provide some way to lift it.

I don't have much more to say than 'add more exp modifiers' to fix grinding in general. How obtainable they are isn't too important as long as it's not overly excessive.

-----

TL;DR Dungeons need to vary more in difficulty and give greater rewards based on such, grinding needs to be less of a chore.

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  This shank is holding me down
Posted by: Soapy - 03-28-2015, 12:58 PM - Forum: Bug Reports - Replies (1)

Blade Expertise isn't applying to Daggers, or at least not the Battle Weight reduction.

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  Install and Trait Qualification
Posted by: Trexmaster - 03-28-2015, 04:48 AM - Forum: Bug Reports - Replies (3)

If you install a youkai, and your base stat ends up increasing to a point where you qualify for a trait (I.E. 10 LUC for Lady Luck), you can buy it in the middle of combat.

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  [QUE] Enhancer Potions
Posted by: Trexmaster - 03-28-2015, 04:45 AM - Forum: Bug Reports - Replies (1)

Do the +stat potions count toward the +20 stat cap? And if so, is this intended?

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  PSA: Racial Features
Posted by: Soapy - 03-28-2015, 04:14 AM - Forum: General Discussion - Replies (31)

.

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  Raging Hirazuki
Posted by: Tamaki-Kun - 03-28-2015, 01:29 AM - Forum: Bug Reports - Replies (3)

Using the skill Hirazuki while enchanted with Talvyd seems to ruin the aoe, since it apparently doesn't work the same way as a normal Hirazuki would, if the end of the tile is occupied, then it won't work even if you don't extend the line.

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  NERF MONK
Posted by: MegaBlues - 03-27-2015, 07:29 PM - Forum: Balance Fu - Replies (23)

Clickbait title aside, most classes have weaknesses or shortcomings. They rely on hit, can only target one damage type, or can be debilitated by a single status effect.

Monks, on the other hand:

Can increase their movement
Attack and close nearly any distance map-wide
Knockdown
Autohit against Defense
Autohit against Resistance
Innately boost Hit
Innately boost Dodge
Passively boost Crit
Self-Heal
Ally-Heal
Blind
Decrease Defense/Resistance
Cure status effects
Nullify two/three hits of damage
Ignore Knockdown

Yes, half of these are an issue with Martial Artist, the most robust base class in the game, and Monk only makes it worse.

Honestly, I don't have any good ideas for how to bring them in line with the other classes, aside from plain removing skills/making them drastically weaker in power or effectiveness/forcing a hit check. So, thoughts?

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  Crystal Sword (Crystalize)
Posted by: Sarinpa1 - 03-27-2015, 07:14 PM - Forum: Balance Fu - Replies (5)

Based on.http://www.neus-projects.net/viewtopic.php?f=9&t=1008 New thread to avoid smiting for miscategorization


Quite some time ago, when you shattered crystals by a second strike on your opponent, it would deal earth damage. (Still does)
Given it currently re-applies crystalize, that means even your third strike will deal earth damage. And your fourth too. Based on your defense.

I don't have the actual numbers, but that's pretty much Checkmate in three momentum, on a fairly strong weapon, with the only requirement being that you hit once at first...and then don't let the status effect run out.

This smells pwetty strong.

Proposed suggestion : Have it work as before, or decrease duration of status effect to one. Meaning that you will only benefit from this if you make three strikes. (Utilizing fleur and likely some skill/special attack). Which will weaken it I'd say, but still putting it up.

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  [SUG] Actual Player Ran Shops
Posted by: Blissey - 03-27-2015, 03:51 PM - Forum: Suggestions - Replies (5)

I know we already have Shop Keepers breathing down our necks every time our characters pass by a major city in Sigrogana, but I think it'd be great if we could use the wooden seller's stands in Cellsvich, Dormeho, Chaturanga, and other places to our benefit. Not everyone can afford to donate for Asagorians, and for a fee of Murai, they could rent out one of these stands, smack a banner on them, and manually sell their goods that way. I personally think this would make roleplay much livelier -- casual roleplay, at least. Who knows, though. Perhaps some swindler might try to bargain too high or too low and get their just desserts.


Comments, thoughts, additional suggestions, et cetera.

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  [Bug]Advanced Ritual Art
Posted by: Reikou - 03-27-2015, 08:21 AM - Forum: Bug Reports - Replies (1)

Ritual sword utilizes your main weapon to perform the attack, regardless of type.

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