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Latest Threads |
GR1 Leftovers
Forum: Balance Fu
Last Post: Autumn
2 hours ago
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Excel invitation
Forum: Balance Fu
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uǝɯ ooɹɐƃuɐʞ 'ǝɐpᴉpodoɹɔɐ...
Forum: Suggestions
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Pocket Sand (Rogue)
Forum: Balance Fu
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Flamethrower (Engineer)
Forum: Balance Fu
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Pickaxe Selection
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The Typo Thread
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[3.03b]New player sandbox...
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The Economy and You
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[3.02b] Monster Overlay -...
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With a heavy Boneheart |
Posted by: Autumn - 11-04-2023, 05:03 PM - Forum: Balance Fu
- Replies (25)
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I used to love this enchantment to death, back before critical rates for a bunch of classes got toned down, the argument for this enchantment was always that if it could stop at least 1 crit, then it was already more effective than Giant Gene, but nowadays with how much more powerful FAI is as a stat, and how aligned certain tanks are with LUC, it is a no brainer to stack this onto a BK, or a Bonder or a Dark Bard or whatever class has a little bit of crit evade support ad nauseum.
The hard line is that its not stopping just 1 crit anymore, it is contributing to stopping many more than that, and is the primary enabler of crit evade stacking. Which should still be a thing but to a much lesser extent, crit evade can often hover around the 80-120 area depending on your build, with boneheart, taking out a large chunk of that may make this enchant not overperform as much.
I'd also propose that it gets a stat buff so that it parallels warding (which I think is a really good enchantment now), and is still comparable to giant gene in strength. Just not for the wrong reasons, here is my suggestion:
Quote:Boneheart
-Changed from 25 Critical evade to 10
+Grants +5 DEF
(?)Maybe grants 10% crit damage reduction taken. Unsure about this one.
As usual thanks for reading.
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Last Chance and Spirits |
Posted by: zericosmic - 11-03-2023, 09:26 PM - Forum: Bug Reports
- Replies (2)
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I don't know if this is intentional or not, but so far I've experienced loss of spirits twice, upon my last chance proccing and leaving me on 1 HP in PvE situations.
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Korvara Emotes |
Posted by: MothEnthusiast - 11-03-2023, 05:35 PM - Forum: Suggestions
- No Replies
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There are so many times where I want to instinctively use the Halo emote, then remember that we have no Hikari to donate to so I don't have it. I think there's another one that I don't use that can't be obtained as well on Korvara? It'd be nice if we had a way to get them.
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[v2.79] Down AND out |
Posted by: Autumn - 11-02-2023, 03:54 AM - Forum: Bug Reports
- Replies (5)
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The following skills can still hit and apply their effects to dead players:
-Divine Shower
-Checkmate
Dances must have gotten fixed cause I checked those and they were fine.
Checkmate is not a huge issue either if that wants to be kept in, but divine shower can proc on-death effects up to 6 times, this is more of a disadvantage for the divine shower user than anyone else due to the existence (albeit extremely uncommon) of Spectre Sword's grudge passive.
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Uncertain Defeat |
Posted by: Ray2064 - 10-30-2023, 07:48 PM - Forum: Balance Fu
- Replies (7)
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I've already made many threads complaining about some aspects of the game that are glaringly frustrating in team-fighting scenarios, mainly such as healing, reviving, etc, that I believe a fair share of those who've read them agreed with. Though an issue that's been brought up time and time again would be those solutions effectively lessening the (already terrifyingly strong) role of an healer/support character.
I however will briefly restate the issue I have here : The omnipresence of Curate, and as a result not only healing, but mainly Reviving spells drags out fights far more than they should, but also can cheat them out completely as a result of completely undoing spent Momentum from the enemy team.
It's pretty easy to do something as simple as a Mass --> Second Chance ---> Graft, or some variance of it with Phoenix, which effectively resets thing back to square 0 if not immediately prevented, leaving not only very little room of error for the opposite side, but an extremely generous margin for the healed side, not to mention counterplays to healing's intended counterplay (Interf) under the form of Lantern Bearer or a Performer's Cantus.
Certain Defeat, on the other hand, by preventing an enemy from being revived for a generous amount of turns, mostly punishes people who were overreliant on their healer's capabilities that just recklessly threw themselves into the fray only to be back with most of their HP a few turns later and instead encourages them to, you know, try to remain alive and careful.
Though it's extremely limited- only to two Skills, as far as I am actually aware.
Checkmate, which while a very good skill in itself, remains BK-exclusive and as such is...obviously not-so widely spread, despite the overall popularity and efficiency of the class.
And the lesser known but still present Magical Nova's potential, which not only costs 9 Momentum, but is restricted to a rather incompatible and expensive stat spread to make full use out of it. (See - GUI, WIL, FAI, LUCK if you choose to still crit with your gun)
So ! What I'm advocating for is a rise in Certain Defeat- specifically for classes that already struggle in teamfights and with general utility , since the status alone'd bring them much needed utility and use in those.
Kensei - It's a STR critter class. It's somewhat decent in 1V1s, but loses relevancy the more enemies are involved.
Hidden Cut would now apply Certain Defeat. Ta-ta.
Monk : It's...Monk. Almost exclusively carried by free stats, BOI and Serpent Strikes, despite it's advertised mix between offensive and defensive utility (fuck Aid I hate Aid) just feels clunky overall, on-top of it's awkward to manage class resource.
30 Ki Kadouha - Also applies Certain Defeat. It makes sense in it's concept of being a huge finishing attack that consumes your resources. As it stands, it's kind of a glorified invoke that on-top of the Momentum cost required to make it useful, drains your Ki entirely.
VA : While the class definitely excels in 1V1s, it's general playstyle makes it really easy and encouraging to take down in teamfights, exclusively due to how much of a threat they are.
Eliminate : It's a pretty rarely seen skill, and for good reason, and once again, it'd perfectly fit the ill in it's role of being a finisher move.
Execute : The skill needs pretty specific conditions to pull off, and just...kinda sucks now, with it's post-D1 nerf. Due to the way it works, you realistically couldn't pull it off solely with Soldier, unless you Charge---> Bash and get the 1/2 KD before using the skill.
There are probably more skills that could justifiably benefit from the status but like I cant think of em
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[2.79] Payback for the Busted Ears |
Posted by: Rendar - 10-30-2023, 03:20 PM - Forum: Bug Reports
- Replies (1)
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Hexer's PAYBACK ability activates on Dark Bard allies whenever they apply kickback.
Hexer's skill states whenever ENEMIES damage the Hexer... and while the music is painful, I don't think it's thattt bad.
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Attack Regalia Request - Grungy Claws |
Posted by: Autumn - 10-29-2023, 07:57 AM - Forum: Suggestions
- Replies (3)
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Your unarmed weapon cannot have an attack regalia applied to it for fairly obvious reasons, I'd like to request the ability to do so. I'd like to be able to apply an Attack Regalia to my Grudge Claws, but I'm sure people would like the same for Bare Fists/Revolver Raid Cannon as well.
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