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  Monk(e)
Posted by: Ray2064 - 09-01-2023, 05:23 PM - Forum: Balance Fu - Replies (4)

Blablabla monk feels clunky blablabla buffs



Terra Strike / Dragon Gale 

I have two options to suggest for those, specifically.

1- Their Ki-enhanced effect can now also be used from melee range. I've always found the need to take some range to be able to use these skills needlessly clunky, and honestly quite awkward, since they're quite mediocre if not backed up by Ki, as most tools from the class are. You pretty much -need- to get out of melee range to make good use of them.

This one'd be the simpler option I believe everyone could unanimously agree with. 

2- Their melee variant specifically would instead turn into a basic attack, that would also apply the skill's effects if backed up by the necessary amount of Ki.

I tend to slightly gravitate towards this option myself since I'm frankly just slightly biased towards basic attacking, and I believe it'd give Monk basic attackers some more tools to work with, since MA who want to set themselves into that archetype are pretty much pigeon-held into the class.

Maybe Terra Strike could also get to inflict something slightly more useful than Slow, though it's already a fairly useful skill as is.


Dense Thunder 

Make the extra Sound hits count as bonus damage. It's a pretty good skill aside from that.

And maybe make it so if you directly cause a collision between your target and another enemy, the latter is also subject to the attack- though I won't really push that one.




Body of Isesip 

A 2 round cooldown is probably long overdue, though in exchange the skill could get the slightest compensation of spending SP into it actually being worthwhile, since what we get right now's the slightest FP reduction. (From 30 at rank 1 to 22 at rank 3)






Aid(s) 

This one kinda blows. Like, it really blows. Even if you specifically build with it in mind, you'll be getting mediocre results at best.

Just make it give bonus healing equal to your current Ki X 2, or 1.5, in exchange of a cooldown. I don't really think anyone'd be angry about that, since it's just some single target healing skill.



Golden Glow 

If you reach 30 Ki under Ki Awoken, this activates without needing to use PU. That'd be neat.


Power Up 


One of the elephants in the room. A dedicated Monk will every so often have to use that skill right in the middle of an engagement just so their skills can be up to standards, since while the effects of Ki-enhanced skills are pretty good, their main issue is that they're nearly worthless without that same resource.

For every M point spent, your Ki recovery through the Spirituality Innate will be amped up for the next 6 turns by that same amount, capping at 5 extra Ki per round. (It could just not cap, I'd also be fine with that)

This doesn't exactly fix the issue, though it would in my opinion make the experience a lot more smoother.


Power Impact  

If 5 Momentum or more is spent on Power Up, opponents within 2 range will also be knocked down. Or take damage. Either'd be good.



Sun Flare

This one is also pretty fine, but horribly expensive  for what it is. Maybe lower the cost of the effect to 10 Ki.


Spirituality

You get to start the fight with 5 extra Ki per Spirituality rank on-top of it's existing effect, doubled against monsters. (maybe)

This one is for the same reason as my Power Up suggestion. Monk skills are often worthless without Ki, and you often have to spend an entire turn at the beginning of the fight and then some more in the middle of an engagement just to keep them useful. 


This mostly'd make it so a Monk would be ready to provide from the get-go, while their stronger skills are still locked behind some more Ki.



 Ki Awoken


The other elephant in the room. Just....Cap the loss of HP to 10% per turn. That'd be it, probably.

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  [v2.76c] Incorrect BW reduction on Indomitable
Posted by: InsainArcaneBirdbrain - 09-01-2023, 08:29 AM - Forum: Bug Reports - Replies (1)

BK's Indomitable seems to be applying the incorrect BW reduction on torsos.

Examples:

[Image: image.png]
[Image: image.png]
[Image: image.png]
38 Weight Torso

Expected BW: 34/35 (depending on how the game rounds it)
Actual BW: 36
[Image: image.png]
[Image: image.png]
[Image: image.png]
44 Weight Torso

Expected BW: 39/40 (again depending how the game rounds it)
Actual BW: 41


The bug doesn't appear to affect weapon at all, and those have the proper 10% reduction at max rank as expected. I suspect that based on the numbers the torsos are being modified to, that it's using the rank 2 value of 7% instead of rank 3's 10%.

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  Analyze Weakness and Enemy Evaluation
Posted by: Snake - 08-31-2023, 03:59 AM - Forum: Balance Fu - Replies (1)

These skills should probably be touched in the future, my main observation points so far are the following:

- They cost 5 SP each, which could be lowered to 3 SP.
- Their range should be 6 (+1 if Tome).
- Their duration should be 3 + (Tactics Rank).
- The momentum cost should be 4+M, so it ends your round upon using either.
- The effects should be less extreme, so this is not so busted in PvP, yet retain its utility in PvE.

Quote:Analyze Weakness

Study and focus one enemy and try to find any openings to exploit. For 3 + (Tactics Rank/2) rounds, increases the target's damage taken by X%. (X = 10 + Tactics Rank + Skill Rank*2)

Furthermore, every time an unit that is not yourself scores a Critical Hit or exploits an Elemental Weakness over the Analyzed enemy, your Tactics Rank is increased by 1 (once per unit).

If your Tactics Rank is above A, you will also call out any elemental weaknesses the target has. (If the enemy is inflicted with Analyze Weakness of a LV equal or higher than your attempt, the skill will refund the Momentum and you'll only call out their weaknesses, without refreshing the buff.)

If you are defeated or inflicted with Blind, the Analysis ends.


Quote:Enemy Evaluation

Attempt to predict your opponent's movements based on patterns. For 3 + (Tactics Rank/2) rounds, there will be a X% chance that the unit's attacks, skills or spells will become predictable, resulting in a Glancing Blow instead of a successful Hit. (X = 15 + Tactics Rank + Skill Rank*2)

Furthermore, if the target of Enemy Evaluation uses any action affected by Repeat Action, their Hit, Evade and Critical will be halved on the next round. (This effect is always active if the enemy is a non-boss monster)

If you are defeated or inflicted with Silence, the Evaluation ends.


Why Blind or Silence, Kunai??? That's so unfairly common!!!

Easy, because you need to bark out your orders and your coaching, so if the enemy somehow keeps you from speaking or you lose contact with the thing you're focusing on, it's only logical for your attempt to help your team to be blotched on live. It just feels both balanced and like it makes sense.

Also this justifies the increase in range and duration.

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  Sentimental Swap
Posted by: MothEnthusiast - 08-31-2023, 01:46 AM - Forum: Suggestions - Replies (4)

In line with me rarely ever filling all of my trait slots with things that I actually really like / want for my character, I randomly stumbled across an idea for a new trait.

Sentimental Swap (Requires Weapon Sentimentality)
It always feels better to go back to ol' reliable. Swapping to your Sentimentality weapon of choice costs 1M instead of 3M. (Or refunds 2, whichever would probably be fine.) However, switching away from your Sentimentality weapon costs 1M more (for a total of 4M.)

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  Using a potion out of battle [2.76c]
Posted by: renowner - 08-30-2023, 08:01 PM - Forum: Bug Reports - Replies (4)

This has been an issue for longer than I can remember, but I HATE it. Having just spent the past 2 minutes trying 50 times to drink a potion out of battle, it reminded me of this issue. . .

The only way to drink a potion out of battle is to drag it to your face/health bar in the top left. But it is. . So. . Finicky. I don't know why its so hard to manage, but it genuinely sometimes takes me fifty tries to get it to work.

If you could just let them all become usable items outside of battle, with right click or the command bar. . .Or somehow make the hitboxes better, that'd be fantastic.

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  Weapon swap [2.76c]
Posted by: renowner - 08-30-2023, 07:43 PM - Forum: Bug Reports - Replies (1)

The Ninjutsu talent that refunds weapon swap momentum when you swap into a shuriken - in actuality always refunds 3 momentum. Despite saying 'refunds the momentum,' if you swap your shuriken for a non shuriken, for 3m then swap that non shuriken for your shuriken for 4m, you'll be left with 3m instead of the 4m you just used.

Same for if you use a shifty pocket to swap something for a shuriken for free, swapping it back to the shuriken that round costs 4m and sets you to 6m instead of 7.

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  Denile [2.76c]
Posted by: renowner - 08-27-2023, 02:08 PM - Forum: Bug Reports - Replies (1)

Denile when used by a monster mercenary ally, cannot target enemy monsters even if they're currently enchanted with an elemental enchantment.


[Image: 0ab06b03a8.jpg]

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  In the guild window, add "close window" button to the top
Posted by: lordpidey - 08-26-2023, 12:56 PM - Forum: Quality-of-Life (QoL) - Replies (2)

Hello,

So, Guilds can now be MUCH larger than they were previously, and if you open the window, you need to scroll ALL the way to the bottom to close it.

This is a minor annoyance, so could the "close window" button be added to the top, just like it is on the bottom right now?

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  [v2.76] Fir Double Hit
Posted by: Autumn - 08-25-2023, 09:38 PM - Forum: Bug Reports - Replies (1)

[Image: image.png]

The explosion at the end of the line on an Excel Fir hits pierced targets as well if they're close enough to the explosion, leading to specific ranges where you can double hit an Excel Fir.

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  Auto Stance Swap Toggle
Posted by: Autumn - 08-24-2023, 09:18 PM - Forum: Quality-of-Life (QoL) - Replies (1)

There are some cases where I'd like to keep my current stance without toggling it to use certain skills in demon hunter, for example, prior to DH's update, with a spear you could charge -> Move -> turnover someone into a disadvantageous position whilist retaining matador stance.

This is not the case anymore, as even if you are wielding a spear, and have combination fighter/martial lawbreaker turned off (thus there is no benefit to swapping), you will still auto-stance swap upon using turnover, leaving you in Reaver stance (which is only good for main classed DH) instead of your previous stance, like Matador, as you cannot swap with 0m left.

I'd like for there to be a toggle in the passives category if that is possible.

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