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  Two-Handed Talent for Bows and Fists
Posted by: Snake - 11-23-2022, 05:15 PM - Forum: Balance Fu - Replies (1)

The title says enough. Due to 'Two-Handed' only affecting Axe, Sword and Spear, it allows people building those stats to save points for no real drawbacks but to not have a shield or sub-weapon. +20 SWA is very stat-efficient, which leaves Bows and Fists, weapons that also scale from STR but don't have baby wheels, to open a lot of exploitable holes in your building process.

Namely because their damage vastly differ from the Sw/Ax/Sp/Tom meta. So I think there should be a change, either nerfing Two-Handed, or making something similar to it to other types, such as the more glaring ones like Fists and Bows, who often suffer from low SWA.

Fists (Double Flurry)
> Having two identical Fist weapons equipped (i.e 2x Brawler's Glove) reduces the momentum cost of Basic Attack and Martial Artist Offensive Skills by 1.

Bows (Free Handed)
> Having no sub-weapon equipped increases Critical Damage by 50% of your Strength as a flat bonus damage.

Bows (Arbalest Passive?)
> Having a sub-weapon equipped increases Critical Damage by 50% of your Strength as a flat bonus damage.

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  [2.67] The pain of moving.
Posted by: firehawk11 - 11-23-2022, 09:26 AM - Forum: Bug Reports - Replies (2)

I am unsure if this is intended but it seems like when you move once for 3 Momentum it changes movement to costign 5 momentum.

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  v.2.67 Rune Bug
Posted by: Moku203 - 11-23-2022, 02:28 AM - Forum: Bug Reports - Replies (1)

As of the recent update it seems placing elemental runes no longer uses any tome damage, just the default of fire, though it still uses the tome damage when engraving it onto another tile with a mob in it.


Steps to reproduce:

Equip a tome (Cartblanche in my case)
engrave elemental rune, it will do tome damage.
lay down the rune in the field, it will be fire elemental, and thus less damage if you're not built for fire.

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  Steady Upgrade
Posted by: Moku203 - 11-22-2022, 09:19 PM - Forum: Suggestions - Replies (6)

A simple request, I noticed that bows don't really have a talent for getting more hit, which can make them fairly lackluster once you get past the farshot distance, could Steady be upgraded to include bows as well? +10 hit with bows/crossbows, maybe the +20 could apply to Longbow weapon types? if we have those.

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  Lightbird
Posted by: Lolzytripd - 11-22-2022, 04:41 AM - Forum: Class/Race Ideas - Replies (2)

It would be nice if firebird treated brightens as an elemental enchantment.

Lightshafts, graft tiles, and sanctuary tiles could count for ignite power, lift offhand kagero and feathers would do light damage.


Specifically this would put some synergy into paladin style builds

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  [v2.66b] Merc Ice Giants bypass Grapple requirement for Buster
Posted by: Conteville - 11-21-2022, 05:16 PM - Forum: Bug Reports - Replies (1)

Ice Giants Mercenaries do not need to use grapple to use buster, can bypass the grapple entirely despite the skill description. Can be repeated continuously, especially on cornered/surrounded enemies. Discovered when I accidentally selected buster despite the ice giant messing up the grapple.

[Image: Buster.png][Image: Grapple.png][Image: image.png]

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  Dungeon Camping
Posted by: Miller - 11-21-2022, 12:04 PM - Forum: Suggestions - Replies (9)

We've recently had the addition of building campfires out in the world but at the moment they can't be used in dungeons. Can this be changed so we can make campfires in a dungeon for that comfy dungeoning experience? They aren't dense objects as far as I'm aware; but if they are, they could be destroyed or made non-dense to prevent misuse.

To double up on suggestions! Can we have placeable chairs and stools for player characters? They could disappear on reboot if persistence becomes an issue.

give us better dungeon rp dev

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  Rune Mage Multiple Bug Reports
Posted by: FaeLenx - 11-19-2022, 02:32 PM - Forum: Bug Reports - Replies (4)

I was doing some spars with a runemage build and kept getting pinged for missing runes. A few things I noticed amidst the bug reports:

1. Even with haste runes, elemental runes could glance.
2. Placing down a warding rune on a 4 large rune gave it only a radius of 1 (4 pillars each diagonal of the rune)
3. Numerous times the bug reports would trickle in without anything being done with the runes at all.

The reports looked like this.

https://i.imgur.com/LKD5MpK.png

I'll mess around with it more if any specific testing can be done or asked for. It seemed very random when and how this stuff would happen.

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  [v.266b] Too many arrows
Posted by: Autumn - 11-17-2022, 09:39 PM - Forum: Bug Reports - Replies (1)

I think this is a bug due to the amount of arrows consumed but I would share my opinion here too while I'm at it:

When using an ability in Archer that consumes an arrow stack, it will consume 1 (for the skill) + the amount of targets hit, this means that if you hit a starbow on 1 target, it will consume 2 gust/fire/ice/stone arrows instead of just 1, likewise if you hit 2 enemies it will consume 3 stacks and so forth.

This currently applies to:

-Starbow
-Aerial Razor


I do think that the extra arrow consumed is a bug, but consuming 1 arrow per target hit is a little much for a skill with only 7 charges by default as well. My personal opinion is that I think it should only consume 1 arrow when using either skill, though I Think what is 'correct' is that it only consumes 1 arrow per target hit.

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  [v.2.66b] Hands on Research
Posted by: WaifuApple - 11-17-2022, 05:46 PM - Forum: Bug Reports - Replies (1)

[Image: Screenshot_2022-11-17_174427.png]

In the basement of Geladyne RnD, in the left section, you can stand on this chemistry desk. So it's more like... feet on research than hands on research, but that could probably be changed.

Quick note: this also applies to the version of the table in the first floor of RnD, too.

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