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Balance 2.26.01
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Balance 2.26
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[Official] Tamashii vs Rurouni Kenshin |
Posted by: Gon - 04-27-2023, 08:45 PM - Forum: Battles, Clan Wars and Tournaments
- Replies (6)
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- All matches are 3/5
- This war is Last Man Standing
- Each clan will ban 12 characters
- No full teams (no having 3 stunners, affliction, heal, counter, AoE, drain in 1 team). Toggle "War Mode" on the front page to help you from using full teams
- In case of banned character or full team, Screenshot the match for proof (timestamp required). The winner of the match is then able to determine if they take the win or give rematch
- No repeating your own character (You can only use Rukia once per set).
- No copying teams (2 out of 3 characters of your opponents team. If they use Ichigo + Rukia you cannot use them in the same team, but can still use those characters)
Default characters; Don, Ururu, Runuganga, Unohana, Soifon, Sajin, Dark Rukia, Resurreccion Yammy, Aaroniera Arruruierie, Resurreccion Harribel, Resurrecccion Tousen, Child Nel, Apacci, Inner Ichigo, ben 10, Gengar, Riruka, Moe, Choe, Nirgge, Dangai Ichigo, Chrysalis Aizen, Ascended Aizen, Butterfly Aizen, Final Aizen, Kazeshini, Pre-Ascension Aizen, Koga, Kidou Momo, Heuco Mundo Kenpachi
Quote:Tamashii bans: Rukia - Momo - Demon Sado - Vega - Yamamoto - Narunosuke - Nnoitra - Kidou Kira - Aisslinger - Hollow Ichigo - Grimjow - Resureccion Starrk
RK bans: Segunda Ulquiorra - Kensei - Tia Harribel - Gin - Shiba Ganju - Shinji Hirako - Iba Tetsuzaemon - Senna - Katen - Bankai Zaraki
Tamashii
1. Gon
2. Bubs
3. Momoguro
4. Denni
5. Alerane
6. Moju
7. Jase/Edvy/BloodyVomitSpit
RK
1. Maqas / !Gaara
2. Shinaki
3. MrClown
4. Ze
5. Kenway
6. Felgat
7. Ghidorah
Matches;
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Balance 2.9.1 |
Posted by: leaderfirestar - 04-16-2023, 05:18 AM - Forum: Latest Balance Changes
- No Replies
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Nerfs:
- Ben 10
- "Chromastone: Chromaflect" cannot be used while active. Cooldown increased to 4 turns
- Moe- Moe can now only have a maximum of 3 of each mark (the text has been updated in his passive)
- Riruka- "I Permit, Dollhouse Entry" no longer boosts affliction damage, can only be used on an ally once
Bugfixes:- Fixed several energy cost issues with Ben 10
- Fixed several tooltips on Ben 10
- Fixed Issue where "Ghostfreak: Paralucent" would sometimes not stun Ben 10 if that condition was hit
- Fixed issue where "Four Arms: Quad Rush" would target dead enemies
- Fixed global issue with preventing helpful skills from being used more than once on allies (when that stipulation is specified)
- Fixed issue where Gengar would sometimes not use use his harmful skills on a random, second target while in "Gigantomax"
- Fixed issue where Ginjo's "Xcution counter' would counter his teammates
- Fixed issue where FB Orihime would heal targets that were invulnerable to friendly skills
- Fixed issue where Gengar's "Cursed Body" would increase his own cooldowns
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Balance 2.9 |
Posted by: leaderfirestar - 04-15-2023, 07:32 PM - Forum: Latest Balance Changes
- Replies (1)
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Noteworthy Game Mechanic Stuff:
- Energy Gain:
- Characters now gain energy at the start of their turn, instead of the end
- This change is reverting to the original way of doing things. Gaining energy after your turn allowed energy drain characters to "drain-lock" your team. If you're getting stunned every turn, you're at least gaining energy so when the stuns end, you can play the game. With drain, you would have no energy to play the game with, making it a more effective stun. Not any more though
- Percent Damage Reduction:- Percent damage reduction no longer is gone after the first skill used each turn.
- Hypothetical scenario: You have Tessai and rukia, attacking a kenpachi with 50% damage reduction. You use tessai's first skill (20 damage), followed by rukia's second skill (20 damage). How much damage should you do? Before this change, you would deal 30 damage, because 50% of tessai's damage + all of rukia's damage. Now, he will take 18 damage, because 50% of tessai's damage and 40% of rukia's damage
- Loading/Reverting State- This effect will remove all buffs that weren't on the target x turns ago, resetting the duration of those that were. This will set their health to what it was, their cooldowns, and energy costs
Buffs:
- Ishida Uryu- "Heavenly Wind Puppet Suit" cooldown reduced to 4 turns
- With the latest spike/drain metas, this has been the last uryu anybody has wanted to use, and his win-rate has reflected that. I think with the nerfs in this patch, we'll see games generally last longer (more skills being used), and Ishida being able to use this skill more (and his "Kojaku Shot" in general) will let him fare better than he has been
Nerfs:
- Bankai Gin- "Kill, Shinsuo" may only be used on characters he hit with "Shinsuo, God Killing Spear" the previous turn
- One of my favorite strategies with this character has been to stun and burst an enemy, then use this skill on a different, full health enemy. Since my last nerf didn't quite hurt him as much as I'd like, I'm hoping this does the job. I have some more tricks up my sleeve, but they're going to be more drastic
- Final Form Uryu- "Spirit Particle Subjugation" now reads the following: "This character gains 1 Quincy Energy Every turn for 4 turns. During this time, this character can use this skill again to ignore all harmful effects except energy cost changes for 1 turn while using up 1 Quincy Energy."
- The staple of many spike teams, FFU has been strong for the last decade. In the interest of slowing games down, as well as lowering his win-rate, I've slowed him down
- Hebi- "Coiled Cage" damage lowered to 15
- I'm excited to see that everybody took Jase's team and is using Hebi, it means I did something right buffing her. Unfortunately, it looks like I did a little too good, so I'm needing to dial her back slightly
- Hollow Ichigo- "Rage Shield" cooldown increased to 2 turns
- This skill is arguably the best "s4" in the game, not including passives. Ignoring all effects including damage is super strong, and has made him a little too survivable/dependable. Now, you'll need to think when playing him
Helpful Tip:- When attacking Tesla during "Crush, Veruga," attacking during Findorr's "Multi Bala Blast," or during Nnoitra's "Flesh Divider," You will lose an energy. Since each skill is used in the order you use them, if this happens before another skill of yours is used, you will no longer have the energy required to use that skill, and it will not be used. This is intended, and something you should be aware of
Poll:- As I alluded to in the balance notes, I've noticed a lot of you play this game by copying the team that beat you, and using that team until a new team beats you, repeating the cycle over and over. I can't really prevent you from playing this way, and if you're unlocking characters, that's a decent enough strategy to use. If you're just playing for xp though, that's an incredibly boring way to play
- If I were to create a team building guide, going over how I created the "Kensei - Lisa - Child Nel" team that ran through ladder a few months ago, would any of you actually read it? If enough people vote yes, I can make that as a general guide to building teams, where I would welcome other players to offer their insight on the post
Noteworthy Bug Fixes:- Saru's "Coiled to Strike" correctly gives destructible defense each turn
- Di Roy Rinker's "Frenzied" now gives the appropriate amount of damage reduction
- Fixed some instances where Yumichika's skills wouldn't revert (I think there's still issues though)
- Segunda Ulquiorra's "Cero Sneak" is no longer classified as helpful
- Loly Aivirrne's "Surprise Knife" now damages correctly
- Several issues with Final Aizen's effects have been fixed
- Inner Ichigo's "Inner Ichigo Combat" Now correctly reduces the duration of all effects a strategic skill applies (rather than just the first)
- Hebi's "Coiled Cage" lasts the correct duration
- Aaroniero Arruruerie's "Manifestation" logic had several issues fixed
- Fixed issues with Resurreccion Szayel's "Gabriel" inconsistently not damaging the person who killed him
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The Battle for Riruka |
Posted by: Gon - 04-10-2023, 08:42 PM - Forum: Battles, Clan Wars and Tournaments
- Replies (54)
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Welcome everyone to a special event, where the prize is definitely worth competing for. One of our fan favorites, Jermosa has got a special hat designed, and will only be available to those who place TOP 3 in this event, and in future versions of this event. The format of this event is very simple, it goes directly into a bracket event.
Prize;
1st, 2nd and 3rd place will receive an exclusive hat, only available through winning this event.
Rules
- No repeating characters.
- All matches are 3/5, except finals which is 4/7.
- No Full teams (Affliction, Stun, Drain, AoE, Counter/Reflect, Team Invul, Destructible Defence)
- No copying your opponents teams (2/3 characters).
- Every registree will ban 1 character when they register
- There will be no other bans other than what you registered for. The bans by eliminated members will be removed from the ban list, and added to the playable character section.
Default; Don Kanonji - Tsumugiya Ururu - Tsukabishi Tessai - Metastacia - Soifon - Aizen Sousuke - Komamuri Sajin - Ukitake Joushiro - Kidou Momo - Apacci - Resurreccion Yammi - Hollow Ichigo - Inner Ichigo - Pre-Ascension Aizen - Kazeshini - Dangai Ichigo - Chrysalis Aizen - Ascended Aizen - Butterfly Aizen - Final Aizen - Heuco Mundo Kenpachi - All new characters are banned.
Quote:Community banned characters: Final Form Uryuu, Ichigo Kurosaki, Ganju, Jinta
[font=Arial]Participants:
1. Esdeath
2. Gon
3. Macapis
4. MakeMeSad
5. Kon-El
6. Kenway
7. Shinaki
8. Betty
9. Alliott
10. Alias
11. BlackZulu
12. Maqas
13. Uchiha_Felgat
14. Gremmy
15. Chandelier
16. !Gaara
17. Jase
18. Devvoke
19. Ichi404
20. Machine
21. Atomb
22. Jadam
23. Demoo-
24. 98347
25. Kutayk
26. Bwasmomf[/font]
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Balance 2.8 |
Posted by: leaderfirestar - 03-11-2023, 01:30 PM - Forum: Latest Balance Changes
- No Replies
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Noteworthy Game Mechanic Stuff:
- Instant Skills
- Instant skills are now properly detached from the caster
- A while back, I "fixed" a few bugs where skills were not getting bonus damage calculated (positive or negative). These skills, however, are instant skills. Instant skills on the initial cast receive bonus damage, but after that, are independent from the caster, and cannot be raised or lowered unless the skill specifically states that it would be. Check out the handy table I made, and consider that this balance's helpful tip. My apologies as well, I should have caught myself making that mistake
- Also Check out the "The Basics" page (where this whole issue is described). That hasn't been updated I don't think since Gametester put it out however many years ago
- I'm aware this will undoubtedly hurt some characters, but given that the meat and potatoes of this balance took a bit of time, I've elected "fuck those characters" for the short term, and I will compensate buff those characters at a later date, should they need it
- https://www.soul-arena.io/the-basics
Buffs
- Arturo Plateado- "The Immortal Fenix" permanently increases Arturo's damage by 5 per stack
- Getting this guy's skills cycling as intended was a big step in the right direction. Having played this guy a bit since the last patch, I can safely say he can get his hand on these stacks throughout the match. As he stood before this, his survivability scaled, but he didn't do enough damage to the point where he could still lose a 1v1
- Final Aizen- "4th Dimensional" now grants bonuses to his effects if he uses the same colored energies: The skill's text was updated to the following:
- (White) Aizen will heal for 5 health plus 5 additional health for each white in the skill's cost for 2 turns.
(Blue) This skill stuns its target for 1 turn for each blue in the skill's cost.
(Yellow) This skill makes Aizen invulnerable to non-strategic skills for 1 turn for each yellow in the skill's cost.
(Red) This skill deals 15 additional damage for each red in the skill's cost.
- "Finally" Yeah shut it. I was overly cautious releasing this guy, especially after the butterfly fiasco. If this ends up being too strong, I can tweak numbers. He's all random though, so I don't think he will be. Then again, y'all love making me wrong, so we'll see
- Fullbringer Sado- "Heavy Cannon's" damage will apply immediately if used on a target countered by "Bluff Strike" on the previous turn
- On the Same train of thought as my previous buff, bluffing his attack hasn't had a substantial downside really. The last buff helped synergize his kit a bit, this should do the rest
- Hebi- Hebi's passive "Two As One" is now her fifth skill, with her fourth skill now being a generic invulnerability skill
- Something something, "finally"
- Hisagomaru- Infusion Cannon: Targeting all enemies, the enemy team will take 15 energy damage plus 5 damage for every time an enemy healed. The ally team will heal 15 health plus 5 health for every time an ally healed. (NOTE: This no longer uses stacks that an enemy Hisagomaru has tracked. I recognize that was "intended" or whatever, but I think that was stupid, so that doesn't happen anymore)
- "Embrace" can be used more than once
- There's probably more I need to do to this guy. His original kit was too toxic, I had to put him down in the dumps until I could think up a decent buff for him that wouldn't be complete cancer
- Hollow Muramasa- "Bala Scattershot's" duration starts the following turn (and the text has been updated to clarify)
- Previously, you would use this skill, and because it was used on you, that was one turn of it being applied on you, meaning you really only got to use 1 turn of this skill. This just gives you an extra turn to take advantage of it
- Kirikaze- "Surge" now heals an additional 10 health for every enemy killed by "Sword Absorption." If 2 enemies have been killed, he will also gain an additional random energy
- "Gale Force's" cooldown has been lowered by 1 to 3 turns
- I kind of dig the idea of this guy being an executioner. It goes with his whole shtick in the show. I'm not 100% sure how beneficial these changes will be. Asking to kill 2 enemies with your first skill is asking a bit, but if you can manage it, you can snowball
- Narunosuke- "Corruption" self damaged lowered to 5 per turn
- "Float" no longer triggers corruption
- I'm a little afraid of the potential this guy has. up until now, he could be stunned, and you'd just watch his self damage kill himself. Now, not so much. I've also fixed a slew of bugs with this guy, so he should be much more useable now. I'm going to keep an eye on him
- Saru- Saru's passive "Two As One" has been moved to her ninth skill, and her fourth skill is now a generic invulnerability
- "Heavy Bite's" base damage increased to 30
- "Maximum Baboon Bone Cannon's" base damage increased to 60
- "Coiled to Strike" now grants 10 destructible defense per turn, as opposed to only 10 destructible defense initially
- Okay, there's a bit to talk about here. For starters, Invulnerability skill. Yay! Her alternate form (which reminder, you need Hebi on your team, and she's permanently stunned while Saru is in this form) did not a lot of damage all things considered. Certainly not enough to justify being down a character. And her "defense" skill didn't giver her hardly any defense
- Sasori- "Needle Shot" energy cost changed to 1 random energy
- "Tail Strike" reverted, deals 20 physical damage initially and 5 affliction damage permanently to a target. Energy cost lowered to 1 red
- "Iron Sand" cost changed to 1 blue, 1 random
- Hopefully, this is the last I need to touch this guy. His og NA kit doesn't flow well here, and as y'all have pointed out over and over, he's sucked. This should make him suckn't
- Wonderweiss Margela- "Wild Scream" now lets him ignore all harmful effects (except damage, energy cost changes, and executes) for 3 turns. During this time, "Backstab's" kill threshold is increased by 5
- In the category of I don't really want to rework this guy, here's a buff to arguable one of the worst skills in the game. His execute and piercing s1 damage has its place, but they're on very niche teams
Nerfs
- Bankai Gin- "Heedless Charge" cooldown increased to 2 turns
- "Null Step" cooldown increased to 2 turns
- "Killing Stance" cooldown increased to 2 turns
- "Distance Fighting" cooldown increased to 2 turns
- After buffing this guy from his original Soul-Arena form (each prep costed 1 random, and was visible), this guy has sat very happily in a lot of teams, and hasn't been addressed. His tenure is over in that regard. I like the damage he does, and I like the utility he brings. This change is mostly to make him a bit more difficult to play, forcing you to prep the skills carefully as opposed to swapping back and forth between the 2 skills you want
- Child Nel- "Healing Drool's" cooldown increased to 2 turns
- When it comes to heal skills, there has up to this point been no better heal in the game. 1 random to heal 20 + 5 for each 25 health missing, and making the target ignore most harmful effects. It's been crazy strong. With my kensei team running amuck, people discovered that, and she found her way into a lot of teams. All that said, I don't think it's a bad cost for the skill, just that it's available way too often
- Choe Neng Poww- "Titanic Assault" now deals 25 damage to the target, and 10 damage to all other enemies
- I can say the samage this dude has been dealing is crazy good. since it was 25 to target and 10 to all, he was chunking hard. That said, I think part of it is that you, the player, do not read things. When his third skill is used on you, it says "If this character uses a skill, it will be countered." That is visible, provided to you. That means any skill. If it were only damaging skills, it would say "If this character uses a damaging skill..." If you read, you will get much better at this game
- Lilynete Gingerbuck- "Light Cero's" bonus damage lowered to 5
- I'm very happy with what my last buff for her did. I think she's just a smidge too strong now, but very near to where she should be. I suppose we'll see
- Luppi Antenor- "Strangle, Trepadora" invulnerability decreased to 2 turns. Her other effects will still last 3 turns
- With how the last few metas have been, it's entirely possible you've been on the recieving end of playing against luppi and never been able to target him the whole match. I think he does the right damage, and aside from being a pain in the ass to hit, is fine
- Tobiume- "Snap's" base damage lowered to 15
- We've come back to where I started with her. I nerfed her to 15, then slightly reverted to 20, and now I've decided I was right the first time. She rips through teams a little too easy. Should I need to buff her in the future, I have a few other avenues I'd like to explore
Reworks
- Di Roy Stinker Rinker- Hand Stab: This character deals 20 piercing damage to one enemy. For one turn, the first strategic skill that enemy uses will be countered. This skill is invisible.
- Aerial Cut: This character deals 20 piercing damage to one enemy. For one turn, the first non-strategic skill that enemy uses will be countered. This skill is invisible.
- Frenzied: For 3 turns, this character will deal 5 more damage and have 5 points of damage reduction. Whenever this character successfully counters a character, this skill's duration will refresh, and the bonus damage and damage reduction will be increased by 5. This skill stacks, and is invisible.
- Arrogant Block: This character becomes invulnerable for 1 turn.
- He was originally designed to be bad, because he got 5 minutes of screen time, and got wiped by rukia of all people. That said, my mission is to make all characters at least playable, where at their worst, they're just not the flavor of the month character. I won't release a character like pre-work Di Roy again
- Isshin Kurosaki- Agitowari: This character deals 15 physical damage to all enemies. For 1 turn, the first new harmful skill an enemy uses that deals damage will increase the damage of "Getsuga Tenshou - Isshin" by that skill's original damage to its main target, and half that amount to all other targets, raised to the nearest whole number, for 2 turns.
- Burn, Engetsu: For 3 turns, this skill will become "Getsuga Tenshou - Isshin" and this character will become invulnerable to all strategic skills. (Cost reduced to 1 red)
- Realm Fixation: For 2 turns, one ally will be unable to be killed. During this time, "Getsuga Tenshou - Isshin" will heal that ally for half of the damage it deals to its main target, raised to the nearest whole number.
- Getsuga Tenshou - Isshin: This skill deals 30 energy damage to one enemy and 10 energy damage to all other enemies. This skill cannot be countered nor reflected.
- Yeah, it finally happened. With the characters buffed in this patch, I wonder who the community will decide is the worst character in the game now. My guess is Base Unohana
- Ruri Iro Kujaku- Split and Deviate: All enemies without a bulb gain 1 bulb (white, blue, yellow, red). Enemies who already have one will have their bulb re-rolled. This skill becomes "Harvest" for 1 turn.
- Bloom: Ruri deals 30 damage to one enemy. If that enemy has a bulb, it will be removed and Ruri will gain 1 energy of that bulb's color.
- Rip and Tear: Ruri steals 15 health from one enemy each turn for two turns. If the enemy has a bulb on them when this skill is initially cast, it will be removed and that enemies skills will have their cost increased by 1 of that bulb's color for 2 turns*.
- Defensive Blossoming: This skill makes Ruri Iro Kujaku invulnerable for 1 turn.
- Harvest: Ruri targets all enemies, performing different effects depending on what bulb color the enemy has:
White: Steal 1 random energy
Blue : Enemy will ignore helpful effects for one turn
Yellow: Enemy will be stunned for one turn
Red: Ruri steals 10 health from the enemy
- Rounding out the reworks, this dude. Complete shift from what he was doing, but much needed changes. Him, Isshin, and Arturo have been the crown bearers for "worst cahracter in Soul Arena" for a while now (Di Roy too, but not nearly as long. Then again, I suppose Isshin probably is the longest. Kostas and Spirit In Black set him into the wild and left him to die)
Helpful Tip- In case my masterfully crafted table at the top wasn't enough: Some characters will allow you to see what invisible skills are being used. Some work directly, like Kyoko Haida's passive and Nanao's s3, while others work more indirectly. Bankai Mayuri's "Poison gas" and Sasakibe's "Pierce, Gonryoumaru" all have tooltips that pop up in some scenarios when your opponents use skills. Be sure you're reading all tooltips. (Reading is the actual tip, but I think some of you would ignore that tip if I just said that. I promise though, if you read, and ask questions if you don't understand it, you'll become a much stronger player!
Noteworthy Bug Fixes:- Renji's "Cry, Zabimaru" now checks if he's ignoring helpful stacks before applying itself to an attacking enemy.
- Renji's "Coil, Zabimaru" (For real this time) should no longer be able to be used on enemies no longer marked
- Ascended Aizen's "Soul Dissolution" now correctly removes when he dies
- Removing Shinji's "Collapse, Sakanade's" self effect from a Muramasa who has stolen and used the skill no longer crashes the game
- Avirama Reddar's "Scalp, Aguila" reverts to the correct cost if it is removed from him
- Muramasa can now use Sasori's skills if he steals them
- Hakuda Yamamoto's Damage reduction now refreshes after each turn
- Bankai Byakuya No longer increased the cooldown on enemies that weren't hit by "Massacre Scene"
- Broly's Damage reduction in his evolved state now refreshes after each turn
- Wonderweiss Margela's "Wild Scream" no checks if the enemy is ignoring harmful effects before increasing the cooldown of their skills
- Zomarri Leroux's "Suppress, Brujeria" now correctly makes his targets invulnerable to friendly skills
- Tobiume's "Snap" is no longer aoe if she's ignoring the helpful effect from "Blazing Bells"
- Hueco Mundo Kenpachi can be used for Bankai Kenpachi's Mission
- Numb Chandelier's "Seed Control" will only deal bonus damage if she actually hits the person affected by "Viral Seed"
- Several tooltips fixed
- Narunosuke's "Meditation" now actually removes his stacks of corruption as advertised
- Mila Rose's "Devour Everything, Leona" is now removed from all enemies if the helpful effect on her is removed
- Yamamoto Genryuusai's "Reduce all Creation to Ash, Ryuujin Jakka" now checks if the enemy is ignoring harmful effects before lowering their destructible defense
- Reflecting AOE skills will no longer transform your character into the person who's skill you reflected
- Mila Rose's "Lion's Feast" now correctly ends when she dies
- Zommari Leroux's "Amor" no longer ends when the enemy he targeted is stunned
- Kidou Kira's "Binding Spell #73: Inverse Mountain Crystal" no longer heals allies that are invulnerable to friendly skills. It also now only ends on new damage, as advertised
- Inner Ichigo's "Inner Ichigo Combat" now checks the skill's caster correctly (only reduces duration of skills used by the target, rather than skills used by and on the target)
- Grand Fisher is now correctly assigned as the caster of "Hollow Bait" rather than his target
- Bankai Byakuya's Damage reduction from "Bankai Scatter, Senbonzakura" now last the correct duration
- Yamamoto Genryuusai's "Destructive Spell #96: Single Blade Cremation" now checks if the target is ignoring harmful effects before ending their stuns
- Findorr's "Hydro Jet" now checks if the enemy is ignoring harmful effects before damaging the person using a skill on them
- Resurreccion Yammy's "Be Enraged, Ira" can no longer be removed, as advertised
- Ayon's "Power Conversion" now correctly damages allies that are invulnerable
- Bankai Mayuri's "Superhuman Drug" now checks if the owner is ignoring helpful effects before applying to attacking enemies
- Arturo Plateado's "Close-Range Reiatsu" damage corrected to 10
- Zaraki Kenpachi's "Taunt" now checks if his allies are ignoring helpful effects before reflecting skills to him
- Energy stealing skills now check if the enemy is ignoring energy drain effects
- Tsukishima can steal Resurreccion Yammy's "Self Rage" without crashing the game
- Fixed visual bug where some destructible defense skills would not show that they gained bonus destructible defense from Senna's "Call Forth the Twilight, Mirokumaru"
- Fixed several instances where Tsukishima stealing skills would crash the game
- Fixed Soskue Aizen's "Black Coffin" self buff being tagged as harmful
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Welcome back SA fam |
Posted by: CarryPotter - 02-25-2023, 02:15 PM - Forum: Introductions and Farewells
- Replies (3)
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Hello fam.
It is so great to be here after all those years of retirement. I've saw some common faces, common clans which they were active in the time I've played.
I was known by the name Sharinganstar/Ferdynand most accurate on N-A.
I wish you all a great experience and many thanks to the staff that revived this game.
Looking for a clan by the way. Cool gfx required.
Kudos babes.
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Lame, but puppet; |
Posted by: rushster - 02-15-2023, 09:56 PM - Forum: Introductions and Farewells
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Sheeesh guys. This is so nostalgic. I'm so glad I just discovered this again because it brings back a lot of memories for me. I hope to see some old friends in the future here as well. My previous nickname back in the day was LamePuppet and it was the lamest nickname ever, as you can see for yourself.
As one fellow player stated here, we're all grown up now, sheesh. Life's been pretty fast and uncontrollable. A part of me finding this game again is probably due to the new Bleach arc, which aired recently, and it is fire. I'm hoping to get in touch with many of you, as this has always been a good sport. To the new players out there, please appreciate this game while it's still active; you'll never know how much you'll miss it if one day you wake up and it just disappeared.
P.S. Yes, there are a lot of bugs that I have found, but still, this game is awesome and it always will be. I'll always miss some features, but they may be added in the future. I hope everyone that I knew back in the day is doing fine and hit me up if you see this message.
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