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  [v2.79] Contrary Chakram
Posted by: Autumn - 11-02-2023, 12:20 PM - Forum: Bug Reports - Replies (1)

Despite saying otherwise, Buzzing Chakram is dealing physical acid damage instead of magic acid damage.

[Image: image.png?ex=655607be&is=654392be&hm=1d5...fad98697&=]

[Image: image.png?ex=65560840&is=65439340&hm=ba0...1ed9a511&=]

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  [v2.79] Down AND out
Posted by: Autumn - 11-02-2023, 03:54 AM - Forum: Bug Reports - Replies (5)

The following skills can still hit and apply their effects to dead players:

-Divine Shower
-Checkmate

Dances must have gotten fixed cause I checked those and they were fine.

Checkmate is not a huge issue either if that wants to be kept in, but divine shower can proc on-death effects up to 6 times, this is more of a disadvantage for the divine shower user than anyone else due to the existence (albeit extremely uncommon) of Spectre Sword's grudge passive.

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  Uncertain Defeat
Posted by: Ray2064 - 10-30-2023, 07:48 PM - Forum: Balance Fu - Replies (7)

I've already made many threads complaining about some aspects of the game that are glaringly frustrating in team-fighting scenarios, mainly such as healing, reviving, etc, that I believe a fair share of those who've read them agreed with. Though an issue that's been brought up time and time again would be those solutions effectively lessening the (already terrifyingly strong) role of an healer/support character.

I however will briefly restate the issue I have here : The omnipresence of Curate, and as a result not only healing, but mainly Reviving spells drags out fights far more than they should, but also can cheat them out completely as a result of completely undoing spent Momentum from the enemy team.

It's pretty easy to do something as simple as a Mass --> Second Chance ---> Graft, or some variance of it with Phoenix, which effectively resets thing back to square 0 if not immediately prevented, leaving not only very little room of error for the opposite side, but an extremely generous margin for the healed side, not to mention counterplays to healing's intended counterplay (Interf) under the form of Lantern Bearer or a Performer's Cantus.


Certain Defeat, on the other hand, by preventing an enemy from being revived for a generous amount of turns, mostly punishes people who were overreliant on their healer's capabilities that just recklessly threw themselves into the fray only to be back with most of their HP a few turns later and instead encourages them to, you know, try to remain alive and careful.

Though it's extremely limited- only to two Skills, as far as I am actually aware.

Checkmate, which while a very good skill in itself, remains BK-exclusive and as such is...obviously not-so widely spread, despite the overall popularity and efficiency of the class.

And the lesser known but still present Magical Nova's potential, which not only costs 9 Momentum, but is restricted to a rather incompatible and expensive stat spread to make full use out of it. (See - GUI, WIL, FAI, LUCK if you choose to still crit with your gun)


So ! What I'm advocating for is a rise in Certain Defeat- specifically for classes that already struggle in teamfights and with general utility , since the status alone'd bring them much needed utility and use in those.


Kensei - It's a STR critter class. It's somewhat decent in 1V1s, but loses relevancy the more enemies are involved.

Hidden Cut would now apply Certain Defeat. Ta-ta.


Monk : It's...Monk. Almost exclusively carried by free stats, BOI and Serpent Strikes, despite it's advertised mix between offensive and defensive utility (fuck Aid I hate Aid) just feels clunky overall, on-top of it's awkward to manage class resource.

30 Ki Kadouha - Also applies Certain Defeat. It makes sense in it's concept of being a huge finishing attack that consumes your resources. As it stands, it's kind of a glorified invoke that on-top of the Momentum cost required to make it useful, drains your Ki entirely.

VA : While the class definitely excels in 1V1s, it's general playstyle makes it really easy and encouraging to take down in teamfights, exclusively due to how much of a threat they are.

Eliminate : It's a pretty rarely seen skill, and for good reason, and once again, it'd perfectly fit the ill in it's role of being a finisher move. 


Execute : The skill needs pretty specific conditions to pull off, and just...kinda sucks now, with it's post-D1 nerf. Due to the way it works, you realistically couldn't pull it off solely with Soldier, unless you Charge---> Bash and get the 1/2 KD before using the skill.





There are probably more skills that could justifiably benefit from the status but like I cant think of em

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  [2.79] Payback for the Busted Ears
Posted by: Rendar - 10-30-2023, 03:20 PM - Forum: Bug Reports - Replies (1)

Hexer's PAYBACK ability activates on Dark Bard allies whenever they apply kickback. 

Hexer's skill states whenever ENEMIES damage the Hexer... and while the music is painful, I don't think it's thattt bad.

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  Attack Regalia Request - Grungy Claws
Posted by: Autumn - 10-29-2023, 07:57 AM - Forum: Suggestions - Replies (3)

Your unarmed weapon cannot have an attack regalia applied to it for fairly obvious reasons, I'd like to request the ability to do so. I'd like to be able to apply an Attack Regalia to my Grudge Claws, but I'm sure people would like the same for Bare Fists/Revolver Raid Cannon as well.

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  Status Order of Operations (Heart of the Lion)
Posted by: Trexmaster - 10-28-2023, 07:53 PM - Forum: Balance Fu - Replies (1)

I wasn't sure where exactly to put this but my request in this case is specific to one interaction.

Heart of the Lion's temporary (3 round) fear immunity vs Irrational Fear.

Right now the immunity is bypassed by Irrational Fear due to the order the effects are applied. I'd think it better if the immunity, especially in this case, applied first given it is a temporary immunity in the first place.

I feel like all immunity effects that fire at the start of combat should trigger before anything that could inflict the status before the immunity goes up.

TL;DR

>equip Heart of the Lion thinking it will avoid fear from bees
>fight bees
[Image: image.png?ex=654fdadc&is=653d65dc&hm=7f5...6c341b833&]
>cry in -15/-10 hit.

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  [2.79] Shadows on Strike
Posted by: Rendar - 10-28-2023, 01:39 PM - Forum: Bug Reports - Replies (1)

A Dark bard standing on a shadow mosher, and surrounded on 3 sides by Shadowmoshers will not proc Power to the People 100% of the time. 

Each Shadow Mosher should provide a 25% chance (or.. 40% chance????? based off of reading comprehension of +25% if owner of the skill being additive to the 15% prior established)...

Which if you have a shadowmosher on 3 sides, and 1 underneath you.. SHOULD be 100% Shadowmosher chance (or 160%. Depending on who asks)

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  [2.79] Shadow Moshn't
Posted by: Rendar - 10-28-2023, 01:35 PM - Forum: Bug Reports - Replies (1)

Shadow Moshers, when detonated, deal PHYSICAL damage instead of MAGICAL damage.

Minotaur-Faced Man attacks Shadow Mosh! It takes 10 damage! It's destroyed!
Minotaur-Faced Man takes 11 Darkness physical damage.
Minotaur-Faced Man recovered 10 FP.
Minotaur-Faced Man attacks Shadow Mosh! It takes 10 damage! It's destroyed!
Minotaur-Faced Man takes 9 Darkness physical damage.
Minotaur-Faced Man recovered 10 FP.
Minotaur-Faced Man attacks Shadow Mosh! It takes 10 damage! It's destroyed!
Minotaur-Faced Man takes 9 Darkness physical damage.
Minotaur-Faced Man recovered 10 FP.

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  Bonus Bloodshed: Not So Stylish
Posted by: SpaceShibe - 10-27-2023, 05:49 AM - Forum: Balance Fu - Replies (6)

Simple change and buff that would legitimately make this worth being a main class skill:

Change it so it applies on changing to Reaver stance, that's it. It can keep the 1 round duration.

Demon Hunter as it stands has no reason to be main classed. It's soldier Main Class skills doesn't further it's style like it does with Black Knight(Tactician is more supportive of a class, so I don't count it. Especially since it also has interaction with Black Knight via Grandmaster).

I think something as simple as gaining an elemental enchant on Reaver wouldn't be the end all be all. You're already spending 2 SPs(1 if you can afford the skill slot) in a SP heavy class for this.

Edit: I'd also like to note that the enchant is level 1, and doesn't trigger if you have a badge on. I think it'd add to the power of a main class skill a bit more if it could trigger with a badge or an enchant active, to switch between elements. Or for the enchant to be higher than level 1.

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  [v2.79] Busted Cannon
Posted by: Autumn - 10-26-2023, 05:23 PM - Forum: Bug Reports - Replies (2)

Buster Cannon appears to be shredding 100% of the physical defense from a target instead of only 15% of it, noticed while training against dummies.

Buster Cannon Hit (Shows dummy's DR):
[Image: image.png?ex=654d14fc&is=653a9ffc&hm=526...3f0024217&]

Regular hit afterwards:
[Image: image.png?ex=654d14fe&is=653a9ffe&hm=1c1...aea67c981&]

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