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Solblader: Lux Relido |
Posted by: Shujin - 07-02-2024, 02:22 PM - Forum: Balance Fu
- Replies (18)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_77.png?dateline=1593081785) |
In Short, I think this invocation is lacking a little.
Its a basic invocation with basic invocation scaling, Flexible line with 8 range, and a special condition of +25% if used against someone glowing, and a great accuracy tag (Love seeing that)
On paper, this is a pretty alright mid invocation. But if we look into the conditions for its boost, it begins to crumble a little.
Glowing is a fairly rare status effect, and the only option I found that lasts long enough to actually combo into this, is from Brighten, so you are more or less forced to run a curate promotion to make use of it.
If you run a Curate promotion with Solblade, Priest ist a very obvious choice, and if you run Priest... Why would you use it over Divine Shower?
Its definetely worse than divine shower, not mapwipe, only half hit garunteed, its Aoe is not even easy to line up to hit more than one person, but I guess 2 is feasible.
I would suggest to change its idenity alittle, so its more unique and useful in different situation.
Option 1:
We do not have any Invocations, that are Tankbusters, only dodge buster invocations. I think tanks have been eating too good, in that regard.
Give it some sort of tankbusting property instead. Or shred Light res%
Option 2:
make it our first E-rank invocation so it falls in line as a Magical option in the powerscale of Lance de Lion or Eclair. this allows it to combo into more Glowings, that only last for 2 Rounds. You trade single target increased DPS, versus Mapwide AoE and crowd control.
Or I don't know. I love the skills animation, who doesn't love shooting beams? But it's ...Just not good, and actually a little boring. I think it needs just a little spice, to make it actually a really cool skill. Solblader lacks alittle OMPH anyway.
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80 Wil Trait: Arcane Prodigy |
Posted by: Shujin - 07-01-2024, 10:17 AM - Forum: Suggestions
- Replies (2)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_77.png?dateline=1593081785) |
As a master of the Arcane Arts, you are able to weave Magic like no other.
Invocations, take momentum as if they were one rank lower. (or just 3M lower) Casting in such frequent succession does however increase their Cooldown by 1.
So basically if you spend 7 M, you can cast out current invocations in one turn, and Shine Knight a turn after.
though I honestly would maybe suggest changing the ranking system slightly to have a 3M gap per rank rather than 6M. That way it's logically more feasible to have higher rank invocation introduced to the game. Current spells would just be ranked up so they have still the same momentum costs.
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Dancer and Statusinfliction |
Posted by: Shujin - 07-01-2024, 09:57 AM - Forum: Suggestions
- Replies (3)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_77.png?dateline=1593081785) |
Dancers are balanced around the idea that they get serval infliction chances, but for that their infliction rate is very low.
This leads to the problem, that even when you max out your Status infliction, that the base resist most mobs in dungeons have in higher level content, is way over their total infliction rate, ending up giving you a zero infliction chance.
I think there should be ways for dancers to get a better infliction rate, be it by an icreased chance, based on your Current Tempo or some other means. But dungeoning or fighting highlevel content as a Dancer feels kinda bad, as you can never rely on your status effects to procc. I honestly rather have a single infliction chance with a chance, than 29 with zero chance.
(also give us a Black Knight like MC passives that allows us to charm the uncharmable, Blow kiss is nerfed enough now, I believe. Just make it so that Bosses still try to attack you, but the DR would make my soft bones hurt less.)
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On the topic of G6, Optimization and the Server Chugging to a Halt |
Posted by: polly - 06-30-2024, 07:56 AM - Forum: Suggestions
- Replies (10)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_2001.jpg?dateline=1687166170) |
Alright. This will likely be on the controversial side of things. But someone has to say it.
It is no secret that every time an event is ran, SL2 just becomes... unbearable to play for anyone not attending said event. It slows to a crawl, sometimes takes nearly a minute or so breaks between inputs all because of... what? Six encounters and a couple fancy effects?
We're in the year of 2024.
Even though we're using an outdated engine that is put together by hopes, dreams, tears and duct tape, I don't think there's any real reason why this should be the case. Yet, it happens, every single time.
And I believe there is one culprit at hand; Great Six.
It's practically a barren wasteland at this point. I don't think it's had more than single digit players in the last month. Almost every house so far has been abandoned and forgotten and the continent as a whole sees no real use nowadays. It's become little more than a resource hog that... well... results in exactly the problem I wish to discuss and fix in this thread. The server chugging over the most minor of things during events.
Now. I'll say this in advance before you get your pitchforks and torches; Great Six should not be removed. Period.
Even if it's hardly more than a legacy/nostalgic thing by this point, I think attempting to just phase out the continent would cause more problems than it fixes. I don't think I would want to see it go, among many others who had a lot of memorable and great experiences with it. It still serves as a fine enough "tutorial" for newer players, since it lets you level up and grasp the mechanics of the game a little bit easier(although this is not a point I fully agree with, many could argue in the favor of this. I thought it would be fair to mention in it's defense). Not just that, but there's several keys with both G6 and Korvara characters. Trying to phase one out, or separate them to different servers is just not a solution.
However, I do believe we should cut down on the amount of the mechanical events the server has to handle in G6. Starting with:
With G6 generating BDPs, each with their own set of mobs to clear out, it's no doubt one of the heavy hitters to the game's performance. I do believe that the number of BDPs generated on G6 should be at the least halved, if not quartered. Every single dungeon has to handle it's generation, the mobs inside of it, it's eventual deleting... I do believe by reducing the amount of dungeons that spawn every cycle, the server load would definitely decrease. With how much G6's player base has dwindled, I doubt it would make levelling anymore of a chore.
- Global Events (Fishing Contests and Black Beasts)
This is no doubt gonna be one of the more... disliked part of my thread/suggestion...
But I do believe that the global events in G6 also have a heavy hand in affecting the server performance every hour shift or so. I'll start with the first change I believe would require less work to implement;
Just... outright remove fishing contests.
Nobody does these now. Nobody ever shows up, nobody ever attends it, and I'll be honest; Nobody really cares, either. I don't think this would give as significant of a change as the aforementioned cutting down on dungeon spawns, but again, we're running a game on Byond. A game engine that literally shits itself and breaks over the most minor of updates. Every tiniest bit of optimization counts. The fishing contest shop could simply be changed to a regular shop that sells it's wares for Murai. Having these hosted every couple of in game hours is just not really worth it.
And now, the heavy hitter;
Black Beast events need to go too. Well, not fully...
I do think them naturally spawning should, at least.
This is/was one of the most popular events in G6. It's one that people generally always flocked to - had dedicated 'militia' showing up to deal with them, and it's without a hint of doubt a staple in G6. Outright getting rid of it would more than likely just bring an uproar from older players, and it would make it harder to enjoy 'legacy content'. I'm sure people will eventually want to try reliving the old days and gather a couple of friends to do them with. So for this, I would suggest replacing Black Beasts' naturally spawning with it being a player-summoned event. One Black Beast raid at a time, at one specific town. It would trigger the Black Beasts like it always did - but manually in a specific spot rather than a randomly picked one every few hours. Costs some sort of resource to do so and has a cooldown to avoid people just spawning it over and over and over.
Both of these getting removed would also fix the age-old issue of RP in Korvara getting interrupted/clogged by global announcements that do little to inform people and more so irritates them. It may be minor thing, but I'm sure people would still like to see that go.
Again, it's not like people attend these. If I had to take a shot every time I saw a "non existent" defence effort announcement, I'd probably die of alcohol poisoning before the day ends.
Mines are minor enough that I don't think they need to be adjusted. They're literally just a node you walk up to to start an encounter. If we are leaning into extreme optimization, they could very easily go as well. They don't give anything you can't get anywhere else in G6, as far as I'm aware.
Now,
I'm not gonna pretend that these would be "be-all-end-all" fixes. Nobody apart from Dev has real numbers on what really strains the server, and these suggestions are little more than guess work hoping to fix the issue of the server practically begging to be killed every time an eventmin dares to spawn more than 2 encounters. I do believe that optimizing what G6 does/uses is where the key to fixing this issue lies. G6's player count has severely dwindled and I don't think the masses should suffer for the enjoyment of few. I've called G6 'legacy content', because that's what it essentially is by this point. It's seen no significant update ever since Korvara's release. It's old, deprecated and sees no real use.
I've made this suggestion thread in order to not just spark discussion regarding optimizing the server, but also to potentially give Dev the encouragement by the player base to take potentially more "drastic" measures to help lower server load(such as loss of functionality i.e. my suggestion to remove fishing contests).
If you've any suggestions regarding the matter, I think this thread would be the best place to put it.
tl;dr: server go brrrr when event. not good. g6 not used as much. g6 does lots. make g6 do less. make server not go brrr. thank.
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Reversi Scroll Not Applying Properly |
Posted by: KhalidtheGrey - 06-30-2024, 05:58 AM - Forum: Bug Reports
- Replies (1)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_99.png?dateline=1593081787) |
Got my hands on a Reversi scroll part for Stone Dragon and applied it to my tome.
After equipping the tome and going into battle, the lightning damage/effect conversion was not applying, leaving the target spell in its normal state of doing earth damage.
After relogging, the reversi scroll applies correctly and even applies if I remove the tome entirely and enter new fights. This doesn't change until I relog again without the tome (w/ scroll) equipped.
Removing and re-equipping the tome has no impact on the spell's state, leaving it in whatever it was immediately after logging in.
I went through multiple consecutive fights while using and not using the tome and scroll in question and it only changed states when relogging, not based on leveling up, multiple combats, or equipping/unequipping.
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[2.88 v5] The Art Part Back Attack |
Posted by: Sawrock - 06-29-2024, 07:10 PM - Forum: Bug Reports
- No Replies
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![](https://neus-projects.net/forums/uploads/avatars/avatar_27.png?dateline=1662319942) |
I don't how how to report this without sounding crazy, or if I do sound sane, how a fix can be reasonably administered.
The back sprites for female icons, when compared to males, have their second and fourth frame swapped (overall, frame 6 and 8 of the icon). These specifically are the frames facing north.
Some clothes, such as my recently-made vest and pants, account for this. I don't know how I noticed this issue now, when making Felhart's pauldrons, and not when making the female version of the normal pants.
Some clothes do not account for this. This primarily includes clothes that were only designed with male bases in mind- the female bases could clip through the shoulder, or alternatively, the hand sizes will be big (close hand coming out of the far sleeve) or small/non-showing (far hand coming out of the close sleeve).
Examples provided below, with futuristic x-ray icon technology:
![[Image: nQS6ZC6.png]](https://i.imgur.com/nQS6ZC6.png)
![[Image: hzzWyXA.png]](https://i.imgur.com/hzzWyXA.png)
Honestly, the best solution I can think of would be to swap the sixth and eight frame on the female bases, and then also adjust in the same way every single clothes/hair icon that was designed with the female base in mind.
Edit: Dev, if you want me to, I am 100% willing to go through all the clothes that have been created to fix this.
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[2.88 v5] HSDW works for non-mage invokes & makes invocations cost ONLY 4m to finish |
Posted by: rath111 - 06-29-2024, 03:38 AM - Forum: Bug Reports
- Replies (1)
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![](https://neus-projects.net/forums/images/default_avatar.png) |
Make sure you have HSDW applied before the round starts
1. Move somewhere so you have 4m remaining
2. Cast your invocation in the same turn. You can then cast it again to finish it in that same turn. Notice it only required 4m (see GIF: https://ibb.co/9rbVqnM).
You can additionally avoid the 4m cost and cast the spell with 3m if you follow these steps with HSDW already applied:
1. Cast your invocation and finish it. It'll only take 4m.
2. Cast another invocation to start. That'll be 7m now so the round ends.
3. Next round finish the invocation and notice you have all your momentum remaining.
You can also do this with invocations that aren't from the mage class line, like spell Divine Shower for example.
I guess HSDW is refunding both the 3m for the initial cast and the 3m for the finishing cast.
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Cobra Stance |
Posted by: polly - 06-28-2024, 12:15 PM - Forum: Suggestions
- Replies (14)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_2001.jpg?dateline=1687166170) |
All of the other stances for Demon Hunter provide a small, yet without a doubt meaningful buff related to the style of gameplay that it's supposed to support.
Reaver gives you +5 SWA, Matador gives you +5 Armor and Desperado gives you +5 Hit.
+5 SWA is undeniably universal. It's just 5 more damage. +5 Armor is great. +5 Hit is also something you'd generally benefit from.
But the +5 dodge on Cobra Stance is something that easily loses all value. Most if not all evades are already hardcapping Evade buffs. Meaning that any competent dodgie wil lget no benefit whatsoever from it.
Simple suggestion;
Turn Cobra's +5 evade from a Bonus to a Base buff, similar to the Rogue main class skill.
This makes would easily elevate it from being "basically useless if you evade cap" (99/100 times you will) to "universally great for any dodge build", without being far too powerful.
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Artificer Tomes |
Posted by: Rendar - 06-27-2024, 11:04 PM - Forum: Quality-of-Life (QoL)
- No Replies
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![](https://neus-projects.net/forums/uploads/avatars/avatar_18.jpg?dateline=1709018019) |
Artificer tomes are cool and all!
But they could really stand to have a second state tacked onto them for whenever they shift between Tome and Weapon mode.
Call it's basestate nothing, but the extra state something else.
You know.
For Regalia purposes.
teehee.
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