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Checkpoint |
Posted by: Cogster - 05-29-2024, 05:19 AM - Forum: General Discussion
- Replies (4)
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hi.
i'm not gonna write a big post, but an idea popped into my head after a little rest day (i was feeling a bit off this morning). i just wanted to leave my mark here. i sort of wish i had done this before i became a GM, but better late than never, right?
i like a lot of people, and i made good friends.
thank you so much, and keep enjoying this game and taking care of yourselves.
maybe more updates to come?
bye.
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Improvised Weapon |
Posted by: Poruku - 05-27-2024, 10:19 PM - Forum: Suggestions
- Replies (5)
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Instead of counting as no weapons types, now counts as ALL weapon types except tome.
The scaling is now 100% of guile or 100% strength depending on what is your highest. 90 accuracy, 5 crit, 10 power. It replaces your main hand weapon when used.
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Memory Shard Count |
Posted by: Trexmaster - 05-27-2024, 02:48 AM - Forum: Suggestions
- Replies (1)
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If I'm not mentally (or physically) keeping track of whether I've cleaned out an area of Memory Shards it's very easy to forget where the shards you may be missing are.
For players who don't have the entire list memorized/are newer to the game this can make gathering the Memory Shards far more of a pain than it needs to be.
Thus, I suggest that likely as a crystal terminal upgrade, there be a list available that shows how many shards you've gathered in each applicable area.
For example:
Quote:Nephel Shards:
Meiaquar Waterways: 0/10
Meiaquar Outskirts: 0/5
Abyss Cave: 0/10
Meiaquar-Telegrad Highway: 0/5
Ice Palace: 0/5
Meiaquar-Geladyne Highway: 0/5
Terra Flamma: 0/5
Making it easier to grab whichever shards you're missing without having to either do it all in one sitting or manually record how many you've gathered in each area as you obtain them. Which, if you're in a party, is far more difficult to do.
Knowing where to look and how many you're looking for makes it much easier even if you don't know where they all are precisely, too.
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Void Polluter |
Posted by: Autumn - 05-25-2024, 04:48 AM - Forum: Suggestions
- No Replies
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Merely only cause I think it's cool, and because Charred Void is very undercooked, I think this would be a very cool change up to the skill, I don't seriously expect this to make it in but I thought it was cool anyway.
Quote:Charred Void -> Pollute Terrain
Changed to active ability.
1m, 20 FP Cost, 1 round CD.
Costs 15 Void Energy. Targets a 2 range circle within 8 range, with the circle size being able to be expanded by 1 for 15 additional void energy per increase. Claim ownership, increase the LV by 10 and corrupt all tiles within the range of this skill, converting them to dark versions of those tiles.
Cinders = Dark Cinders (Dark Cinders now deal Hellfire damage instead of dark damage)
Ice = Dark Ice (Dark Ice will inflict frostbite to any enemies standing in it at the start of the round, if the opponent already has frostbite, it will inflict frozen instead equal to the ice sheet LV)
Air Shafts = Gravity Well (Gravity Wells will make it impossible for allies or enemies to gain the airborne status, lowers MOV by 1)
Flooded Water = Dark Water
Static Tiles = Void Pollution
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