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[2.92b] Hotbar skills not...
Forum: Bug Reports
Last Post: Poruku
3 hours ago
» Replies: 4
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[v3.01f] Korvara Drift
Forum: Bug Reports
Last Post: AkaInuHime
Today, 02:07 AM
» Replies: 2
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Excel invitation
Forum: Balance Fu
Last Post: Lolzytripd
Today, 12:41 AM
» Replies: 2
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Add Iahsus status to Lapl...
Forum: Suggestions
Last Post: Shadbase
Yesterday, 10:21 PM
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[3.03 v5] Personal Crysta...
Forum: Bug Reports
Last Post: MultiWonder
Yesterday, 09:03 PM
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Arbalest Is Pretty Good
Forum: Suggestions
Last Post: Snake
Yesterday, 08:37 PM
» Replies: 7
» Views: 1,426
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Acid Love
Forum: Suggestions
Last Post: Snake
Yesterday, 08:27 PM
» Replies: 1
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Height Approval
Forum: Character Applications
Last Post: zericosmic
Yesterday, 02:25 PM
» Replies: 1
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[v3.02b] Mutesic
Forum: Bug Reports
Last Post: Neus
Yesterday, 06:55 AM
» Replies: 1
» Views: 516
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[v3.02b] Summon Doubletur...
Forum: Bug Reports
Last Post: Neus
Yesterday, 06:48 AM
» Replies: 2
» Views: 587
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[v3.00k] Empty Rivers |
Posted by: Autumn - 07-14-2025, 06:07 PM - Forum: Bug Reports
- Replies (1)
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The large River running through Yokoshura doesn't count as water tiles and cannot be fished in, I assume you cannot refill a bucket there either (even if you wouldn't have a reason to use one)
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Totaller control |
Posted by: Flun - 07-13-2025, 04:42 PM - Forum: Suggestions
- Replies (7)
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If there was an option to split up mercs and summons that'd be lovely, a total control option that applies to mercs instead of summons would be SO useful
I speak as both a ruler main and an eventmin
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Unimpactful gun parts |
Posted by: Flun - 07-13-2025, 04:12 PM - Forum: Balance Fu
- Replies (5)
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Frankly I think the gun weapon parts are the weakest of all weapon parts for a few reasons
1. Little negative impacts to weight and durability
Weapon parts like razorblade and compact body are great because they reduce stats often less wanted than the standard power hit and crit. There are four gun parts that negate something that isnt these three, three barrels and one grip.
The barrels are simple, two are locked to weapon subtype, and one reduces range. Double barrel IS a good part, but its restriction to shotgun does ache, but it's understandable. Sniper barrel has GOOD stats but being rifle only does make its use VERY restricted, as rifle usage is highly uncommon. Short barrel is not ideal for many guns. Compact body is so great because bows can come out swinging with +10 range from the getgo, whereas most guns hover at around 5. Going from 5 to 4 range is a BIG deal with how many kiting thresholds there are between ranges 4-6, and while bows get 15 crit AND less weight, guns get 5 power (a great amount of power to gain from one weapon part, but the drawback is not as well rounded as it is for bows). Revolver grip is the last and honestly it'd be in a fine spot if not for custom grip, which is a GREAT part in comparison to gun parts, but compared to the best parts in other weapons it is quite lacking.
2. Little stat gain
A majority of gun parts only shuffle around stats, every single bullet provides a stat boost of 5 while taking 5 of the power/hit/crit trifecta, the only differences in this being in silver bullets (whos bonus is circumstantial, and in a majority of matches is just less crit) and scatter bullets (who's -2 to power leaving a +3 stat bonus is the usual BIS bullet type.)
The same is said for barrels, for guns who cant stand the weight requirement (which is common for guille weapons) there only options is to lose range for power, lose 5 hit for 5 durability as if thats a worthwhile trade, or just run NOTHING, which MANY gun builds end up doing because the parts just arent worth it! Gun parts being restricted to gun type really puts a hamper on what can be used.
The grips are the least problematic here, revolver grip is a good example of a fine gun weapon part and of course custom grip is a low amount of all positives, extended magazine is more gimmicky if anything and can be seen as more crit for handguns as it rolls the dice more (which can end up backfiring as guns have the worst crit rate of most weapons and can just fire 0% crit chance shots into standard lvl 80 mobs) with the rest having no positive power, crit or hit gain.
3. lack of weight reduction
With a majority of gun parts targeting the trifecta of wanted stats, with anything else being additions to weight, theres ZERO gun parts that help with reducing weight. This would be fine with strength weapons but on guns? They're often dual wielded due to classes like mg and dh calling for that, as well as being good with twin strike on rogues, and they're also a guille weapon, meaning a character might just not have the strength to hold ONE fully kitted gun.
Honestly I just think guns could use more weapon parts, parts that either target durability and weight more as negatives, but also a part or two that could reduce weight. The highest good stat trifecta gun weapons can gain is a 15 and a 6, one is on rifles only, and another is competing for the other most impactful gun part slots while bullets and barrels rot.
This is just another factor to guns being bad weapons, ontop of the guille flank nerf and horrible crit stats for the weapon type that arguably does THE most basic attacks (keyshot 4 guns cmon babyy)
But uuh yeah, gun parts are the worst of any weapon imo, they should have more options.
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Korvara Arena NPCs |
Posted by: the REAL Minos Prime - 07-13-2025, 03:26 PM - Forum: Suggestions
- Replies (4)
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The Korvara money and item grind is already painful enough as is; and the prisoner system is only really useful for summoners or people who plan on using mercs.
We already have two arenas on Korvara, the arena in Duyuei and the arena in the Sanctuary, but neither of them have proper arena NPCs, just healers. I propose adding proper arena NPCs to the Duyuein and Yokoshuran arenas, where you can do battles for arena tokens, purchase items with arena tokens as an alternative to finding them from random drops, and sell prisoners for extra money.
I really don't see why the arena system wouldn't be good for Korvara. It'd be a good way to have an alternative to grinding dungeon bosses while also opening up a flavorful alternative to smacking around wildlife for money.
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[3.00k] Holy Word |
Posted by: SpaceShibe - 07-13-2025, 08:48 AM - Forum: Bug Reports
- Replies (2)
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This might not be a bug, but I figured I'd mention it anyway. This is more of a half bug report half clarification.
Holy Word's description says 'While equipped, you cannot use movement skills, except basic skills, Mercalan domain spells, or skills with the 'Holy' tag.' The wording is a little confusing, but by 'Holy' tag I assume it means skills under Solblader's skill tree might also be counted as 'Holy', given the light theme of the class.
I'm also confused about it specifically mentioning Mercalan domain spells when there aren't any spells around that move you outside of Shinobi's spells and Jhunn(to my recollection). Holy Word still lets you cast any other spell unlike Devil Tome, which might also be a bug?
I asked and looked around myself and we don't actually know what 'Holy' tagged skills there are. Which ones fall under it? Is it just Crusader Charge? Are 'Basic Skills' just your movement command or do they count the Base Class skills? (Which it doesn't let you use Retreating Swipe with DH martial lawbreaker either)
TLDR: SB movement skills don't work with Holy Word despite the 'Holy' tag. Holy Word lets you cast any spell despite it specifically mentioning 'Mercalan Domain spells'. What are 'basic skills'?
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Ghosthands Meta |
Posted by: Fern - 07-13-2025, 07:18 AM - Forum: Balance Fu
- Replies (1)
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Ghosthands tend to be the default glove slot choice for many melee builds due to how many things they cause you to bypass, heavily minimizing the risk in attacking someone. But I'd say they make you ignore a little too many things.
For example, Ghosthands are able to ignore:
Evasive Strike (Martial Artist)
Flottement
Poise
Battle Flow's activation (Kensei Absolute Pace)
Danmaku
etc.
This means that multihits or combo classes that often utilize them (such as Verglas/Solblader/Demon Hunter) have a lot more opportunities to do their most damaging combos with minimal risk, making them way better than they would otherwise be.
My suggestion would be that Ghosthands don't ignore on evade effects so that they're not an automatic slot-in and don't heavily reduce the appeal in using other gloves for builds, but still remain effective. It's kind of uninteresting that Ghosthands are often the objectively best choice for melee gloves, and fighting them is genuinely not fun in general because of how much they turn off.
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[3.00j] Ghosthands Don't Stop Riposte |
Posted by: Kameron8 - 07-12-2025, 11:27 PM - Forum: Bug Reports
- Replies (1)
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Ghosthands currently do not stop Riposte from triggering. To replicate:
1. Equip Ghosthands, fight a player or mob with Riposte.
2. Swing a melee weapon at the Riposting enemy a few times.
3. Observe that they Riposte you despite the equipped Ghosthands.
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[v3.00j] Holy Short |
Posted by: Autumn - 07-12-2025, 09:15 PM - Forum: Bug Reports
- Replies (1)
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Range increases don't apply to Holy Word's unique AoE, as far as I know there are many other odd Basic Attack patterns that can have range increases such as Firthrower or Anchor Edge's range.
I don't think it'd be a big deal either since realistically only Volley and Volley formation should apply.
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