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| Himari Izumi: Special Weapon Flavor - Yukinko |
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Posted by: Sailor Ryu - 09-18-2025, 09:54 PM - Forum: Approved Characters
- Replies (1)
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Applicable Key: Weird Ahh Cat
Character name: Himari Izumi
Request Type: Special Item Lore/Flavor (Relatively Funky Weapon flavor)
Request Details: Inclusion of a sealed/bound Yokai attached to Himari's weapon, Yukinko. Specifically, that of a Yuki-onna, created through a ritual similar to that of Karakuri production, though with no specifics known, nor given to the how or why this was done.
Due to the nature of the weapon being a family blade, of a now (mostly) extinct clan, knowledge pertaining to how this was performed, is lost to her, due to the weapon itself's age, and lack of knowledgeable individuals left alive who could replicate it.
This is mostly simply a flavor addition, and should have no significant impact on gameplay or lore, outside of expanding upon what was already made seemingly possible (albeit very difficult/cruel) with the introduction of Karakuri rituals.
Of course, messing with spirits and Yokai in general typically does not come without consequences, and no one would go through this sort of effort without doing so for a reason, so there will be boons and flaws:
Boons: - A perpetual mist that ebbs from the sword when unsheathed, a "partial-summoning" of the Yokai housed within the weapon, similar to an install, but focused on the blade rather than the individual wielding it (Mechanically represented as the 'Freezing' elemental effect, and ice point greaves)
- A spirit within the weapon for Himari to communicate with, similar to the communications of a summoner and yokai through their contract. As a technicality, Himari would be "contracted" to the Yuki-Onna, a contract which bears its own stipulations (to be listed below).
- A connection to Yokai similar to that which most summoners have, something obtained through her own interests and spiritual sensitivity, though ultimately aided by the Yokai within the weapon.
- A significantly deeper understanding of ice, as an element; being both the expertise of her lost clan, and of the Yokai within the weapon, Himari should have a far more intimate understanding of ice as an elemental affinity than most. Allowing her some deepened control over its creation, beyond the norm.
- She gets to make her cool sword cooler by giving it individual flavor beyond just "Magic sword".
Flaws:- Due to the nature of the weapon, and the Yokai within, any time the weapon is drawn, it requires a constant amount of focus supplied to it, as the Yuki-Onna is no longer in a "dormant" state, similar to the summoning of a Youkai in a proper fashion. This is represented by the flower attached to the blade, if it wilts, the Youkai is running out of focus. If the flower dies, the bond breaks, and the Yuki-Onna is freed from captivity.
- The Yokai inside of the weapon, due to the nature of its seal being forced, is inherently vengeful. It does not take joy in being unsheathed, and summoned. This may lead to disagreements with the weapon, in which a d100 will be rolled should Himari take actions in which it does not approve. Scoring below a 20, will cause the sheath to freeze shut, refusing to allow Himari to draw it, and fight. (Making her subject to the consequences of having to fight disarmed) This effect lasts for 3 OOC days.
- The Yokai inside the weapon abhors violence, after generations of being forced to kill without good reason at the behest of Clan Izumi. As such, any time the weapon is used for anything other than non-lethal pacification, a d100 will be rolled, scoring below a 25, will cause the sheath to freeze shut, for 3 OOC days. Preventing Himari from drawing it within that time. (Making her subject to the consequences of having to fight disarmed). This dice will be rolled any time the skill 'Flip Blade' is used, in any serious battles.
- Himari now has to live with the constant nagging of an indentured servant in her sword, and a particularly sassy one at that.
- Due to the nature of the seal being foreign to Himari, should the Yokai break free from its bond, due to significant burnout of focus to feed it, the bond can NEVER be replaced. Yukinko returns to being a normal, mundane weapon.
Additional lore/The Contract:
Initially Clan Izumi were known for being ice-favoring Mercenaries/assassins from Sougame, residing in the mountains.
Due to their nature as a clan that typically used ice as their weapon, they've typically elected to fight alongside ice-type yokai. As such, their familiarity with them is borderline second nature, after generations of it.
Clan Izumi are known for their particular fighting style, 月光霞流 (Gekkō kasumi-ryū), a style that Himari has tweaked from being designed for swift elimination of threats, to something designed specifically for non-lethal pacification using blunter weapons. A style, she intends on passing on to those worthy.
Due to the bloody nature of Clan Izumi, and Himari's own massacre of her kin to escape the bonds of a life of slaughter, she has turned to pacifism as a whole; partially due to the influence of the weapon, and partially due to her own disgust as being used as a killer by the very family she was born to inherit. As such, she disavows all acts of violence.
The contract's stipulations are as follows:
1) The fellow man comes first. Not country, clan, nor creed. Fight for the underdog, those down and out. Protect the commoner, from spirit and sword alike, even if it kills you.
2) Forsake your name and title. Tell it only to those you trust implicitly. Himari Izumi is dead, we are Yuki(nko) first and foremost.
3) Right your wrongs. For every life you took prior to wielding me, is a life you must save. For each life you take in this pursuit, save two more.
4) Learn to see the world through a different lens. Wash away the stains on your hands, with experiences anew.
5) Upon the day you give up this blade, or your life, will the seal to break with your last breath.
6) Service for Servitude. I will serve, so long as you do the same. For now, you are I, and I am you.
7) Should the flower wilt, or should you break these terms. I am freed.
Final note:
Yes, this is a weird one. I'm not really expecting approval to play around with Youkai lore specifically, and ultimately if this is not approved, said weapon simply remains as I have been RPing it thus far; as little more than a magic sword.
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| Bring Seiryuu Back |
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Posted by: Autumn - 09-18-2025, 05:32 PM - Forum: Balance Fu
- Replies (5)
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Seiryuu kinda got overnerfed during the Korvara patch, and while many (including myself) were happy to see him go, it is undeniable that he just doesn't function as a youkai anymore, he's been delegated to an install only kind of value and it is a damn shame to see him in such a state.
He got triple tapped, his range no longer being global, his hunter's wind gained a 2 round CD and the duration of punishing winds went down from 5 rounds to 3 rounds. I think removing the cooldown from Hunter's Wind is a good start, as when he's used Hunter's Wind he can't do anything else due to his low SKI and low SWA.
He's useless, I think bringing back the global damage on punishing winds or removing the cooldown on Hunter's Wind would be a good way to bring him back, I think the general power level of youkai has raised to where he can have one of these back.
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| Blotch Evasion |
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Posted by: Latto - 09-17-2025, 12:50 PM - Forum: Balance Fu
- Replies (3)
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With the Void Assassin changes, Blotch's evade level reduced from 16 to 10 at max rank- a 46% nerf in total evade value. It seems like a huge and unnecessary nerf for dodgies (especially since the hit portion also took a -6 for an overall -12 evade effectiveness) in exchange for the new darkness resistance shred/less skill points used.
Can the evade portion at the very least be buffed back to 16 (the dark attack buff too would be nice but I digress)?
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| [3.03c] Medis Bullshit |
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Posted by: Rendar - 09-17-2025, 12:52 AM - Forum: Bug Reports
- No Replies
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Petrified Protector Medis used Rage Trample.
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Glancing! Lanky Ginger avoids the brunt of the attack!
Lanky Ginger takes 53 Blunt physical damage. (Rage Trample)
Lanky Ginger is now suffering from a minor bruise.
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Lanky Ginger takes 28 Earth magical damage. (Rage Trample)
Petrified Protector Medis used Welcome to Lazarus.
Lanky Ginger takes 608 Darkness magical damage. (Welcome to Lazarus)
System: 1 spirits have stopped possessing you and vanished.
Normally, I'm fine with mobs being bullshit. Medis didn't even do his Bellow to WARN that Welcome to Lazarus was going to proc.
This was just a straight up 'Whoopsie. Die." out of thin air.
Verglas/Druid, so it's PROBABLY something to do with Brain Freeze. This is the second bug report on this exact same issue, can we please just have Brain Freeze / Ooze Armor just not work on boss monsters, or at the least not work on boss monsters that intimately RELY on their cooldowns to not fucking explode people without any warning.
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| GR1 Leftovers |
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Posted by: Autumn - 09-16-2025, 09:12 PM - Forum: Balance Fu
- Replies (3)
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There's some weapons that have lower power that was often offset by their higher than normal scaling. These are likely just GR1 leftovers and while I don't think its super important to address them all on an individual level, getting them back to their niche is just a matter of increasing their base power to vaguely match what they might have achieved pre-GR2
For example: Seed Sniper
A weapon that previously had 120% total scaling, 100% SKI and 20% DEF, now it is 70% GUI and 40% DEF. Total scaling wise it lost about 10%, but it also lost the utility in being able to build 60 SKI for the majority of it's scaling.
I would say where you would see it achieve about 115-120 SWA before with 60 SKI 45 DEF, you see it now obtain barely 100 SWA with 60 GUI 45 DEF, in an example screenshot here you can see that Seed Sniper has lost a whopping 14 SWA from before, this would be patched up much easier if it bumped up from 4 base power to 14 base power.
![[Image: 3pJknrf.png]](https://i.imgur.com/3pJknrf.png)
This is just one example too, there are multiple weapons that still suffer from low base power as if they still had their old scalings that called for much lower weapon stats overall, I merely think these to be oversights so thats why I am bringing it up, and coming up with a hopefully helpful list of weapons that have fallen behind due to this reasoning. I have curated the list to weapons with low power primarily, and I am not considering the 1 star weapon line up you'd want to replace anyway.
These weapons include:
Quote:-Seed Sniper (120 -> 110%)
-Dual Blade (120% -> 100%)
-Baihurai/Xuanwuken/Qinglongram/Zhuquelare (150% -> 120%)
-Torment Noctis (120% RES Lean -> 110% WIL lean, also the accuracy of this weapon is still 70% despite every tome getting updated to 85%)
-G6 Exclusive: Custom Tomes (120%-> 110%, still 5 base power)
Bumping all of these up to more reasonable numbers (9-14 range) is enough to set them back into their niche.
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| Weapon Potential - Cougar Strike (Cougar Claws) |
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Posted by: Snake - 09-15-2025, 07:47 PM - Forum: Balance Fu
- No Replies
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Quote:Potential Skill - Cougar Strike
Cougar Claws' Potential Skill. Targets 2 location within 1 Range. Location 1 must have an enemy, and Location 2 must be an unoccupied tile. You attack the target in Location 1 with your Cougar Claws, and then slide to Location 2.
This Potential skill feels very underwhelming.
1 tile of range, 2 turns of cooldown, and nothing special attached to it. Still triggers tile and field effects and... nothing else. No Hit bonuses, no Critical bonuses. No busted 'ignores evade and deals 3x your SWA' or 'inflicts Blind on everyone within a 5 range circle. Not that it needs, but, doesn't it muddle the whole point of Weapon Potentials to be cool, signature add-ons you can unlock after bonding proper with your weapon of choice? Why is this so bad?
For a whole weapon potential investment of Chimeric Eyes, which is quite resource-heavy in Korvara, the payoff is just a glorified basic hit that nudges you 1 tile to the left, back or right?
It needs a little more to it.
As is right now, my propositions are:
- The effective range you can slide to is a minimum of 1, and is increased by 1 per 15 Scaled CEL. And a bonus 1 range if you are under Cougar's Roar.
- If the Cougar Strike attack is a Critical Hit, it refunds 1M.
Really, that's about it. Just those additional things and this potential becomes amazing for close-quarters disengaging and mobility.
The end result would be something like:
Quote:Potential Skill - Cougar Strike
Cougar Claws' Potential Skill. Targets 2 location within 1 Range (+1 per 15 Scaled CEL, +1 if you have Cougar's Roar active). Location 1 must have an enemy, and Location 2 must be an unoccupied tile. You attack the target in Location 1 with your Cougar Claws, and then slide to Location 2. If the attack was a Critical Hit, restores 1M.
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