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Almanax 14 Flovor
St. Ballotwine's Day
St. Ballotwine's Day supposedly came about when Otomai created a special box of chocolates for a...

No flash

strawberrybug's profile
Member Since : 2010-08-11
35 Posts (0.03 per day)
Most active in : Character Classes
posté December 26, 2015, 20:36:02 | #1
wait wait — Iop buffs for free? Do you mean the 2mp2wp spell?

Thread : General Discussion  Preview message : #934464  Replies : 328  Views : 6847
posté December 26, 2015, 19:42:31 | #2
Feca is ONLY focused on support — so saying that Masks/Pandas/Iops/etc. get better buffs simply because they cost fewer AP is like saying "Eliotropes are the best healers because if you go through a portal, you get healed for no AP cost while Enis have to spend AP to heal." 

Thread : General Discussion  Preview message : #934454  Replies : 328  Views : 6847
posté December 26, 2015, 14:41:21 | #3
Let's just go through this list...
Eliotropes - BUFF - Everyone seems to agree here. They're nifty, but they don't excel at anything.

Masquaraiders - nerf? - I'm not sure how I feel here. They do some awesome damage / heals, but in PvM they're so squishy. Maybe the combination of damage/heals/map manip shouldn't all be found in one class.

Sram - FINE - I don't PvP, so I can't comment there. Srams don't bother me in PvM; they're reasonably strong but not better than a CC-only DD should be.

Sadidas - REWORK - I really want to have a Sadi on my team. I really, really do. But I cannot justify bringing a doll summoner to team battles, and Sadis don't have enough passives to make a non-doll build worthwhile. Also, the air branch is super weak (2 viable spells total).

Cras - FINE - Strong ranged damage, some MP-removal, good escape. The definition of a kiter. Not OP or UP

Enis - FINE - I wouldn't mind seeing something interesting happen here. Enis are the best healers, but they're sub-par at everything else. I'd like to see them get a little bit of map control or something. Right now I can't stand playing them.

Sacs - fine? - Honestly, not sure. I like the tradeoff between tank / mobility.

Enus - FINE - Enus have some great occasional ranged burst damage, but it's not as reliable or sustainable as Cras. Also mediocre AoE and small mp-reduction. All this is balanced by terrible map control and amazing drops. And, of course, a single HP-steal passive. The only things I'd ask for are some HP-regen when picking up a pouch, and some buffs on the fire spells (meteor should be 4 casts per target; ember and magma need buffs).

Rogues - can't comment

Iops - FINE - I find them super boring, but they're good at what they do: intense, mostly single-target CC DD. A little tankier than Srams, as it should be.

Ecas - FINE - I might be alone in thinking this. I don't mind Ecas being able to dish out some good heals. It requires sacrifices in the DD department, so I think it's fine. Enis are always going to be better / more reliable (as they should be).

Fecas - REBALANCE - I'm torn here. I like the shields, and I love Leather Plating (seriously the best passive in the game). They're a bit tankier than full-tank Sacs; I'm not sure if that's okay or not.

Foggers - rework? - They have some insane damage, but I feel like the elemental branches are a little lackluster. The lack of map manipulation/heals/etc is also a little iffy.

Xelors - FINE - Strong, versatile, useful on teams. But not gamebreaking either — no one says "wait we can't do the dungeon yet, we need a Xelor".

Osas - FINE - Again, I'm probably one of the few to say this. They're strong but not vital in most PvM. Some of the summons need a little rebalancing, but that's about it. Buffing allies is +++

Pandas - FINE - Pandas, I think, are the perfect example of a balanced class. They excel at map manipulation; do high-tier AoE damage; and mid-tier heals, tanking, and single-target damage. Buffs on allies are minimal, but useful (stabilization!).

That's the model we should be going for in all the classes: one facet of their gameplay top-tier, one high-tier, the rest decent. Sacriers fit this model, as do Osas, Xelors, Cras...

Thread : General Discussion  Preview message : #934410  Replies : 328  Views : 6847
posté December 24, 2015, 08:41:23 | #4
Yeahhh this really isn't okay. I'm rarely super annoyed by bugs, but this is a bad mistake...

Thread : Technical Issues  Preview message : #933937  Replies : 34  Views : 439
posté December 13, 2015, 22:24:33 | #5
I agree about LMF and Bubble Trouble. Both are pretty underwhelming, and if you're building a fire/water panda you end up taking at least one of them. Adding +3 dizzy stacks wouldn't be game-breaking at all; I think it would be great for making those two slightly more useful.

I don't mind Milk Wave as it is (although "most powerful water spell in the game"? You obviously don't play an enu) . The heal is awesome, and the damage is really nice too. I mostly find myself using it with Preparation on bosses, or occasionally on the barrel when fighting normal mobs.

EDIT: Two other things to mention:

Milk Wave is already a little tricky for a Panda, simply because it's so easy to burn through all your WP. So that reduces the use I get out of it.

I don't see any purpose to the +dodge you get from using Bubble Trouble. And for some reason, the single-target version of BT counts as an AoE spell (it kills voodoll).

This post has been edited by strawberrybug - December 13, 2015, 22:27:24.
Thread : Suggestions  Preview message : #931524  Replies : 9  Views : 322
posté December 08, 2015, 01:21:28 | #6
This could be really exciting news...maybe they're trying to make weapons competitive with spells?

Thread : Feedback  Preview message : #930266  Replies : 9  Views : 744
posté December 03, 2015, 18:37:41 | #7
I pretty much agree. I love having a masq on my team, and his single-target damage is better than anyone — but he sure dies easily. I really can't send him to the front lines unless he's backed up by feca / sac.

That said, he's useful in the back too. Amazing heals, and the classic mask buffs are nifty to stick on someone else while I'm healing (plus the double can wear a mask).

Thread : Masqueraiders  Preview message : #929292  Replies : 17  Views : 1911
posté October 10, 2015, 17:57:18 | #8
I'm having the same problem with the jellies being invisible. They're visible when they move, but as soon as they stop moving they're gone again. It's possible to do the jelly dungeon, but it's a little tricky to target anything, because you just see the rings where the jellies should be, and you can't click them to see which is which or how much HP they have. It's easiest to hit things by clicking the timeline icons.

The main quest isn't bugged for me, though. As long as you're not grouped with heroes, it seems to be doable.

Thread : Bug Archives  Preview message : #916971  Replies : 9  Views : 396
posté September 10, 2015, 13:21:29 | #9
As much as I initially hated the BOE setup, I think it's good considering the recent massive kama floods that most servers experienced. It helps to bridge the gap between the ultra-rich (legitimately self-made or otherwise) and the casual gamers. Maybe in the future it'll be appropriate to return to a more free-market trade system, when the economy stabilizes.

Thread : Devblogs  Preview message : #905820  Replies : 62  Views : 5870
posté June 06, 2015, 07:00:21 | #10
A change I'd like to see: when the panda consumes Dizzy, maybe we could have a separate state (I'll call it Caffeine. I'm sure someone can do better.) that gains levels in order to regenerate WP (i.e., if you consume 6 levels of Dizzy, you get +6 levels of Caffeine. When you gain 9 more levels of Caffeine from consuming more Dizzy later, you get the WP back from 15 total Caffeine). It's not a big change, but it would be nice for pandas to have a little more flexibility with Dizzy consumption. Right now there's too much pressure to always stack to 15. And it's a little more in line with the other classes' incremental WP regen passives.

Thread : Feedback  Preview message : #872204  Replies : 326  Views : 12567
posté June 05, 2015, 23:17:57 | #11
I miss the occasional badass multi-cast of D6, and I miss the crazy meteor shower of Craps.

I enjoy the flea idea. It's pretty sweet seeing the whole enemy team get poisoned with contagious fleas. Plus makes for some entertaining ally conversations ("Come over here! I want your fleas on me!")

I guess there's a move to make heals 50% worse than they used to be. Rough Tongue and Flea Love heals are just...kinda pathetic. I'm not sure how I feel about this trend.

The animation for Dice Roulette is a bit odd. The spell's awesome — don't get me wrong, I love it — but the blue / red squares seem to all have the same effect now.

I guess I like most of the changes. I'd still like some of those rarely-activated random effects, like the multi-cast D6, which isn't necessarily game-breaking, but which is really satisfying when it does occasionally trigger. And I'd like some info on the massive heal-nerf that's been going around. Plus some of the bugs need fixing (hunter does nothing to enemies, cat tree is invisible, sometimes you'll show up with +4ap and not be able to use them).

Thread : Feedback  Preview message : #872072  Replies : 295  Views : 13834
posté June 05, 2015, 23:07:41 | #12
Does it bother anyone else that the flaming/scalded effects don't stack? Like instead of "+80 flaming" it's currently "80 flaming", so no matter how many times you stack it you just get 80...

Also that 1ap fire spell that is self-cast only...meh...why not add some kind of enemy effect?

I haven't really played with other branches (light speed is especially confusing), but I'm definitely not happy with any of the changes I've looked at. I may be class changing my sac soon.

Thread : Feedback  Preview message : #872067  Replies : 239  Views : 13730
posté June 05, 2015, 07:42:40 | #13
Okay, can you guys enlighten me on how 20% damage done is different from 20% final damage? Because (1.2) times (all the other damage) is the same as (all the other damage) times (1.2).

I realize this isn't the ideal place for questions about mechanics...but it's fairly relevant to the discussion.

Thread : Feedback  Preview message : #871723  Replies : 405  Views : 15206
posté March 01, 2015, 23:47:38 | #14
Enus are really hard to start off. They've got great damage, but they rely heavily on having maxed passives, and the high mp cost for most of their spells means they don't pick up steam until high levels. They also have almost no CC ability, so coupled with their need for MP to inflict damage, they're terrible in solo combat (enemies pin them down easily). I rarely see enu mains — mostly they're alts of multi-accounters.

Thread : General  Preview message : #834810  Replies : 10  Views : 2205
posté February 15, 2015, 14:11:16 | #15
% damage counts for heals of its element. That is, fire %dmg counts for fire-based heals, water for water-based, etc.

%heals counts for ALL elements of heals, but NO elements of damage. That is, it benefits all your healing, but it does not increase your damage.

Thread : General Discussion  Preview message : #830547  Replies : 2  Views : 417
posté February 10, 2015, 22:38:42 | #16

Quote (Kikuihimonji @ 10 February 2015 21:56) *
But actually panda can throw someone to map edge and stabilize him (or self, depends who you fight against) or put barrel behind self to prevent the push of panda and make the enemy feel the scald. You don't even need lock for that strategy, just proper map and some throwing.
Uhh sounds nice but... all that ap and mp for pick up / throw / put barrel behind you / run to edge tile? Hardly ever worth it. You're better off using direct damage spells.

Playing panda, I find scald works okay in solo fights (monsters don't move away as often), but in group fights it's almost useless. The addition of lock makes it a better state, but still pretty awful.

So far playing Iop on beta, I feel like no one would ever level the scalded spell. There are much better options.

This post has been edited by strawberrybug - February 10, 2015, 22:39:46.
Thread : Feedback  Preview message : #829156  Replies : 1624  Views : 98529
posté January 27, 2015, 18:12:18 | #17
Honestly, either of the two is pretty good for eni. You're very, very rarely going to play as a CC-range fighter, so range is fine. But single-target also works, because all of your attacks and most of your heals are single-target.

From what I can tell, Massacuring Mark doesn't take secondary damage into account. Even if it does, though, it's not triggered enough to be worth building your secondary damages around it.

Thread : Eniripsa  Preview message : #824542  Replies : 6  Views : 1381
posté January 27, 2015, 02:36:45 | #18
I would love to see some changes to the fire branch, particularly because it's really hard to synergize with either other branch. Milking it is great — decent damage, really nice Aoe. But it's currently the only functional fire-branch spell.

1) Flaming burp. This is strictly for consuming stacks of Dizzy to regen WP. Otherwise, it's bad damage, not as good -res as Milk Wave, turn cast restricted, and linear. I would never level this.

2) Light My Fire. This spell seems nice — great base damage when you consider the flaming/scalded damage. But it's a long-range spell based on a CC mechanic. What's the point? Unless you have someone else on your team with a scalded build, you're SOL. It's the only other semi-functional fire spell, though.

3) Dairy Springer. Formerly one of my favorite spells in the game, now useless except for applying scalded/getting backstab, or occasionally using for a teleport to escape lock, etc. Make it 4ap1mp again, and seriously increase the base damage, and let it backstab again. Or just increase the damage (by 20-30% or so). As it is, it's meager damage for a CC-range 2ap1mp spell (for comparison, Rascalry is better damage, and boosted long-range), in a branch otherwise based on ranged damage. If this spell had better damage, a tri-build panda would actually become functional.

4) Explosive Flask. I really don't like linear spells, and this isn't an exception. It needs either A) much better damage, or non-linear when not carrying the barrel. The AoE is deceptive — since it's linear, you can never hit an enemy in the nearest square of the AoE, unless it's invisible. For a spell with so many restrictions, the damage just isn't up to par (with the exception of barrel casts, but that's very conditional).

--As for water spells, I'd love to see a change to Bubble Trouble. Perhaps add a direct heal effect on allies? The dodge effect is almost useless in a class with so many escape mechanics, and the damage just isn't special in any way. The trouble is, there are three/four very good water spells, so it'll be hard to get anyone to level BT anyway.

This post has been edited by strawberrybug - January 27, 2015, 02:39:15.
Thread : Pandawa  Preview message : #824322  Replies : 17  Views : 1927
posté January 26, 2015, 23:36:52 | #19
Revamp sadida!
Srams are so overpowered.
Please, Ankama, please.

Thread : News  Preview message : #824277  Replies : 196  Views : 8558
posté December 16, 2014, 11:20:58 | #20
Yeah, I'm sincerely hoping you're right. I'd really like to get rid of the (now useless) panda scalded spells.

Thread : General Discussion  Preview message : #810014  Replies : 203  Views : 9101