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New Skill For Every Base Class: Training |
Posted by: Poruku - 01-08-2025, 07:37 AM - Forum: Suggestions
- Replies (2)
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Every base class gets a new skill called Training: <insert class name>
The skill is an innate and has a maximum rank of 50
The purpose of this skill is to dump points into it when you have extra points, making you a tiny bit stronger at the cost of versatility.
Many builds in the game run into the issue of having a lot of skill points left over when they want to do things that aren't quite covered by the class. For instance, the archer class has little for guns. The duelist class is another big one, as many people play duelist with something other than sword or spear. Mage often has left over points, especially for people who don't actually use a casting tool. Soldiers wielding tomes (tactician), non-dagger rogues, non-caster curate, etc.
So here's the idea for these skills:
Training: Archer
Target practice is starting to pay off
Gain a passive buff of +0.25 hit per rank.
Training: Rogue
You've trained to be quick on your feet
Gain a passive buff of +0.25 evade per rank.
Training: Soldier
Your extensive training has made you able to endure any hardship
Gain +2 hp per rank
Training: Martial Artist
Your body was trained to become tougher
Gain +0.15% phys DR per rank
Training: Duelist
Your combat training made you better at landing decisive blows
Gain +0.25 crit per rank.
Training: Mage
Your study of magic has made you a focused individual
Gain +2 fp per rank
Training: Summoner
Your time spent with youkai has made your soul stronger
Gain +0.15% magic DR per rank
As you can see, these skills won't do much and aren't worth taking over most other skills. However, if you have 12 points left over and you don't know what to do with them, it'll feel nice to have somewhere to put them! Of course, these values are just a suggestion, it could be higher or lower depending on what we're feelin. Let me know what you think of the idea
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[2.94b] Tending the Enemy Soil |
Posted by: Rendar - 01-08-2025, 01:39 AM - Forum: Bug Reports
- Replies (1)
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If you have the druid skill that lets you buff your own plants, you can also buff enemy plants! Or ally plants.
It's actually just buffing every plant your invig/quickness comes in contact with, which actively is unhelpful.
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[2.94b] Burning Hit Bushes |
Posted by: Rendar - 01-08-2025, 12:44 AM - Forum: Bug Reports
- Replies (1)
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Burning Bushes don't use your actual weapon for accuracy (and.. potentially just don't gain Purity Edge on it's base hit).
Dunno if it's intended or not, but figured it's something worth inquiring about.
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[2.94b] Radigal's Fiery Bombs |
Posted by: Rendar - 01-08-2025, 12:35 AM - Forum: Bug Reports
- Replies (1)
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Radigal's Grenades are dealing Fire damage. Rather than the acid damage they used to.
They also display fire explosion sfx.
Probably related to the Grenade changes.
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[2.94] Eviter Wider |
Posted by: Entropy - 01-07-2025, 09:59 PM - Forum: Bug Reports
- Replies (1)
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Eviter is currently allowing you to parry with ranged weapons. This is either a bug, or an erroneous description, as the parry says it is for melee weapons.
Some people are saying this was changed and the description just doesn't reflect that.
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Sandbox Cards & Games |
Posted by: Turadis - 01-07-2025, 07:45 AM - Forum: Suggestions
- Replies (1)
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After a recent chat on discord, I came to the conclusion that the game would be improved by more activities that did not relate to combat.
After giving this idea more thought, I thought about expanding the small handful of gambling-based minigames we have already. When it comes to getting the most bang for Dev's buck when it comes to development hours, I concluded that the best 'game' was just a standard set of 52 playing cards that the players could manipulate how they wanted. Think Tabletop Simulator, with functions to shuffle, search, and draw from the deck. Hiding or showing individual player's hands, and revealing or hiding individual cards on the table.
Obviously the intention here is to give players a sandbox toolset to play any card game they could think of or invent. I can picture it existing in the form of a Player Prop or Placable that can be interacted with.
Now that alone would be pretty good. But if we wanted we could push it even further by taking further inspiration from Tabletop Simulator too. Maybe with drawing tools, spawnable generic tokens, and template grid patterns, we could implement the necessary tools for players to run or invent all kinds of games around a bar table or campfire.
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Idol Dissonance |
Posted by: Autumn - 01-06-2025, 10:14 PM - Forum: Balance Fu
- Replies (2)
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Currently I don't think Idol Step really matches up to the theme of the skill, and it's no secret that Idol Step currently makes 1v1s a ballache, and while I don't agree with balancing things solely around 1v1s, I do think this change I am about to suggest fixes all three of the issues that are presented by this skill.
Idol Step's issues:
- 1v1 Strength as mentioned is much too strong, the combination of a huge chunk of light damage/healing at once makes it an uphill battle where you have to seriously outmatch your opponent to win.
- In teamfights, Idol Step needs to be carefully positioned to hit as few non-key targets as possible, ideally you would hit 1-2 allies and/or 1-2 enemies, this makes playing around this skill kind of annoying for the Dancer themself more than the recipients of the attack.
- The Battle Rush attached to the skill is non-negotiable and just comes packaged with the deal, this is great for basic attackers for a couple of rounds but it quickly devolves into a mess of FP sustain issues for the entire party to have to deal with, often enough its kind of trolling your party due to their now limited arsenal of moves (Shukuchi goes up to a 30 FP cost, for 1m, for example)
So here is what I am suggesting for Idol Step to be changed to, these changes should make it match up to the fantasy of gaining as many fans as possible.
Quote:Idol Step -
Dance Skill. Affected units may be inflicted with Charm LV X and are given Battle Rush LV X (based on rank) for rounds each. You will step up to X times (X = Allies and Enemies affected, max. 5), damaging all enemies and healing all allies one time per step, if you have affected at least 5 units, replace Battle Rush with Sharpen on all allies.
Scalings changed:
60/70/80/90/100% Light ATK, Base DMG/heal/charm: 5/10/15/20/25, Rush/Sharpen LV: 2/4/6/8/10
Thank you for consideration as usual.
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Tis but a Scratch! - Salamandra Character Ability (Major Regeneration) |
Posted by: SetumanPrawidja - 01-06-2025, 11:35 AM - Forum: Character Applications
- No Replies
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Applicable BYOND Key - StewofStu
Character Name - TBD/S.A.T.U (Acronym of the Shell)
Request Type - Character Ability
Request Details - The ability to regenerate naturally(to an extent) AND reform loss limbs, organs, and mend donutification. Because of a Salamandra's unique construction involving nerif's blood and lava, it would be disastrous for the Salamandra and everyone around them if it leaks out or in. Also I was inspired by the Black Knight in Monty Python.
Specific Request - Due to that, a special modification is created to the Salamandra's biology, specifically their core, to be able to use magic mud to mend both minor wounds such as cuts and stabs to major wounds like dismemberment, donutification, and loss of organs. This would allow the Salamandra to "repair" themselves on the spot and properly cycle their Nerif's Blood inside of their body and to not leak it outside OR inside until they can be properly maintained in a safe spot by an expert or someone with the right knowledge. They can repair internal damage by simply consuming Magic Mud, while they can just slap on Magic Mud to the limbs or open wounds they have and let their biology do the rest of the work.
This naturally comes with downsides, because in anticipation of it leaking outside or inside, more fire resistant materials were used in their construction... Leaving them vulnerable to freezing temperatures. More specifically, ice magic used offensively. Salamandras are likely naturally toasty due to their innate construction.
However, they cannot do this forever. They still need to be maintained regularly, lest the core can be "weakened" and regenerate slower or all out temporarily forget how to reform their limbs and wounds from the given magic mud. This is particularly apparent after rigorous or deadly battles where the regeneration is slower. This is a sign for the Salamandra to quickly find somebody that can help her. But unless her insides spill out, this isn't detrimental to her health as long as she doesn't get hurt.
Reason why you are making this request - In the basement of some homunculi creator and their experiments, this seems like a proper safeguard to be added if for some reason the Salamandra cannot get to them quick enough, or it's not possible at the moment. Also I want to walk off getting my arm cut off because think about it imagine you just cut off this dude's arm and they're like "Oh that's Inconvenient."
Roleplay & Lore supporting your request - Salamandras, like Amalgama and Chimeras, are artificial beings literally created from the very intellectual prowess of some dude with the right tools and Magical Mud. Experimenting on what works and doesn't is crucial in creating a lifeform that is the peak of what they, the creators, intended them to do.
I can answer more questions if it is needed! Thank you!
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[2.94b] Mortefiore Fire |
Posted by: Rendar - 01-05-2025, 07:21 PM - Forum: Bug Reports
- Replies (1)
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Firebloods are invalid targets for Mortefiore.
Which is probably nice to know on a player sense, but. From a metagaming perspective, Fireblood Chimeras are immediately invalid, and no momentum can be wasted upon them for a 'failed' effect.
You're still flicking a seed at someone with intent to do harm. It should still have them be valid targets, they should just have the Mortefiore wither and die.....
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