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One Evade |
Posted by: Senna - 05-12-2023, 06:42 AM - Forum: Balance Fu
- Replies (2)
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Evade buff that last for one attack; possible to bump that up to two attacks instead? It's pretty easy to just remove those buff with stuff that are 1 momentum attacks/skills or just a Guardian spirit/Youkai.
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Full Swing |
Posted by: renowner - 05-12-2023, 04:37 AM - Forum: Balance Fu
- Replies (11)
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I personally am of the mind that Full Swing has always been overpowered. Weapons that can get it are amazing, weapons that can't are worse because of it. +20 added to SWA is kind've absurd.
I would think the idea would be to make the game more fast paced and to let damage dealers deal more damage, but in reality that isn't even the case. Healers use it too, to heal more. Long ranged people can use it too, with mutations or special attacks. . . Can even use it alongside global strikes. . . The idea in concept was fine, but I think the implementation could be changed a little bit.
I would like to instead change it to: Increase the SWA (Or power) of the weapon by 10 (20 if the weight is 20 or higher) when using a skill or basic attack on a target within one range of you.
This would make it so healers don't get full swing boosted healing, which doesn't really make thematic sense anyway.
This would also make it so spells don't get boosted by it either, which also kind've doesn't make much thematic sense. And I think its kind've stupid that people mutate or arcanize weapons so much because they just end up being way better tomes. . When tomes are literally designed to be the spellcasting tool.
This would also make it so melee fighters can close the power level gap that ranged fighters currently have over them a bit.
And also would have the effect of making howling handshot no longer way better than every other bow that exists.
And this would still speed up combat potentially by giving melee non dagger people something in their corner.
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Two-handed bows |
Posted by: Turadis - 05-12-2023, 01:08 AM - Forum: Balance Fu
- Replies (7)
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Bows do not, and for most of the game's lifespan, have never benefitted from the two-handed talent. It's often been paradoxically reccomended to dual-wield bows for full archer builds, which is pretty silly from a narrative standpoint. But it was more or less fine-ish for balance reasons, and people could just flavor their weapons differently.
But now, we have the Howling Handshot.
Due to also qualifying as a sword weapon, and being quite heavy to begin with, the Handshot benefits from the hefty +20 SWA from being two-handed. Coupled with it's very powerful 100% skill scaling, it rather blatantly outclasses every other bow option in the game. The arb rework will make it less appealing for arbs, sure (As they need to use their offhand for a special armament most of the time) but for other bow-users there is virtually no reason to use anything else, even if you have no use for a sword at all. The only real reason anyone does use alternatives is because the handshot is in such high demand (Due to blatantly outclassing every other option) that it can be difficult to acquire one.
So yeah. Now that that particular pandora's box has already been opened, I think it'd be better to just make all bows and crossbows able to benefit from Full Swing. (While Steady is certainly more thematic, it wouldn't actually make other bow options start to catch up to the handshot.)
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Placeables |
Posted by: Poruku - 05-11-2023, 09:01 PM - Forum: Suggestions
- Replies (1)
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Add seats, stools, a table, and tents to the list of craftable placeables so people can make camps and set up little events and stuff without needing an eventmin in most cases.
Sometimes you wanna do something like add a chair to a table or just roleplay camping somewhere or host something like a small party and feast tables by themselves aren't enough.
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Poison Bite [2.73b] |
Posted by: renowner - 05-11-2023, 03:18 AM - Forum: Bug Reports
- Replies (1)
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Poison bite, despite throwing up a hit calculation when you hover it over an enemy, seems to completely ignore evasion. Tested with a -23% hit chance, no skill investment whatsoever, and still landed the blow every single time.
How to replicate:
Go into the test server, or live server.
Get a wyverntouched.
Equip poison bite.
Go against someone with extremely high evasion.
Note how you always land the hit.
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Arbalest Feedback - Straight/Blowback/Buster Cannons |
Posted by: Snake - 05-10-2023, 04:58 PM - Forum: Balance Fu
- Replies (7)
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Some observations that I think could use a tiny adjustment:
Quote:Straight Cannon has an odd, line-like targeting but only hits one enemy.
This could be changed and make it so all targeted enemies in that line get hit by Straight Cannon too. It's the first thing I've expected out of this when I tried using it, and was vastly disappointed when it only attacked the selected target.
This is all this skill needs to be at least considerable for selection over the other two cannon skills.
Quote:Blowback Cannon and Buster Cannon could both apply on-hit/on-critical item effects of the Special Armament (only once).
Being capable of applying your Armament's On-Hit/On-Critical item effects on the closest target hit, similar to how the game checks when you use Jackhammer's AoE for Magic Gunner's Overcharge effects.
This would make it so your optimal off-hand isn't just a Rebellious Boulder (insert high power Sword/Axe/Spear here) to increase the skill's damage and 'that's that'. The off-hand weapon should play a bigger role when used as armament, I feel.
Though given those have their uses, I'm not really very fond of changes done here myself. It might be just Straight Cannon that's really bad and these other two are fine enough. Who knows?
This way, those skills should all be worthy being stuck on 4-2 round shared pseudo-cooldowns. That aside? Love the class, it's pretty much what you'd expect from a demolition specialist who utilizes a heavy-duty face remover.
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