Kasumi Rose

Members
  • Content count

    70
  • Joined

  • Last visited

2 Followers

About Kasumi Rose

  1. Shackled Island

    The high damage on the outside area is likely so people can't hop outside the zone and go kill the NPC bosses to get Master Hong super easily. Even so, though, the final couple of rings probably still do a bit too much damage. About FMs/BDs/Destros, it's not impossible to avoid their grabs for most of a fight, but that hammer is what pushes it over the edge. It's just another ring-out utility that doesn't really need to be there, and it launches characters WAY too far and starts up way too quick. Like I mentioned though, that's honestly one of the abilities I think needs to be entirely reworked/swapped for something else. If they really wanted to fix it they could lower the knock-back distance a LOT (although that takes away the purpose of it, which is to get people off of you if they're about to kill you) AND lower the start-up time. That way, if you get knocked out of the ring by it, you'd be close enough to pull them outside the ring with the claw then move back into the ring and try to keep them outside... It'd sort of create a counter/risk to using hammer (and there are already counters and risks to other abilities such as the big leap ability, which can be countered by the blue pull-down ability).
  2. Open world PvP

    Well, idk how moon refuge works, so I can't dispute if you're right or not about that, but that just sounds like bad game design in general. It should be made clear what's going on, and other people's toggle shouldn't influence whether or not they can attack people who don't have a toggle on ._o am I misunderstanding this? WOW, for instance, has both faction outfits AND a toggle, so it's kinda hawt. There sorta just needs to be this lol. It'd be lit. I wanna run around in my own outfit and fight people who have their toggle or outfit on.
  3. Shackled Island

    (Gonna copy/past what I originally wrote in "Shackled Isles Feedback" in general discussion here because it seems appropriate and it's more in the correct location. o.o Hoping devs will see:) Here's what I've determined while playing BR (I've played a lot btw: Top ~32): The powerups should not be determiners of the outcome of a fight; rather, they should ASSIST in the outcome of a fight. There are several things fundamentally unbalanced about some of the powerups. I believe some of them (like the paw hammer) should be entirely reworked, but if that's not an option, then I think some of the behaviors and stats of abilities should be adjusted. Here are some examples of the unbalanced abilities in BR and how they might be fixed: - Paw hammer: - It feels extremely bad when somebody just presses 7 in a small circle and activates the very quick hammer move that launches you hopelessly far out of bounds and guarantees a kill. Hammer can also be activated while falling, so somebody can come from off-screen and hit you within milliseconds, practically guaranteeing the hit. This isn't a matter of "Every player has access to the hammer; You can do it, too!" This is a matter of a plainly unfun ability that doesn't promote fun gameplay or skill when abused in small/final circles. - A suggestion to fix the hammer is to adjust the start-up animation of it to make it more readable and counter-able. Alternative adjustments can, of course, be made. These are all just suggestions. - Energy Sap (green bomb): - It is bad for gameplay when somebody can stand out of sight, watch 2+ people fight, and then hold six to activate an energy sap bomb and instantly get multiple kills upon full charge without even being detected. (It should also be fixed that the animation of energy sap can be canceled/doesn't show sometimes. Not sure exactly what causes this though. I think it might have to do with going in and out of stealth.) - One-hit kill (or one-combo kill) mechanics should be avoided as much as possible in PvP games, especially if they: don't require skill to pull off; have a quick startup (not saying energy sap has a quick startup); and/or is often very difficult or impossible to avoid (just use it while you're out of line of sight or while the opponent is in the air (summoners can abuse this quite well)). - Energy sap has a good, lengthy start-up animation, but it's just the nature of battle royale modes (people can be anywhere, sneaking up from behind a busy fight or coming in from the sky) that doesn't really allow for such a powerful one-hit mechanic. There are also rare times where you're in a big fight, so you're just out of mobility, CC, or I-frames, and you have to let your opponent slowly charge up your demise if you can't kill them in time, which again, feels bad. - A suggestion to fix energy sap would be to just simply take a lot of that damage away, but perhaps keep (and maybe even lengthen and strengthen) the negative effects that it gives players (I believe it gives lower regen, AP, etc. for a few seconds? I don't actually use the bomb myself anymore because I know it's op and bad for gameplay, but I see it used all the time, so I know what it does in general (~75k damage on a full charge and some negative effects), and I've read its description before.)) And again, this isn't an "it's in the game, so why not use it?" kind of situation. It's an ability that takes what could be a fun, skill-based fight, and just abruptly ends it with little to no effort required from the user of the bomb. It's very boring and disappointing, frankly speaking. - Catclaw: - Simply increase the cooldown on it. Right now, it's far too spammable for free CC coupled with the fact that it does a fair amount of damage, and classes (some better than others) can abuse that for effortless wins. - Shield (For 5 seconds it gives 50k health): - DISCLAIMER: The buff I'm going to suggest for this is made with the assumption that none of the above nerfs will be made (but do note that this change might work post-nerfs, too), so, in BR's current state with the op offensive abilities: - 5 seconds is not long enough to increase survivability by much, if any, in these fights. A simple air combo from most classes eats up that time and even causes it to expire just in time for you to still receive damage in most cases. Remember - this just increases health; it doesn't even resist CC! - I suggest you simply increase the amount of time you have the health buff for. Even one second would help a lot. - Cooldown reset: - This hasn't been much of an issue yet, but I know certain classes can go infinite with stun-lock by using CD reset (I've seen Destroyers do it). - I'm not sure how this ability can be fixed without making the ability too weak or too unorthodox for the game. If these things were changed, I think the remaining abilities (like the toxin ability that creates a small, damaging AOE around the user) would fall in line and become more balanced. Right now the toxin AOE is ever so slightly on the too powerful side when coupled with catclaw because catclaw can be spammed to pull people in and paralyze people too often. But with catclaw on a longer cooldown, that would be fixed. And the other changes I suggested would fix other things, too (like the shield being on the too weak side). Feel free to leave your own suggestions or dispute these, but do it in a civil manner. And please read everything closely in every paragraph before replying just in case you misunderstand something by not carefully reading.
  4. Shackled Isles feedback

    Here's what I've determined while playing BR (I've played a lot btw: Top ~32): - The powerups should not be determiners of the outcome of a fight; rather, they should ASSIST in the outcome of a fight. Right now, there are several things fundamentally unbalanced about some of the powerups. I believe some of them (like the paw hammer) should be entirely reworked, but if that's not an option, then I think some of the behaviors and stats of abilities should be adjusted. Here are some examples of the unbalanced abilities in BR and how they might be fixed: - Paw hammer: - It feels extremely bad when somebody just presses 7 in a small circle and activates the very quick hammer move that launches you hopelessly far out of bounds and guarantees a kill. Hammer can also be activated while falling, so somebody can come from off-screen and hit you within milliseconds, practically guaranteeing the hit. This isn't a matter of "Every player has access to the hammer; You can do it, too!" This is a matter of a plainly unfun ability that doesn't promote fun gameplay or skill when abused in small/final circles. - A suggestion to fix the hammer is to adjust the start-up animation of it to make it more readable and counter-able. Alternative adjustments can, of course, be made. These are all just suggestions. - Energy Sap (green bomb): - It is bad for gameplay when somebody can stand out of sight, watch 2+ people fight, and then hold six to activate an energy sap bomb and instantly get multiple kills upon full charge without even being detected. (It should also be fixed that the animation of energy sap can be canceled/doesn't show sometimes. Not sure exactly what causes this though. I think it might have to do with going in and out of stealth.) - One-hit kill (or one-combo kill) mechanics should be avoided as much as possible in PvP games, especially if they: don't require skill to pull off; have a quick startup (not saying energy sap has a quick startup); and/or can often be difficult or impossible to avoid (just use it while you're out of line of sight or while the opponent is in the air (summoners can abuse this quite well)). - Energy sap has a good, lengthy start-up animation, but it's just the nature of battle royale modes (people can be anywhere, sneaking up from behind a busy fight or coming in from the sky) that doesn't really allow for such a powerful one-hit mechanic. There are also rare times where you're in a big fight, so you're just out of mobility, CC, or I-frames, and you have to let your opponent slowly charge up your demise if you can't kill them in time, which again, feels bad. - A suggestion to fix energy sap would be to just simply take a lot of that damage away, but perhaps keep (and maybe even lengthen and strengthen) the negative effects that it gives players (I believe it gives lower regen, AP, etc. for a few seconds? I don't actually use the bomb myself because I know it's op and bad for gameplay, but I see it used all the time, so I know what it does, and I've read its description before.) And again, this isn't a "it's in the game, so why not use it?" kind of situation. It's an ability that takes what could be a fun, skill-based fight, and just abruptly ends it with little to no effort required from the user of the bomb. - Catclaw: - Simply increase the cooldown on it. Right now, it's far too spammable for free CC, and classes (some better than others) can abuse that for effortless wins. - Shield (For 5 seconds I believe it gives 50k defense?): - DISCLAIMER: The buff I'm going to suggest for this is made with the assumption that none of the above nerfs will be made, so, in BR's current state with the op offensive abilities: - 5 seconds is not long enough to increase survivability by much, if any, in these fights. A simple air combo from most classes eats up that time and even causes it to expire just in time for you to still receive damage in most cases. Remember - this just increases defense; it doesn't even resist CC! - I suggest you simply increase the amount of time you have the defense buff for. Even one second would help a lot. - Cooldown reset - This hasn't been much of an issue yet, but I know certain classes can go infinite with stun-lock by using CD reset. - I'm not sure how this can be fixed without making the ability too weak or too unorthodox for the game. If these things were changed, I think the remaining abilities (like the toxin ability that creates a small, damaging AOE around the user) would fall in line and become more balanced. Right now the toxin AOE is ever so slightly on the too powerful side when coupled with catclaw because catclaw can be spammed to pull people in and paralyze people too often. But with catclaw on a longer cooldown, that would be fixed. And the other changes I suggested would fix other things, too (like the shield being on the too weak side). Feel free to leave your own suggestions or dispute these, but do it in a civil manner. And please read everything closely in every paragraph before replying just incase you misunderstand something by not carefully reading.
  5. Open world PvP

    Alright for real, everyone having knee-jerk reactions and disagreeing to this is not thinking... Just have a toggle for whether or not you WANT to partake in open world pvp or not? xD (You guys srs?) That's such a simple solution. I totally agree with op, I would love open world pvp, but not in an outfit that I don't want to wear.
  6. I for one use "simplified combat" as an accessibility feature, not a laziness thing. I have carpal tunnel, so not having to spam buttons lengthens the amount of time I can enjoy this game, and I can still make some crucial inputs when I need to; however, simplified combat doesn't let Warlocks use the new skills that require Quell. (It's probably doing this for other classes, too). Any chance this can be changed? For accessibility?
  7. Dreamsong Theater does not work

    well shoot, I jumped to conclusions AF. I pressed f8, saw the big "DREAMSONG THEATER" icon with instructions on where to go, and of course I assumed that was the only one I'm prepared for the storm of regurgitated internet insults. But still, the challenge is probably a little too elitist, so I'll leave this post up (and add this comment to the main post, so ppl read it first and I don't have to reply to a bunch of standard, toxic internet users)
  8. Dreamsong Theater does not work

    "Joining a party deletes the character's current Dungeon Challenge Party Ranking." There's no option to run it unranked, or if there is, correct me because it doesn't seem clearly stated. I'm in the f11 recruit lobby (which is where the icon in f8 tells you to go) looking at it rn.
  9. Dreamsong Theater does not work

    DISCLAIMER: I jumped to conclusions AF with this: I pressed f8; saw the big "DREAMSONG THEATER" icon with instructions on where to go; and of course I assumed that was the only Dreamsong Theater there was. I'm prepared for the storm of regurgitated internet insults. But still, the Dungeon Challenge mode is probably a little too difficult to get started running, so I'll leave this post up (and add this comment to the main post, so ppl read it first and I don't have to reply to a bunch of standard, toxic internet users) ______ _ _ Players are going to want/need to run Dreamsong Theater, but people, in general, are going to be discouraged from joining a player's party for fear of losing their rank. This mechanic that's being attempted does not work well for a game this small. It is anti-gameplay I'm not even upset for personal reasons, this is just a legitimately, objectively bad gameplay idea; If I had run this dungeon and received my rank, and then I was faced with the opportunity to possibly get a lower rank and fewer rewards for playing with someone who hasn't gotten a chance to play yet, I wouldn't want to play with them either. Does this make sense? Some people just simply aren't going to be able to find a party. As is, this Dungeon Challenge is way too geared towards the elite members of clans, groups of friends, and discord lobbies, and it completely leaves the common player(s) in the dust; even players who are quite geared, or who are in clans will be often excluded if they're not amongst the top 10 or so players. This new mode needs to have a lower barrier to entry. Keep in mind, Blade and Soul is a video-game where a large percentage of the player base hates the f8 lobby simply because it takes some patience and effort from time to time; they're never going to want to help out anyone who isn't top-whale for this Dungeon Challenge if it means risking rewards. Please rework this as soon as possible, thanxz~
  10. Animations not displaying

    Sometimes, when my character gets put into a Restrain move, the animation for the Restrain doesn't actually show up; instead, my character either remains standing on the ground frozen until the move is over, or my character hovers around in a frozen fighting-stance. Here are a few mediocre examples of this happening (the first one might be a write-off if this is how the animation is supposed to look, but the rest are valid for sure): Whenever Asura pulls all the players toward him in the Snow Fortress raid, I can't see the actual grab animation for any of the characters. They all just slide toward him, stand there frozen in fighter-stance for a moment, then they suddenly end up in the knocked-down animation, getting up. This sort of thing happens a lot to me. Even in PVP, sometimes if I'm grabbed, I remain in the fighting stance instead of actually going into the proper animation. I even T-pose pretty reliably when I deflect attacks if the enemy resists the deflect. I'm pretty sure the reason the animations aren't showing up is due to ping/lag issues since I run my game on high settings, so I'm really hoping it gets fixed when this game moves to the new engine, but... xD ...does anyone else have these problems? Or are you all smart enough to not run your game on max settings even after animations start breaking? xP (Because again, I'm pretty sure that's the cause of it.)
  11. Thanks for Ruining BD Party Protection

    There are no infinite resist skills that are able to be active while a player is moving now that the BD's infinite resist skill has been removed. That's all I'm saying. I think WL's chain move is OP, too, that's why I don't use it, and WL's air move is op as well, which is why I have an entire post talking about it several times: the post is called "Overpowered Classes." We're not talking about those things right now, they're irrelevant because they're not moves that infinitely resist damage while allowing the player to move. Even FMs and WLs who are using anti-target/non-range attack bubble/chains can be pushed or pulled out of their bubble/chains using certain moves, and they can still be hurt with non-targetting/aoe moves. Anyway, back on to the BD's now, let's not switch gears and talk about different classes anymore.
  12. Thanks for Ruining BD Party Protection

    I said "moving!" There's no skill that infinitely protects a character while they're moving! I'm not even going to bother reading the rest of that comment.
  13. Thanks for Ruining BD Party Protection

    I never got upset at BD's or whatever blocking things. Like I mentioned, I didn't even know this was an issue until the patch notes came out. And I hate the invincible buff after stealing a horn, lol. It's stupid. As for your second thing, what the person meant was that coordinating party protects takes more skill now because it's not just an invisible wall that can be thrown up, it has a certain amount of hits now.
  14. Thanks for Ruining BD Party Protection

    I have played PvP. :I Please read what I wrote in response to Milennin.
  15. Thanks for Ruining BD Party Protection

    Besides BD's Party protect, there was not a move in the entire game that ever protected multiple people for an infinite amount of hits while also allowing them to move around and attack (and if that's not what BD's old party protect did then lol I don't play BD so my mistake, but) that move was far too left-field to be considered appropriate or balanced for this game; it didn't fit in with the rest of the core mechanics of the game (which were [and are] iFrames that have a certain amount of damage-blocks before breaking, or iFrames that block everything but freeze the character(s) in place and stop them from attacking.) Therefore, BD's infinite-party-protect shouldn't have been in the game at all in the first place. It was a misfit move. Thrall is similar to the cat in that they are both summonable creatures that help players. If you strip them down to their basic basic basic mechanics/ideas/intentions, they are the same, and that's the point I'm making. Even Gunners little, floating defense thing, when stripped down to its basic mechanics, is similar but flavored slightly differently than most other Iframes or resistance abilities like WL's anti-target chains, etc.