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Balrog's Fire Warrior dispatch |
Posted by: Snake - 09-01-2024, 05:03 PM - Forum: Suggestions
- Replies (1)
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Quote:Fiery Emancipation
Targets: Self
Can only be used by Fire Warriors (Balrog). Requires 6M. Emancipate your enslaved anima, making it self-detonate, while dealing protection-ignoring Fire magic damage equal to its current HP + your Fire ATK, with Great Accuracy. The unit will be defeated afterwards.
Sometimes I don't wanna have to be skipping through so many turns in PvE, so let me make them go ker-bewm to reduce my team's size mid grind, please.
This could be a potential, idk.
I've also another idea, which is a bit more of a buff idea, but:
Quote:Balrog's Potential Skill: Hellbind
Targets: Self
On use, you whip all your living Fire Warriors in the combat area regardless of their distance, killing them instantly and powering up the LV of 'Hellbound Lash' for each sacrifice, for 3 rounds (max. LV = 4).
Hellbound Lash - Your next basic attack's damage type with Balrog will become Hellfire damage, and have a chance to inflict Lingering Damage (Hellfire) for 1+X rounds, with a LV equal to 50% of your Fire ATK + Balrog's Upgrade Level * X. (X = Hellbound Lash's LV)
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Purge the feeble-minded... |
Posted by: Sawrock - 08-31-2024, 05:01 PM - Forum: Suggestions
- Replies (17)
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There's a significant amount of uninteractable NPCs around the map, everywhere. Despite having seen them many times before, I still get hopeful that it's a fellow player I can interact with, but then I quickly realize that nope, it's just the same decorative NPC as before. Could a lot of these be removed? They ironically make the world feel more dead.
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Dualpower (Tactician) |
Posted by: Snake - 08-31-2024, 04:59 PM - Forum: Balance Fu
- Replies (1)
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I think this should let you use all of Soldier's offensive skills with either a Tome or a Sword. Tactician could use the extra to give it more use from Soldier, or let it use a shield.
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Roc's Fall |
Posted by: Latto - 08-31-2024, 12:32 PM - Forum: Balance Fu
- Replies (7)
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Can Roc's Rise grant knockdown immunity for a round or two after it triggers? Currently you can get knocked down multiple times in a row and get your feathers absolutely deleted before you can move, made worse if you proc riposte.
Picture this:
I just ended my turn with a refreshed 30 feathers after a finished Boon of Apus rotation. With the exception of my Feather Veil about to run out next turn, I'm thriving, my skin is clear, my crops are watered and I'm airborne, ready to recast Feather Veil and then strike next turn.
A demon hunter comes up next to me with their shotgun. They shoot me in the face, knocking me down. My riposte procs and I crit, giving me back 2 momentum, which gives me a turn and trigger's Roc's Rise. It instantly deletes 12 feathers, while I can do absolutely nothing with my 2 momentum. I end my turn. They proceed to use Chaser on me, sending me sprawling again. My turn comes around, proccing Roc's Rise and eating another 12 feathers.
I have 6 feathers left (actually less because I got feathers used up when I got displaced by Chaser). My Feather Veil has just expired and I have nothing left to cast it without either waiting or engaging in a 10 momentum skill rotation to refresh Boon of Apus. I'm decrepit and featherless, my skin is riddled with wounds, and the only thing watering my crops are my tears.
This is an actual scenario that has happened to me before. 24 feathers deleted in one turn because I could keep getting knocked down over and over is INSANE. Even outside of Riposte situations proccing the double activation, the fact that you can get 12 feathers deleted by getting KDed turn after turn and just have your class resource depleted quickly is both unfun and sometimes even actively detrimental as a class mechanic (to the point where I frequently consider not equipping it at all) especially when you compare it to something like Martial Artist's Kip-Up getting you back up at no cost.
I think Roc's Rise should either cost less (2 or 3 feathers per momentum recovered instead of 4) and give knockdown immunity until the end of your next round or stay the same cost and have two rounds of immunity.
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Let's go gambling!!!!!! |
Posted by: caliaca - 08-31-2024, 03:40 AM - Forum: Balance Fu
- Replies (4)
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Exgalfa right now is actually pretty good! It does pretty good damage! But is still somewhat inconsistent even with high luck values.
My proposal: Base Exgalfa chance is 50% to increase or decrease, and increases by scaled luck. So 50 scaled luck always increases the damage instead of it still not being consistent. If we gonna invest in values, we may as well get use out of them!
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[v2.89c] Cast Order Funkiness |
Posted by: caliaca - 08-31-2024, 03:31 AM - Forum: Bug Reports
- Replies (1)
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If you start the battle with an On My mark Cast Order, and then cast an invo the cast order will be consumed for the invocation beginning and won't increase the damage of the invocation.
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