Welcome, Guest |
You have to register before you can post on our site.
|
Online Users |
There are currently 352 online users. » 3 Member(s) | 346 Guest(s) Applebot, Bing, Google, pilcrow, zericosmic
|
|
|
[Races] Racial Levels |
Posted by: Ranylyn - 01-07-2015, 12:50 AM - Forum: Suggestions
- Replies (22)
|
 |
This was something I thought up while lamenting that Silvermists sucks on a low Vit vampire, Fire Breath gets more expensive for Hyattr even if you're perfectly content with it being weaker, and Wyverntouched self poisoning viability is completely dependant on how much Vit you have.
I propose having "Race Levels" that you accumulate SP for, and basically a class-like set of skills for races. This would let you determine how to allot your points instead of things being forced to scale or remain stagnant. For example, Zerans COULD get several weaker effects as they do now, or have options for other ways to represent their crown of heaven and sensitivity to focus, like a minor racial FP regen, instead. A wyverntouched could choose to keep their poison level low if they just want to self bite for a minor boost without murdering themselves if they ended up getting insane vit. A hyattr could have Channel Magic not be bad if they don't have bonuses to their Vit gains. Glykin could tweak their regeneration ability to not be dependant on their max HP, meaning non tank Glykins don't have terrible regen. A papillion could increase the odds of something in PVE going for their illusions instead of them, etc.
Basically, it would make things more varied, even, and fair rather than just "THIS RACE DOES THIS AND ONLY THIS, IF YOU DON'T HAVE THESE STATS, THIS RACE SUCKS." It would let people have more control over how they choose to progress their racial abilities rather than being forced to have things scale or stagnate.
|
|
|
Engineer |
Posted by: Rendar - 01-06-2015, 10:10 PM - Forum: Balance Fu
- Replies (17)
|
 |
Kay sup fuckers. It's time for another thread about this.
![[Image: 7f63d65d7a.png]](http://puu.sh/eahwN/7f63d65d7a.png)
ENGINEER BOT STATS SUCK. That is a max rank bot, that is getting 0 buffs. +8 to all of those stats. Let's calculate what it's hit is with those stats.
43*2+6+whatever hit it has on its turret gun. That's 86+6=92 Lets assume it has a 95 accuracy gun. 187 hit. That isn't hitting pretty much anyone with good accuracy.
Sure we can upgrade/OVERCLOCK them for.. +10 to all stats, which gives them 25 more hit for 2-3 turns. Woohoo. It doesn't even use WIL. or STR. or FAITH. Why does it have good stats there. Why.
![[Image: 176542c6ce.png]](http://puu.sh/eaj4b/176542c6ce.png)
![[Image: 55c0fdab3d.png]](http://puu.sh/eajbH/55c0fdab3d.png)
All of the bots have the exact same stats. It'd be nice if they got stats that uh. Better fit their job?
No seriously. The Turrets SKI could stand to be higher since it's essentially a mobile gunner unit. It doesn't have good STR WIL, or CEL because its immobile. It has decent LUCK and good, possibly even high SKI. They were 'okay' before LE's, but now they stand no real ground against anyone with the newer battle weight system. I'm not built to dodge, I have about 165 dodge. I can almost entirely dodge it with my 53 Cel and 27 LUC. I can raise my CEL 5 points higher too. It needs a buff somewhere there.
Medbot is understandable. Honestly, it could stand to have weaker DEF and higher RES/WIL. Lower SKi, since it can't attack, but also get slightly lower vit so it's killable easier.
MetalAegis is kind of fine as is. It needs more HP and DEF with next to 0 CEL to PROTECT people and punch holes in people if they decide it's a great idea to stand beside it but.. other than that.. it's fine.
They can also get rather silly status effects like POISON, Charm, FEAR and stuff like that for.. no real reason. Can that please be made less nonsensical? I can understand Poison, and blind. But charmed and fear? This isn't some god damn Sci-Fi Romance.
Just please, buff their stats to put them on par with other stuff and the class will be actually usable in PVP.
|
|
|
See Weed Er'ryday |
Posted by: Rockabye - 01-06-2015, 09:34 PM - Forum: Suggestions
- Replies (6)
|
 |
A lot of good food uses seaweed, but it's frustratingly difficult to find. I can't help but notice we have at least two fishing spots: One in Dormeho, and one in Chaturanga. The only difference between the two seems to be that Dormeho has a place to buy rods and bait while Chaturanga doesn't. For the sake of Chaturanga's fishing spot being used despite it being inconvenient, and for the sake of the chefs out there, can Chaturanga's fishing spot have a chance of catching Seaweed while fishing?
|
|
|
Farming (Again) |
Posted by: Rockabye - 01-06-2015, 09:29 PM - Forum: Suggestions
- Replies (2)
|
 |
I know this has been pitched about a million times, but hear me out.
[Concept] What if there were a place where we could plant certain food items (like fruits and vegetables), and water them once per day. You lose the items you plant and gain a "Growth Value" for each item type you have planted. The value would depend on the number you planted (plant one carrot, Growth Value (Carrot): 1 for example). Each time you water the crop, the growth value increases by the base growth value (the amount you initially planted). So if you initially planted 1 and watered 4 times in total, the value would go from 1, to 2, to 3, to 4, to 5. If you initially planted 2 it would go from 2, to 4, to 6, to 8, to 10. You can harvest a crop type at any time, and receive the amount of that crop back equal to the Growth Value.
Watering would increase the Growth Value of all crop types simultaneously, and again, could only be done once per day. This is to prevent watering and harvesting immediately, only to plant, water again, and repeat (basically infinite crops).
[Implementation] I don't know whether or not player farmland would be out of the question, but I can think of another way to handle this. There could be a farmer NPC (who stands by their own farmland) that you give the items to, and who does the farmwork for you. Watering could take a murai fee dependent on the total number of crops you have planted (5 per, perhaps?).
[Caps] Due to absurd amounts of items entering player inventories at once potentially causing lag, and for the sake of possibly having an actual market that doesn't get flooded with an influx of items, you would not be able to plant more than 20 crops of one type at once, and auto-harvest will occur when a Growth Value totals 100 or greater.
Feedback is encouraged and appreciated, because currently it's much, much, much too difficult to get a lot of simple ingredients, and I would love for this to change.
|
|
|
Void Assassin Change (Void Gates) |
Posted by: KhalidtheGrey - 01-06-2015, 12:55 PM - Forum: Suggestions
- Replies (14)
|
 |
Well, I've been playing VA recently and I love the damn things but there is only one issue I have with it and everyone seems to agreed with the issue, namely: Void gates are virtually useless. I personally think that the only thing that makes them 'not worth' is that you have to take the precious time to make them for what is probably going to be a single use. and you will end up with an annoying-to-use blink that costs more M (If I remember correctly). So I thought 'why not make it passive and hands free?' So here I am, and I have pretty much totally fleshed out the entire skill. And on a personal note, I just don't 'feel' like a Void Assassin if I'm not using void gates, it's more or less just an assassin with a massive res buff and a mage-crippling skill.
Void Flux(or fluctuation if you prefer)
Passive (Toggle)
Creates a void gate at a random location every X rounds at a cost of Y FP (or if you deem it better, void energy, same numbers either way).
X is 4/2/1 rounds based on ranks 1/2/3 respectively.
Y is 15/10/5 FP (or void energy) cost at ranks 1/2/3 respectively.
So,
Rank 1: 4 rounds, 15 FP(or VE) Void gates last 3 rounds.
Rank 2: 2 rounds, 10 FP(or VE) Void gates last 5 rounds.
Rank 3: Every round, 5 FP (or VE) Void gates last 7 rounds. (same round limit 8-) )
I figured the cost while being auto cast would put some sort of draw on their resource pools (since i personally rarely 'use' my FP or VE) and it doesn't much matter which pool since the VA has Absorb Veil to recover up to 60 FP. You could also make it 'not' outpace Radiation by either upping it to 5 or lowering final rank cost of Void Flux to 3. ... Or you can give it Rank 4: 2 per round, 3 FP (or VE) and leave Radiation alone, assuming you want to make the void energy gain not negative. Of course you could tweak neither one and just let it drain void energy and make the skill toggle off when it cannot proc or let the player toggle it off before the run out of VE or FP. And every bit of this hinges on Void Flux using void energy as a fuel. Anyway, I hope you'll consider this idea and potentially make it part of the game.
A side note: perhaps you could replace the fray-->void gate skill or add another skill granted by.. something (anything, even automatically granted when void gates are in play that you own) that causes void gates to destabilized and instead of fray, they collapse for a moderate damage explosion with a circle range and size equal to air pressure. Could also beef up the damage and then cause it to only collapse at the end of the round while being destabilized at any point in the round, maybe it could even leave void pollution. I just came up with this more recently and these thoughts are off the top of my head. Anyway, I'd call is 'Gate Implosion.'
|
|
|
Leave Battle |
Posted by: Sawrock - 01-06-2015, 12:59 AM - Forum: Suggestions
- Replies (4)
|
 |
When battling in a house, the option "Leave Battle" exists. It is not the normal flee, as it is in the skill list, and can be used anywhere on the battlefield, not just at the edges. Can this be removed, or toggable, for houses?
|
|
|
Interference Shell vs. Seeker Flames |
Posted by: Argonus - 01-05-2015, 10:38 PM - Forum: Bug Reports
- Replies (1)
|
 |
According to interference shell's description it should be able to banish seeker flames as it does with youkai, as SF is summoned to the battlefield. I'm not entirely sure if this is intentional or not, but I strongly believe that flames should count as a summoned creature. It would certainly give interference shell's overcharge a use in pve.
|
|
|
0 Health and Diehard |
Posted by: Sawrock - 01-05-2015, 08:41 PM - Forum: Suggestions
- Replies (4)
|
 |
Can poison, burn, and other damaging status effects be removed upon reaching 0 HP, as well as sear and other field hazards not hurting the user right after they get back up from Die Hard? Since Die Hard already has a 10-round cooldown, I'd think this would be fair.
|
|
|
Poisonous Claret Call |
Posted by: Rendar - 01-05-2015, 05:19 PM - Forum: Bug Reports
- Replies (2)
|
 |
Is Claret Call supposed to be given whenever you are hit by poison damage? It seems a bit cheap to Wretched Oil the entire field, then get free claret calls on everyone.
|
|
|
|