They need incentive to rank in general. Technically a rank F and a master Sheep Shearer produce the exact same thing. Gathering skills: higher ranks should provide bonuses/rewards/more items to scale with the crafting counter parts.
So AFK fighing would bring in the usual stuff like fish and junk while actively fishing would have higher chances of like... materials and stuff? Fishing: Mini game needs to scale harder and have less RNG; skilled fishermen should have higher chances of getting rare items/books while afking fishing is still RNG like it is right now.
I don't think it was intended for serious combat to begin with, more of a collection type of mini-goal thing. There are stat boosts while transformed, I get like 64 more STR when I turn into a turtle, but I don't know to make the skill potentially more damaging or if it's even intended as such. Trans mastery: it's "fun" but why doesn't it allow players to access skills the monster and player both have? Slap some damage onto it or make dream catchers special upgradeable and this could actually be a decent offensive skill?
Was debating on spellwalk for this, but I figured being rooted wouldn't be bad if you could hit stuff further and charge fast enough to manage aggro. Hailstorm: y u no spellwalk-able and slow? It'd actually be a decent kiting skill on alban mummies.
Waiting on a response for the battle alch thing for an actual suggestion. As far as Chain Cylinder, would rapid-firing the skills it works on be OP? The comparison, magic, can get wand upgrades to permanently chaincast one element at a time. Battle Alchemy: some skills needs to scale and chain cylinder cd needs to go the hell down.
I think the first is a matter of the number of Will sources in the game. The second, however... perhaps Counter Punch could be the single Fighter skill that ignores pings, allowing one chain to fire? Would allow fighters to do something against the enemies at least, instead of being totally locked out of their skills... while still making enemies who ping melee more annoying to take out with melee than with other skillsets. Fighter: useless late game, needs defense mechanism against pings since getting pinged on first chain skill renders you useless.
I think faster charging would be better. It currently takes 5 seconds at rank F, but 15 seconds at rank 1 to charge the skill. 15 seconds is way too long to expect enemies to stand around not hitting you without relying on broken CC (Lullaby) or a coordinated effort by other players to do nothing but CC. As far as the cooldown, I think it's good for the amount of damage this skill can do (the listed damage is per attack and there's 5 attacks). while sakura abyss needs cd lowered for a skill that requires so much set up.
I'd totally use it... if the traps weren't 1K per shot. Instantly locking down an enemy (no aim time) for up to 10 seconds at a distance can have lots of uses both for party play and solo. Not to mention the crit damage increase. Spidershot: is the trap requirement even needed? Nobody even uses this skill lol.
That's what Magic Protection does, it just needs to be a stronger benefit to go on top of what players have from base stats. Magic dampening: should just be mprot/def+ a small % magic damage reduction if it is to be used for what i think they want us to use it for.
How would that scaling work? Would it be different for the different semi-melee skillsets? Berserk: should get bonus max/min that scales off your str. Flat str is kinda useless end game.
[qupte="bob"]spike sub skills exist???[/quote]They seem to have thought the AOE effects on spike would be more usable than they are now. Wouldn't be as bad if spike wasn't fixed damage and the AOE damage wasn't totally pathetic amounts.
Reforges are not considered here due to their inherently paid nature... and how much work it would be to balance them properly (especially across skillsets with different damage formula). p.s. charge minimum distance reforge exists.
"The art of getting peanut butter in somebody's chocolate."
[video=youtube;O7oD_oX-Gio]https://www.youtube.com/watch?v=O7oD_oX-Gio[/video]
I mean like, how should the changes be worded in the suggestion? Like how would I rewrite the damage formulas?
Not bad, added. I'd like Golden Time to decrease Chain's cooldown while active, that'd make the Golden Time title pretty sick.
Stuff like Cessair and Master Lich? Anything that can ignore normal combat mechanics is broken. Pinging was intended to let enemies have additional defenses without being broken, but it seems the devs prefer AHS instead which is just cheap. Needs to be fixed. Keep in mind that most of broken OP skills that ignore mabi's basic combat mechanics just counter equally broken mobs who were there first. The real problems with this game lie very deep inside.
Well blade is so much stronger than Spike that what Spike does to an enemy doesn't compare to what Blade does outside of raids. Breaking reducing prot outaside of raids wouldn't be bad, let's say up to 3%? Not sure how spike should go though, both the damage and slowdown AOEs are too situational if Spike isn't scaled by Magic Attack. Binding Needle should have an effect outside of raids too, maybe make spikes last a short amount of time longer on non raid mobs?
Thing is, if crystals are weaker than magic, people will use magic. If crystals are stronger than magic, people will use crystals. It's not like magic versus alchemy where they actually have different abilities, it's a gimped copy of the skills and has no real place. As for mana crystal, I say make the crystals a 1 second charge with a cooldown of 10 seconds or something
In most cases we go to the enemies, they don't come to us. For things like dungeons, you run so many rooms that placing the mines ahead of time in each room would quickly become tedious... and you can't put them ahead of time in boss rooms, the one place you might really want to. It'd also be nice if we could make new mines using them. Ice mines changed to be stronger and allow for hitting mods with their defenses increased while frozen, fire for either a small burn over time or just a massive large range area hit, and lighting for stun for a shorter time than ice but without the increased defenses.
Handicraft is in the Carpentry talent so linking those sounds good, but Carpentry makes just bows so how would they link together? As far as tools, how would those work and what would they do? Why would players want to use them, what benefit would it be? Would it be so much of a boost that players would consider it a requirement and then feel the need to grind it out? I feel like Handicraft should be a 'linking' skill. That helps out with blacksmithing, tailoring, and carpentry to make them easier as well as being needed for some things you make with them. Like, and this is a lame example, you make a 'fine sand paper' and 'wood chisel' to use with carpentry to make base puppets and handles. This could then add minigames for each. Even 'finishing a bow' with the sandpaper for an extra touch up to it after you're done with the basic shapeing mini game (which should be a thing)
If the only purpose of a skill is to provide a percent boost to one aspect of another skill, Campfire might as well not exist. Campfire: Is good enough just as a bonus to enchant burn success. Maybe reduce it to 3 firewood needed tho, since finest burn fires can be a hassle to make.
Players need to beat G19 (which is not easy for newbies and takes 800 total level to start), then fulfill four weeklies (which takes RNG, skill, experience, and like a month), and also get their Crusader level up to at least 15 for full effect, alongside training Recovering Touch itself. First Aid will be a staple for a long time, and is usable without annoying re-allocating your points... so it definitely needs to be sped up. First Aid: Is a joke now that SoT has replaced it so handily.
Something like while standing do full wound but no HP, while sitting do half the HP too? The HP recovered would be of the wound recovered, so you wouldn't be able to use bandages for just HP. Maybe if sitting instead changed it to also heal health for the wound recovered. Thematically the sitting works well, just not mechanically. I'd like to keep some bonus there.
How would that actually work, though? What with unstackale raw and food items. And then different food items have different qualities, would you produce them all in a stack of the same quality or would they suddenly explode your inventory? If we could cook in stacks it would help a ton.
Those don't come around often enough to replace the skill though. Herbalism/Potion Making: Events have rendered them obsolete. We have too many massive stockpiles of 500 and 1k S-types.
More effort or less work would be easily done by making the 100 recipe yield 300s and so on like in the suggestion. Something more future-proof would be making potions heal percent health, but there's a lot to consider for a change like that. You would need to massively rebalance the recipes as a whole and have each craft yield multiple. Maybe add in better combo potions up to 500 instead of 50,
Still RNG and still involves no player skill. RNG crafts: Add a UI to allocate points into the craft. Have the RNG roll give you a number of points to spend (up to 10x number of stats rolled) and a cap (between 50 and 100%). higher rank still gives higher rolls, and better minimum rolls on the cap. Now you can spend the points into each stat to distribute it as you wish, up to the cap you roll. Each point is worth 10% of whatever max roll for that item is now. The crap rolls become a bit less crappy when you can at least somewhat salvage it by allocating the points towards the desired stats, even tho you might get hit by a lower cap on them for that individual attempt. At least it's not a minimum roll.
I disagree. A master Miner should be capable of mining things that newbies cannot (due to lack of experience/technique). A master shearer should be able to gather better wool (and more from the same sheep) using their experience and judgment. Production skills work like that for a reason, to set requirements and give tengible incentives. Gathering skills should too. Gathering skills: Already fine. The speed increase they give is insane. We don't need wool quality or any of that, it's plenty just to have sheep explode all over Tir when you click them.
Interesting suggestion, but I don't think they'd go for it since repairs of high-end items are a gold sink, and repair kits work the same regardless of item repair cost. Mining: Change Cuilin stones to no longer be alch, but be universal components of handicraftable repair kits. Low-grade = 90, Common = 95, fine = 97, finest = 98. Remove these from RA tasks. Other materials needed to make the kits would be appropriate difficulty materials from the related disciplines. For example, clothing repair kits would use 1 each of that quality fabric and silk, as well as a thin thread, braid, tough string, or tough thread for the 4 quality kits.
Will have to remember to check later for enchants working and such. Mirage: DOES take damage range into account. They patched that in during the renovation I think.
Got any details? If Magnum aimed faster it could have a larger cooldown. Final shot: No. It's the reason Korean elf archers are OP. They can magnum spam at an insane rate for way too much DPS with this.
Not sure how I feel about that, since you'd be taking one waiting period (aiming) and replacing it with another (loading), and the loading time is not variable so it'd make combat feel more robotic. Hawk's Eye: Temporary buff skill: Adds a loading time to all archery skills, but guarantees all shots will hit. Reduces cooldowns by 2 seconds while active (magnum's load time stands in for the cooldown during the skill anyway, and avoids crash spam)
Counter with a lance having different values would work, but with literally just charge and mastery, what use would there be for the talent? Counter should work differently... just not sure how. Maybe allow canceling without cooldown, but also grant AHS for the first three seconds and block additional hits while counting the first? Since lances are so big. Lance counter: Maybe make it into just a passive buff to regular counter when using lances? Make counter usable with lances.
Ooh, I like the idea, how about R5+? Less arrow defense with no shield, but that's inherent already. Charge: Let humans do it without reforge or shield if they have r1
I don't think you understand how insanely OP bash is and in how many ways it's OP. Removing double bash already cuts the damage in half. You don't need to cut THAT in half again.
Normally if you want to deal the most damage to an enemy, you use the skill in your skillset with the highest multiplier. For Melee, that's Smash. So let's say you Smash an enemy repeatedly and we do some comparisons.
- DPS comparisons.
Recorded and timed repeatedly on spikes...
Smash is ~3.5 seconds for a cycle.
Bash is ~1.5 seconds for a cycle.
Double Bash is ~1.87 seconds for a cycle.
- Smash: 142% DPS
- Smash 2H/Giant: 171% DPS
- Smash 2H+Giant: 205% DPS.
- Bash: 306% DPS
- Double Bash: 491% DPS.
- Pinging melee is intended to interrupt a combo, making it difficult to use melee on that enemy. However it doesn't stop Bash unless the ping happens twice in a row. This is because Bash has a set stun time that's much higher than normal attacks. Fast weapons stun for about 1.4 seconds. Very Slow weapons stun for about 2.7 seconds. Bash, at rank F, makes all weapons stun for 3.1 seconds. At rank 1 it stuns for 4.5 seconds, giving more than enough time to hit a pinging enemy a second time... because the ping doesn't interrupt your attack like it would normally.
- Differing stun time is intended to make a balance between weapons of differing speeds, giving them a different combo speed and length. Bash's high set stun and low knockdown remove the speed and combo differences. Infinite comboing with no risk breaks the game. My newbie with 100 levels worth of AP, using the newbie gear, with rank B bash, can kill Scathatch monsters with no risk due to the infinite combo.
[Image: http://i.imgur.com/z76O7Spm.jpg]
So yes, we do need to double-nerf Bash because it's insane.
- Suggested Bash Changes: 166% DPS
Brings it more in line with things like Arrow Revolver damage-wise.
I considered 300% R1 single-Bash (200% DPS), but that gets too close to Final Hit.
Anyways the length of the combo (determined by the knockdown) is up for debate too. Should definitely be long enough to get five hits in if the enemy survives but not long enough that people could fire it infinitely. May need some knockdown decay delay for that.
10% at rank 1 is too small of a cut. 20%? Heavy armor mastery: Should give humans less dex cut. Match giants.
Gold Strike is not intended for endgame players or to compete with normal combat. Gold strike does not work.
If charges were doubled in speed, the MP usage would need to be increased to compensate for the constant DPS. Hail Storm: There was a bug at one point that made the charges load twice as fast with little down time. It was a good skill during that bug. Whatever that was, just use that as the real skill.
Tempting, but would people actually use it like that? Maybe allow it to be spellwalked at half of your spellwalk speed (still double mana over time drain so big).
Good call, editing. Fusion: Can't be rechargeable. Fire/ice would become as strong as chaincast fire (actually stronger considering the skill bonus plus icebolt damage added on) while allowing far stronger magic weapons as a base.
Aw crap, I thought it used the magic versions of the defensive skills. Should it use normal mdef but half the mprot? Putting that in for now. Mana shield: Un-nerf a bit or at least fix. Setting you to 0 def/prot is a HUGE loss.
Blaze will auto-fire at the nearest enemy, even if they're behind you (just confirmed in-game again). The problem is the range is so small that any position lag will often keep enemies just out of range when they look like they're in range. Blaze charging never made sense. Originally you could release it and it would auto-fire at the nearest enemy. Now you have to click while holding it to fire, but you don't need to click ON anything. You CAN technically click on a mob to fire but it's hard to hold the hotkey and ctrl-target. Change it to start charging with a press instead of needing to hold, and cancel as normal with other skills. Then just let you normally ctrl target to fire.
That's a good point, I adjusted the Spellwalk suggestion to only slightly lower the MP penalty, and lower the low-rank stamina cost so it's easier for lower level mages. What do you think the title should do instead? Spellwalk is also commonly used for chain firebolt kiting, eating the mp penalty. Master title removes the penalty but nobody uses it because meteor is so much more valuable. I think it's ok being niche. Buffing it might make it overpowered. You're free to chug S pots if you need to sustain it as-is.
Any suggestions on a mechanic, then? Synth is already god for ingots, but more "fun" recipes like that would be appreciated. More reliable ways to beat RNG and get a stupid pirate suit so I can finally wear cub as a 10-year-old and share between different gender characters also appreciated. The RNG is killer, and you end up using semi-rare fished outfits as fodder because of their "value".
Alch should jsut be able to use their own skill (Frozen Blast) for that. Mana Crystal: It gives MP. I like MP. I ranked it for the MP. Decrease load times and you can have utility in throwing ice spears out of a guard cylinder. That would be enough.
I R1'd it a while ago. I'm being objective, not subjective. A skill in a production talent should not require[i] a skill in a combat talent (let alone a different talent in general) in order to rank, that's the problem. It's like if Tailoring required you to kill enemies with a tailoring kit or if Blacksmithing required you to harvest leprechuans for ore fragments in the training. Rain: Don't complain about training. I r1ed it with novice water cannon with almost no effort. You just need to use finish rule. It's not hard and not that grindy.
Should the golem just use the player versions of skills? Going to put the stat percent down as like 25% for now. Golem: Fix AI with guard cyl. Yes. Maybe allow it to inherit some of the player's combat stats when directly controlling. Remove cooldowns since it still has load times.
The 150 stat bonuses don't mean much since 7% of that is like 10 damage and 10% cooldown reduction seems kind of weak too. Elemental masteries: You forgot that they also increase ewave's "marble" bonuses to 150 stat and 10% CDR at r1.
Yeah the damage scales, but the recovery doesn't. Life drain: Damage portion scales off missing health anyway, and is a great invincibility bypass. Increasing the healing might be ok tho.
It's boss cheese because Lullaby is OP. Lullaby having the total duration reduced (as suggested) would reduce the effectiveness of Hydra on single targets given the small radius. It should be more usable on single targets, and keeping bosses and such within it while it's active would be easier without locking them down if it had a bigger radius. Perhaps bigger as it ranks up would be appropriate? Hydra: It's still already the one alch skill REALLY worth using because of it's invincibility bypass and non-aggro damage. It's pure boss cheese, and in situations where you do want to fight legit the magic shred helps a ton too (especially if lightning rod is part of your boss cheese)
It's a question of Will sources for now, since Fighter skills have high multipliers but not as much Will as you can get other stats. Changing the damage from Will risks lowering the number of Will sources gained in the future as it'd be granted more sparingly. Fighter: Needs more damage as a whole.
Dropping aggro and moving you out of the enemy group every 7 seconds? Time to carry a knuckle switch on the off slots forever. Too abusable with the skill as it is. Tumble: should be useable out of hitstun and briefly drop aggro, to give it a real use and give fighter a bit more reliability if they end up multi-aggroed.
Pummel at rank 5 can rank up in as few as 260 raw uses (before talent). Meanwhile Chain Mastery at rank 5 literally needs thousands of uses of different fighter skills. Chain Mastery: I was the opposite. Everything else F and chain mastery 1. It gives buttloads of will for cheap AP.
Something being useful against one cheap boss does not make it a good skill. The boss is a problem (should have level 2 resistances instead of AHS). SSK: No. Do not nerf. Buff. Make daze guaranteed at r1. It's our only saving grace against the terror or Master Lich. Leave our Master Lich destroyer alone.
The standing version would also immobilize them but be limited to the first, or maybe just the first and second portions. It's slow otherwise, you start a Pummel on one enemy and people are two screens away when you finish. A standing version should also work on stuff that Pummel doesn't (due to no knockback). Pummel: The slow beatdown is really good when it applies since the enemy is immobile and allies can freely damage it. It's fine for that. Maybe add a standing version for mobs that are immune to the knockdown with iframes for the player doing it.
In practice it sucks. Within the past few days I finished all the Fighter skills, including Counter Punch, using Merlin's. Even trying to use basic bolt spells to aggro or stun enemies now and then, I rather rapidly went into negative MP much faster than Inspiration could recover it. Hell, I'd be at 50 MP, use Inspiration, and then it'd start restoring from negative MP (due to the penalty) so I'd end up with like 15% MP instead. Respite: Buff to percentile SP good. Timing restriction nah. Keep the debuff but change it to MP-only, and drain half of your remaining instead of 10% max. If you're on a Merlin or something you're typically meditating or something sacrificing stamina for MP, so getting back such a large amount of stamina but continuing magic should cost. Inspire afterwards if you need, but you can't spend it on both stamina and magic at the same time. You will need to pot eventually for one of the stats.
If Inspiration can't keep up with the penalty, no way Meditation can, even ignoring stamina.
I still think scroll difficulty should be selectable to ease Playing Instrument training, but having this as a change for Jam Session wouldn't be bad if that's what you mean? Music: Ensemble should copy the leader's success. Easier syncing, leader is free to use r1 scores since they will likely also have r1 playing.
People would be able to write scrolls that would crash everybody in hearing range when played, since the MML is broadcast to other players at the start of play. Unlimited characters with a time limit means the first three seconds could literally have 100,000 characters that do little to nothing but are technically part of the scroll. Composing: Add a master title that allows even higher character caps, or even a nearly-unlimited character cap but a limited duration (2-3 minutes) so you can write short but complex songs.
The slow time is cut into by the stun time, so an increase does sound warranted. 7 seconds? Dischord: Maybe make the slow last a little bit longer? As you said, it's effective, but not something you normally would use. If the initial stun could hit through AHS it would be nice alban CC against cobwebs.
A limited immunity doesn't sound bad, let's see what other people say about it, added. Lulla: Only if the after-immunity is not permanent. Have it grant a 1 minute immunity buff to mobs instead of being 1 and done forever. Then reduced duration, sure, why not?
Taking no damage from attacks would be convenient too. Group buffs lasting 60 seconds is fine. Buffs need management otherwise they might as well just be permanent stat increases if they last longer than some shadow missions themselves. Having it as a 10 minute buff doesn't hurt anything, it's just convenience and we should have it.
What are you using it for where the high duration is needed? I mainly use it for laughs or luring enemies together for skill training. Enthrall: Needs more duration. Also needs slightly slower stamina drain. Maybe infinite duration capped by your max stamina? Let it work on passive NPC animals too. I want to play Bremen's Mask theme throughout town with an army of chickens!
Whoops, added the skill. Eh on stacking buffs, unless it's going to keep the full attention of a bard as a sacrifice, it's too strong. You skipped chorus. The regen is ok for mp/sp. I'd like it to allow stacking different song buffs while inside like BFO + vivace, if possible.
Not sure if possible, but added. Crisis and smash. Definitely remove enemy iframes.
Gunner "flow" is Shooting Rush Shooting Rush Shooting Rush Shooting Rush Shooting Rush. The skill is not being nerfed (no changes to damage/effects), the spammability is being removed so players will actually use something else. Don't nerf shooting rush. If you buff bullet storm enough things will balance out. It's already really dangerous since it pulls aggro from everything hit, and it keeps gunner with the combat "flow" it needs.
You're using guns. [i]Just shoot them. Grapple: Actually good. It breaks through counter since it counts as ranged damage, giving you a free flash launcher against them.
Cooldown buff would make things like Grappling around easier, but also help training a bit. WotG: Mostly it's a final hit so the skill cooldown buff doesn't add much. Infinite ammo does let you storm more things if it's AoE, but that goes into storm buffs (quicker recovery, shorter animation on large groups instead of 1 at a time)
Not if only hardcore players can train it. The only times I notice players botting is with Ninja skills, also they removed Ninja talent from the newbie section. It's an issue. Ninja: Just give it all the KR buffs (including R-type upgrade buff) and we're good.
I still get potion poisoned even with it at rank 1, it just takes a few more potions. I don't think that aspect should be buffed though, since potion poisoning should remain as it's a limiting factor preventing the game from getting Diablo II potion type of usage (spam them to survive anything). Pot lore: Yeah, a buff like Thursday(?) would be good. The poisoning reduction is... a thing? I have so many event S-types I don't every worry about poison while chugging.
It's a physical attack, it should use physical damage. Doppel: It does scale. Like alchemy. With stamina. It's a very low scaling. It needs much higher scaling.
It grants AHS and not ping right now. Immunity to death temporarily would give it some really neat uses. Given the tiny duration, large cooldown, and leaving you in deadly that sounds like a good tradeoff. Berserk: What if it granted full knockdown immunity (instead of just 100% ping) and immunity to death while up? Just keep pinging and pinging into deadly, never knockdown until it's over? It adds a desperation use to the skill and some cool scenarios with it. I do like it as max instead of str tho.
It gets half the bonus. There's a huge separate penalty though yeah. :P Also no, gun doesn't get half use since it drops your int to 0.
Max deadly is your full health, and that's an interesting idea but would make recovering from many attacks you're not supposed to survive too easy. Shockwave: funny you should mention high stats should not have downsides. Health has always been nothing BUT a downside. Max deadly is half your max health. The more you have the more you need to recover from those 2k+ boss hits. If you had only 50 HP, you can take ANY hit in the game, go deadly, 100 pot, and be full again ready to take another hit. Deadly should have a fixed max of -100 HP.
Mana scaling whatnow? On to shockwave, just change it from 10% max to 10% current, and add a significant current mana scaling to it.
How long it lasts would make a difference though. Binding Needle: Don't buff it. You forget that it stacks 5 times with multiple bladers in the party.
Yes, definitely, added. To most of the production skills
Having an -entrust to others- option would be nice to have for production services.
Those would still be limited and not available normally in-game. They used to do that, production gachapons gave out specific manuals and such. Tailoring and Blacksmithing (and maybe engineering/magic crafts since those also have armor crafting):
Instead of releasing clothing, armors, wigs, etc 'ready to wear' from gachapon, turn all those clothing/amors into sewing patterns/blueprints/crafting recipe coupons. Therefore people would benefit by crafting materials for training the respective skills. tailoring or other productions would be useful again instead of just ranking those skills just for the stats.
We need more permanent content. Not temporary availability.
As somebody with R1 Engineering, if I could use less materials for guns I could flood the market with guns. Engineering & Magic Crafts
I don't think Engineering or Magic craft needs training amount fixed, I think it gives a bit of a challenge and satisfaction when reaching the r1. However I think they should make it that the higher the rank, the less materials you use to craft something so then you can produce more with less waste of materials.
The skills at least need a talent like other things.
More field herbs that spawn randomly would be nice, added. Herbalism
Make poison, mandrake and gold herb patches on random fields on certain days, during certain times in a mabi day. Or at least farily available in their current locations.
What would the materials be though? Potion making
get rid of 30s and 50s potions and let the 100s and 300s substitute those. Add the 500s and 1k variation to the potion making list so players with 1k hp/mp/stam or above can benefit from potions instead of mass smashing the 100 and 300 potions which oftenly leads to potion poisoning.
Never even thought of that, but unless there's lots of restrictions... I mean, imagine summoning a white dragon that starts walking along. Else this skill could be used to summon the monsters you have collected from transformation mastery which could aid in some way the lack of interest in this skill.
Simple, and agreed. Metallurgy
Give better gem sizes.
Would mercantile really be needed though? I mean it's thematic to the Treasure Hunter NPC himself (personality), but it's made up of just fomor commerce and rich bank dude gold throwing, neither of which have much to do with Iria l-rodding for puzzles. Honestly, I don't think people who just have Exploration mastery or even higher ranked skill deserves to gain access to the dungeon just yet until they unlock Treasure Hunter hidden title by obtaining master on all the relevant talents tied to it or the typical way as rebirthing into a Treasure Hunter hero talent.
Ah, yes. Commerce Mastery
Able to unload every item at once and still obtain each training point per X,XXX ducats instead of 1 by 1.
Thing is, the skill doesn't find the artifacts. That'd be a change to exploration in general. Artifact Investigation
Honestly I use artifact investigation frequently and this is what i think it should be added to it.
Expanding the artifact item list even further to be able to find new artifacts as well chances of finding rarer artifacts worth even more exploration and gold. Adding more exploration books with up-to-date rewards, rare enchants, patterns, recipes, materials, etc. Make Artifact to be actually worth but in exploration exp, gold, rewards. EVERYTHING.
Ah, agreed and added. Synthesis and Fragmentation
These should have a proper production-like list to see available recipes even more needed in synthesis. Synthesis also needs auto-production as dragging items 1 by 1 over and over becomes really boring.
Sounds good, added. At higher rank Synthesis it should require less items or less gold value items to make a fixed recipe item or random item respectively.
That risks the devs not going for it, because it'd make production skills a bit too easy. I mean look at Blacksmithing and Brionac. At higher level fragmentation, the minimum amount cap of fragmented materials should be increased at higher ranks allowing consistent amount range of materials obtained. Ex. instead of the range being 0-10, it becomes 50% of the max range, so instead of 0~10 it will be 5~10 at rank 1.
How would this work, more unknowns required to make higher ores? Metal conversion
Making more out of unknown ores, increasing the amount of items obtained from a successful minigame and higher chances of gems.
For player stats, I'd argue for Stamina and Dexterity or Intelligence to be thematic. Summon Golem
Obtaining stats from this skill to make it worth it. ex. hp+str, hp+protection.
AI similar to the real golems or at least intuitive AIs that can take care of its own.
Being able to heal a summoned golem, buff them or use potions on them.
Make their skills go r1, cough windmill
a bit of stats, mostly on protection.
For stats, Will is more thematic for this kind of skill. Definitely needs scaling def/prot, spikes don't survive at all in hard missions, let alone higher things where you might want to use them tactically. Different barrier formations though, I'm kind of eh on unless it's like, a semicircle instead of a circle. And there'd need to be some UI for it, how would you choose? Barrier spikes
Skill able to give stats per skill rank. hp+defense or hp+stam (up to 5)
Higher protection, higher hp, higher damage if it gets 1koed by a monster
Being able to choose how many barriers will be summoned as well the shape of them (circular, square,line, triangle, parallel, or just customized by used.
I wanna' say Luck, but low. Like 10 Will and 5 Luck total. Additional damage, like a slight percent? Up to 5% or so? Not sure if it should be physical or magical. I want to say physical to encourage using it in parties and not just for self-buffs. Sandburst
Adding stats per rank. will+dex or will+luck maybe?
Adding additional damage (magic or attack) to a monster that has been blinded.
Being able to splash it if there are more monsters in front of you.
Hm, sort of like a cone version of the alch's Windmill then? That sounds like a better buff to me, but since it'd be primarily self-defensive I'll remove the damage buff suggestion. Wind Blast
being able to splash-knockback monsters with this skill
Hm, good suggestions, though spikes risks too much cheese if spikes will also stand up to boss attacks so... Hydra transmutation
Increase the range at higher ranks
Unable to break the Barrier Spikes created by a person.
Slowing the monsters a bit so they don't run out of range too fast.
Eh, other things run that risk too. Flash launcher
Mini-invincible frames the moment you kick a monster so another monster don't cancel your skill right at that moment.
Risking the additional aggro? Bullet Slide
Make it a knockback splash-ish?
Tempting but I'd rather lower Flash Launcher's cooldown if there's going to be a down time for all skills. Bullet Storm
Fix the red arrow and displacement bugs
A bit more range/radius to it to use it efficiently
and a 12 second cooldown instead of 15 to have a better combat flow after 2 shooting rushes or so since after shooting rush there needs to be a skill that manage the mobs that were provoked more available.
Slowdown seems best, let's say 5-25%. Grapple Shot
Give a debuff to a grappled monster to it can be used often for debuff purposes as well. Like a damage increase? slowing the monster? defense reduction?
I'll go with the first. Reloading is intended to be risky, but should still be able to complete normally. Reload
Enable continuous reloading even when hit by a monster, but cancel it when knocked back.
or
Give a small chance to insta-reload while attempting to reload while being hit by a monster. (sorta similar to shockwave)
So...
- Added the loading/targeting issue of Fighter skills to the fighter intro.
- Added a bit about Counter Punch needing to actually target the enemy.
- Added a bit about going into cooldown but not activating to Counter Punch, Rain Casting, and Shock. Any other skills that do this?
- Added the bit about Tumble needing to unlock the player a bit sooner.
- Added a bit about picking up items with Puppetry.
- Added notes to Climactic Crash and Inciting Incident about targeting and Cerbersisusus.
- Added fishing manual versus AFK.
- Added the but to Control Marionette about the cooldown bug.
- Added the note about Smokescreen and direct clicking.
- Added the Chain Cylinder cooldown suggestion to Golden Time.
- Added a bit about prot reduction for Breaking Lies outside of raids.
- Added the suggestion for shieldless charge at a high rank.
- Added defensive suggestions to Mana Shield.
- Added Fantastic Chorus.
- Added the suggestion for Berserk to temporarily prevent death.
- Added the suggestion for entrusting on life skills.
- Added a suggestion for more herbs to spawn outside.
- Added mention of using shared skills with monster forms when transformed.
- Clarified some puppetry changes by adding numbers.
- Changed the Spellwalk numbers a bit.
- Changed the Hydra radius suggestion to indicate scaling size with rank instead of a flat change.
- Removed the recharging for Fusion Bolt due to fire stacking.
And maybe more I forgot to note here.