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  [Chat-Related] Tabs, channels, etc.
Posted by: Someone - 11-19-2014, 02:34 AM - Forum: Suggestions - Replies (7)

A few minor chat ideas that don't deserve to spam the forum with seperate topics

1) Was an idea someone else posted (can't remember your name, sorry) and I liked as well: A tab for OOC chats

2) I'll expand on that and add... CUSTOM tabs!

3) OOC-Say chat channel... Same range as say, but stops people clogging up say with chatter.

4) Party chat channel Talk to the people in your party to spare everyone else your chatter. (probably only an OOC thing.)

5) 'Thinking'... Seems that a lot of people like to do things to represent character thoughts. Why not give 'em a channel to do it in?

And thats the end of these.

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  [Races] Racial Equality
Posted by: Ryu-Kazuki - 11-19-2014, 12:45 AM - Forum: Balance Fu - Replies (38)

This is kind of a mix of Suggestion / Balance Fu because it provides both additions to lackluster races, and improvements to old skills they have. This was a collaborative work with a group of community members over Skype and their input on things. Sure it could stand to be better, and more could be suggested, but that can always be adjusted.

I want to use this thread currently to suggest additions / improvements to races whom get shunned against because of the shiny power most other races provide. I'd personally like to make all the races desirable for people in some manner other than, "I like this animal / idea, so I'll play it".

Please don't use this as a rage n' rant drama thread for, "I don't like this, it shouldn't exist, blah blah"; let's all try to be very constructive with our criticism, and if all you've got to say is something insulting someone or flat out calling their ideas stupid with no decent argument, please, don't post, at all. This is for everybody, let's all please try to come up with some ways to make a balanced improvement for all races in the game and new ones to exist later.

I'll update this when changes are made and new suggestions are made to present them to Dev. Without further adieu.

Racial Balance


Additions:

Lupine:
Starting Abilities:
Compared to the other Kaelensia, Lupines have nothing the others don't (other than a different Instinct Effect which is a good boost for a Ghost, but still requires you to get hurt in order to activate it) and is pretty unfair that every other Kaelensian race has at least something unique other than a different version of Instinct; IE -1M cost per 25% HP you have, Corbies getting free Airborne, don't even get me started on Phenex.

Pack Mind:
The strength of having your brethren inspires you to fight harder, to protect and defend your fellow siblings. For each Lupine in your party you gain +1 DEF (to a max of 3 because the party fits up to 4). With this and the 25% Instinct they get, they'd only get a max of +7 DEF; if they had a party full of other Lupine.

Bare Fangs:
Angering a Lupine isn't the smartest thing to do, they can be pretty intimidating. The Lupine begins to stand its ground against their opponent and causes they to think twice about how they will handle the beast. An enemy the Lupine has targeted (within 2 squares) with its snarl will...
Become feared for 2 turns. (Does not stack.) [Hey look, a use for liquid courage.]
Or
Have their CEL / DEF lowered by (Lupine's Lv / 10 (equals a total of 6 at lv 60) min 1) for 2 rounds.

Lunar Howl:
Drawn to the majesty of the moon, Lupines become inspired, and may Howl to show their strength and spirit, like a war cry.
If Night: Pushes back all enemies in melee range 1 square for 1M and has a % chance to Knockdown enemies (5+STR/4%).
If Day: Pushes back all enemies in melee range 1 square for 1M and has a % chance to Silence self from overdoing it and making their throat sore (and looking like an idiot who praises the sun) (5+STR/4%).

Humans:
Starting Abilities:

Origin Being:
Humans were the first to exist on the planet, far before recorded history. Unblessed by the gods, they still were more accustomed to the nature of their home than the offspring of those who worshiped patron deities.
Humans have a natural 5% resistance to all elements (or just Earth, Fire, Wind, Water (and Heart)).

Innovation:
Humans have existed long before the gods appeared, and during their tribal times have waged wars before recorded history. Making weapons and food to support their soldiers was always a necessity.
Humans gain a +1 to Metalwork, Woodwork, Tailoring, and Cooking and doubles XP gained towards crafting levels.

Basic Knowledge:
Humans know the basics, a lot better than other people. They may not be the brightest in the bunch, but they do understand "common sense" and scholarship.
Humans gain a +1 to the Fluency Talent.

Redtail:
Starting Abilities:
Talistron (Aerich Harris on Skype) suggested that Redtails be able to toggle their dice bonuses in the event they don't want to actually gamble and make a loss.

Glykin:
Starting Abilities:

Glykin have a very unique and powerful ability, but they have so few compared to other races, and nothing really related to their scales. Just a simple fix on that regard.

Serpent Scales:
The Glykin possessing scales of Serpent-kind can more easily protect themselves from physical harm.
Gain +2 DEF.
Or
Gain 2% Physical damage reduction.

Lich:

Arcane Shield:
Being able to dominate focus so easily to even be a living embodiment of it, you're able to strain yourself a bit to erect a barrier around your person. While it does harden and make a shield to protect yourself, it does make you a tad slower (-25 Evade or -10 CEL). However, in doing so you lose 50% of your current FP to erect a BARRIER with LVL equal to FP lost for 10 rounds (Cannot be Null-shelled). When doing this, any damage you take is sent to the barrier, reducing its level by damage taken*1.5. This skill cannot be used unless you are at 75%+ FP. This skill takes 1 M, or possibly a toggle for doing it at the start of a fight.

Trait Additions (for the cost of 1 TP also):

Papillion & Doriad:

Refer to: http://neus-projects.net/viewtopic.php?f=8&t=116 by Maikito

Papilion:

Bufferflies:

Butterfly Illusions increase all stats by Papilion's Level / 10 (max of +5 to all stats for a total of 6 in every stat).

Changes:

Zeran:

Superiority:

This skill is currently very lack luster due to the numerical values set in place. It's a good skill set, but the values are too low with how combat is now. -2 to STR and WIL is nothing with item/class/skill mods and can easily be made up for. -10 HIT does nothing against Mages who just spam spells at a distance, same for Archers (in fact, what Archer would want to be that close to a Zeran due to ranged weapon nerfs now?), and with Blessed, Melee users can easily bypass -10 to HIT (let alone -15 with the bonus from Crown of Heaven).
Mind you, the enemy has to be within 1 square range for Superiority to even work against them.

Sly in the Bad Reception thread suggested to change the formula for the facing effect, but I can agree 20% with the Crown of Heaven bonus he suggested is a bit much. I propose a formula relative to their progress in level (which fluctuates when you Legend Extension).
Facing Change: - STR / WIL based of (Zeran lv / 15 for a max of- 4 against the enemy at lv 60, plus with the current Crown of Heaven bonus a max of -6 to STR / WIL which still requires the bonus of Crown of Heaven to even reach -6).
Not Facing Change: -15 to enemy HIT which still only nets 22 with Crown of Heaven's 1.5x bonus due to (15 / 2) = 7.5; 7.5 + 15 = 22.5 rounded down to 22. Or set it to a max of -20.

Also, change the level limit from 3 to 5.

Crown of Heaven:

Sly's suggestion in the Bad Reception thread was this;
Crown of Heaven -
The horns that protrude from all Zerans. It is a physical similarity to Zera, as well as being seen as the trophy for the victory of Heaven's Contention. They are extremely hard, and are sensitive to the flow of nearby magic, detecting it in a sense.

Similarly, they are also sensitive to how well stocked the body is on focus, functioning better the more there is.

Grants +1 DEF, +1 RES and +1 Skill with Enchanting.

If you currently have FP equal to or greater than the listed percentages of your maximum FP, you also gain additional effects.

25% FP - Your horns are sturdier, gaining +1 DEF and RES per 25% of your maximum FP.

50% FP - Your horns act like a conduit for focus, any beneficial effect applied to you that normally lasts for 3 or more Rounds will now last for 1 Round longer.

75% FP - Your horns have their full color, not paling to black in the slightest, making them much more magnificent. The effects of 'Superiority' are multiplied by 2x.

100% FP - The peak of your focus and power, you emit an otherworldly sensation that instills a sense of dread, not unlike how it would feel to stand before Zera himself, albeit on a much lesser scale. All enemies under the effect of Superiority also become stricken with Hesitation. (LV = Zeran's Level/6%, min. 5%)

I'm fine with all of these, especially since they have a lot of drawbacks and downsides to them, especially for anyone who eats FP like a fat man at an eating contest. Though, the 75% could stand to remain at 1.5x in my opinion.

Biggest thing; the current 50% needs to change, all races can see current / max FP and it's a useless ability either way, get rid of that effect please.

Phenex:

From the Ashes:

This skill trigger needs to change, badly. It's basically an emergency Pre-Hi Potion, but the downside is, you need 100% FP to use it; and no one at any point in battle, besides Round 1 (especially any sort of Mage) has 100% FP unless they do nothing but basic attacks. This is also unfair for Ghost Phenexes because Rising Game at r4 causes their WIL to increase and the max FP they have to increase with it. This cheats them out of getting either r4 or r5 to get the LUC increase.

Maikito proposed to change this to "If below 60% (or 75%) FP when defeated, From the Ashes does not trigger." Or something along the lines of that nature because of its 10 round cool down which is just like Potion Sickness from a Pre-Hi Potion, and no one, unless very early on in battle, is ever at 100% FP.

Umbral:

The Mark:

This is a good ability, most of Umbrals' abilities are, but it'd be more favorable if it gave more with progress. Proposed change; if they take any form of Magic Damage they recover FP based on (FP recovered = Umbral's RES / 3, Max 6 FP, Min of 3 FP until above 9 RES).

Elf:

Healer's Legacy:

I figured since Water is considered a form of Life Magic, maybe this could provide some boosts to the rare and hard to control water arcana, seeing as Elves are better with life magic than others from my guess.

When healing an ally or themselves with a healing spell, the base Power of that spell is doubled. When casting water domain arcana the base spell Power is increased by 1.5x (or 1.25x if that's too much). In addition, when creating potion items with Alchemy, their Skill is increased by 1.

Or

When healing an ally or themself with a healing spell, the Power of that spell is increased by 25% after mods apply. In addition, when creating potion items with Alchemy, their Skill is increased by 1.

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  Super size me!
Posted by: Ryu-Kazuki - 11-18-2014, 11:48 PM - Forum: Suggestions - Replies (9)

When we engage in battle on the world map, we're still tiny. Could we please become normal sized when we go into PvP even on the world map? I'm asking because some people like to have agreed upon fights, or perhaps crime might attempt to be committed outside of the city (so people have less chance to get caught and conflict can still happen) that may disturb people in the city, get out of hand, or the guards might not allow because of what damage it might cause. The only places to really do this kind of thing outside of a lawful area are;

The Arena
The Nameless Shrine
Law's End
Cellsvich Forest

Not every battle might happen in these places, and it's annoying to have to go to them for every kind of RP related battle. Logically people might be out in the countryside and might want to fight out there; but, we can't because..

"Hey, want to have a friendly spar?"
"Can't."
"Why not?"
> Tiny characters, extremely unappealing.
"Oh, right.."

Or

> Villain attempts kidnapping or some such, but can't because people are in town, or there are witnesses around.
> Villain gets discouraged and decides to find a new hobby.
> Roleplay ruined.

I'd really like to have this taken into consideration that way fights won't always have to be in people's way, or could be just the -tiniest- bit more private without having to get to a predefined area that may or may not be covered by a lawful jurisdiction.

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  Mages
Posted by: Rendar - 11-18-2014, 10:27 PM - Forum: Suggestions - Replies (5)

Can we have some extra skills given to the base mage class?

Barrier Crafting, Barrier magic walls to create more tactical settings.

Enchant Weapon

Wave of Darkness

Creeping Vines

Things like that, suggest it here!

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  Gun balancing and mg stuff
Posted by: Lolzytripd - 11-18-2014, 07:30 PM - Forum: Suggestions - Replies (3)

New Cloth and Metal armor type.

Kevlar
Reduces damage from multi shot weapons by 5% per rarity of the torso item
-5 evade +3 def
5 weight

Ceramic
reduces damage from all guns by 15
-80% to armor weight +5 evade -10 def*forgot this....


Mg shells vs RES stat
Res x1.5 = % of base shell damage

Single shot guns
get 150%-200% shell damage, in conjuction with the above so that the decided total is what the percent is minus'd from

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  [Board] Looking for Certain Weapon - Scholar Roje
Posted by: iDarkCara - 11-18-2014, 06:37 PM - Forum: Marketplace - Replies (1)

completed.

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  Called Shots
Posted by: Rendar - 11-18-2014, 06:08 PM - Forum: Suggestions - Replies (8)

Why not have the ability to call shots to certain limbs whenever you do a basic attack. Minus hit, but effects based on it.

You sunder someones legs? -MOV/DODGE
Arms? -HIT/DMG
Head? +FP consumption/higher damage on hit.

Of course your hit would take a penalty, but attacking someones head and hurting it would cause their 10 FP skill to cost 15, and it would deal a lot more damage on said hit.

Arms being battered would cause you to lose the bonus of mainhand/offhand weapon/shield/nihilist depending on how much you did. Etc.

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  [Board] Local Lawenforcement
Posted by: MakeshiftWalrus - 11-18-2014, 05:55 PM - Forum: Sigrogana - Replies (5)

A rather plain text is written on a piece of paper on the board. Or well, plain other than the fact that it's written in crimson red. Faint amounts of Focus leaks from the letters. They're probably coloured red by magic.

Hey. People are breaking the goddamn law and nobody does anything. Step it up, Cellsvich, seriously. It's going to become a nightmare for seriously cool people if everyone and their mother's throwing bricks and battling naked throughout the plaza. Yeah, hire some more guards or some shit, I don't care as long as people remain clothed and civilized.

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  Multiple Level Up inconsistant.
Posted by: iDarkCara - 11-18-2014, 05:38 PM - Forum: Bug Reports - Replies (3)

I cannot pinpoint what exactly happens, but as I was leveling up a new character with a brain food and two items that give +10% exp, I was leveling quite fast almost every battle.

When I got into a larger battle, I leveled up from 5- 8 but only received one stat growth despite it displaying otherwise.

I went from 10 str to the box popping up and saying I gained +1 to give me 12 but after closing out and going back to my character stats, I only had 11 str, not the twelve as displayed in the growth box.


Unfortunately, I leveled up twice again, but received the proper growths and stat reflections. So the issue wasn't present. I could not figure out why in one instance it 'skipped' a growth, but in another it applied correctly. Has anyone else encountered this bug?

--

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  [Board] Gale's Component Shop
Posted by: Rendar - 11-18-2014, 04:35 PM - Forum: Marketplace - Replies (2)

A note attached to the board in front of the pub, written in sort-of-fancy handwriting. "I've opened up a component business. These are minor modifcations to your weapon to make it more personal to your taste. If you would like one, please contact me, or view the second page underneath this. It contains a list of all the modifications that I can do to a weapon. Payment will be done by ores/wood/cloth used*15 murai, or if you supply it yourself, nothing. A charge fee of 25-50 murai per component made. Large orders will get discoumts -Galeon Zviera


PS: Don't pay me with money that you literally just pulled out of the void. I will refuse you service.


Followed by a second note that had a small directory for different weapon categories and their respecting upgrades.

Swords

Blade

Serrated ( -1 power, +5 durability ) 25 Murai with a 90 Murai charge on components
Razor ( +10 crit, -5 durability ) 25 Murai with a 90 Murai charge on components
Piercing ( +2 power, -5 crit, -5 hit ) 50 Murai with a 90 Murai charge on components
Huge ( +1 range, +10 weight, -10 hit, -10 crit ) 50 Murai With a 165 Murai charge on components
Balanced ( +3 Hit, +1 Weight ) 25 Murai with a 60 Murai charge on components

Guard

Sturdy ( +3 hit, +1 weight ) 25 Murai with a 90 Murai charge on Components
Empty ( +5 crit, -5 hit ) 25 Murai with a 90 Murai charge on components
Locking (+1 weight, -10 hit to melee range enemies ) 50 Murai with a 90 Murai charge on components
Full ( +1 defense, +4 weight ) 25 Murai charge with a 90 murai charge on components
Razor ( +1 Power, +1 Weight, -1 Defense ) 50 Murai charge with a 90 Murai charge on components

Hilt

Firm (+3 hit, -2 durability ) 25 Murai with a 90 Murai charge on components
Insulated ( +5% lightning res, -1 power ) 50 Murai with a 75 Murai charge on components
Wooden ( -3 weight, -1 durability ) 25 Murai with a 75 Murai charge on components
Sharp ( +1 power, -5 hit ) 25 Murai with a 90 Murai charge on components
Onigan ( +5 Critical, -5 Hit ) 50 Murai with a 90 Murai charge on components

Axes/Spears

AxeHead

Tempered ( -1 power, +5 durability ) 25 Murai with a 90 Murai charge on components
Cutting ( +10 crit, -5 hit, -1 power ) 25 Murai with a 90 Murai charge on components
Spiked ( +2 power, -5 durability, +10% crit damage ) 50 Murai with a 90 Murai charge on components
Curved ( +5 Hit, -1 Power ) 50 Murai with a 90 Murai charge on components
Guillotine ( +3 power, +1 weight, -5 hit ) 25 Murai with a 90 Murai charge on components

SpearHead


Barbed ( +5 crit, +1 power, +2 weight ) 25 Murai with a 90 Murai charge on components
Crescent ( +10 hit, -5 crit ) 25 Murai with a 90 Murai charge on components
Hollow ( -2 power, -5 weight ) 25 Murai with a 90 Murai charge on components
Hooked ( +1 power, -5 crit, deals damage when 1 range enemies are moved by you ) 25 Murai with a 90 Murai charge on components
Thin ( +2 Power, -2 Weight, -5 Hit ) 50 Murai with a 90 Murai charge on components

Pole

Wooden (-5 weight, -2 durability ) 25 Murai with a 75 Murai charge on components
Curved ( +5 crit, -1 power ) 25 Murai with a 90 Murai charge on components
Helix ( +1 power, +2 weight, -4 hit ) 25 Murai with a 90 Murai charge on components
Extended ( +10 hit, -1 power ) 50 Murai with a 90 Murai charge on components
Flexible ( +5 Durability, -5 Hit ) 50 Murai with a 90 Murai charge on components

Bow

Body

Compact ( -1 range, -4 weight, +15 crit ) 25 Murai with a 90 Murai charge on components
Focused ( +5 hit, -3 durability ) 25 Murai with a 90 Murai charge on components
Large ( +1 range, +6 weight ) 25 Murai with a 90 Murai charge on components
Composite ( +2 power, -5 crit ) 25 Murai with a 90 Murai charge on components
Thin ( -4 weight, -1 power ) 25 Murai with a 90 Murai charge on component

String

Silk ( +5 hit, +2 durability, -2 power ) 50 Murai with a 75 Murai charge on components
Tight ( +5 crit, -5 hit ) 50 Murai with a 90 Murai charge on components
Double ( +10 durability, -15 crit ) 50 Murai with a 90 Murai charge on components
Wire ( +1 power, -3 durability ) 25 Murai with a 75 Murai charge on components
Chain ( +10 Weight, +2 Power ) 50 Murai with a 90 Murai charge on components

Arrow

Fire ( +1 power, -5 crit, fire damage type ) 25 Murai with a 90 Murai charge on components
Light ( -5 hit, +5 crit, light damage type ) 25 Murai with a 90 Murai charge on components
Sharp ( +10 crit, -5 hit ) 25 Murai with a 90 Murai charge on components
Thin ( -1 Power, +5 hit ) 25 Murai with a 90 Murai charge on components
Heavy ( +2 Power, +5 weight, -5 hit ) 25 Murai with a 90 Murai charge on components

Fist

Knuckles

Dense ( +2 power, -3 durability ) 25 Murai with a 90 Murai charge on components
Elongated ( +8 crit, +4 weight ) 25 Murai with a 90 Murai charge on components
Leather ( +10 hit, -2 power ) 50 Murai with a 75 Murai charge on components
Spiked ( +1 power, -4 hit, pierce damage type ) 50 Murai with a 90 Murai charge on components
Wrapped ( +6 Durability, -4 Critical ) 50 Murai with a 75 Murai charge on components

Wrist

Guard ( +2 defense, +2 weight ) 25 Murai with a 90 Murai charge on components
Spiked ( +1 power, +2 weight ) 25 Murai with a 90 Murai charge on components
Strings ( +4 hit, -2 durability ) 50 Murai with a 75 Murai charge on components
Loose ( +4 Durability, -6 Hit ) 50 Murai with a 90 Murai charge on components
Weighted ( +8 Weight, -5 hit, +10 Critical, +5% Critical Dmg ) 50 Murai with a 90 Murai charge on components

Guns

Barrels

Short ( +2 Power, -1 Range ) 25 Murai with a 45 Murai charge on components
Wide ( +5 Durability, -5 hit ) 25 Murai with a 90 Murai charge on components
Long ( +1 Range, -5 Critical ) 25 Murai with a 105 Murai charge on components
Double ( +10 Hit, +5 Weight ) 50 Murai with a 90 Murai charge on components
Sniper ( +25 Critical, +5 Weight ) 50 Murai with a 90 Murai charge on components

Grips

Soft ( +5 Durability, -5 Hit ) 25 Murai with a 90 Murai charge on components
Steady ( +5 Hit, -5 Critical ) 25 Murai with a 90 Murai charge on components
Revolver ( +5 Critical, -2 Durability ) 25 Murai with a 90 Murai charge on components
Extended (+1 Round, -4 Hit, +4 Weight ) 50 Murai with a 90 Murai charge on components
Custom ( +3 Hit, +3 Critical, +3 Durability ) 50 Murai with a 90 Murai charge on components

Bullets

Aerodynamic ( +5 Hit, -5 Critical ) 25 Murai with a 105 Murai charge on components
Piercing ( +1 Power, -5 Critical ) 25 Murai with a 105 Murai charge on components
HellHound ( +5 Critical, -5 Hit, Fire Damage Type ) 25 Murai with a 120 Murai charge on components
Scatter ( +10 hit, -2 Power ) 50 Murai with a 105 Murai charge on components
Silver ( +3 dmg vs Kaelnasians/Beast Race, -5 hit ) 100 Murai with a 105 Murai charge on components

( On an OOC note: Daggers use Hilts and Blades, Axes uses AxeHeads and Poles, Spears use Spear Heads and Poles... etc. )

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