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Latest Threads |
[v2.99] Dynaxis
Forum: Bug Reports
Last Post: Collector
Today, 01:21 AM
» Replies: 0
» Views: 18
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Green hands, green with e...
Forum: Bug Reports
Last Post: Balthie
Today, 12:59 AM
» Replies: 0
» Views: 16
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[Tool] SL2 Reckoning Calc...
Forum: Builds
Last Post: Ray2064
Today, 12:00 AM
» Replies: 32
» Views: 26,200
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[2.96d] Lost Belt
Forum: Bug Reports
Last Post: Rendar
Yesterday, 10:10 PM
» Replies: 2
» Views: 397
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[v2.99] Smallkuchi
Forum: Bug Reports
Last Post: AkaInuHime
Yesterday, 07:44 AM
» Replies: 0
» Views: 25
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v2.99 Landing Deos Danzai...
Forum: Bug Reports
Last Post: Fern
Yesterday, 07:41 AM
» Replies: 0
» Views: 18
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Solblader Thread (But not...
Forum: Balance Fu
Last Post: SpaceShibe
Yesterday, 07:35 AM
» Replies: 4
» Views: 338
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[2.99] Toyatori's Bladed ...
Forum: Bug Reports
Last Post: Rendar
Yesterday, 05:13 AM
» Replies: 0
» Views: 15
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[2.99] Frigid Reception
Forum: Bug Reports
Last Post: Rendar
Yesterday, 12:35 AM
» Replies: 0
» Views: 14
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Mechanation Traits
Forum: Suggestions
Last Post: Rendar
06-24-2025, 06:02 AM
» Replies: 6
» Views: 560
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[v2.99] Riagri Crashing Out |
Posted by: Autumn - 06-01-2025, 12:45 AM - Forum: Bug Reports
- No Replies
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Riagri still has the old Excel Crash on it, being the only skill to have that old excel-weapon only feature on it. Many other skills such as Fir/Ritual Sword etc. have been updated to the new one but this one was forgotten by everyone very likely.
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[2.99] Riposte |
Posted by: Rendar - 05-31-2025, 05:51 AM - Forum: Bug Reports
- No Replies
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Riposte's wording states that "when you are attacked in melee range."
What it ACTUALLY means is whenever you are attacked in melee range BY a melee weapon. Guns/Bows/Tomes can freely attack you in melee range with zero repercussions of being riposted.
I'd be down for Riposte actually being changed to be Melee Range for all weapon types (Melee and ranged). Or just the wording to be fixed so it's actually... clear.
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[V2.99] Hand Trigger Excel Prank Gone Wrong |
Posted by: K Peculier - 05-30-2025, 08:29 AM - Forum: Bug Reports
- Replies (2)
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Using Hand Trigger while at Level 3 Excel crash with anything that it effects will cause all traps/bombs/grenades to treat every mob as an enemy regardless of confusion or any aero shift effects applied.
(It is very funny to annihilate your entire team and yourself with this in mind.)
Levels below 3 has no effect to its targeting.
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Healing |
Posted by: Nekojinn - 05-28-2025, 07:16 PM - Forum: Balance Fu
- Replies (6)
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I saw some discussion about healing on the other thread so I wanted to give my opinion on it, and also make a thread for it... I don't know if there's any older threads already on it, but here goes!
Currently, healing is in a weird state imo. While we now have !!THE CROSS!! which helps a lot and has definitely made me able to focus down on someone in team fights/reduce someone's healing in 1v1s. The person can still guard or just kite until it wears off, plus it gets me -3 momentum which can be detrimental in the damage race.
On top of that, with Druid's release, another of healing's biggest counter: Interference, feels really weakened right now. A lot of phys attacker will use Fulgur of Flight, as well as any healer spellthief, so: Despite THE CROSS being really helpful, it is still a item-belt that needs to be crafted, so not that many people will have access to it, while Fulgur of Flight is in a pretty popular class and can be stolen by spellthieves.
And as it stands, the more DR you have the more effective each point of HP will be, making a spiral in which tanks+healers are really good! Which I don't think is a bad thing, the problem comes only when the tank is also the healer and then you've an unkillable machine, especially if they're pacifist.
Anyway, reaching the point which I want to make with this thread:
My suggestion is: Decrease healing over time.
Healers should still be able to make a fight longer just by existing, If they didn't then that would simply kill their archetype, so the problem of longer fights can't be simply killed, but it can be decreased.
For every 100 HP healed, your healing reduces by 2.5%, up to a max of... if possible Round Number x 3? Meaning at round 5 it would be 15%
On top of this, making it so instead of reducing healing spells cooldown, pacifists get to maybe ignore half of this number, meaning if someone has -15% healing, the pacifist's healing would only be reduced by 7.5%
This idea mostly comes from a certain MMORPG I played, called Wakfu... Where if you healed 2% of your max HP, you'd get -1% healing for the remainder of the battle, and the game's best healing class could ignore up to 20% of that.
This isn't a perfect solution, especially since- tanks still have the best HP effective due to DR, this would hurt evadies getting brought back to life more than tanks, but I also think it's impossible to solve this issue without hurting evadies by a lot. If healing is reduced in any way, shape or form- the ones getting less HP effective will always be the evadies, that is just how it works.
I also think a few things like potions, vampirism, bard/dark bard healing and some things like that should completely bypass this healing reduction, would make it so these less trust-able healing options gain certain niches.
Anyway, my idea is probably too crazy to be implemented anyway. What are your ideas and criticisms about healing currently?
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Pet Kit |
Posted by: Nekojinn - 05-28-2025, 06:38 PM - Forum: Suggestions
- Replies (3)
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I love giving my character pets they're kinda awesome!!
There are, however, very limited customizability within a pet kit, you can only choose from not that many options and then you can only change it's colors.
I think it would be really fun to add:
An option to increase/decrease pet size
An option to change X/Y axis of the pet, let us have flying magical cats!
I imagine this is harder, but being able to choose different colors for different parts would be !!HUGE!!
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[v2.98b] Buggy Battlefields |
Posted by: Autumn - 05-25-2025, 05:49 PM - Forum: Bug Reports
- Replies (1)
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There are a few battlefields which have various bugs when used in the Battlefield Circle
Geladyne:
This is a void and will default to a 10x10 pitch black battlefield.
Meiaquar Fight Pit:
Defaults to Meiaquar somehow and won't be selected when going into the fight.
Default:
This uses the last used battlefield instead of what is considered "Default" to the map.
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Guns and Daggers Man |
Posted by: Rendar - 05-23-2025, 12:50 AM - Forum: Balance Fu
- Replies (34)
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Guns and Daggers are in an absolutely abysmal state in the current crit market. PRIMARILY Guns.
With recent changes, STR weapons get to build their offensive stat, and get HP and crit for it, alongside SWA. Guns get to build their offensive stat and get flank for it (Pseudo-hit).. but where they're really lacking is crit.
The thing that made crit on STR weapons awful was having to build LUC and CRIT-- and realistically? The main problem child was Boneheart giving 25 crit evade for a torso slot and being able to wall out Critters. Now? STR Critters don't have to really touch LUC at all, since they get (generally) about 20+ crit for existing.. Which counteracts Boneheart (and to a lesser degree, makes Crit Evade a joke)... While GUI Critters are building everything they can and 40 luc and barely cresting 110 crit.
My No-Luck Str Critter is sitting on 116 crit. Just for existing with Purity Edge.
My GUI 40 luc critter w/ Sarasha Gi & RoT+ gets 100 crit, 130 with serpent strikes (Raid Cannon). Maybe this is just a problem of Raid Cannon having zero innate crit and not being able to add parts, upgrades, tools, etc.. but. Zamn.
Crit is BLEAK for gunners at the moment.
Edit: My solution?
Genuinely can we just kill Boneheart at this point? This thing is absolutely overperforming.
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