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  Make Geist unshackled
Posted by: caliaca - 04-05-2023, 01:34 AM - Forum: Balance Fu - Replies (7)

There's a great thread posted by Possum about boxer in general.

It's a much larger bit of balance. In the mean time, can we at least let Geist's min range be 1?

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  [v.2.71b] Doorway Hijinks
Posted by: WaifuApple - 04-04-2023, 08:55 AM - Forum: Bug Reports - Replies (1)

[Image: Screenshot_2023-04-04_095039.png]
[Image: Screenshot_2023-04-04_094900.png]

This is two different places, but I'm gonna lump them in together because it's effectively the same problem.

You have the cave for Lake Halard - the one that leads up to the top right section with the Cypelle veins. The warp out of the cave is one tile shy of the actual doorframe, which is out of line with pretty much every cave entrance beyond itself, making it jarring.

Then you have the split sandy / ice cave that leads up to the exterior of ice palace, and it's problem is that you have to actively walk into the wall itself to trigger the warp, as the screensho shows me clipping into the wall. Once again this is different to pretty much all other warps that use this perspective, which have you teleport when you step on the gap.

It would be nice to see these warps be put in the right place, setting them more in line with the rest of Korvara's warps in that aspect.

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  [v.2.71b] Didn't Stick the Landing
Posted by: WaifuApple - 04-04-2023, 08:47 AM - Forum: Bug Reports - Replies (2)

[Image: Screenshot_2023-04-04_094516.png]

The second jump in the Seaside Jammer cavern ends one tile short of it's intended destination. Both forwards and backwards. You don't tend to notice this because you're holding that direction down anyway when you're coming this way, but I can confirm that you do miss the jump and land in the water going forward and back here. It's not too problematic - you're not stuck, and can just walk back, but it's very weird all the same.

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  [v.2.71b] Roundtrip Parry
Posted by: WaifuApple - 04-04-2023, 08:42 AM - Forum: Bug Reports - Replies (2)

Something I've noticed while exploring my DH build is that Roundtrip seems to simply be... immune to parries. Other skills trigger them just fine, but when using roundtrip, I've been consistently able to hit through parries without so much as a single STALEMATE! or EVITER! proc. This is using a sword via martial lawbreaker, but that's still a parriable weapon. I suspect that it's probably every hit taking place as if it didn't happen in front - but this is the case for the forward throw and the backward throw both. If this isn't a bug / can't be fixed, maybe it should be specified as something that ignores parries, because it feels weird to have that be an unspoken thing.

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  [v.2.71b] No Shade
Posted by: WaifuApple - 04-04-2023, 08:38 AM - Forum: Bug Reports - Replies (1)

Something I've noticed recently in the Duyuei Outskirts map (and this may be present in other maps), is that where there's tall grass tiles in use, the shading has now begun to layer under it, rather than over, as it used to be. This leads to the look of there being no shading at all, which looks a lot more ugly and unpolished - but the polish is there, it's just been hidden under these tiles.

Looking into the mapping environment I can definitely confirm the shading is there on these maps, so would it be possible to layer that over the grass again?

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  [v.2.71b] The Great Outdoor Bar Fight
Posted by: WaifuApple - 04-04-2023, 08:35 AM - Forum: Bug Reports - Replies (1)

When you engage into a fight in the grotto map in Duyuei (it's the one that you enter through that trail of sand poking out of a tree, and it's in the duyuei interior map) you'll quickly notice that you get the generic indoor bar map, despite the location being meant to be set outside. This is a funny but immersion breaking thing that has come up on a few occasions, and I think it's because it never got set to use a different map - so I think it might be about time to give it the Duyuei exterior battle map for when fights happen in there, instead of an indoor map.

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  Extra welcome corruption
Posted by: Lolzytripd - 04-03-2023, 10:00 PM - Forum: Quality-of-Life (QoL) - Replies (4)

Can we make it negate all bonus san, or make apt give negative san penalty?

I'm honestly a bit tired of my corrupted racials breaking or getting worse because class stats/ my ally giving +x  bonus to all stats.

it also disincentivizes corrupted from using blanket +all stats themselves.

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  Show Mercy
Posted by: Snake - 04-03-2023, 04:03 PM - Forum: Balance Fu - No Replies

The success chance of Show Mercy needs to go up a little based on how stressed out or 'demoralized' the enemy is.

It also should work on all monsters, but ones that cannot be made into Mercenaries, or Undead, for obvious reasons.

The chance, however, should be changed to a percentage of the following additions:

Quote:Success Chance

Character maximum HP% - Enemy maximum HP% + (Character LV+(2 * Rounds Elapsed) - (Enemy LV*1.5))

Bonus (They're directly added to above.)

Fear = +10
Fear of Death = +50
Hesitation = + LV/2
Charm = + LV
Confusion = +20
Pacified = +999

- The bonuses should directly add to the success chance. And only the highest LV of each will be used to determine the value.


And that's pretty much it. Enemies put under mental pressure for fighting you, or who are unwilling to fight you due to pacify effects, should be much more eager to leave you be after you shoo them away.

As well as the base formula revolving around how much you roughed them up, relative to your state.

Additionally, the longer a battle takes, the easier it should be to make your enemy give up after seeing you're not an easy prey and they're wasting time on you. Unless they come with some Miniboss prefix called 'Dire', which makes them impossible to show mercy for being desperate for food (you!).

Pls consider this, it'd be a very fun mechanic for people whose themes involve being pacifists and just want to seduce the meanies away.

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  Charge Weapon on all weapons
Posted by: renowner - 04-02-2023, 07:44 PM - Forum: Balance Fu - Replies (8)

I believe it'd be fair to give kiss farewell, burst claw, and any other weapon that can use excel charges that I don't know about charge weapon. I imagine they didn't have charge weapon to balance out the bonus effects they have compared to the original set. . .But now the origional set has Elite Engine, which is just better than the abilities of the other weapons anyway, generally speaking.

Especially if we're gonna end up making excel charges expire after battle, this should be a change made. (Which I believe should also happen.)

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  Boxer Blues
Posted by: PossumParty - 04-01-2023, 03:27 AM - Forum: Balance Fu - Replies (4)

Heya everyone. Before making a big ol' thread on everyone's favorite worst class here, I just wanted to get a general consensus on things and take in any suggestions or ideas anyone may have on what to do with our poor Boxer boys. To start with, some general ideas I think most everyone has said before and agrees with.

SP Squish - As most older classes, our poor Boxer has a lot of skills that need a lot of points, but not enough to throw around. In total they have a whopping 68 points in their tree to spend. What do most of these happen to be? 32 total are offensive. It's not totally needed and you can make it work, but an SP squish on these offensive skills would be very nice to see.

FP Cost - Most of boxers skill cost a whopping 20-30 FP a cast, lord forbid you wanna use the same ability twice in a round. Usually about 25 FP per cast a round I'd say, you're usually using up 40-50 FP a round. If you got a geist to pop, thats probably 60-70 FP. If Boxer's FP regen options were better I wouldn't mind that much, but as it is? You use 50 FP every round, at 4 rounds? That's 200 already drained and gone, poor Boxer already running on fumes..

Sturm Woes - This is a game that lets you mix and match, create crazy and very cool class combinations. I've seen some amazing things from what people have been able to combine. But Boxer? Sadly, our class is rather.. selfish. If you use anything BUT a Boxer skill (and even some of them still take sturm), or a basic attack, you will be losing -2 sturm. Let's say your enemy dashed across the whole map. You could use Geist Drei, but due to SP reasons, most people don't run that option. How about Boxer's base class, Martial artist? What if I wanna Shikuchi and then basic movement? Oh.. that's a whole -4 sturm. Generally, unless you get lucky with geist (or do no damage and spam Regenschaeur?) you're generally going to get 1-2 sturm a round. And if you use literally any other class, EVEN their base class, you lose it all just like that, regardless of the momentum cost.  Charge? -2. Shikuchi? -2. 1m guard? -2. Playing Boxer can be absolutely brutal with how selfish it is at times, you can't even use your own base class if you want to play Boxer! Why?! No heaven kick, geldoren, meditate, crane hopping, shikuchi- You may use these one single time at the start of the fight, or after a finisher (if you can get up to the sturm for it..) but that's it. And I'm not even talking about your SUB class here. Boxer is so selfish, it only wants to play by itself and practically forces you to run passives for it.

To fix that, I'd say to allow basic movement and Martial Artist skills to not cost any sturm. Is allowing someone to Shikuchi + Heaven Kick or Meditate and not lose all their sturm stacks going to break the game? I don't think so. I'd also say for any skills under 3m to not take any sturm either. There's a few, even if rare, it would be incredibly nice. Backflip, guard, charge? DH's or Verglas' doing their combos and keeping the bit of sturm they have? Sturm only increases Boxer's own skill damage anyway.

Diagonal Movement - So.. how to counter a boxer? It's rather simple. You simply move one space diagonal of them. The terror, the raw fear! What is boxer's answer to this simple move? Losing -2 sturm to reposition yourself. Or.. Orkam, which is also -2 sturm. All of Boxer's offensives are only in melee range, or, in a single line. Geist movement? Nope, you're forced to move at least 3 tiles, 3-6, and only in a straight pattern. You can literally be directly next to a boxer, just in a diagonal space, and it is such a power move. It breaks them.

Solution? As above, basic movement not taking any sturm or MA's skills not doing so would solve this. Another idea I like also is like the modern classes. Bard gets some fancy movement, not forced to move in a single line. I'd like Geist to be the same way like that, able to move diagonally too. And not limiting geist to forcefully having to move 3-6 squares, why not 1-6?

Ghastly Geists - Armed with the right knowledge, what can a player do? Absolutely bypass geists entirely! For 3m you just spent 20 fp and moved 3-6 spaces, woohoo! Most players nowadays bypass geists completely. It's already a 50/50 guessing game, but that's the neat interaction of the skill. Did you just dump 3 momentum into the dumpster or are you gonna hit that jackpot and catch them off guard? It's one of my favorite skills in the game, I love the interaction of it. Anytime someone guesses right on me, I'm happy either way! Or- you could just use all the generous amount of skills in the game that ignore it completely. I'd seriously love for more geist interactions to be in the game, bar AoE's as you're not targetting the boxer really. But that spell or skill that shoots off in a single line, only able to hit one target? Yup, you guessed it, ignores geist completely. Why? Holy Arrow, Needler off the top of my head. Mage spells. I don't want Geist to be too overbearing or obnoxious and work on everything, but it really sucks to shoot 3 momentum down the drain and get nothing in return. No one is gonna win in a fight with 4 momentum versus someone that has 7(god forbid they have fleur which most everyone does).

Solution - more Geist interactions, barring AoE's, but I'd like to hear more thoughts about this. I was even thinking of having Geist not give you 3M in return for allowing it to work on practically everything but that might be too punishing. You soak up someone's attack if it pops, get free movement, and get 2 sturm total for +10% damage. Would that be too punishing? Let me know your thoughts.

Fighting Pace - An absolutely abysmal skill. When you end turn, with a minimum momentum of 3, you get FP back. 10 FP. For 3 momentum. Boxer has so much SP requirements that I have never seen someone use this whatsoever. Let alone ending their turn with straight up 3 momentum. I have a few ideas for this to actually get some usage.

Why not for every sturm lost, they get.. 5 FP back at least? A decent way to keep yourself in a fight even if you're punished and lose sturm. Could also just be general FP recovery even if a bit boring, or maybe small return on boxer skills used? But I like the first idea best.

Failing Felsmanege - Oh poor Felsmanege.. never used.. why? As a finisher you can create a bunch of rocky pillars around you! And.. have them all be jumped over right after! It seems like its trying to play off On The Ropes here but.. you just used your Sturm Finisher for +15% more damage. And if you have 8 sturm.. that's 40% damage you just lost. So.. why use it? And most people just jump past it anyway.

For me, I LOVE the idea of what it's going for here, it just needs to be fully implemented (if possible). A boxer needs its boxing ring. I'd love for the pillars to be impassable objects, not haunted over or blinked over. Gotta stay in the ring with the bull. Or maybe some interactivity perhaps? Playing off the 'ropes', maybe something like Ymir. Knockback someone into the pillar, they take 150% earth damage.

Thank you all for coming and taking your time to read this, I'd love to hear your thoughts and ideas! Generally I'd love Boxer to get a big sweep of changes and I might think of some ideas after this thread. Actual class combos would be pretty great! Grappling someone into a big suplex slam, maybe some grappling moves. Perhaps charged up moves. Use a skill enough, it gets powered up? Or combo'd with another for a special move? Or something like Monk with their slick moves. Sky Chariot gets a big bonus to someone already KD'd, does even more damage and immobilizes the. A cool combo.

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