This is a complaint I've had for a little while, but I do believe that absurdly high elemental ATKs need to be addressed, Impure Element is one of the primary abusers of this but there can be others, Sound ATK can get absurdly high, Ice ATK can get absurdly high, fire ATK can get absurdly high.
Anything with Luminary tends to just get some ridiculously large numbers, to the point where you can see like 100-150 elemental ATK on people without impure element at all, 100 seems fine to me but anything beyond that really starts to push out how much damage skills that scale purely elemental ATK can do, dances are one of the more primary abusers of these pure elemental scalings but you can also see stuff like Summoner Evokes, Water tentacles, Solsphere etc. take the wheel as well.
Some ideas were thrown around and the one I really liked at the time was potentially introducing a soft cap for elemental ATKs, this would make them work more similarly to stats do in that they can't get way too high for players to min max and abuse, I can't exactly say right now what would be the most balanced numbers, but I'd like to see 200 elemental ATK memes go away, hell I think even 130 ice ATK should be hard to reach, the main problem arises with elemental ATKs exceeding 100 for the most part.
Or perhaps the issue solely lies upon Luminary Element and Impure Element, both of these are the absolute primary abusers of letting people achieve just absurdly high elemental ATKs, with Luminary ignoring the soft cap of WIL and with Impure Element being the largest elemental ATK boost in the game, I feel like Impure Element was never meant to be abused by sources of self damage either to begin with.
Either way, staunching the ability to achieve over 120-130 elemental ATK is my primary focus, this is the line where it goes from being "Really high" to just downright stupid, it is straight up not fun to have to deal with a thunder steps that deals literally 300-400 damage per proc, or similarly ice slide, or lord's flame, etc.
Currently, the Stance Basic attacks in Verglas are not classified as.. Well.
Any type of 'Stance' skill.
I am unsure of the full ramifications of making this change, but could we make them all count as skills from their respective Stance? Hare Kick counting as a combination skill for Hare, so you can shift from Hare Kick (3m) > Icicle Spear (2m) > Expanding Ice (2m) ? This would be a Hare > Fox > Fox interaction.
The only issues I can see playing out is in cases with things like... Fleur. Wherein the extra 1m of a crit would make it Hare Kick (3m, regain 2m) > Icicle Spear (2m) > Expanding Ice (2m) > Cold Front (2m)
Which. Might be a problem, but it also requires you to be using a fist weapon in your mainhand and not MMA.. So. It's potentttttttially fine.. Except Ghost Exists and doesn't care about weapon.
The additional effect where you slash all nearby enemies should use your main weapon, so it properly tags enemies for things like Hidden Cut.
I also think the effect's damage should be able to critically hit, to add a little more RNG to Kensei and value to building LUC. This is also to streamline it with the other balance request involving All Fight. (https://neus-projects.net/forums/showthr...?tid=11503)
Incredibly minor and kinda funny bug, but will be confusing and misleading for new players so it should probably get fixed.
The description for the Kensei passive, "Katana Master", has a bug where the word, "Needless", hyperlinks to the, "Needle" status effect from Priest's ability.
This has probably been discussed ever since corrupted got their cool traits and despite this trait being nerfed from its first inception eons ago, it's still being touted as near universally disliked due to how boring thematically it is versus the more unique racial abilities available right now.
I'm thinking that painful grip should outright be removed from Shaitans so that Dev won't have to balance/tweak every single new item/ability just for shaitan that revolves around the grapple status but still replaced by something powerful enough to make the 10 Skill shaitans from quitting the race.
I believe it could be replaced with two traits that a shaitan could pick between, weighing offense vs defense utilizing their carapace.
"Your carapace is like a living weapon, you choose to utilize your carapace in violent and aggressive maneuvers." (Your physical damage has a 45% chance to ignore armor and pierce, slash, blunt resists. Your chance is lowered by 10% per 10 Scaled SAN) "Your carapace covers you like a natural suit of armor, or a makeshift shield. You choose to utilize your carapace in defensive and stalwart maneuvers."
(Def/2 + res/2) - 10% chance to parry incoming damage you can see with 35% Damage Reduction and gives you the Guard ability. (This parry will not work with other parry skills)
Honestly these sound pretty powerful even if you picked one in my opinion but I don't think it's as game-robbing in an unsatisfying way against PvE or PvP when compared to how painful grip can be used to its extreme conclusion right now.
My main motivator is to have shaitans who want to play to the strengths of their race not be forced into being a hugging monster IC and flavor wise, which frankly deserves its own class that centers around grappling instead of a single race.
There's no other racial skill ability that invokes as much `shame` then spamming painful grip even though its highly effective and can mulch certain builds into paste without much counterplay. But those are my ideas and some shamelessly stolen from other players I've discussed it with.
Feel free to add your own ideas of what could be added in place of the powerhouse of painful grippenings.
This is going to be an extremely specific bug so lemme do my best to explain it:
Kick does not consume Electrocharges when triggered by your main-hand attack with the Like A Dragon set bonus effect, meaning it does not allow the kick to critically hit, and it does not give you extra momentum, normally I would think that this is a quirk with how the skill works given that it doesn't trigger something like Gunfighter's Boots effect, but it does actually trigger the electrocharges on Sub-Attack specifically, only your main-hand attack is exempt from the momentum refund.
To replicate you must:
-Equip the Like A Dragon set
-Equip Thunderhooves
-Gain 20 Electrocharges
-Trigger the Kick trickery effect with your main attack and observe it does not consume your electrocharges
-Trigger the Kick trickery effect with your SUB ATTACK instead and observe that it does consume your electrocharges, giving you momentum back and allowing Kick to crit.
I think a part of the appeal of Korvara is that the open world nature of this big map allows people to hang out and hide in various places. However, as time goes on, more and more of the empty places of the world become used. If you go around, there's almost no places left. Even caves have people living in them, large swathes of empty territory is claimed by Geladyne, even containing a military presence. And there's a lot of tents and other such things in remote locations.
It's pretty hard these days to have your own corner of the world. I think that's a bit of a shame. Maybe it would be good to just have a bit more wilderness, you know? I think the Tundra (poorly named) is one of the few places that isn't claimed by a nation. The lava lake is geladyne, the haunted forest is telegrad (and has inhabitants). The worsong canyon isn't a great place to live but it's not particularly claimed.
Having a bigger map with empty space would allow people to make their own new groups in remote locations without having to fight a nation tooth and nail to exist there. A bit of a neutral ground if you will.
Also, I think it would be good if there was a sort of claim system, as in, if you live somewhere you should put down a sign. But if a place has nobody active there, then the area should be cleared to allow new people to settle there.
Having more neutral ground on Korvara would really make it more interesting. I think there should be a hard rule as well that nations cannot expand to occupy these areas. What always happens in these situations is that you get some expansion and a bunch of things put in place, even though nobody rps there. The biggest example is the badlands. This huge stretch of formerly empty land is now filled with NPC soldiers. It just feels kinda wrong doesn't it? Like, it belongs to geladyne, but they're not even using it :v
I'm all for war, and I think we could use more of it to be honest, but I think transforming empty areas into "occupied" zones that aren't used is not great. We should try to be minimalistic as much as possible. Place a tower and a few guards there, but you can't just occupy an entire piece of land. At this point, almost 50% of the geladyne territory is "guarded" or visibly occupied in some way. That's not very realistic... Let's also be realistic in terms of how much rp a given thing is going to result in; if it's not going to be actively used by people rping, then it probably doesn't need to be anything more than a small thing. Too much stuff being put down that is never interacted with only makes the world feel more empty. Each subsequent building and npc becomes more meaningless as the bloat stacks on.
And if something isn't used, it should probably be removed. I think we should probably have a system in place to clear up the map of unused things. Maybe buildings that aren't being utilized could fall into ruin like those ruins we had at the start of korvara. We quickly ran out of those when people settled in them.
Wouldn't it be cool to have new ruins too? In new areas? Even if there isn't that much going on there- like, we don't need a bunch of new dungeons and enemies for an expansion to be awesome. One or two cool lore features and it'd be even better, in fact. For instance, one area could have a ruined library. One other could have these elemental crystals or a leyline or something. Another could be full of tall cliffs overlooking the sea, with bird nests and high peaks... Then the people could go there and make new things happen, or it could be used for events, or there could be new things added later.
A big world only feels empty if there's a lot of things that suggest activity (buildings, people) but there is no activity. A large world that has empty areas of untapped nature does not feel empty, it feels vast.
SO
a while back i got very annoyed because i couldn't see at a glance whether my songs were active, and the desire to correct that spiraled into a whole Thing and a half
so far, i've done icons for what might be EVERY bard status, as well as a few for solblader (because it also annoyed me)
in order:
Singing, the four songs (plus performer's enhanced statuses), Warmonger's Drums, Volume Up, Dark Distortion (two vers), Darkness Hype, Freak on a Leash (and freakish frenzy)
Accelerated Spell (generic), Accelerated Spell (Mercana), Flash of Light (alt for Acc. Spell Mercana), Holy Aura, Dancer's Agility, and Doble Pirouette
(Honestly, it feels like Flash of Light should just give you a HUD counter for its accelerated spell level anyway I spend too much time peering at status effect text for it)
(edit: also big props to whoever made the icons for the performer/dark bard skills i sampled their palettes for consistency and their colour choices are WONDERFUL)
.dmi file is 18x18 just as initially specified when I started this project
Currrently, the racials provided by Reapers and Apertaurus got very power crept by the addition of new enchantments and material types, I prefer these additions over locking people to a specific race but it would be nice to have these races be updated to have a few more things added to them.
This thread is mostly just here to mention that the race has had it's tools spread out to the wider population, I will throw forth a couple of ideas as I feel a little obligated to, but it should also be mentioned that it doesn't really matter if the races go this direction for me, as I could stand for any amount of useful buffs that may be thought of for the races to have.
My personal thoughts and suggestions would be:
1) I believe that the SAN scaling determining if they can cast with Axes or Spears now should just be removed, given that investing SAN to get what is effectively your enchant slot is not all that worth it, the SAN scaling of the race can be moved to some other benefit for axes and spears respectively, such as extra power or hit.
2) Inspired by the minotaur's Child of Venus passive, I think it'd be cool to have a trait for Reapers that effectively gives them the effects of Kraken or Galren respectively, I am also contractually obligated to mention that Papilion could potentially get one for Saturn as well.