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Duckneck Wreck |
Posted by: Sawrock - 03-01-2024, 02:07 AM - Forum: Suggestions
- Replies (4)
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As much as I loathe them, and the area this would be for, and the game in general... ducknecks should be added to Sea of Clouds. It's only fair.
Make them drop duck meat- no need to add recipies using that yet. We can think about what sort of cooking can be done with that after a month or so of thought.
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Bodyguard Thread #2 |
Posted by: Poruku - 02-29-2024, 04:15 PM - Forum: Balance Fu
- Replies (8)
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Bodyguard is really good, guys. I totally did not lose to bodyguard recently, so I'm emotionally stable I swear.
Seriously, that thing has slowly crept up into the PvP meta and now any tanky boy worth their weight in salt is rocking it. Now that you can have boulder heavy armors as well, combined with some varied DR, you basically enter the boss phase when they get low.
Hits of 200 can easily get reduced to below 50 damage, the only way to truly get through that stuff is by using multihits, which is something not everyone has access to. Damage over time effects are also good against it, but again, only a select few.
Now add in other factors that make it difficult to finish the fight such as last chance, phenex revive, the life saving charm, etc, and you're looking at a monster in red hp. Add in avalon and other healing, and it's going to be nigh impossible to ever kill this guy.
I would know, I play a phenex with pacifist boon who slaps on bodyguard (with 170 SR and 100 CE). I think most builds in this game could basically never kill this guy if he's played defensively.
Anyway, point is, it's good. I think it only needs a small nerf to be balanced again though. There's other good armors out there, and it's competing with them, only recently resurfacing in the meta. I think a solid nerf would be to simply reduce the DR from 50% to 35-40%. Just something to make these people still take some damage.
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High Speed Divine Enchanting |
Posted by: Snake - 02-29-2024, 02:55 PM - Forum: Balance Fu
- Replies (4)
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Ruler needs that. There's already been countless whines of the class feeling way too slow on its buildup compared to most other classes. It's not fun to sit down and do nothing for turns over turns on something that's not even a "payoff", but just how the class is expected to perform.
Give it a skill like Swift Rune Crafting or High-Speed Divine Words, that can only be used once per combat, which reduces the momentum cost of Enchanting class skills and spells by 2. Chip a bit on that, make it cost Geomaterial and increased FP costs to compensate the acceleration and bam, golden.
That's all.
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Texugo - Raccoon/Tanuki Race |
Posted by: Snake - 02-29-2024, 02:33 PM - Forum: Class/Race Ideas
- Replies (1)
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Potential Name: Texugo
Potential Race Type: Other
Potential Lore: The Texugo are a race of known cheats and thieves which sometimes rival the Muridae. They are rumored to be the ones who invented Spellthievery after pushing the concept of stealing a step beyond what could be considered 'normal' and their own natural tendency of being crafty with whatever they do. The Texugo tend to worship a rival god to Amiras, only called by 'The God of Trickery', whose powers and values entice more skill and cunning than sheer, 'undeserved' luck.
His heritage often blesses their own children with an uncanny ability to always make the best out of tricky situations where they can add an extra touch of mischief to their misdeeds.
Potential Base Stats:
2 STR | 2 WIL | 5 SKI | 6 CEL | 5 DEF | 5 RES | 4 VIT | 0 FAI | 3 LUC | 8 GUI | 2 SAN | 0 APT
Racial Passive Examples:
Quote:Raccoon God's Blessing - The magical quality of a Texugo's blessing gives them an unique mastery over pilfering and cunning. Modifies the Scaled GUI chance of Trickery effects from happening to 2x, from 1.5x, and the base duration of stolen buffs increased by 1 (+1 per 10 Scaled SAN) rounds.
Quote:Sleight of Hand Mastery - The Tanuki are naturally gifted at dexterous acts with their hands, which increases the speed of Lockpicking attempts by 25%.
When successfully disarming chest traps, if any, there is a chance equal to (Scaled SAN)% that you will find a hidden compartment and gain an extra loot roll attempt from the chest.
Racial Skill Examples:
Quote:Hasty Steal - (3M, 10 FP, 2 Round CD) Targets one enemy in 1 range and attempts to steal a beneficial buff from them.
Trickery: You gain +2M if you successfully steal a buff.
Quote:Quick Swindle - (3M, 15 FP, 3 Round CD) Targets one enemy in range and attempts to 'sell' the 'goods' you got. For every beneficial buff you have (prioritizing stolen ones), you'll trade it with your enemy, mutually stealing from each other. This will repeat up to 2 + (1 per 10 Scaled SAN) times, or until the condition is no longer met.
Trickery: For that buff, you will not trade it properly and will instead, steal it from them and an additional (Scaled SAN/2) FP from them.
Quote:Escape Plan - (3M, 15 FP, 3 Round CD) Throws a wine-laced smoke bomb in a 3 Range circle area within 4 Range. The bomb will explode on impact, releasing a burst of Intoxicating Mist (Dark) in the area of effect, which lingers for 3 rounds.
If you are also in the radius, the magical smoke will linger around you and conceal your presence for as long as you are quiet, making you gain 'Sneak' for 2 (+1 per 10 Scaled SAN) rounds.
Racial Trait Examples:
Quote:Low Profile - Texugo Lifestyle Trait (Mutually exclusive.) A good way to not get hurt is to stay out of the way. While you are under the effects of Sneak, you will gain a sub-status effect called 'Low Profile', which makes you unable to be targeted by enemies and allies. Using any action but Move or Skip will cause the status to end. (Goes on a 2 round CD, after you lose the buff.)
Quote:Thief's Perception - Texugo Lifestyle Trait (Mutually exclusive.) You're someone who embraced the life of stealing and dashing, for everything is yours for the taking. All stealing actions can critically succeed, stealing an additional buff.
Quote:Honest Lifestyle - Texugo Lifestyle Trait (Mutually exclusive.) Stealing is for trash pandas! By using your gifted knowledge of how stealing works, you can keep what is yours more reliably on yourself. Your Steal bonus effects are disabled, but your buffs and spells cannot be stolen.
Additional Notes:
- Just use Redtail's tail, but make it racoon-like by adding strips to it. Easy peasy for assets.
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Bella Sanctuario - Request for Self-Imposed Curse |
Posted by: Nekojinn - 02-29-2024, 01:00 PM - Forum: Approved Characters
- Replies (1)
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Applicable BYOND Key - Nekojinn
Character Name - Bella Sanctuario
Request Type - Hemomancy Curse
Request Details - Basically. it would be a curse that prevents my character from using other types of magic, but increases her proficiency with hemomancy specifically.
What i want out of this is basically to make the character go past her human limitations while on a limited "super" mode that changes the white on her eyes.
I'd roleplay this mechanically as she only using her Demon Hunter stances while on this super mode.
Outside of mechanical fights, i'd like to roleplay this as: "she has more strenght/speed/sturdiness than a normal human"
The curse itself also means that she's good at understanding hemomancy in general and will be able to apply hemomancy-related skills proficiently
Also, something that i find important to add is that i didn't know that i was only supposed to RP stuff like this after making an application and after it got approved.
I roleplayed her as having this curse yesterday(didn't make a post earlier cuz i didn't know how to) and was under the assumption that if i had any problems i could just retroactively fix them, i apologize for this, i didn't remember this specific rule, now i will.
That said, i think she only interacted while using this with about 4 people, so i hope this isn't an issue.
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Heckish Eye |
Posted by: Ray2064 - 02-29-2024, 09:37 AM - Forum: Balance Fu
- Replies (2)
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I don't really got much to say why does that exist
Tomes in their current state are the best they've ever been, with new weapon parts and better materials padding out their existing weaknesses in comparison to their long-time enemy, staves. (Mostly things like stats and hit rate)
Magic in general has many ways to get around beating evade fairly easily (Evoker jank, RM jank, Purity Edge jank, etc- I'm pretty sure the vast majority of evade ignores are actually spells, come to think of it ?), an archetype that struggles against most tools that outright ignore the 50 stat points they dumped into CEL and go straight for their weak (in most cases, due to stat distribution) DR numbers. That's how you end up with duels that are over as fast as it takes for one to throw out their tentacles, divine shower, CM'd spell, and all of that stuff.
Tomes' main class options match up with evade quite well as a result- save for maybe Hexer, and even then that class rolls two hit checks for most of it's spells, I'm pretty sure.
I don't really see how was that needed, as a result ? You're essentially stripping someone's M investment and rendering them defenseless in one of the few moments where it'd matter for them (As you'd be done with your rotation for a bit, presumably) and are kind of just able to whack at them with anything, now.
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[2.83 v2] Beware of Ice |
Posted by: Rendar - 02-28-2024, 11:38 PM - Forum: Bug Reports
- Replies (1)
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Ice Spikes can hit confused teammates, even if the user of Ice Spikes is not confused.
This may be due to how bouncing ice spikes work, but the Verglas in question hit a confused teammate.
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Synthesis (Order of Operations) |
Posted by: Trexmaster - 02-28-2024, 10:41 PM - Forum: Suggestions
- Replies (2)
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As it stands, Synthesis will not activate on the top of the round that Immobilize expires, meaning the user gets one less round than the duration would imply.
It could afford to check much like Poison, Burn, and other DoT effects prior to expiring to see if it can deal its damage at the top of the round it would expire.
I.E. Poison with 3 round duration will deal 3 ticks of damage, Synthesis with a 3 round Immobilize will only get two procs, as the final round has Immobilize drop off before Synthesis checks if it is present to activate at the top of the round.
I honestly don't know if this is a bug or not hence why it's here as a suggestion instead.
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[2.83 v2] Relei's Frost is worse than his Bite |
Posted by: Rendar - 02-28-2024, 10:10 PM - Forum: Bug Reports
- Replies (1)
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Whenever Relei uses Hunter's Jaws and throws someone down the center of the map with Frostbite on the poor victim, the damage does not seem to be split amongst the tiles you are thrown over. Unless these tiles, for some reason, actually are supposed to be doing 518 damage.
Relei the Blizzard used Hunter's Jaws.
Rennni takes 27 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 47 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 47 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Stalemate! But Rennni parries the attack, and knocks Relei the Blizzard flatfooted!
Rennni takes 23 Pierce physical damage. (Hunter's Jaws / Monster Attack)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
Rennni takes 37 Ice physical damage. (Frostbite)
level 45 hunted
winters bite level 4
Frostbite level 40
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[2.83 V2] I punch a Tornado |
Posted by: Rendar - 02-28-2024, 09:47 PM - Forum: Bug Reports
- Replies (1)
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Attacking an ice/fire tornado (that isn't doubled up) causes you to take damage twice. See: Attacking a singular one of Relei's ice tornado's making you take full damage twice, as if you had walked onto it.
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