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| Class Stat Passives (For everyone) |
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Posted by: Autumn - 12-25-2023, 09:46 PM - Forum: Suggestions
- Replies (17)
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There are multiple classes that have been caught between very old class design and newer class design that have been glossed over entirely when it comes to having stat passives, they help a lot in planning out characters so once again I'm asking for passives to be implemented for the following classes, with suggestions (that need not be taken) in case that helps.
Ranger
+3 SKI/SAN
Aquamancer
+6 VIT
Firebird
+3 STR/CEL
Rune Magician
+3 WIL/GUI
Boxer
+3 CEL/DEF
Spellthief
+3 WIL/CEL
Demon Hunter
+3 STR/GUI
Grand Summoner
+6 WIL
Shapeshifter
+3 CEL/LUC
I will make the skill icons if needed be.
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| Eventmin Minibosses |
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Posted by: Rendar - 12-25-2023, 06:28 AM - Forum: Suggestions
- Replies (2)
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I know that this is sometimes a fun feature, but it genuinely can mess with balance whenever eventmins carefully construct an NPC encounter...
And then one enemy just gets a modifier that can turn them from A threat to A Nightmare. Towering being a key one.. Or something that is weak to earth (and potentially ONLY weak to earth..) being counted as Floating and impervious to earth damage.
It's really just a minor gripe, but it can make certain encounters way harder for no real discernable reason besides RNG.
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| [v2.80 v3] Good Fall(?) |
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Posted by: Snake - 12-24-2023, 06:51 PM - Forum: Bug Reports
- Replies (1)
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Bad Fall does not do anything.
Despite the fact the debuff is properly activating upon Knocked Down being applied, it does not do the "fatal" part, which I assume is probably 9999 Akashic damage that ignores protection, or something else.
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| Mundanity |
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Posted by: Rendar - 12-24-2023, 04:46 AM - Forum: Balance Fu
- Replies (6)
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Short post.
Mundane (The one that makes things have 100% main stat scaling) should not be an enchant, and moreso just a basic feature that can be toggled on/off. An innate passive, even.
Why?
It puts a lot of weapons into a really bas position where the effects on them are cool, or good for a certain build, but it's held back by it's stat scaling for certain builds. The only way to 'fix' this being the Mundane tag, which eats the weapon's enchantment.
for the most part, a decent chunk of weapons, if they have scaling, will have above 100% scaling in total. Usually in the 110% or 120% range. Having Mundane be made into an innate will open up a lot of builds, and while this may sound kind of 'meh' in terms of item management, it'd allow for weapons that scale off of FAI, for instance, to not instantly lose about 30+ SWA because someone decided to throw a dark water tile at you.
Basically, compared to nearly every other enchant in the game. Mundane is... Mundane. And not worth a genuine consideration half the time.
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| Elemental Augment |
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Posted by: MothEnthusiast - 12-24-2023, 12:33 AM - Forum: Balance Fu
- Replies (1)
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Simple gripe with Elemental Augment. It doesn't ignore armor, despite being functionally the same as 'on-hit 50% elemental attack' abilities of weapons, which do ignore armor. This leads to cases where without Evoker, the damage is as low as 2-5 on a fair chunk of opponents, and even with Charge Mind shenanigans it can still be as low as 15 on non-resistant targets.
So, simply requesting that it ignores armor (not resistance stat or anything else, just armor) like its on-hit weapon counterparts. As-is, 50% from those consistently do more damage than my charge-mind elemental augment side of things, despite having higher Ele attack for the augment and it being 100% instead of 50%.
And for those worried about VA's impure element, I doubt that's really going to be a huge buff for VA Evo builds since you're just shaving off a flat reduction of like 10-15. Not to mention it's a 6M buff you have to apply to get to 100% Ele on it anyway.
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| [v2.80 v3] Blitzkracked |
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Posted by: Snake - 12-23-2023, 11:44 PM - Forum: Bug Reports
- Replies (1)
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Blitzkrieg from the Necromancer is not working as intended. The skill says it grants both Assault Order and Charge Order simultaneously, but one order overlaps the other.
So the result is always only Charge Order by the end of it.
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| Desperado Stance and Combination Fighter |
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Posted by: Snake - 12-23-2023, 05:28 PM - Forum: Balance Fu
- Replies (2)
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This doesn't work well together. Unlike most melee weapons, guns can't reach insane amounts of natural SWA, and given their unique GUI scaling, it makes them not play ball with other weapons, therefore, in a dual-wielding scenario where you're trying to balance out SWA of both a melee weapon and a firearm, the firearm ends up having less potency in particular.
Combination Fighter, as per the latest Demon Hunter update, made it so you can further mix Desperado and Reaver, but Guns and lowered damage as explained above, don't go well together. The numbers you get on both Lead Storm and Nitrogen Drop are sharply dropped and you don't got more skills to continue your ranged onslaught if your main hand is a melee, while Reaver boasts Chaser, Rising Tide, Double Down, Elemental Rave and the entirety of Soldier's offensive skills to cast aside the fact it is doing reduced damage.
So!
Please make it so Combination Fighter does not reduce the damage from Desperado Stance offensive skills, only the momentum cost.
This will make it so Demon Hunter can be a proper dual-wielding class.
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