Some random Legend Extension stuff to add ink to. This is 100% biased to stuff that would make my niche playstyle of the game better.
Speed Crafting: +10% Crafting Speed (Max 3) More Encumbrance: +10 Encumbrance (Max 3) More P.Stamina: +10 Physical Stamina (Max 3) More M.Stamina: +10 Mental Stamina (Max 3) Higher Drop Rates: +5% Drop Rates (Max 5) Higher Murai Drop: +5% Murai Gained at End of Fights (Max 5) Herb Gathering Rate: +10% Chance of Sucessful Plant Gathering (Max 3) Ore Gathering Rate: +10% Chance of Sucessful Ore Gathering (Max 3) Remains Gathering Rate: +10% Chance of Sucessful Remains Gathering (Max 3) Lockpicking Rate: +10% Chance of Sucessful Lockpick (Max 3) Woodchopping Speed: +5% Woodchopping Speed (Max 3)
That's about all the ideas I had in mind.
This only really appeals to people that craft way too much in this game, minus the higher drop rates, I think the higher drop rates is the only one here that would benefit literally everyone... outside of that, it is pretty much biased towards my playstyle of... being the resource guy.
And the Crafting Speed one is definitely where most of my bias shows up, I'm tired of spending 3+ hours everyday crafting >.>
I also know Legend Extension things have really cool names but I am not creative enough >:c
Posted by: Snake - 04-10-2025, 01:58 PM - Forum: Balance Fu
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I think the trait could just revamp the skill rather than give it a bonus. The whole GUI thing isn't cutting it at all, the poison level is too low and no response was really given to the other thread asking for a buff, so let me readdress it in a way that hopefully won't be that huge a hassle to change.
Quote:Salamandra Flame (Poison Trait)
Conjure poison-wreathed flames from will at an enemy within 3 Range, dealing Poison magic damage equal to 100% of Scaled Weapon ATK + 100% of Acid ATK. Afterwards, gain 1 stack of Nairyf Energy (max. 3), which increases the Range of this skill by LV and allows it to ignore certain types of protection.
As it stands now, elemental enchants, spare talvyd for its movement properties, are some of the worst enchants to use for automatons, they are the lowest in priority so they are eaten after fortunes, they only add tiles to move skills and a -25% weakness to a given element, all in return for non armor ignoring bonus damage which scales off of almost no elemental attack.
I suggest changing how Elemental augment works for automatons, or maybe even for all allies, ordered by the most strong to least in terms of approach.
1. Augment uses the highest elemental attack between caster and recipient. This would make giving other allies your element strong, but it might also be a bit too strong in some cased, a twin strike build receiving around 100-200 more damage per basic does sound quite a bit powerful.
2. Automatons either by default use the caster's elements in their stat spread or use the casters elements directly from their own stats when calculating elemental augment damage. This would allow only automatons to get the full benefit from elemental augment. No Automaton uses elemental attack as far as i'm aware, so it should be easy enough to swap out their elemental attacks for the casters in order to use the elemental enchants to the greatest effect.
This would allow automatons to do damage more comparable to other summons, while also having it locked behind a heavier momentum investment, I feel as if it is balanced.
If no one's batting in ruler's corner then it's gonna be me
Hi, I don't really know super well how to go about this, but I'm trying to make an application for a character named Kal'Set'Kaan, the principle of the character and reason for which I'm asking for GM approval is that the character is abnormally tall (9 feet tall).
Reason for this is that his family is comprised of other gigantic individuals, they used to live underground (near the abyss caves) for generations due to a cave collapse that trapped their entire clan underground until tectonic activity opened up the formerly closed cave entrance, they've been subjected to very harsh conditions of living and scarce resources, besides competing with large cave monsters, meaning only the strongest and largest individuals would survive.
The character, himself, is a primitive/tribal wyverntouched man, won't realistically be interpreted as any taller than 9' (i.e I won't make him age much and won't make him grow past that point) and is, by any other means, just a normal wyverntouched individual, besides some light cultural differences, due to his tribe being cut off from civilization for an extended period of time.
Thanks for your consideration,
Have a good one, folks!
Sadistic Renewal's description states that you recover FP when hitting an enemy with a negative status effect, this only applies to basic attacks and the description should either be updated to state such or the effect may be bugged since it would mismatch Chivalry's text which does apply when connecting any hit to a target under the right conditions.
If the effect is updated to match Chivalry I'll make an offhand notice that perhaps it should apply once per action so that stuff like rapid kick or dances don't benefit too much. Otherwise I fully expect this to likely be a wording issue given the age of Sadistic Renewal.
Two skills, Hell's Beating mainly, and Prophylaxis were considered borderline broken for a good while before they were hit with a nerf. Hell's Beating got an increased FP cost, and its Rank scaling has been adjusted to have a lesser effect on spirits, and Prophylaxis, that was mainly used in conjunction with Scarlet Twister from Ghost to essentially put them through a paper shredder, which was changed to only be able to hit a target once per action.
...Then it was found out that a good chunk of their power came from a bug that made the Critical damage far more problematic than they should've been in the first place.
...And then those skills STAYED nerfed even after that was found out. iirc, Hell's Beating's own nerf was even in the exact same update as the bug correction itself, for some reason.
Meaning,Hell's Beating is still adjusted for spirits to have little effects and still costs FP, and Prophylaxis is still limited to work with 1 enemy per action.
So, in OTHER WORDS, those skills were nerfed under the assumption that they were meant to be as powerful to begin with, and as such, adequately toned down...until it was found out that a good bit of their oppressive nature was due to a bug, with nerfs that were balanced around the former assumption in the first place, only to...not be further examined after the fact.
tldr;pls revert
Or give some bandaid of sorts to compensate the nerfs, I don't know. Prophylaxis probably shouldn't hit people three times per action still
I cannot quantify the degree in which the current borders of korvara, the stagnation, the lack of change, and the lack of use to those changes is grinding my gears
over the nearly two years since the meiaquar geladyne war I have rarely ever seen geladynian character roleplay actually usage, guarding, or duties related to their expanded border in the badlands.
it took a full year for the trenches leftover from the war and several placeables to even get tidied up, barricades for months clipping over sections of the revised map.
I'm always going to be upset at the way the war was run, the way the war forced upon the meiaquarian playerbase like a flashbang as all the build up prior had been in secret.
But I'm more upset....that no one's doing anything with what they've won. Only the gremlin in the cave get's visited by people collecting materials, no one else goes to the badlands.
I propose we just oocly accept, no one want's to do wars in korv, that's okay, clearly no one wants to do them, but can we ungore the border gore at some point.
If nations want to "save face" you could just go with some sort of natural disaster that makes the land untamable and "resets it to zero"
Guns, like daggers, are meant to be basic-hitting weapons. But many suffer from awkward or illogical stat scalings—like Faith, Sanctity, Strength, Defense, or Resistance—that make them frustrating to use unless you build specifically around them.
This especially hurts non-MG ranged builds, which get no real support from classes, yet those classes request them to perform on the same height as melee weapons. (Which is, numerically, impossible. Twice over now, where if STR granted Critical Hit for guns, it'd solve at least some of their problems, but that was not the case.)
Many guns (e.g., Crazy Coyote, Excel Rifle, Autopistol, Kiss Farewell, 1★ Handgun) work well because they scale properly from the Firearms tag, letting SKI/GUI builds use them effectively. But others—like Yin/Yang, Spirit Hunter, Firthrower, Tarnell, Seed Sniper, Bell of No Rest—lose their SKI scaling for the sake of those off-stats, making them take a massive nerf in their damage output, and thus, become unusable for basic-hitting builds.
One good compromise can be seen in the Corvis Cannon—its Firearms + Darkness tags let it scale from SKI, and thus lets it take some damage from the stat that grants them the mandatory Hit rate. Adding the Firearms tag to the off-stat guns would help balance them without fully removing their flavor, I'm certain of it.
Request:
Please standardize all guns to scale from the Firearms tag, rather than be purely 100% GUI.
If not fully possible, add the Firearms tag to those neglected guns so we can test how they perform afterwards.
Alternatively, introduce a Weapon Part that removes odd scalings (e.g., “Faithful,” “Spiritual”) and replaces them with “Firearm,” possibly with a tradeoff like lowered Hit Rate.
And finally: "Mundane" enchant isn’t a solution—it removes all scaling, including Firearms, which defeats the purpose entirely of them having any SKI scaling.