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[v3.01f] Fish Fear Me, At Least In Autumn Hills |
Posted by: pilcrow - 08-11-2025, 07:39 PM - Forum: Bug Reports
- Replies (1)
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the autumn hills outdoors water isn't fishable which might just be the biggest controversy in the history of the game.
the alterated jammer cavern water also isn't either, but something tells me this isn't a problem. it could be made so, though.
to likely many people's relief, the mire water and mire cave water isn't fishable, for obvious reasons.
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water draconic custom race character request. |
Posted by: Kaster505 - 08-11-2025, 02:31 PM - Forum: Character Applications
- Replies (2)
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Applicable BYOND Key - Kaster505
Character Name - Mancer (Dr.Sad)
Request Type - custom race
Request Details - I would like to play as a hybrid of a elf and the custom race, mechanically my race is a elf, and racial features along with Aquamancer class features such as Healing Aqua and Voyager of Rough Waters help bring the gap in my abilities
Specific Request -this new draconic race is called the the Ensui-kin, they are a small tribal group that come from Lost archipelago which is a chain is small close clustered islands and reefs south west of korvara, the most top eastern north of the archipelago is the lost beach dungeon. this race has some Aquatic features such as:
slow regeneration properties, so they can regrow a lost limb in a week but can't regenerate if a vital point is struck(death blow)/cursed wounds or burns.
they have axolotl gills to be able to breath underwater, along with a large, flat blue scaled tail like crocodiles to help swim as fast as Theos if needed.
Blue scales that are thin and aerodynamic that help with swimming and resist water magic, but are weak to dark magic. patches of blue scales mixed with skin if a hybrid.
Reason why you are making this request (if applicable) - i found out that needed to get the race for my character accepted on here
Roleplay & Lore supporting your request - i have been playing this Character for a few months before realising that the Geladyne characters channel positive reactions wasn't enough to make this official, I hope this request finds whoever reads this well.
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Build Viability and Nerfs |
Posted by: CuteYellowCrabby - 08-11-2025, 08:41 AM - Forum: Balance Fu
- Replies (27)
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Okay, so this is a point I've been making for some time now, and I feel like writing it down here would be good as well to see other people's opinions. Generally, I feel that with the way things are, there are currently only a handful amount of builds with a handful amount of weapons and equipment that are considered viable for PvE and even PvP. This is a result of all of the nerfs that have been seen throughout the months, letting certain playstyles thrive while others are dead in the gutter i.e. STR critters and daggers.
I do not think that nerfing something that is considered powerful should be a thing, I would much rather that classes- especially older ones- are put on the same playing field as the newer classes.
There is a certain monotony that's taking hold where you see the same classes over and over again, because that is what is currently viable and anything else they'd do with a similar feel would get them destroyed because it just doesn't work in this current meta.
This is especially true in the PvP meta. If you don't have a particular setup, you are going to lose 100% of the time- and even outside of that, some class combos or particular interactions just straight up kill you before you even get the chance to do anything. That just isn't fun.
Even in PvE, the new dungeons or dungeons with buffed monsters have once again prevented build viability. If you don't have a particular build ready, then you might as well just never grind there.
For the health of the game overall, I feel like buffs to classes should ultimately be focused on more than nerfs. Buffs create viability and creativity, nerfs just destroy it and bring nothing but the same builds that are becoming- or will become- stale.
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Alternative Elemental Stats |
Posted by: Rendar - 08-11-2025, 12:52 AM - Forum: Balance Fu
- Replies (9)
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This is. Kind of a weird thought I had? And genuinely just a thought.
I like the prospect of the 'Reversi' scrolls, and have been thinking about Stats that would have the potential to have a 'Reversi' element, and people being able to take a trait to change what Element is tied to what stat-- and if you Reversi this, ALL of them are changed.
So Fire could change from being STR to.. say. LUC.
Sound could change from SAN to RES, etc.
It's just a thought experiment that has been bouncing around in my head, mostly for the sake of "I want to play a Bard, but also. I am a human and/or a Corrupted and get nothing/actively get messed up from having this comp."
Or, for the forsaken that want to play a Wind Mage but don't want to build CEL.
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[3.01f] Freezing Roundn't |
Posted by: Rendar - 08-11-2025, 12:24 AM - Forum: Bug Reports
- Replies (1)
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Freezing Round states that it uses 100% of SWA, which it does.
It, however, does not use your weapon's accuracy.
My basic accuracy has 250.
My Frozen Round has 220 accuracy.
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Lucky Evade |
Posted by: Snake - 08-10-2025, 06:41 PM - Forum: Balance Fu
- Replies (2)
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Investing in Luck should provide either a Trait or a specific bonus that grants a chance to nullify incoming damage through "sheer luck". The idea is similar to concepts like Lucky Shell or Death-Defying Fortune; for now, let’s simply call it Lucky! The "PvE bonus evade".
This effect would ideally only work against non-player enemies, and only on damage that does not ignore Evasion. The activation rate should naturally scale with your Luck stat.
Currently, our build options allow players to ignore Luck entirely if they want to focus on critical hits on STR based weaponry, which are often melee in nature. Since crit chance is tied to Strength, melee archetypes often and also become bulkier due to bonus HP, while those who invest in Luck remain squishier and more vulnerable. Something that is especially noticeable in events or PvE, where they can't take two blows meant for tanks to take and they're reeling or injured, needing to disengage and painstakingly have to heal up.
This is not a finalized design, but rather a suggestion to make the often-neglected Luck stat more relevant in situations where it could have meaningful impact.
What do you all think?
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[3.01f] Crystal Warp Issue |
Posted by: renowner - 08-10-2025, 04:28 AM - Forum: Bug Reports
- Replies (2)
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If you use the Nemyth Crystal's warp feature, then close the game right afterwards, either due to yourself, the power going out, whatever, when you log back in you'll be exactly where you were BEFORE you warped, the original location, but your warp will still go on an 8 in game hour Cooldown.
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