Hello! First time I ever made a thread in this part of the forum, I think. This time I feel like it's necessary, though.
Currently, the number of increasingly hard to get items has only been increasing over time, particularly in Korvara. Between things like the boss 10* items, the items in the level 40-60 areas, the ever increasing pool of items of any rarity, and now the Dark Amplifier fights, the means to obtain them is never really anything more than just "sit next to the relevant spawns, wait until they appear, beat them up, repeat until you get the item."
And it's not like the items are easy to get, either - it took me a week to get the Gryphon Wings, and literally a full month to get Thunder Hooves. And this is with help, mind you - I've had a number of wonderful people helping me out each time, and I appreciate that they spent their time to help me.
But that shouldn't be how it goes, should it? Heck, even then, I know of several people that are still struggling and unable to use what they planned for their characters because RNG simply wasn't on their side.
I'm not one to say "no grinding ever", but this only really incentivizes those items to never be used due to the fact that a month's worth of playtime or more will be spent away from all other players in one corner of the map, only staying with the people that are interested in getting the item they need rather than RP. This really shouldn't be the case - if someone wants a rare item, they should have to spend time and effort into getting it, certainly, but not this much of it. This is a roleplaying game, after all, not a grindfest, and people with jobs or various other obligations shouldn't be forced to spend what free time they have monotonously going after the same foes over and over again.
--- SO, what ideas could we use to fix this without completely shattering the idea of grinding for the weapons you want?
The idea I'm proposing is a craftable, consumable item, likely using Cypelle, Raremetal and/or Dark Shards to make, that would provide you with a buff when used out of battle that automatically guarantees a single 10* item to drop from the next battle, if the enemies fought have a 10* item allocated to them and they match or exceed the minimum level limit required for them to drop it (IE level 56). The item chosen would be random, based on the enemies in the encounter - so if, for example, you're fighting a Hippogriph and a Vect Wasp, you have a 50% chance to obtain a Gryphon Wing and a 50% chance to get a Buzzing Chakram.
My general thought for the requirements to craft the Drop Amplifier (name pending) would be... 50 Cypelle, 20 Raremetal Shards, 10 Dark Shards and 3000 Murai, for example. This would provide a pretty effective Cypelle sink, while simultaneously removing the need to sit in front of one spawn forever, as you can instead grind elsewhere to build up the items needed for an amplifier. Obviously, the numbers can be adjusted at will, this is just an example rather than a hard rule.
If the boss 10* drop would be considered above the standard enemy 10* drops for whatever reason, a second version could be included that provides a chance to obtain boss 10* items as well, but costs more materials to make, or is even made from the first version as a base.
--- Would this make it too easy to get items? I would say no, though it likely depends on the baseline of how long one would normally be expected to hunt for a specific item. My general expectation is that if an individual spent more than 3-5 days to obtain a single item, it's absolutely gone too far - they came to have fun, after all, and sitting in a volcano looking for a fire whip is definitely not that for the wide majority of people in this game. Not to mention, most 10* items are balanced much like the rest of the items are, they just have a wider variety of effects - making them this absurdly time consuming to obtain is not healthy for anyone that plays the game.
Also, this only guarantees a 10*, not what 10* will drop, and most encounters are 2-3 enemies. Even with this item, you're still rolling the dice, and you might need to make a few extra to guarantee the item you want, which is gonna cost a lot of materials at the end of the day.
Would a similar idea exist for 8-9* items? Perhaps! Maybe even a version for boss enchants! It would really depend on if people want it to make obtaining things like the Crazy Coyote or the Roaring Rose or whatever just a tad less RNG dependent. I would personally appreciate seeing an idea like that in the future as well, but I can understand if it's turned down for any reason. The important one at the moment is the 10* one in particular, where it's become the most problematic RNG-wise and can become crucial to a given build.
---
Aaaaand that's the full idea! Obviously there would be room for refinement, changing numbers and whatnot, but I wholeheartedly believe the wide majority of people have gotten tired of the extreme rarity of some of these drops, and items like this making things easier should inject some more build variety into the game while also giving people incentive to do more than simply camp out at the boss of whatever dungeon they're going through.
I heard that a recent hotfix changed how targeting works, which is great in some regards!
...buuut, it also messed up certain techniques that reeeally helped.
Namely! If you try to use a buff (like a mage enchant / fortune wind), aim it elsewhere, then aim it back to the center in an attempt to get your character to face anywhere, they will instead be forced to look to the right instead. (Prior to this change, your character would instead face the direction your cursor moved)
I initially thought this was only an issue when attempting to face downward, but upon more testing, it really is just an issue with turning as a whole!
Is something wrong there? Should there be bonus effects done?
If suggestions are welcome, I'd call the following for the sake of symmetry:
Quote:Fire - Deals 5 Fire physical damage. Ignores knockback immunity. Ice - Deals 5 Ice physical damage. Ignores knockback immunity. Earth - Deals 5 Earth physical damage, increases Knockback range by 3. Wind - Deals 5 Wind physical damage, increases Knockback range by 3. Lightning - Deals 5 Lightning physical damage. Can critically hit.
Or just the simpler alternative of making all of them gain increased knockback range and fall in line with the Earth version. It's "enhanced by an elemental impact", so it should be more impactful. Pun intended.
The UI elements that appear for WASD mode when you're in front of an object lingers if you're led out of range of the interactable object via your party leader just walking somewhere else, for instance:
I was moved out of range of the NPC and the options still linger, despite moving out of range.
Posted by: Snake - 07-29-2024, 05:12 PM - Forum: Balance Fu
- No Replies
5 skill ranks for something that restores 10 FP with a very specific weapon type (a tome), on a class that can be tight on SP management. This is for the most part not something you would want to pick, even with leftovers, because of its lackluster effect.
Can it be changed to either be like:
Quote:According to Plan
(Fluff Text). If you have a Tome equipped, and every time an enemy is defeated, you gain 'According to Plan', which makes your next Tactical Order skill or Tactical Formation skill gain a bonus effect, cost no momentum and FP, and restore FP based on Rank.
Rank 1: 3 FP
Rank 2: 5 FP
Rank 3: 10 FP
Quote:Order effects are only active as you trigger their initial condition. Assault Order EX - Increases Critical Damage by the same amount of the damage boost. Cast Order EX - Increases Hit by the same amount of the damage boost. Guard Order EX - Guard effect becomes Swift Guard instead, and cannot be Guard Broken. Charge Order EX - Movement does not trigger any field effects or field objects.
Formation effects are only active while you're standing on them. Attack Formation EX - Reduces the momentum cost of Melee basic attacks and offensive skills by 1M. Immunity to Knockdown. Bunker Formation EX - Immunity to Guard Break, knockback and pull effects. Volley Formation EX - Increases the size of basic attacks from Ranged weapons (4 range circle).
or
Quote:According to Plan
(Fluff Text). If you have a Tome equipped, and every time an enemy is defeated, you gain 'According to Plan', which makes your next Tome basic attack become a guaranteed critical hit, inflict Fear for 5 rounds, and restore FP equal to Rank + Tactics Rank.
Rank 1: 3 FP
Rank 2: 5 FP
Rank 3: 10 FP
or
Quote:According to Plan
(Fluff Text). Every time an ally follows an order or starts a round in one of your formation, you recover FP based on Rank (per ally).
Applicable BYOND Key - StewofStu Character Name - Ysley Vestis Request Type - Ability Flavouring Request Details - I wish for Ysley to have the ability to "manifest" the Demon Hunter stances based of Geladynian Heroes.
The main concept from this is that Ysley is able to manifest different parts of his mind into "physical" bodies briefly. Whenever a Demon Hunter skill is used, the respective Hero of each respective stance emerges to sort of make the action "make sense" in a way for me. From the mystical "First Premier" that gives direction and ease in attacking, the hardy and tough Whilhelm that defends Ysley, the optimistic Nicolas with the fastest hands in the west, and the smart and cunning Verkia. These are of course, not the actual people that are assisting Ysley. It is a manifestation of what Ysley subconsciously think they look like and briefly given form to assist him. Though Ysley has no idea that's the case, and thinks that the actual Heroes lend him their aid from time to time.
Reason why you are making this request (if applicable) - Something i've always wanted to do was fight with stands without using a Summoner class. And it would be so funny to just see a random dude somehow manifest the person that killed 10 dudes in an evening walk before dinner (all of them apply).
Roleplay & Lore supporting your request - Honesty, I don't know. I just had a cool idea and wanted to expand on it. But I wasn't sure if it was allowed so I wrote this application first before roleplaying it. And for lore, I would say that I took it from the Geladyne Lore Doc. The people that made it are rad.
The skill Radiant Surrender has elemental augment effects, such as placing down cinder tiles when activated as opposed to light tiles.
However the Lightning variant (Swift Radiant Surrender) is missing the ability to lightning critical.
As opposed to other spells which can lightning crit and have a line for it when used via player debug, Swift Radiant Surrender does not have this pls fix