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=AQ= Fall into Fungibushi: Exclusive Gear & Community

 
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9/22/2024 5:20:26   
Bu Kek Siansu
Member
 

COMING THIS WEEK!

The 2024 Summer Season of Gifting Community Prizes - Fungibushi
The 2024 Summer Season of Gifting has drawn to a close, and what a spectacular season it was! To all our esteemed Giftmasters, we extend our heartfelt congratulations. Your boundless generosity and community spirit have truly set a new standard in AdventureQuest. This summer, your legendary gifting skills didn't just impress - they shattered records! Your kindness rippled through the realm, touching the lives of countless fellow adventurers. Such remarkable deeds deserve an equally remarkable reward. For your outstanding achievements, we are thrilled to bestow upon you the mighty, and now fully color-customizable, Fungibushi set. This powerful gear is a testament to your giving nature and a symbol of your status as true champions of generosity!

This week's first Fungibushi wave includes weapons, pets, shields, and faces! Next week we're expanding your arsenal with the highly anticipated Fungibushi Armor, a powerful spell, and Misc. But that's not all - the Fungibushi homes are also on the horizon. Mark your calendars for early 2025 when these unique dwellings will become available!

Limited-Time Shop - Fall Season!
As the leaves begin to change and a crisp autumn breeze fills the air, our Fall Seasonal shop returns with a variety of autumn-themed items. Among these, the new Reaping Gale is ready for adventurers looking to embrace the spirit of the harvest season. This is the final week before the Summer Seasonal shop disappears!
Newsletter Link: https://mailchi.mp/artix.com/2024-fungibushi-fall-season

Hope you all have mush-room in your inventory for the set. Tag you're it. ~Anim

< Message edited by AnimalKing -- 9/22/2024 8:23:24 >
Post #: 1
9/26/2024 16:52:44   
  The Hollow
AQ Lead


Update: Gear testing in progress. If all goes well, we'll launch later today!

Update II: This week's first Fungibushi wave has arrived! Head over to Ballyhoo's, or visit Today's Event page, and pick up your Fungibushi Shroom Katana/Kunai/Staff, Bullshroom pet, Fungibushi Toadstool Targe shield, and faces! Next week we're expanding your arsenal with the highly anticipated Fungibushi Armor, a powerful spell, Misc, and Mushmoo Pet.

< Message edited by The Hollow -- 9/26/2024 16:52:44 >
AQ  Revisions: 1 | Post #: 2
9/26/2024 17:21:17   
  Kamui
 Hashire sori yo Kaze no you ni!


NOTICE: I am a massive derp and had the items be Earth instead of Wind like they're supposed to be. Fixing it right now, will update this post and the info subs once done.

Edit: Finished, enjoy your breezy autumn shrooms.

< Message edited by Kamui -- 9/26/2024 17:28:34 >
AQ DF MQ  Post #: 3
9/26/2024 19:32:57   
Branl
Member

Thanks guys!
So preliminary thoughts on the Fungibushi items... The spore status itself is... a lot worse than I was expecting. It takes quite a while for the spore statuses to max out and start healing (20 rounds for a 0.1 power spore to max!), and the damage also has to be low on account of being a saveless, permanent status.
But, the damage takes so long to stack that monsters will often be dead before you can get meaningful numbers. Some preliminary testing from another player seems to show that the status deals roughly 300 damage after 20 rounds of stacking.

I think this gap of expectations sort of reveals another flaw in a player suggested format:
Players don't have enough game knowledge to understand the relative power of proposed sets and mechanics. It's difficult for players to make informed voting decisions when judgement of the viability or power of sets is strictly under the domain of a VERY scarce number of players.
Further, with the length of time these sets take to make, the (seemingly common) risk of them being either busted or weaker than expected is too high. Whether we're talking about Frostwyrm's reliance on backlash, another status up for a GBI, Wing and Wishweaver having several questionable design choices behing their proposal holding up their relative strength, Warwolf being a ridiculously overloaded set that staff can't make again due to time concerns, or Fungibushi, a set that works on a status that's weaker than the original proposer and many players that voted for it were expecting.

The only outright success with player suggested sets I can verify is Paleskull, both in not needed to rely heavily on being proposed purposefully overpowered, and also still being a good set.
I genuinely think these sets should be staff designed. Not to say staff are infallible, but, I genuinely think staff have a better chance at catching potential imbalances, whether over or underpowered, than players can.

I suppose giving shroom a save (doubling the power at +0), would help make it not take as long to be impactful. But I think it's a shame that the original design goal (introduce new players to status without gating it's reliability behind premium potency stuff) couldn't be achieved. Still, it's more important the set, as an important gap filler for FD and Caster players, to wind up good, rather than currently where it seems players will avoid interacting with shrooms to use the armor's elelock.

Side note: It seems staff attempted to adjust def loss in a way that would allow for modern permanent status. This would allow the mark target skill on Warwolf to not compete with the pet and misc's def loss. However, a major bug seems to have been introduced that completely broke def loss as a status. As in: The status displays "undefined" turns, sometimes with "nan power" and immediately disappears. While it would be great if staff could fix this in a way to implement modern perm def loss (so they don't have to address def loss in the future), it'd be fully understandable if they had to revert the change and keep it moving.

< Message edited by Branl -- 9/26/2024 20:41:12 >


_____________________________

IGN: Teryle

There's a method to my madness.
AQ DF  Post #: 4
9/26/2024 20:25:43   
Angelus111
Member
 

I'd like to second everything Branl before me just pointed out. Coming from someone who has been playing steadily for the better part of 5 years as we speak , and who has learned to adapt to an increasingly more interesting meta and gameplay set of choices, the fungibushi set seems -so far- as a prime example of great in design but flawed in execution (perhaps impossible to execute in a satisfying manner due its design, I don't really know). The crux of it beign, as Branl detailed, how underpowered its new mechanic/status feels. Indeed, perhaps a modifier on the save, or a penalty to weapon (melee/ranged) / spell (magic) damage dealt could be introduced in order to achieve a fair as well as satisfying implementation of this new and promising status.
Again, just my two cents on the matter.
Sorry for any broken-englishness shennanigans (South American player here) and thanks for over two decades of mantaining and updating this hidden gem of a game, and its enthusiastic comunnity.
Good day!
Post #: 5
9/26/2024 20:27:41   
Aura Knight
Member

Earth or water makes more sense so wind is definitely not a good element choice. Hope the armor adds something because these look like a skip. The poison is practically nonexistent and heal way too insignificant. All these items have going for them is the art but effects absolutely failed. I'm hoping this is a mistake not yet realized.
AQ DF AQW  Post #: 6
9/26/2024 21:25:56   
ming shuen
Member

Hi. Can we get a non-colour custom version of the set?
AQ DF MQ  Post #: 7
9/26/2024 22:44:14   
Grace Xisthrith
Member
 

Hoping to share my own opinion on the Fungibushi set. I edited out some less relevant parts and want to wholly support Robyn Joanne’s opinions on what should be changed, if anything, given they designed the set

I think that the *spore mechanic of the* set was very well explained in the forum post (the spore status seems to work identically to the post on the set from my testing). Secondly, I'd be crushed to see a unique status, one that doesn't require a save and rewards slow gameplay and is separate from the modern inflict - eat - win gameplay loop, get changed to have a save and be like all the other statuses. *other changes could surely happen, I think adding a save would be such a bummer*
As an aside, I'm not quite sure if you're trying to say that the paleskull set isn't overpowered, but it's quite nuts, not compared to wingweaver, but it's nuts. Peculiar argument to make, in my opinion, given it's the best FO water armor in the game by a mile probably, stuff like an 84 SP 42% choke will do that. Comparing it to FO water is a bit unfair, since there's so little, but the armor and pet (and weapon if you have the rest of the set) are absolutely nuts *for any element*. Not to mention a choke potency +20% universal damage misc.

Now for more general positive stuff, I'm loving the art, I went with some blue green colors and loved it. The items look great (although we knew that already), and I love the pet, and I'm so happy we're getting another one too. Spore is fun! Infinite stacking sustain is so awesome, I'm gonna try it out at a few peculiar places, it make make some new strategies possible for Wolfwing and Carnax. All in all, super excited about the items

< Message edited by Grace Xisthrith -- 9/27/2024 7:40:31 >
AQ  Post #: 8
9/27/2024 0:06:05   
RobynJoanne
Member
 

Let me preface this by saying I'm truly thankful that the devs have brought Spore to life. I was always worried that a new Status Effect could be too ambitious, especially one that has instances stacking the way that Spore does.

Every Fungibushi item released so far has had at least one change from my design.
Fungibushi Shield creates a Spore at the start of the Player's turn, so it loses out on a turn of damage after the Monster's turn unlike Shields that apply the Status Effect with each hit.
Fungibushi Weapons and Pet do not use damage-scaling for their effect.
The Fungibushi Magic Weapon doesn't always apply a flavor effect and instead only pays when casting a spell. It also doesn't Compress a Spell and instead shares the same effect as the Melee/Ranged Weapons.
The Fungibushi Pet pays 50% damage instead of dealing x0.2 damage.

I understand that damage-scaling is a mechanic the devs are wary of, but that's why I had a hard cap in place. This hard cap was the same one used for Wishweaver last year. The primary reason I had gone with damage-scaling was as an alternative to Potency and saves. This gives the same potential for up to an x2 boost on an effect but without relying on items that are Seasonal, Rare, Premium, Seasonal and Premium, or Rare and Premium. I understand that this has the potential to be abused, but that's why it's in place of saves, which usually provide an x2 boost, or the x[Hits] mechanic, which does an x2 boost for items with 4 or more hits. There are already items with both these mechanics to get an x4 boost.
Damage-scaling also plays a role in the flavor effect I chose for the items. Had I known that the Weapons were going to be implemented the way they are now, I'd have them pay 50% damage to apply Spore like so many other Weapons pay damage for a Status Effect.
The Misc and the Armor were also designed with damage-scaling in mind, and with the items the way they are now, the Misc and the Armor have some but quite a bit less synergy with the rest of the set and are better with items outside the set. While I had intended for them to be useful outside of Fungibushi, this is rather disheartening. I am assuming the items remain the same as my suggestion.

I also understand that Spellcasting Weapons that always pay a flavor cost can be abused. Especially with efficient spells, they provide far more value than expected. Damage-scaling mitigates this to some extent, as an efficient spell would necessarily do less damage, which would in turn make the Weapon's effect weaker. One doesn't get the full effect with cheap spells the same way they would with the previous Spellcasting Weapons.
With the change to the Magic Weapon's MC, Fungibushi lacks a Spell for Mages to even use, and this set was designed with Mage gapfilling in mind. The extra spell I made is not a "Spell" because I had anticipated the Weapon Compressing a Spell.

Simply put, the items have a far lower ceiling for potential output than I had intended.
The Pet applies a 0.1 Spore instead of up to a 0.32 Spore.
The Melee/Ranged Weapons apply a 0.1 Spore with 0.35 on the first turn instead of up to a 0.2 Spore with 0.5 on the first turn.
The Magic Weapons apply a 0.2 Spore with 0.3875 on the first turn instead of up to a 0.6 Spore.
0.6 was a cap chosen with these numbers in mind. When the Spores applied are half to less than a third of the numbers intended, that cap is a far greater problem. The way Spores work, they're supposed to be grow more quickly the stronger they are, so the first ones would reach the cap quickly and could then be converted into 0.3 Spores with Propagate. The lower the starting value, the slower they grow. 0.3 was not the minimum intended, but it was supposed to be an average starting number. Now, only a single source is even at that number and only for the first use.

When making Fungibushi the way I did, I chose the effects with the knowledge that the new Status Effect would have little support from existing items. I designed Fungibushi so that the set could stand on its own for that very reason. Without the original synergy inherent to the set and without the support that items that apply other Status Effects would have, Spores and Fungibushi just do not work.

I know many people voted for my set with the belief that I had balanced my items properly, and I take full ownership of the fact that my design was contrary to modern dev design principles. That was my fault. Still, if so many core mechanics of the set were going to be changed, I wish that we had been informed earlier. I could have redesigned the set with new guidelines in mind, and failing that, people could have been better informed to vote for the set they'd actually prefer. I'm so sorry to KhalJJ and Telcontar, as I had won through what might as well be deception since the set I suggested was far more powerful than would be implemented, and people often vote for what they view to be the strongest.

Finally, I sincerely apologize for any impoliteness. Due to personal reasons, I'm unfortunately not in the best state of mind to be posting, and I'd normally prefer to wait until I had a better grip on my emotions before commenting, but everyone knows that the best time to ask about potential changes (or reversion? in this case) is right after a release.
Post #: 9
9/27/2024 3:58:27   
1stClassGenesis
Member

I feared for this, and it came true.

Where do I think the issue lies?

– Developers rushing out Warwolf Prime and Fungibushi, which are 7 items and 9 items respectively in a matter of a month (or just over), not to mention item(s) for other releases.
– Hollow planned for the Warwolf Prime and Fungibushi items to be released not as a set, but rather whatever that can be churned out within a weeks’ workload. This, in my opinion, hurts the vision for player-proposed sets, as can be seen in @RobynJoanne’s post. For completeness’ sake, I note that @Dardiel did not comment, or rather has not, or chosen not to comment, on their overall thoughts on how Warwolf Prime turned out.

Items being released as they’re done means that the items are tested NOT AS A SET, which is how they’re intended to work, but rather as individual items. I believe this to be the reason why some of @RobynJoanne’s intentions were lost in translation, resulting in the Fungibushi before us now. This is aggravated by the fact that Spore as a mechanic is largely novel, and hence greater care should be exercised rather than a hard-no in terms of damage-scaling with hard cap, for example. It does not help that the hard-no is accompanied with no explanation for why it didn’t make it in.

Even if I do give the benefit of the doubt that developers have tested damage-scaling with hard-cap (as an example) and determined that this can’t be done, it would be prudent to let players know, when the items are released, why certain Xs or Ys did not make the final cut, in the form of a post here in the relevant GD thread, or even in info subs (like in Wingweaver’s shield, for instance).

TLDR;

Please, take the time to release SET ITEMS as a SET, as this allows SET ITEMS to be tested in the way they’re intended to. We did not get a Nemesis / Nightmare Set revamp in parts, did we?

If player suggested SETS do continue, let players know why certain Xs or Ys did not make the final cut. Leaving players questioning why isn’t helpful when designing items in future. It was mentioned in Wingweaver’s Shield, which is good practice that should be continued. Surely the “lack of communication” spiel hasn’t been forgotten?

In an attempt to tackle a larger problem, the AQ team should negotiate with the higher-ups regarding the content of weekly releases. There shouldn’t be a need to churn out new items every week.
Post #: 10
9/27/2024 5:53:58   
KhalJJ
Member
 

I would boost RobynJoanne's sentiments here, especially highlighting the delicate balance between initial spore power, and ultimate cap, that seems integral to the suggestion's power/usability.

It is difficult, and I appreciate the challenge for staff, because such a suggestion/new status of this kind was always fundamentally hinged on the balancing of this.

I would say @RobynJoanne that there is no need to apologise, you are not responsible for staff decisions, and anyway I feel you won completely fairly by virtue of having the most interesting suggestion. Hope those personal reasons you mention pass and you are in a better state soon.

As an aside, I think the art is great, really enjoying the bull pet animations, and looking forwards to the next week!

For anyone wanting to test/experiment with spore stacking in the meantime, Borrow is an exceptional tool to do so!
Post #: 11
9/27/2024 6:40:08   
Branl
Member

quote:

I know many people voted for my set with the belief that I had balanced my items properly, and I take full ownership of the fact that my design was contrary to modern dev design principles. That was my fault. Still, if so many core mechanics of the set were going to be changed, I wish that we had been informed earlier. I could have redesigned the set with new guidelines in mind, and failing that, people could have been better informed to vote for the set they'd actually prefer. I'm so sorry to KhalJJ and Telcontar, as I had won through what might as well be deception since the set I suggested was far more powerful than would be implemented, and people often vote for what they view to be the strongest.


As much as many of us have put down how the set has turned out, you ultimately can't be held responsible for it. People presumed the set would turn out fine, and nobody questioned design conventions they called out with Warwolf (damage scaled effects).

To highlight the issue the set currently has, this is currently how long it takes for a 0.1 spore infliction to max out:
10 turns to go from 0.10 to 0.21, 4 for 0.21 to 0.30, 3 to go from 0.30 to 0.39, about 5 to go from 0.39 to max.

The original spore infliction (0.34) takes 7 turns to max.
Given each spore infliction takes so long to be fully operational, even many bosses will be dead before spores start maxing. This ultimately means the armor's QC doesn't really work.
I'm actually not sure how spore is valued. I've heard it's valued like Siphon, but it takes a long time before it starts actually siphoning things. The good thing about this is that it makes this status an excellent eater status, the negative is that the infliction sources already don't sacrifice enough for the base infliction (Making them take 21 turns before maxing).
For the future, spore sources probably need to sacrifice more damage for the base spore infliction. 21 turns for a single spore infliction (which is worth up to... 30 damage?) to max is insane.

Also... I think the pets were swapped? The bull pet was the 30m benchmark one, but it has the effect of the base suggestion pet.

_____________________________

IGN: Teryle

There's a method to my madness.
AQ DF  Post #: 12
9/27/2024 9:18:30   
kibouemon
Member
 

First off, I'd like to agree with 2 things: changing aspects of the set without consulting the person who got to design it doesn't feel quite right and the spore damage and scaling feels a little low. With that said I'd like to remind people that the set literally just released today? And it's not even the full set lmao, I just think reactions are a little extreme considering we don't even have access to the full potential of the set yet
Post #: 13
9/27/2024 9:53:57   
RobynJoanne
Member
 

After thinking about it some more, I believe I've put too much blame on the changes to the set (I was so quick to point fingers as an emotional reaction. I'm so sorry.) and too little blame on Spores as a concept. Spores are an experiment, and sometimes, experiments are fundamentally flawed. The Status Effect itself is very expensive while the growth method uses only 5% of the power of the Status Effect to grow. Actually, I made a basic mistake in my math, which really goes to show how dangerous it can be for people to trust figures implicitly. Half of the power of the Status Effect goes to growing Spores, but only 10% of that half is actually used because it only uses the damage of that turn. You're paying damage for every turn of the battle, yet only one turn's payment is accounted for. Spores shouldn't take this long to grow because I was using a fundamentally incorrect model. I'm really sorry for all the mistakes I've made.

But, beyond that, I really think Spores have two more flaws that need to be addressed. The first is that the cap of 0.6 is bad. The fundamental concept of Spores involves exponential growth over time, and 0.6 is a tiny number. But, again, that's my fault for messing up the whole idea entirely. 0.6 was chosen because Spores were growing at 1/10th the speed they should be growing. That blunder completely changed the framework. So, with that in mind, 0.6 is too low a cap, but it's not just that. A static cap is inherently messy when sources all apply different levels of Spore. Thus, I think the cap should be revised to be dynamic based on the source. The exact multiple of the original source's amount is something I haven't decided, and given my track record, I think it should be opened up to the community.
The second flaw with Spores is that they take up way too much space. I clearly underestimated that, and while the UI update would be really nice, this would still be an issue even with a UI update. In light of that, I think the Armor's Propagate skill needs to be changed. Instead, it should be a Gather skill that combines all Spores and their caps. So, it would sum up the Powers and Caps of all existing Spores and combine them into one big one.

Finally, once again, I apologize for my mistakes and attitude. It's clear that I was far too conceited and self-assured in both my original suggestion and my earlier post. The problems with Fungibushi and Spore ultimately stem from my mistakes, not the devs'. Please place the blame on me.

Edit:
Oh, I keep messing up. Not only did I mess up the math again, but I also used the wrong information. Spores were changed from how I envisioned them, making things simpler. Spores grow by x1.1 every turn. So, they technically double at turn 7 while AQ's standards may be that they double at turn 10 since we often treat +10% and -10% as the same for multiples. Since Spores pay half damage for their growth, at the very least, they should double by turn 5. That would be x1.2 every turn.

< Message edited by RobynJoanne -- 9/27/2024 10:26:01 >
Post #: 14
9/27/2024 10:01:55   
Sapphire
Member

I would like to propose an idea to remedy this.

Change this into a countdown-based buff, with a heal at 0 turns and only at 0 turns.

It works like this. We keep the saveless inflict. And we keep the 10 turn assumption on all infliction valuations.

However, once the first spore is inflicted, it begins a 10 turn countdown where every single spore listed gets buffed based on this countdown, and buffed simply enough by the turn left.

Turn 1 => The first Spore inflict. This will list 10 turns in the status box and all of these valuations = to whats listed. If your weapon, armor, pet, guest, misc etc etc etc all inflict Spores here this still all counts as turn 1 regardless of how many line items are listed.

Turn 2 => Whether or not you add more spore, and including if you do add more spore, everything listed here gets a 1 turn buff, or 10/9=111%.

The countdown simply buffs everything. The spore itself as its added each turn is always valued at a 10 turn duration and no save. Its the countdown that buffs these.

Turn 3 => 10/8= 125% buff to everything listed

Turn 4 => 10/7= 142% buff to everything listed

Turn 5 => 10/6= 166% buff to everything listed

Turn 6 => 10/5= 200% buff to everything listed

Turn 7 => 10/4= 250% buff to everything listed

Turn 8 => 10/3=333% buff to everything listed

Turn 9 => 10/2= 500% buff to everything listed

Turn 10=> Option 1-> 500% buff again, but this time heal = to damage dealt. Option 2->1000% buff , but heal = to damage dealt.

Then the whole thing goes away and you must start a new spore.


The idea being that spore multiply like biological organisms and then once they reach a certain amount they need to spread (leave)

The countdown is sort of like a colony of spore .

Post #: 15
9/27/2024 10:40:17   
RobynJoanne
Member
 

Oh, I didn't realize that Spores themselves were changed from my suggestion. It's just a simple x1.1 multiplier at the end of every turn (I think this should be x1.2 or something because it's +20% every turn up until it reaches parity with the original payment on turn 5). It's just exponential growth based on the turn count.

That really changes things. Then, the current hard cap on Spores kills the idea outright. A Gather skill of some kind to combine Spores and sum up the Powers and hard caps will be essential because with the current cap, all the downsides and none of the upsides of exponential growth are kept. Exponential growth increases proportionally with the current amount, so it gets faster and faster over time. The hard cap reduces that growth to 0, so it's just slow growth at the start, okay growth in the middle, and then nothing at the end.

< Message edited by RobynJoanne -- 9/27/2024 10:48:16 >
Post #: 16
9/27/2024 11:16:20   
JhyShy
Member
 

I think the pets were swapped, yeah but I'd keep the bull as the more offensive pet and the cow as the more defensive CHA-less oriented pet to make more thematic sense @Branl

As a side note, I do hope the issues with this set get resolved soon as spore is an interesting mechanic, and would love to see it done with other items
Post #: 17
9/27/2024 11:23:20   
Bolter
Member

Just to clarify, The Reaping Gale's description says it's only available til October, therefore I guess it will automatically disappear from the Fall LTS after October ends I presume?
AQ  Post #: 18
9/27/2024 11:25:55   
Sapphire
Member

Sounds to me like thats the timing, esp since there's no painting for this shop.

That weapon is worth a grab RN, even if the lowest version and then upgrade during BF. First Int+CHa and Dex+anything stat boost outside moonwalkers and people been clamoring for a dex buff someplace
Post #: 19
9/27/2024 11:51:59   
Dardiel
Member

Since my name was brought up and I wanted to comment here I figure I'll just mention that I was hoping to wait for Warwolf armor subs before I commented on that side (there seems to be something up with the celerity stuff that I haven't been able to figure out yet) - although for what it's worth I'm happy with almost all of the set; the shield had clearly suffered from being the only item that some people got and I think it would really benefit from something like the shieldcake "spend turn for WHz" skill and from an alternate curve (eg slightly better results at lower WHz but diminishing returns, instead of a hard cap).

With Fungibushi, I wanted to focus on lending support to her idea for the armor to compress spores; I really love the spore idea and would love to use them in a way that doesn't clutter the status scroll. I would also strongly support changing the spores from /10 power to /5 - warwolf used the exact same logic that a permanent effect should be evaluated based on its average assumee duration rather than only its duration if applied on turn 1.
Post #: 20
9/27/2024 11:56:33   
  Lorekeeper
And Pun-isher

 

To be clear, folks, we haven't forgotten any commitment to improve communication, but the team is beyond full up on work at the moment from the complexity of the sets and catching up on the displaced work. Normally I step in to help with communication in my own free time, but I'm only recently having any of that again after a very long period of urgent personal matters blotting out my schedule. That's part of why the elemental gaps thread only released a few days ago and not before a lot of the major gear this year was designed. I'll let the team know to take a look at this thread.
Post #: 21
9/27/2024 12:20:51   
NightofLight
Member
 

Listed Issues

Takes to long to ramp up to hit the cap about 21 turns, this is longer than Warwolf to get going.

Base power used for infliction of the status is to low since its a permanent status making it take longer to cap.

Takes a siphon penalty to the status but only acts as a siphon when its fully stacked.

Might be missing some penalties associated with perm statuses.

Spore lacks a save so it doesn't get a multiplier due to the save.

Caps at .6 which is not alot of dmg.

Apperently you can kill Ramleoness with it.

Since it can break fights might need to cap the max ammount of spores to prevent issues like framerate drops and potential crashes.

Growth rate should rise each turn to match the current power not the base power of infliction
.
AQ  Post #: 22
9/27/2024 14:49:46   
Rastaban
Member
 

I thought Fall season already had a painting like the others but I was mistaken. Looks like the only season without a painting.
Post #: 23
9/27/2024 16:06:45   
  The Hollow
AQ Lead


quote:

Just to clarify, The Reaping Gale's description says it's only available til October, therefore I guess it will automatically disappear from the Fall LTS after October ends I presume?

The Reaping Gale will not be leaving the Fall Season LTS. That note was mistakenly carried over from the Falltide Dagger entry, which also incorrectly still mentioned October availability. An oversight from the time when all limited-time gear shared a single shop. That issue has now been corrected and we've also added a new Fall LTS Portal painting for you to access the Fall Seasonal Limited-Time Shop any time of the year!
AQ  Post #: 24
9/27/2024 21:49:17   
Aura Knight
Member

There's a chance the full set functions better but before that I'll just go ahead and ask. Can this set be reworked? I'm sure some will roll their eyes at the request but it needs to be done.

I get this new spore idea is unlike existing DoT effects but given how exceptionally insignificant the numbers are, we're better off if the items were without effect. It takes too long to reach potential and even then there's no power.

How is it that we can get bleeds, burns, poisons to hit big on a turn 1 or 2 use but spore needs 20+ and it barely hits anything? Are we supposed to be excited here? It's a community set, everyone can use it so make it stronger. There's nothing more frustrating than hype ruined by reality. This was not what anyone expected.

And unrelated, but can we get non-cc items? The promo art looked best to me. CC gear in AQ just looks bad. I hope the set eventually becomes better but so far this is worse than mermazon champ which has a dead skill on the armor.
AQ DF AQW  Post #: 25
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