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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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SL2 Version 2.73 |
Posted by: Neus - 05-09-2023, 11:43 PM - Forum: Announcements
- No Replies
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2.73
Arbalest Rework -
Arbalest, the Archer promoted class, has received a rework to its skills.
- Added a gauge in battle to show the current Special Armament cooldown duration.
- Skills that required a Bow can now be used with a Bow or a Rifle-type weapon.
- Straight Cannon; Max rank now 3. Excel Crash+ added. Effect changed; Raises your special armament and fires it at a target within 6 Range, performing a basic attack with a Hit penalty based on its Weight. If it hits, you also perform a basic attack with the Special Armament on the same target, which cannot miss, but deals 50% normal damage.
- Blowback Cannon; Max rank now 3. Excel Crash+ added. Effect changed; Launches your Special Armament in a powerful burst. Targets a 5 Size Wide Line in a cardinal direction from you. Scatters certain field objects in those tiles, and all enemies in those tiles take Pierce damage (can critically hit) and are knocked back several tiles (based on Rank). Enemies who were within 3 Range of you are also Knocked Down afterwards.
- Buster Cannon; Max rank now 3. Excel Crash+ added. Send your Special Armament forward to bust through enemies. Targets a 5 Size Wide Line in a cardinal direction from you. All enemies in those tiles take Pierce damage (based on Rank, plus a bonus equal to Special Armament's Power, can critically hit) and are inflicted with Buster Cannon LV 30 for 3 rounds. (Buster Cannon - Reduces Armor by LV, and Phys. and Magic Defense by (half of LV)%. Cannot be cleansed.)
- Reload Accel; Skill name changed to Shore Up. Max rank now 3. Effect changed; Spend a few moments to shore up your defenses and prepare for the next attack. Can only be used while Special Armament is on cooldown. Resets Special Armament's cooldown, restores your HP (based on Rank), and reduces the duration of a random negative status effect caused by an enemy by 3 rounds.
- Chained Boomerang; Max rank now 3. Hit penalty adjusted. Effect changed; Requires a Special Armament. Swing your armament toward an opponent, performing a basic attack on that enemy with it from up to 5 Range away with a penalty to Hit (based on Rank). An oiled chain will reduce the Momentum cost of this skill by 1. Cannot be used while Special Armament is on cooldown.
- Heavy Tackle - Max rank now 3. FP Cost changed to 16 - 2 per Rank (12 at max Rank). Damage cap removed. Bonus damage from Rank equal to 10
- Rank. 3 round CD.
- Oil Chain - Max rank now 3.
- Deadly Aim - Max rank now 3. Effect changed; Inspires all allies in a 3 Size Circle, granting them bonuses to Hit and Critical Damage (based on Rank), for 5 rounds. (+10 Hit, +10% Crit DMG at max rank)
- Mighty Wall - Max rank now 3. Effect changed; Engage defensive mode, becoming a mighty wall for enemies to crash on. For 3 rounds, increases your DEF and RES by LV, Parry skill activation chance by LV%, and grants immunity to knockback effects. Additionally, until your next turn, you gain Arbalest Countershot. (Arbalest Countershot - When attacked in melee range (except from behind), counter attack for 50% damage. (Only one counter attack will trigger per attack.) Once, after hitting an enemy with this counter attack, reduces the cooldown of Special Armament by 1 round.)
- Punching Shot - Max rank now 3. Armor Reduction equal to Rank + 2 (5 at max Rank).
- Control Intertia - Max rank now 1. Effect changed; More used to dealing with heavy objects, the Arbalest is capable of easily calculating how that weight will affect their long-range shots. Reduces Farshot Penalty by 1 (doubled while in Firing Posture). Additionally, when using a Cannon skill, enemies at your sides are pushed one tile in the direction you are facing before damage and other effects are applied.
- Accelerant - Max rank now 1. Effect changed; The Arbalest's oil becomes elemental reactive. Triggering Oil Chain's effect after a Cannon skill grants you Accelerant LV X for 2 rounds. (Accelerant - Bow attacks made in melee range deal bonus elemental damage equal to LV% of elemental ATK. Gun attacks create an elemental burst in a 3 Range line from your position that deals bonus elemental damage equal to (75% of LV) of elemental ATK.)
- Special Armament - Effect changed; Allows the Arbalest to equip any Sword, Axe, or Spear as a sub-weapon. When a weapon of one of those types (or any type, if monoclassing Arbalest) is equipped a sub-weapon, it is fired when using Cannon skills.
- Violent Reaction - Effect changed; Utilize your power to cause the flames created by your chain's oil to destroy everything. Causes Oil Chain's fires to destroy special effect tiles made by enemies when created, leaving behind a Smokescreen LV 20 for 3 rounds if it does. (Not all special effect tiles can be destroyed.)
New Arbalest Skills- Firing Posture - Drop down into a position to take a more careful aim (reactivate to cancel; refunds 2M). While active, you cannot move, but you gain +5 Hit, +2 Attack Range with Bow and Gun weapons, and at the start of a new round, accelerates the cooldown of Special Armament by 1. Additionally, it increases the size or range of Cannon skills by 2, Great Accuracy, and applies their bonus effects even if they glance.
- Chained Dog - Targets 2 locations within 3 Range. In Location 1, there must be an enemy, and Location 2 must be an unoccupied tile. Using a portion of your chain, you lasso the enemy in L1, who is then pulled X (X = Rank) tiles towards L2. If the target was a non-boss monster, they are slammed into L2 instead. An oiled chain will reduce the Momentum cost of this skill by 1.
- Chained Leap - Throw a portion of your chain forward in a 5 Size Line, where it latches onto the first dense tile, field object, or unit it encounters. You then pull yourself towards it. An oiled chain will reduce the Momentum cost of this skill by 1.
- Chained Whirlwind - Spin your chain around in a whirlwind, affecting all enemies in an X (based on Rank) Size Circle, pulling them towards you Y tiles (based on Rank). An oiled chain will reduce the Momentum cost of this skill by 1. If Special Armament is not on cooldown, for each enemy; Trickery - Perform a basic attack on that enemy with your Armament that deals 50% damage.
- Arbalest Specialist - The character is used to close range fights with disadvantageous weapons. While wearing Heavy Armor, the Close Quarters penalty for Bow weapons is reduced by 10% (bringing it to 40% total Hit penalty); this reduction is doubled if you are monoclassing.
- Blazing Artillery - Ignite your arrows like the sun streaking across the sky.<br><br>At the start of a new round, if you are wearing Heavy Armor, in Firing Posture and Special Armament is not on cooldown, you take 30 Fire bonus protection-ignoring damage and activate Weapon Autocharge.
- Long Chain - The chain used to secure your Special Armament is a bit longer than the standard. Increases the Range/Size (where applicable) for Chained skills by 1, but also increases your Battle Weight by 10, as it's a bit heavier.
New Crystal Terminal Upgrade- Arms Grace (Requires Arms Voice. Upon triggering a Special Strike, you gain +1 Momentum. (Once per round.))
Event Tools- Paradigm Shift can now be used by eventmins masquerading as monsters.
- New File Manager; Selection interface now works with the following actions; Encounter Tool's select encounter, load monster profile to self command.
Dark Bard- Shadow Mosh; Momentum restoration effect now only happens once per round.
Items- Conversion Gloves, Auto Charge; These effects now trigger Weapon Autocharge, which activates Charge Weapon, but has a shared global CD of 1 round, meaning effects of this nature do not stack.
ETC- Run Down's bonus hit is now equal to half of level. (Min +10, Max +30).
- Weapon Charges no longer last between battles.
Map Requests- Duyuei Hospital (Courtesy of Slydria)
- Various warp/crossover points (Courtesy of Appo)
- Various bug fixes from the forum.
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