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  Broke my leg, I'm dead
Posted by: Soapy - 02-23-2015, 09:29 PM - Forum: Bug Reports - Replies (1)

Reported this a few times already.

1 HP Felidae with 7 momentum.
Move (1M), 6M left. Great.
Move (2M), 3M left. What?

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  New house is broken and I'm locked out
Posted by: Kalrah - 02-23-2015, 08:23 PM - Forum: Bug Reports - Replies (4)

[Image: uocq1fU.png]

So I recently purchased a new house, though it seems to be having a few issues. For starters, I had walked into the house to verify that I had indeed claimed it and to lock it, though the lock button never turned red and upon trying to exit, my screen went black. I reset the game and was sent back to the character creation room, from which I left back to Cellsvich. I did a few other things and returned only to find I was locked out of my own house. My ticket had this message for me when I used it:

"We couldn't find a house, and so this ticket has been reset, so you can use it again."

I still appear to have ownership over the house however, and can move out/change the sign/door/etc. I have not yet tried it yet however. The 500 murai fee has sort of dissuaded me, though I will update the thread with the results if this is a recommended course of action. The banner is also white and not transparent like the other default banner claimed houses use. Resetting to default also does nothing.

I'm not in any real hurry, so feel free to take your time with this. As long as I get my house functional in the end I'm cool with it. I'll update this as more information becomes available.

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  I put on my robe and pope hat.
Posted by: Soapy - 02-23-2015, 04:47 PM - Forum: Balance Fu - Replies (10)

So Detailed Care is kind of ridiculous.

With Malmelo, even a Shaitan leveled as Arbalest/BK can make an effective healer, what with being able to restore 24-36% of the entire party's max hp for 4M..
And that's not even the worst part. With the right setup you can Graft for near 300, maybe even more. That's a one turn full heal for a tank, and even one cast for some characters.

This trivializes PvE and dominates PvP, turning the former into management of your hunger bar and the latter into.. bad words.

It does have (very few) counters, so here's what they are and why they aren't good enough:

  • Black Bolt
    + Has additional effects
    + Only the damage can be reflected
    - High FP and VE costs, making it only viable as a Void Mage
    - Silence is wasted on a Curate without Hexer
    - Darkness is easily resisted
    - Void Assassin only
  • Interference Shell (arguably the best option)
    + Has additional effects
    + Only the damage can be reflected
    + Very long duration
    - Requires overcharge
    - Can be dodged
    - Magic Gunner only
  • Black Static
    + AoE
    + Can't be reflected
    - Low damage scaling
    - Decent FP cost
    - Chance-based infliction
    - Hexer only

So I propose lowering it to 5-8% per Rank.

That is all.

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  Magnetization - Expanded
Posted by: Murderfox - 02-23-2015, 04:04 PM - Forum: Suggestions - Replies (4)

For some time I was playing as a mage with a geomancer theme, wondering why most of my spells cant trigger magnetization. However, I just thought I had the wrong earth spells or combinations to make the magnetization trigger or to place them on enemies. I was asking people in OOC or venting my frustratation at the predicament.

However, as of recent - I have been led to believe I was in fact not only using the wrong spells / abilities / skills - but None of the mages magic commands even cause a magnetization effect. Only benefit from it being activated.

I am now kind of confused, and somewhat left wanting for this as a mage.

My suggestion would be that Isendo/Magaisendo/Stone Dragon added this effect, or Astral Belt caused it to those whom attacked the target as well as the mage/target becoming magnetized as well for the positive effects if there are any.

Why I like the idea of Astral belt doing this:

It could be used for WI/STR based 'Spell blade' classes as a form of tanking mechanic. It could be used to do more damage for mages with their abilities that already pay off well from it, or to add a new synergy with other classes. I know mages have good synergy already, but it's just a suggestion, after all.

Tell me what you think below!

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  Exu.. GALIFA!
Posted by: Soapy - 02-23-2015, 03:46 PM - Forum: Balance Fu - Replies (21)

So, Exgalfa kinda sucks in most situations.
Exgalfa would kinda suck even without Fire being the easiest element to reduce/nullify.
Instead of the current:

Quote:Every fireball has an even chance of dealing plus or minus 2*Rank extra damage. This chance is improved with LUC, however.
How about something like:
Quote:Every fireball deals a random amount of increased damage based on Rank. This damage improved with LUC, however.
Starting at 1d6, so Rank 5 would be 1d10, meaning a max of 60 extra damage total. LUC would be able to boost rolls lower than 10.


Also, Overload still needs a nerf to only 3-4 bonus damage per point.

This was in an actual fight, without Charge Mind.
Quote:Affluent Alchemist's turn.
Breezy Individual takes 654 Lightning damage.

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  [Bug] Arena wall and Gust traps
Posted by: Someone - 02-23-2015, 12:57 AM - Forum: Bug Reports - Replies (5)

If you set a gust trap on the lower edge of the arena, if people are standing on the edge OUTSIDE, they are dealt damage when the trap is triggered.

Also, you can set traps in the wall.

Edit: Oh, and they're raging gust traps

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  House Access
Posted by: Ryu-Kazuki - 02-22-2015, 10:10 PM - Forum: Suggestions - Replies (6)

Currently, access to houses in many occasions can be a pain; doors, not placed on the map, and other things. These are some suggestions to help alleviate these scenarios.

Doors

First off, from what I've heard about doors (mostly because I'm too lazy to confirm this), sounds pretty dumb (unless I knew why); considering they only provide 10 keys per door. I don't like that, myself, at all; I think doors should produce an infinite amount of keys, not limit how many people can get one for it. It's very inconvenient, especially for guild houses and things.

New Door Types

Code Doors - Doors that require a certain number sequence punched in through a "keypad minigame". Why? Keys don't flood the inventory, and it makes things a little interesting.

Listing Only - Door that grant access only to certain people via a list that the house owner gets to put people into it.

Password Doors - Doors that the owner has provided a password that a character has to say, via an input box prompt, in order to open it.


Some of these doors would be fitting for areas that people wouldn't want keys, and of course, keep keys from flooding the inventory.


As for houses, especially ones not placed on the map, there are two things that would be nice to have added (much like the old House Owner Rights, so others can help build it and stuff; but that's another topic for later).

House Whitelist - The whitelist has two functions, normally, it is a list of characters the house owner can make so if the house is locked, only they can still get in; and the on/off function (so players can turn it off in the event they need to build and lock up the house).

Public Portal List - Some houses are businesses, or houses for large families (especially those who have multiple players that live there), and housing space isn't always available. Public Portals though, are for those such businesses. Houses would gain an icon, much like the lock one (except it looks different), to allow them to make the house public; so when players bump into the Asago portal, it prompts them with "Own House", "Whitelisted House", or "Public Portal", allowing both players who want to go to that house/business to be able to do so, and allowing business/house owners access to their house if they're not online, that way they don't have to wait for the ever rare on map house spots to appear every few months or so.


These two suggestions can be put in one new icon on the HUD when in your house; like a "house settings" button that looks like two cogwheels, or just a house where the lock button used to go (merging the lock button inside the house settings menu).

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  Lukewarmtouch
Posted by: Ryu-Kazuki - 02-22-2015, 05:30 PM - Forum: Bug Reports - Replies (2)

The ice damage Frosttouch's status is supposed to give is resistable, despite it's description saying it isn't.

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  RP 'power'
Posted by: Sarinpa1 - 02-22-2015, 02:40 PM - Forum: General Discussion - Replies (15)

Putting it here, despite the fact it may look like a suggestion, because it's pretty obscure and I'd just like to hear opinions regarding this.

As we all know, currently the roleplay in Sigrogana in terms of villainy, etcetera is pretty poor.
I'll put some examples - Guilds that were made and despite having some sort of an evil plot behind them, such was known only OOCly

Dark Void : These folk wore creepy armors, some of them were pretty polite, some less, but they were in the eyes of public a Mercenary Group. Something pretty common.
There was a bit of villainy-ish plot to it which I won't really disclose but it was known only OOCly. And they got ganked horribly, as some people began to just spread rumors villynilly, fucking them over sideways before they could even do anything. ( As some may recall, they simply overtook Laws End, but given they provided aid and some law to the region, it wasn't even...evil.)

Host of Enma : It was simply a religious group. Later it devolved into nonsense because things, but when there were like three members and neither of us did anything, anything wrong at all, we had people invade shrine, claim brainwashing againts -all- evidence and slandered the guild wherever they went, until it eventualy got demonized in the eyes of public.


Just two examples, despite there being many more.

Point of these examples was, whether they seem remotely evil or even hint at there being a possibility of that, crowds began to go againts them, effectively making villainy impossible to play out proper. And then everyone and their mother resorts to lethal force, absent a proper logical reason, aside from "They're clearly evil!"

I know that some players do more or less private villainy plots, but that eliminates this issue by targetting just a small portion of the community.
And there surely are ways to ensure that you don't just get metad', characters that are somewhat built specificaly againts those villains go to fuck you aside before you do anything.
Almost nobody wants to villain. Because it's doomed to fail before it begins.
I've seen this on Eternia (throw rocks at me pls), where as we know power is granted by sucki- err. Providing good roleplay for the people and bonuses are added to those that even go and create conflict.

Now given how SL works, I know that system isn't entirely applicable, however....
Conflict creates RP that everyone can get involved in. It doesn't necesairly involve any authorities aside from guards, therefore it'd not change a thing in terms of large scale NPC hierarchy.

I think this would be fixed up were villains, or very good roleplayers, or perhaps, some sort of event chars got a power boost, that'd allow them to effectively survive an attack from random casuals that decided to do their good deed for the month.

I realize that with power, comes the responsibility, for someone stronger than others by a noticable amount would likely have the option to eradicate people, fuck up their personal roleplays, etcetera. Which is what brings me to the idea that it could/should be moderated by someone responsible. /stares at GMs. Aaand maybe some help. Idk. I could see it work with some characters that had a clear goal, restrictions on how they can use their power, oocly specified and while immune to random gank because of the power, they'd not just go willynilly abuse players.

muh random brainstorm.


thoughts?

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  Metallic and Magical Aegis
Posted by: MegaBlues - 02-22-2015, 04:35 AM - Forum: Balance Fu - Replies (8)

So, +8 Def or Res for four turns, for twenty FP, is gross and no one would ever use it.

Shields already do the job of the Aegis skills much better, as Guard is always available without Momentum usage, and doesn't cost FP to use. Shields also grant some form of elemental resistance, usually.

The cost of these skills need to be decreased, or the duration needs to be increased, or the effects made more powerful.

Or regular Shields made worse.

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