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Latest Threads
Rendar
[2.99] Telegrad Map

Forum: Bug Reports
Last Post: Rendar
06-04-2025, 07:36 PM
» Replies: 0
» Views: 19
Autumn
[v2.99] Illegal Agility

Forum: Bug Reports
Last Post: Autumn
06-04-2025, 07:30 PM
» Replies: 0
» Views: 16
AkaInuHime
[v2.97b] Clicking on Skil...

Forum: Bug Reports
Last Post: AkaInuHime
06-04-2025, 05:37 AM
» Replies: 5
» Views: 331
Rendar
[2.99] Retreating Fail

Forum: Bug Reports
Last Post: Rendar
06-03-2025, 06:41 AM
» Replies: 0
» Views: 42
Autumn
[v2.99] Telefragging Riag...

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 06:35 PM
» Replies: 0
» Views: 55
Autumn
[v2.99] My Own Clone

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 06:30 PM
» Replies: 0
» Views: 50
Autumn
[v2.99] Riagri Crashing O...

Forum: Bug Reports
Last Post: Autumn
06-01-2025, 12:45 AM
» Replies: 0
» Views: 50
Rendar
[2.99] Riposte

Forum: Bug Reports
Last Post: Rendar
05-31-2025, 05:51 AM
» Replies: 0
» Views: 52
AkaInuHime
[V2.99] Hand Trigger Exce...

Forum: Bug Reports
Last Post: AkaInuHime
05-30-2025, 08:18 PM
» Replies: 2
» Views: 77
lalchi
Pet Kit

Forum: Suggestions
Last Post: lalchi
05-30-2025, 09:07 AM
» Replies: 2
» Views: 151

 
  [2.99] Telegrad Map
Posted by: Rendar - 06-04-2025, 07:36 PM - Forum: Bug Reports - No Replies

This bench is clipping into a wall.
[Image: jRCD6QS.png]

The tile north of me is dense.

[Image: nHPlkZO.png]

The window is clipping over this stall. (Also this stall is blocking so much space. But that's neither here nor there)

[Image: ADi6TLn.png]

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  [v2.99] Illegal Agility
Posted by: Autumn - 06-04-2025, 07:30 PM - Forum: Bug Reports - No Replies

Wolf's Agility cannot be dispelled by Intense Observation, likely not being a part of the buffs it specifically removes.

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  [2.99] Retreating Fail
Posted by: Rendar - 06-03-2025, 06:41 AM - Forum: Bug Reports - No Replies

Using Parting Shot, whilst under the effects of Viper Wrap, just makes the Gunner fall over.

Which is funny, but also. Why is this considered a push/pull effect for the purposes of this. It's, quite literally, a knowledge check at the moment.

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  [v2.99] Telefragging Riagri
Posted by: Autumn - 06-01-2025, 06:35 PM - Forum: Bug Reports - No Replies

Excel Riagri doesn't summon a youkai if the youkai ends up in a dense tile such as with a wall, it shouldn't be able to spawn in players since you can't summon a youkai from a "Hit" anyway.

I'm not even sure if this is fixable, but it does make aiming it very very annoyingly specific position wise, if the skill was made into an adjustable line instead however, that'd probably fix the positioning issues.

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  [v2.99] My Own Clone
Posted by: Autumn - 06-01-2025, 06:30 PM - Forum: Bug Reports - No Replies

[Image: szyWw3s.png]

When you use Excel Riagri with triple bonded youkai, it summons 3 of your first listed youkai instead of all 3 of your bonded youkai, this can get out of hand if used multiple times as you can see.

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  [v2.99] Riagri Crashing Out
Posted by: Autumn - 06-01-2025, 12:45 AM - Forum: Bug Reports - No Replies

Riagri still has the old Excel Crash on it, being the only skill to have that old excel-weapon only feature on it. Many other skills such as Fir/Ritual Sword etc. have been updated to the new one but this one was forgotten by everyone very likely.

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  [2.99] Riposte
Posted by: Rendar - 05-31-2025, 05:51 AM - Forum: Bug Reports - No Replies

Riposte's wording states that "when you are attacked in melee range."

What it ACTUALLY means is whenever you are attacked in melee range BY a melee weapon. Guns/Bows/Tomes can freely attack you in melee range with zero repercussions of being riposted.

I'd be down for Riposte actually being changed to be Melee Range for all weapon types (Melee and ranged). Or just the wording to be fixed so it's actually... clear.

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  [V2.99] Hand Trigger Excel Prank Gone Wrong
Posted by: K Peculier - 05-30-2025, 08:29 AM - Forum: Bug Reports - Replies (2)

Using Hand Trigger while at Level 3 Excel crash with anything that it effects will cause all traps/bombs/grenades to treat every mob as an enemy regardless of confusion or any aero shift effects applied.

(It is very funny to annihilate your entire team and yourself with this in mind.)

Levels below 3 has no effect to its targeting.

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  Healing
Posted by: Nekojinn - 05-28-2025, 07:16 PM - Forum: Balance Fu - Replies (6)

I saw some discussion about healing on the other thread so I wanted to give my opinion on it, and also make a thread for it... I don't know if there's any older threads already on it, but here goes!

Currently, healing is in a weird state imo. While we now have !!THE CROSS!! which helps a lot and has definitely made me able to focus down on someone in team fights/reduce someone's healing in 1v1s. The person can still guard or just kite until it wears off, plus it gets me -3 momentum which can be detrimental in the damage race.

On top of that, with Druid's release, another of healing's biggest counter: Interference, feels really weakened right now. A lot of phys attacker will use Fulgur of Flight, as well as any healer spellthief, so:  Despite THE CROSS being really helpful, it is still a item-belt that needs to be crafted, so not that many people will have access to it, while Fulgur of Flight is in a pretty popular class and can be stolen by spellthieves.

And as it stands, the more DR you have the more effective each point of HP will be, making a spiral in which tanks+healers are really good! Which I don't think is a bad thing, the problem comes only when the tank is also the healer and then you've an unkillable machine, especially if they're pacifist.

Anyway, reaching the point which I want to make with this thread:

My suggestion is: Decrease healing over time.

Healers should still be able to make a fight longer just by existing, If they didn't then that would simply kill their archetype, so the problem of longer fights can't be simply killed, but it can be decreased.

For every 100 HP healed, your healing reduces by 2.5%, up to a max of... if possible Round Number x 3? Meaning at round 5 it would be 15%

On top of this, making it so instead of reducing healing spells cooldown, pacifists get to maybe ignore half of this number, meaning if someone has -15% healing, the pacifist's healing would only be reduced by 7.5%

This idea mostly comes from a certain MMORPG I played, called Wakfu... Where if you healed 2% of your max HP, you'd get -1% healing for the remainder of the battle, and the game's best healing class could ignore up to 20% of that.

This isn't a perfect solution, especially since- tanks still have the best HP effective due to DR, this would hurt evadies getting brought back to life more than tanks, but I also think it's impossible to solve this issue without hurting evadies by a lot. If healing is reduced in any way, shape or form- the ones getting less HP effective will always be the evadies, that is just how it works.

I also think a few things like potions, vampirism, bard/dark bard healing and some things like that should completely bypass this healing reduction, would make it so these less trust-able healing options gain certain niches.

Anyway, my idea is probably too crazy to be implemented anyway. What are your ideas and criticisms about healing currently?

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  Pet Kit
Posted by: Nekojinn - 05-28-2025, 06:38 PM - Forum: Suggestions - Replies (2)

I love giving my character pets they're kinda awesome!!

There are, however, very limited customizability within a pet kit, you can only choose from not that many options and then you can only change it's colors.

I think it would be really fun to add:

An option to increase/decrease pet size

An option to change X/Y axis of the pet, let us have flying magical cats!

I imagine this is harder, but being able to choose different colors for different parts would be !!HUGE!!

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