I think that with the introduction of more monsters should mean more of an expansion to the current list of racials that Chimera is possible of obtaining, I think that the following monster races can obtain remains types, though I won't state what I think their benefits should be, just state that there is potential in:
Sharkfang Necklace is an accessory that grants -15% Damage taken from Shark and fish race enemies. This is fine, only it becomes problematic as nobody uses it for the intended reason.
It gives -30% Damage to most Chimera, which is absurd, and this is the only reason its ever used.
Either this needs a big nerf so that Chimera aren't so destroyed by it, OR we should give a similar accessory to all the main races, so every race is hated equally.
-30% Damage from one accesory slot is very not okay, and a few people already stopped wanting to play Chimera because they didn't know it existed at the time when people pulled it out.
It wasn't even on the item list in the wiki. . . I'm adding it now.
The game asked me nicely to report this, so I will.
No idea the cause or catalyst, seemed like an incredibly rare issue since it hasn't happened before.
If you plant seeds during rainfall, those seeds are still draught-dry. This is likely because it only seems to register on the hour.
It feels as if it should be a persistent check - or at least a check on newly planted seeds if it's raining or not.
It seems that the deep wastes has no camera lock to it, which means approaching the edge of the map has the void take up more and more of your screen, unlike other maps which fix the camera to the edge of the map when you get close.
You can also get stuck on the roof up here, unrelatedly. Can get up, but not back down.
Mystic Crystal (the grow appendage status for mystic race youkai) while in the sea of clouds dungeon if a crystal would spawn at a side of you that is facing a 'cliff' AKA a portion of the battle map that cannot be normally walked over, the cyrstal does not spawn.
With the change to Fire breathing, it loses its ability to break certain field objects, suppose its time for a rework within the skills and how effective it is as it is quite dated. There are many problems with the current Fire breathing.
The damage is far too low for the momentum sink.
It cost too much momentum for a little reward.
They mainly used it for breaking things like Runes and other field objects if the person waited on the Hyattr for 2 rounds, though with the removal of that, it lost its purpose.
They are easily outshone by Salamandra, which puts them in an odd spot.
There are a few things I wish to suggest for its update:
Channel magic - Including the FP increases, while active, increases the power for fire attacks based on scaled San and increases Cinder tile damage by San/2.
Channel Destruction - Including the small boost to stats, while active, applies a fire bonus to their attacks and increases how much damage they deal to field objects by 10.
Fire Breathing:
As I’ve mentioned in the other thread about battle potions, I would suggest their fire breathing to scale with 100% Fire attack + 2.5% per a level while scaling with weapon hit similar to Vampires.
If Channel magic is active, Fire breathing now uses 100% + San% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead.
Channel Destruction, Fire breathing now uses 100% + San/2% fire attack + 2.5% per a level. The fireball is larger and hits three tiles instead but creates cinder tiles that scale up to the Hyattr’s SAN scaling.
With both, it maintains the same as it is in the game, however, the damage scaling changes suggested change: 100% + San% fire attack + 2.5% per a level that ignores evasion. Why let it ignore evasion? It uses the same amount of momentum for an Invocation, yet it is much weaker than one.