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AkaInuHime
[2.97b] Misplaced badge

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Lolzytripd
[2.97b] Slum Lords

Forum: Bug Reports
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Rendar
[2.97b] Poisonous Blubber

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Trexmaster
[v2.97b] Turn Order Shena...

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caliaca
[2.97b] Very offensive be...

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Lolzytripd
"A dark blade similar to ...

Forum: Balance Fu
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TheGhostlyKnight
Dark Moshers

Forum: Balance Fu
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04-26-2025, 07:21 PM
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Lolzytripd
Rune Magician love

Forum: Quality-of-Life (QoL)
Last Post: Lolzytripd
04-25-2025, 10:26 PM
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AkaInuHime
[2.98 v2 (test)] Not my m...

Forum: Bug Reports
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04-25-2025, 07:24 PM
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Poruku
Anti-Competition (in PvE ...

Forum: Quality-of-Life (QoL)
Last Post: Poruku
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  Yet another evoker invokes suggestion
Posted by: Flun - 02-23-2025, 10:25 AM - Forum: Balance Fu - Replies (1)

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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  [2.95d] Permadeath in real
Posted by: MultiWonder - 02-22-2025, 07:51 AM - Forum: Bug Reports - Replies (6)

If you lose a PvE battle and get sent back to your respective Inn spawn point, your screen remains pitch black until you enter a new location (such as by walking into said Inn)

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  [v2.95d] Wardrobe Malfunction
Posted by: AkaInuHime - 02-22-2025, 04:35 AM - Forum: Bug Reports - No Replies

These two outfits at the bottom of the torso list (a poofy red dress and a poofy white/pink dress) seem to be incorrectly set to have the whole / parts popup box. The whole parts option doesn't put any icon at all on, while the parts option puts the dresses on properly. A side effect seems to be they don't render what they are in the selection preview.

[Image: fbllvr.png]

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  Druid's Free Summons
Posted by: Poruku - 02-21-2025, 04:30 AM - Forum: Balance Fu - Replies (8)

Druid summons are currently the only summon type with no significant cost associated with them, and they're also very powerful.

- Roughly as strong as the best youkai, but without costing fp to upkeep. (And much better than most non-ascended youkai)
- Roughly as powerful if not stronger than ruler pieces. Similar to the queen if we omit the rose trap. But without costing any energy to function or geomaterial to create! Ruler's minions cost insane amounts of resources and momentum, while druid can accomplish often more with less.
- Stronger than engineer bots in terms of power, and they cost a fraction of the fp. 50 fp for a summon is a significant cost that makes it balanced.
- Arguably comparable to a shine knight in power, without needing an invocation.

Where is the drawback? The balance? You can even pull one out at battle start! It would be nice if they commanded a certain playstyle rather than being free. Currently, you can play something like a ghost/druid and simply have a random powerful summon out on top of your already powerful character. This just feels wrong!

The idea of fighting alongside your animal friend as a martial character is very cool. However, in the case of bonder for instance, there is a prohibitive FP cost associated with having an ascended youkai out. Druid just needs to have some kind of mechanic or drawback to make it feel in line

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  Kagero AOE Fail
Posted by: Flun - 02-21-2025, 12:18 AM - Forum: Bug Reports - Replies (1)

Kagero's AOE is instead being funnelled entirely into the person who counter attacks.

Kagero proc alone
   

Kagero proc with two pawn automaton nearby
   

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  [v2.95] Who needs a M.A.P.
Posted by: Autumn - 02-21-2025, 12:13 AM - Forum: Bug Reports - Replies (1)

When using Deploy: M.A.P. it is possible to lock yourself in a box of robots, now I could be wrong about this but searching the forums for the answer is nearly impossible given the name of the skill, but I believe that this was supposed to have been specifically changed to disallow collision in this specific circumstance? Or for bots that are mounted on your M.A.P.

Either way, this doesn't seem intended, and considering you can only move normally while using the skill, it severely limits a lot of what is possible by using it in any way even such as having only 2 robots on board.

[Image: yETSbw7.png]

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  Korvara Mechanation - Additional Features
Posted by: RedtailPinny - 02-19-2025, 12:23 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - PinnyFox

Character Name - Undecided, but I have a few in mind.

Request Type - Additional "racial" features on a mechanation

Request Details -  I would like to place kaelensian/beastkin features (ears/tail) onto a mech

Specific Request - The ability to play a Mechanation masquerading as a Kaelensian/Redtail, with ears and tail that are functional beyond being used to pretend to be another race.  For example, the ears would allow a greater range of hearing than standardized human-styled ears, while being susceptible to loud noises to compensate, and a tail that could be used as an improvised weapon (as it's made of metal) on top of the body being designed around having one for balance purposes.

Reason why you are making this request (if applicable) - I think it would be fun to explore the life of a mechanation that isn't simply a human that's made of metal, but something a bit different.

Roleplay & Lore supporting your request -

The only guidelines available for mechanations is that they must look human, otherwise they will suffer damage to their llarian scar/beating stone and eventually die.  The word "human" is often used loosely to describe all the playable races in the game, and you could argue that every race is simply "human plus ears/tail" or "human plus scales/wings".  As kaelensians, redtails and omina are all common and "humanlike", I see no real reason why they can't fall under the "look human" category given to us for Mechanations.

As for further roleplay/lore/mechanics to support my idea, Mechanations are able to pick a trait called "synthetic hair", which could easily be applied to ears/tails in addition to, well, hair.  Roleplay wise?  In Korvara, there have been many experiments in an attempt to create new life, with many failures.  While I'm not attempting to be "the first" anything, I believe that with the way IC experimentation has likely gone, this wouldn't be such a stretch, especially once Mechanations become mass-produced (the patch that allows mechs to be made publically).

There would be no mechanical benefit to any of this, simply extra roleplay fluff to enhance a character and play them in a slightly different way.

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  Pre-Emptive Korvara Mechanation Application - Clockwork Knight
Posted by: the REAL Minos Prime - 02-18-2025, 05:48 AM - Forum: Character Applications - No Replies

Applicable BYOND Key - MinosAltaholic

Character Name - Undecided 

Request Type - Character Appearance / Ability (?)

Request Details -  When mechs are added mechanically to Korvara, I was hoping to have a visually robotic appearance for my Mechanation; specifically, I wanted to use Silver Chariot from JoJo's Bizarre Adventure: Part Three as a playby, in addition to a little wind-up key on his back to fit the clockwork knight theme better.

   

Specific Request -
  -More robotic features.
       -Complete lack of imitation skin, instead resembling a stylized suit of robotically animated armor.

       -A set of artificial eyes bearing superficial resemblance to a pair of human eyes.
       -A head resembling a knight's helmet. The front plate is removable, and there is still a face with a mouth underneath, so they can still eat for energy. Though it does resemble a human face, it nonetheless is made of metal, not rubber or some other flesh-imitation material - think something like an animated metal statue.

       -Exposed tubing and wiring around the midsection, leaving its internals somewhat vulnerable but also affording it a degree of flexibility similar to organics.
       -A wind-up key on its back that, when wound, 'hypes it up' so to speak. This doesn't improve its physical attributes in any way, it just makes them all excited and motivated. It is seemingly unaware of the wind-up key's affects, and is surprised at the sudden burst of energy.
   -It still feels as any person would, even if its appearance (and occasionally mannerisms) are robotic in nature.
Reason why you are making this request (if applicable) - I think a core appeal of playing a sapient robot is to be something that is not human, yet is still nonetheless a thinking, feeling person, not to play an artificial being that is trying its hardest to imitate humanity as much as possible. I also wanted to go for a feel that wasn't just 'generic magitek automaton', which was why I chose to go for the clockwork knight aesthetic, instead of just an android but magical.

Roleplay & Lore supporting your request - One of the introductory mechanations to Korvara was visually robotic in appearance, though still bearing a superficial resemblance to an organic person. 

The more humanlike appearance is mainly so mechs feel more like people, and while it is certainly visibly inhuman, the stylization to look like a suit of armor would likely help their little machine mind see itself as human, given it resembles the armor-clad human heroes of old.

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  [v2.95d] Mirror Colour Changes Don't Cause Updates
Posted by: pilcrow - 02-17-2025, 08:43 PM - Forum: Bug Reports - Replies (1)

Changing the colour of an icon part in the mirror doesn't cause your in-world icon to update until something happens that would regenerate it (relogging, saving/reloading the outfit, or adding/removing an icon part, in my experience)

This doesn't affect the actual saved values or the function of the mirror itself (it updates fine in the window), but it does add the slightly pesky step of toggling an icon part on and off to force an update after you've made colour changes.

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  Mechanation- Appearance/Racial feature
Posted by: TheGhostlyKnight - 02-17-2025, 07:32 PM - Forum: Character Applications - Replies (2)

Applicable BYOND Key - TheGhostlyBaron

Character Name - "Lancelot" 

Request Type - Character Appearance / Racial Feature

Request Details -  Essentially I wish to use a more robotic looking choice for a Mechanation that still keeps the humanoid form. (as shown in the image)
As well as explore the idea of having humanity despite his looks (I think therefore I am) could create some interesting and enjoyable interactions.
[Image: c634460fdd9544b45c711d79f34ed9fa.png]

Specific Request -
  -More robotic features.
       -The eyes
       -The mouth

       -Metal rivets and robotic joints
       - Metal skin
  -To perceive himself as "human" despite all these robotic features. (understandable if not allowed) 


Reason why you are making this request (if applicable) - I'm a sucker for the "Despite all this, still human" trope and wish to explore it. I also feel that humanity doesn't always mean to look human. I also personally enjoy the idea of being a more robotic mechanation than not, as I feel it creates more interesting paths for me to follow.

Roleplay & Lore supporting your request - The Raid mechanations in the lore doc are specifically said to be more in tune with their man-made nature due to the idea of the weapons and being generally more fitted for combat/violence. The lore doc also states that this in itself creates the struggle of balancing firepower and them not losing their way, for straying far too deep into the instrument of destruction.

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