#Laby - Mod Force Skill update

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limpid crane
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Share with us your thoughts for Laby's new Suplen and Splash Splashy mods!

somber nimbus
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RaS ๐Ÿ’ชDPS๐Ÿ“ˆ ๐Ÿ‘

woven forum
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So far the mod skills have been fun but is it possible for TP Splashy Splash to explode on contact the delay for the explosions can be a bit iffy considering if a boss stays there or moves away like 20-1s boss

balmy walrus
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I havent tried RAS's mod yet but her getting a damage skill is good ig

outer heart
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This is just a suggestion, and most likely would never happen, but is there a way we could potentially alter the icons for the new basic mods skill to better match the path it relates to, ie make the art match the skill? I just think the big "1-4" slapped into the bottom left corner looks silly, and that's the only way to differentiate between the different skills for the paths. Plus, this is a low chance, but someone might accidentally buy the wrong skill because they aren't paying attention to the number in the bottom corner, and I think if the art matched the path better it would prevent that.

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Or another suggestion if that isn't available, to prevent people from accidentally buying a different path that they didn't mean to, reorganise Camilla's section to allow an option to only show mod skills for your path.

somber nimbus
# outer heart Or another suggestion if that isn't available, to prevent people from accidental...

This is a great point and QoL present in another game in the genre maplestory, where they prevent specific boost nodes of their Explorer subclasses to be equipped by each other (e.g. a Shadower and Night Lord are both Explorer Thieves, but can't equip each other's specific boost nodes because they use different skills). Having an auto lock like this helps prevent confusion and dead purchases when buying and equipping mod skills by translation

trim fossil
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its on by default but you can turn it off to show costumes for other chars ... from what i remember

plucky tundra
trim fossil
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now they need to tie hypers and master skills into core char passives

glad dagger
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Coming back to actually talking about Laby mods, as a Nisha main both Mod skills are very good and a very nice addition to the class. She had two skill slots open due to the cooldown rework, with one being fully wasted and the other just as a filler for the CDR that wooki provides. Having two relevant skills that for one helps her positioning requirements and her max dmg output and for another to take advantage off the giant enemy boss types that she has lacked a answer to ever since release while also benefiting from the sent point system has helped her a lot.

With these changes however a problem some of the problems she has have been intensified, notably her mana economy and the mod fantasy speed issue, in which the casting of it under raid circumstances (Atk spd buffs multiplying with each other to create high total attack speed and therefore low cast durations) is too quick for the Memory system interval to be uphold (Less then 0.5 seconds) such that the next skill cast afterwards doesn't proc the system.

While the mana economy can be considered a class weakness that some other classes in the game share, the mod fantasy speed issue leads to skill rotation problems that significantly hinder a Nisha player from performing without constant special consideration for it, as when it happens her skills won't rotate alongside Wookis CDR effect, leading effectively to a downtime of her DPS where it shouldn't be.

To fix the later mentioned issue, Mod Fantasy should be made slower to cast or a fixed cast duration in order to withhold the 0.5 second threshold that the Memory System sets up. That way Nisha players will be allowed to play her playstyle without unnecessary self restrictions that distract them from the actual game mechanics.

balmy walrus
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and it should happen sooner or later ๐Ÿ”ซ

inner helm
# outer heart This is just a suggestion, and most likely would never happen, but is there a wa...

i agree to this

ngl yeah i was in the rush because at that time i was on 18-1 spam and it hit me since i havent got the other mod and just came back from a 3 days trip im like the mod book should be cheaper now i even ask will to lend me a ed since i can pay will later after the runs and then after i bought it from the board and then it hits me there's a numner . . . . and yeah crafted a wrong one and i thought all of the things io can craft there is default to the current job im currently on but its not

patent creek
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Feedback for the Mod skills for Twins Picaro.

I am so happy with Suplen Mod because it helps me preserve all my Black Aura and I can spam Cour de Monde to my heart's content plus its super strong to be just a "buff" skill TPChuckleJustABard

Splashy Splashy Mod is fun, it deals great damage but what made me not want to use it as my main skill is the delay at the start. I agree with @woven forum I also don't like that it is way too long to explode. Maybe at contact, the missile should explode.

unique summit
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Feedback for the Mod Skills of Nisha Labyrinth:

Splashy Splashy Mod:
It's a good skill, but it has a problem. The butterfly disappears if the binded monster dies. So if it binds to a weaker monster, it will disappear on the first explosion wave. That makes you waste MP and damage, and all the other monsters stays alive. I suggest the butterfly continues to explode at the area even when the monster binded dies, or it can travel to another near monster to continue the explosions.

Also, the butterfly should track the nearst monster with more Attack Power or HP. Some dungeons the butterfly tracks weaker monsters and that takes away its potencial.

Suplen Mod:
The inside area of effect needs to be increased. If you use it on small monsters it won't hit properly, just the initial hit.

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Splashy Splashy Mod Example

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Suplen Mod Example

balmy walrus
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as RaS player I dont feel the need to grab RaS's mod right away.. because she is fine without it and I dont play as DPS too. We're Helping is not a must have its more of a QoL thing

short jackal
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Mod Splashy:
Much needed damage upgrade. Ignore dmg pretty much improved clear sd time 1:1 to the %, so it's a bit of a shame that 45% got nerfed to 30%.

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Mod Suplen:
This mod I'm not happy with.

  1. Infinite sentimental points. The fact that it is included in this suplen mod, it's gonna reinforce any notion I have that the devs don't play their own game. The only reason why ras would need to use sp is for her crit dmg passive which is meaningless if she isn't trying to do damage. But if she is trying to do damage she would be bringing inner aurora to begin with, and her sp consumption for the crit dmg passive doesn't outweigh how much she can generate from inner aurora.

  2. Continuous I'm helping buff.
    a) stop erasing playstyle diversity. Players fr will start seeing classes as just a different just reskins of each other and not separate classes they need to master.
    b) kog has actively nerfed fast skill spamming play on various occasions, so why is kog adding something that is heavily beneficial in fast spam. Veteran ras players have adjusted to being able to use I'm Helping into buff skill a long time ago, so where did this idea even come from?
    c) ras' i'm helping affected skills have 2 versions to them. Some arguably have effects you want to be using all of the time regardless of the situation. Some like Got You! and Everybody, Punch, you want to be more mindful with.
    So unlike other freezers, ras can use her freeze skill to do damage w/o negatively affecting the freeze counts. And since ras stacks bravery, this can be quite useful if u don't have refresh a buff/debuff. But if you use mod suplen, you no longer have the freedom of choice w/o having to keep the mod's buff duration in mind.

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  1. Mod suplen does two things going for it:
    a) you don't have to deal with the annoyance of enemies/obstacles staggering you with a hit and missing up your button rotation flow.
    b) not having to press I'm helping while on the ground.

But you don't need a continuous buff version for that.
I would rather have mod suplen give super armor for 3a's annoyance.
3b can be addressed by adding "can be use mid-air" to the Awaken Will passive.

unique summit
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Whay do you guys think about 02/27 balance patch?

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I trully don't know if Nisha's one was a buff or a nerf, is it gonna be 20 seconds of 1.2x cooldown speed acceleration?

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I would preferr just increasing summoning buff from 20 to 40 ou 60 seconds

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For now I can imagine Nishas summoning Zumyu, killing it, summoning Uki, and stacking (it doesn't say it can't stack) both acceleration/cooldown reduction effect when it comes to apply damage and not just buffing the party

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When it comes to buff the party, I trully don't see changing boss damage effect for cooldown acceleration effect like a buff... For me, it's not something bad but it's not something so great either

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Hope it's more than 20 seconds