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Rabbit Leap Nerf - Trait Suggestions |
Posted by: Ray2064 - 02-25-2025, 10:59 PM - Forum: Balance Fu
- Replies (14)
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I HATE RABBIT LEAP I HATE RABBIT LEAP I HATE RABBIT LEAP
So - Rabbit Leap, by default, would get a 2-to-3 round cooldown, I just think it's too strong of a mobility option by modern standards when skills like Haunting, Flip Shot, or Blink, got a cooldown for less, especially when you take into account that the skill is entirely class-agnostic, and yes, hi Vol, I will absolutely acknowledge that this is done out of personal bias. Fuck you all.
Anyways, it occurred to me that if the skill were to be nerfed today, it still would be nice for it to maintain some level of control over which use do you want to have for it. Some builds might appreciate having a mobility option at all thanks to Leporidae, or appreciate the constant movement. (And it'd make the pill easier to swallow, maybe)
Also, making it SAN-based is a pretty bad idea, imo, since that'd hurt only a few specific builds more than anything else.
Long Jump - Steady:
"Long Jump Trait (Only 1 can be selected) - As your bloodline unfortunately found out thanks to a certain shelled scoundrel, slow and steady wins the race. Your trained, lean legs allow you to cover distances without fatigue. Increases Rabbit Leap's range by 1, and disables its cooldown."
(The intent here is to not hurt builds that solely depend off Rabbit Leap's constant mobility THAT much. It'd lose 2 range, but would still remain strong as a 8 range, class-agnostic, CDless mobility option, imo. The trait could also just reduce the cooldown by 1, depending.)
Long Jump - Explosive:
"Long Jump Trait (Only 1 can be selected) - For you, every day is leg day. Your trained, strong legs, allow you to cover larger distances in bursts of sudden energy at a moment's notice. Increases Rabbit Leap's Range by 3."
(In practice, this is...basically a nerfed version of the current Long Jump trait. I think it'd still be very strong even then.)
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Druid Summon Styles Slots |
Posted by: SuperNova - 02-25-2025, 09:37 PM - Forum: Bug Reports
- Replies (1)
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I hopped on to check the druid animal styles, and noticed that they actually take a skill slot, when all the summon skills typically don't, as of late. I'm hoping that's not intended. If it is, that sucks massive.
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Serpent Strike Compatability |
Posted by: Flun - 02-24-2025, 08:24 PM - Forum: Balance Fu
- Replies (5)
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A lot of classes have their on hits work for skills and not just basics, stuff like vergs graves, solbladers holy sword, and so on.
Monks offensive skills (barding kadouha, ki blast and setting sun) have niche uses and low damage, i feel allowing them to benefit from serpent strikes acid on hit would make them nice to use, it doesnt make sense for seroent strike to be just for a single attack of monk’s
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[2.95d] The Slorping |
Posted by: Rendar - 02-24-2025, 08:16 PM - Forum: Bug Reports
- Replies (1)
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If you use Clumsy Bite (or any sub-status Wyverntouch Bite), and then Absorb Poison the poison away.
The target remains, perpetually, permanently inflicted with the status.
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Set Conflict(Youkai Shaman) |
Posted by: SuperNova - 02-24-2025, 02:34 AM - Forum: Suggestions
- No Replies
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It's probably common knowledge at this point, and no doubt it's been talked about and consequently disregarded frequently, but I feel it really needs to be given more attention.
Item sets. Specifically set bonuses like Youkai Shaman. Sets like this can for sure be interesting and open up more fun playstyles, but just looking at this set, you can't help but notice how Spirit Beast Gauntlet gives STR, Flower-Wreathed Shoes gives Wind Resistance, and Spirit Hawk Veil gives GUI. Are you seeing the trend here? Cus I'm sure not. If they're going to be in a set together, I feel like they should at least have some synergy with each other as just items themselves. One's natural thought process seeing a set like this would be to use the item that was introduced some time ago, The Summoner Tandem Dagger. Then you grab one and take an innocent look at it's Gu--
IT'S A GUILE/SANCTITY DAGGER. You got a GUILE SANCTITY DAGGER, a hand piece that gives STRENGTH, shoes that look like something someone with a grudge against wind mages would wear, and Hawk Veil. The only redemption.
Do I think that these items with a set effect should be perfectly tailor made to each other? No. But at least give them some relation/cohesion to each other, so you're not consistently trolling while trying to play something interesting. An easy fix to this set would be to just change Spirit Beast Gauntlet to give San instead of Str, or to make the items all resistance items. Or to simply buff the effects they give. All three are valid options. But can we PLEASE just stop tossing items in sets together and they hardly go together at all?
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Yet another evoker invokes suggestion |
Posted by: Flun - 02-23-2025, 10:25 AM - Forum: Balance Fu
- Replies (1)
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I'll make this quick. Evokers invokes are some of the lowest performing invocations in the game, and while they can be good in certain circumstances, they typically go unused due to options like Vydel and IC just being better. I've some minor suggestions.
Honestly, I feel the biggest problem with Exgalfa and overload is them being single target. spending 9m to invoke on one single person better be worth it, which invokes like divine judgement and intensify cold are, they hurt a LOT. Another thing I feel making isenshi, overload and exgalfa underused is their lack of utility. It's just damage. I feel overload is mostly fine with this, as lightning tends to be the pure damage element for mage. I have suggestions for these three moves to have more utility.
OVERLOAD
I feel overload's damage is fine, its certainly the strongest electric spell, but a greapered overload can still be outdone by three rymeis. Electric spells in the mage class are mostly single target, with exceptions through weapon charges. I feel like giving it a targeting pattern similar to ranger's thunderbolt would be a nice boon it could have to make it stand out from intensify cold. I propose some sort of lightning pattern to its attack. (or just the cross thunder bolt has)
EXGALFA
So casting tools use will typically, asking a mage to scaled will and strength is already a bit straining on stats. Will, strength, and luck??? You are building LUCK on a FIRE MAGE? Why is there gambling for a single target fire spell!! I'd frankly have it do either no extra or less damage, or it being neutral or more damage.
Besides that, once more, its a single target invoke, not impactful (it doesnt even apply a status) which leaves its damage output to be its only boon, which, three sears beats, of course. I propose Exgalfa target a tile instead of an enemy, and with each fireball the target size grows by 1 circle, meaning a tile under an enemy will take a full exghalfa, while an enemy two tiles away will take four to six fireballs.
ISENSHI
It takes galren, astral belt, and to hit an enemy with an earth attack to magnetise them to get the full benefit out of isenshi, thats 6-9 momentum before even starting to invoke! All the other invokes just want their own enchants, isenshi does not need this stipulation honestly.
I have two suggestions for isenshi
1. Knockdowns any magnetized enemy in range with an infliction chance, if enchanted with galren, the range is doubled/increased by rank
2. MAPWIDE ISENSHI WOOOOO ANOTHER MAPWIDE EARTH ATTACK
(also knockdowns on magnetized, involving astral belt in the equation when all else just need the elemental enchant feels wrong)
That is all yea
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