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  Sweeping The Competition
Posted by: Autumn - 05-16-2023, 11:05 PM - Forum: Suggestions - Replies (5)

I think it'd be cool if Greatweapons had a sweeping arc as their targeting range to sort of differentiate them from their non-great counterparts, this only has to apply to basic attack similar to Sweeper to be pretty cool to experience, the obvious downside is that durability is consumed per target as per usual.

[Image: image.png]

The Sweeper in question has been enchanted with Giant Gene, which is to showcase the usefulness of putting range increasing parts/enchantments on these targeting variants, which to a greatsword actually gaining a benefit from Huge Blade is pretty fitting to be quite honest.

There's not much else to really talk about, it would be a pretty small change overall that even gives Flavor to the most vanilla of Greatswords, Nelten. Please consider 

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  Skull Shield Peirce Bug
Posted by: Musicka - 05-16-2023, 06:55 PM - Forum: Bug Reports - Replies (1)

Skull Shield no longer deals bonus damage on Eviter.



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  Nihilist Buff
Posted by: Autumn - 05-15-2023, 11:38 AM - Forum: Balance Fu - Replies (2)

I believe that Nihilist is deserving of a buff of some kind, not even a terribly strong one, but one that allows it to fulfill it's niche far more effectively, in sacrificing damage for the ability to play to your element correctly.

In PvP, both Red Letter and Circle Ring got nerfed, which diminishes the usefulness of Nihilist almost nearly entirely. As for PvE purposes it hasn't seen the best of use either given that modern monster design often has monsters either heavily resisting their element or outright reflecting it, both of these things Nihilist cannot target.

While I think that Indignant Idol does a great job at targeting resistances, I think that Nihilist should instead target Immunities/absorbs and reflects, giving an option to mages who simply do not have good ways of targeting certain monsters to actually deal with those monsters, for heaven's sake earth mages absolutely cannot deal with Minotaurs, its actually impossible by using Earth Magic, and there's not enough skill points to throw around in Evoker or Mage to use anything else effectively. So these mage types often just avoid the dungeon all together.

The tl;dr is that Nihilist's value decreased recently, so I think it should fulfill a mostly PvE niche by being able to ignore Immunities and Reflects alongside ignoring Absorbs, it doesn't need to target Resistances as that's something Idol already does. I am 99% confident that this change would have very little bearing on PvP, especially if Summoner was planned to have it's immunities slated in the future anyway.

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Smile Ghost - Fencer ? I hardly know'er !
Posted by: Ray2064 - 05-15-2023, 08:19 AM - Forum: Balance Fu - Replies (7)

This thread will essentially be discussing Ghost's current balance - not that the class needs to be nerfed or buffed in any significant way, simply....adjusted.

See, there usually are two types of characters picking Ghost as a class :

A- Basic attackers who wish for a class to make better use of that archetype, usually only making use of Ghost for the passives and utility it and Duelist grant. (Fleur, Poise, Wraithguard, Claret Call, free RES/HP...)

There is nothing quite inherently wrong with that, and is quite the popular choice given the many combo of classes like Ghost/MG, Ghost/Monk , Ghost/Ranger , Ghost/Boxer , Ghost/VA or VA/Ghost, use the class for little more than the reasons aforementioned for good results, most of the time simply turning their class into Initial Class +. Good for'em.

B - Duelists with no real other choice.

Here's where the problem lies. Duelist's promotional structure makes it so Ghost will be the option by default if you dare picking something as odious as a REGULAR sword, or god forbid, an AXE.

A fencer character who doesn't quite use a katana will often be shoved into the class by default, due to being unable to make use of Duelist's two other promotions efficiently.

Let us look at Duelist's sword options.

- Sanguine Star : Costs 4 Momentum and therefore cannot fit into the structure of Fleur combos if you want to act thrice this turn.  Next.

- Ghastly Strike : Outright mediocre, with no real use outside of very specific conditions during teamfights. You usually will have no reason to ever use this over a plain basic attack, or... Anything else, really. Next.

- Blood Spike : Uses two easily resisted elements and drains 8% of your HP, though one of those is at least guaranteed to have decent scaling.
It's at least ranged, magic damage and applies Claret Call, though by the time your Rising Game Level is high enough for the spell to truly be good, using it will likely do more harm than good. Eh. Next.

- Scarlet Twister : Pretty good pulling tool, though suffers the same issue of easily being able to be resisted and therefore potentially breaking a Fleur combo. The fact it drains 1/10th of your HP doesn't help much.

Let's move on to the second weapon that Ghost advertises itself as a class of in theory - Axes.

With base Duelist offering no real offensive skills to Axes and Ghost at a first glance offering such a strong emphasis over those, it gotta make up for it, riiiiiiight ?
Wrong.

- Reaper Scythe : SWA based Skill, in a crescent. Costing moderately heavy FP. Great. Except not so much for a Weapon Type that mostly focuses on BASIC ATTACKING. Furthermore, the fact that you'd actually actively want to avoid using the Skill against a Guarding enemy, lest you wish to waste 20 Claret Call stacks to break a 1M Guard for one turn. Next.

- Cut Down : Stuffers from the same issue as Ghastly Strike where its only truly useful in specific team fights situation. Though in an actual 1v1 , well. Why would you want to actively consume your Claret Call stacks to inflict a reduction of their defenses for 3 rounds when the stacks would've increased your physical damage in the first place if you just kept basic attacking.

Dark Imbue : The dark bonus damage is essentially worthless due to not ignoring armor or DR, and while 15 hit is nice, the ridiculously low duration of 3 rounds essentially means you'll only use this when in an utter pinch.



Spells : Already defined in the Sword section.


Special mention to Ether Invitation also breaking the Fleur combos due to being 4M , though that applies to all weapons and is therefore not exclusively a problem for swords or axes.


Tldr, make Swords and Axes actually good for Ghosts.

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  Trait - CQC Mastery
Posted by: Snake - 05-14-2023, 10:01 PM - Forum: Suggestions - Replies (2)

Alright I caved. This is my honest thread about it.

Quote:Trait: CQC Mastery
Req: Mastery of Weapon Arts, 20 SKI.

You've trained for a good while in the arts of Close-Quarters Combat and know all of its basics. Enables two Special Maneuver actions while Grappling an enemy, or being Grappled by an enemy.

Quote:Grapple - Slam

1M, 2 round CD.

Can only be used while grappling. Great Accuracy. Slam the enemy into the tile directly behind you, dealing (Your Character LV/2 + their Battle Weight) as Blunt physical damage that ignores protection.

Additionally, if your Scaled STR is higher than half of their Battle Weight, there is a chance (70% of Status Infliction + Scaled STR/2%) that they will be inflicted with Knockdown.

(TL;DR: This is like Turnover that costs 1M and has a conditional Knockdown tied to it. Great Accuracy should force a glance, if it misses.)

Quote:Grapple - Takedown

3+M, 5 round CD.

Can only be used while grappling. Great Accuracy. Simultaneously sweep the legs (or facsimile) of an enemy while delivering an open palm to their face, dealing (Your Character LV + their Battle Weight) as Blunt physical damage that ignores protection, while knocking them down along their wits.

This will inflict a sub-status to Knockdown, named 'Takedown', which will randomly reduce an extra 1-2 Momentum when you get up from a Knockdown.

(TL;DR: This is like Fegen, but does damage and inflicts a more severe KD. Great Accuracy should force a glance, if it misses.)

Quote:Grapple - Reversal

3M, 5 round CD.

Can only be used while being grappled. You attempt to turn the tides against the one restraining you. On use, you'll be prompted to enter a series of directions. If you enter them all successfully, you will become the owner of the Grapple and extend the duration until your next turn.

(TL;DR: This is like Urazawa, with a different bonus effect that can be funny when used against Ice Giants. "No u!".)

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  Talent Suggestion - Shield Expertise
Posted by: Autumn - 05-14-2023, 10:27 AM - Forum: Suggestions - Replies (13)

This very likely won't make it in, but I feel like sharing my ideas for once anyways.


Quote:Talent - Weaponry - Shield Expertise
1.5 SP Per rank

Guardian - 1 SR

While guarding with a shield equipped, when hit by a projectile attack, the projectile will vanish. (You will still take damage.)

this effect is lost if you are guard broken.

Stalwart - 4 SR

While wielding a shield, gain armor equal to SR, amount increased by 2x when guarding, this bonus is lost if you are guard broken.

Phalanx - 4 SR

While wielding a shield, adds SR * 5 damage to counter-attack skills when you have taken damage while guarding this round, this bonus is lost if you are guard broken.

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  Removing Youkai Contract Amount Limit Due to Redundancy
Posted by: Fern - 05-14-2023, 06:30 AM - Forum: Quality-of-Life (QoL) - Replies (22)

It'd be a good idea to make it so there isn't a limit to the amount of Youkai you can contract. (I'm not referring to the active Youkai limit.)
  
As it stands, you have to use a fruit to restat so that you can get as much FAI as possible and get all the Youkai then restat again to go back to your normal build, which feels like very unnecessary steps.

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  [v.2.73d] Weapon Autocharge (Conversion Gloves) reduces Schwarz Sturm
Posted by: Snake - 05-14-2023, 12:08 AM - Forum: Bug Reports - Replies (1)

Like the title says, receiving Lightning Damage and activating Conversion Gloves' Weapon Autocharge reduces Schwarz Sturm for some reason.

Likely because it counts as if using the 'Charge Weapon' skill.

This is unintended as the previous effect of those gloves never reduced that and now they're suddenly doing that. It might also be the case for Dancer's Tempo, but I did not test it.

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  Crafting List Expansion
Posted by: Autumn - 05-14-2023, 12:00 AM - Forum: Suggestions - Replies (7)

I think that a majority of items below rarity level 7 should be craftable, it would also give much more purpose to Blacksmith among the other highly sought after professions. I'm not completely sure on what you would do for anything at rarity level 8 and 9, if anything at all, but I firmly believe if those should be craftable they should cost rare metal to create, as well as probably some other rare materials.

There really isn't much more to this thread because there doesn't need to be, I just believe these should exist personally, given the relevance of certain crafters like Blacksmiths, Tailors and Woodworkers. It would also give immensely more value to your side-profession, being able to craft from a more expansive list even at lvl 4, not being able to make the best items, but also being able to create a bulk of items still.

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  Weathered Body (Idea)
Posted by: Snake - 05-13-2023, 02:06 PM - Forum: Balance Fu - Replies (4)

Something for the badass CQCers to relish about:


Quote:Weathered Body

If your Unarmored Torso's Armor and Magic Armor is equal or under 4, reduces damage by 10%, else reduces damage by 5%.

Having no Torso equipped will reduce damage by 15%.

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