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  Something went wrong
Posted by: Xero Shade - 11-15-2014, 10:23 PM - Forum: Bug Reports - Replies (1)

http://gyazo.com/c69dc2e4e46ac8db02f4bd8381b49070
http://gyazo.com/de5aa17d7b0800d512d11f4043dd34d1

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  Test-Me
Posted by: Someone - 11-15-2014, 08:04 PM - Forum: Bug Reports - Replies (1)

What is this verb? It seems to do nothing at all! Is it working? Bugged?!

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  Cecil's Icons
Posted by: Cecil - 11-15-2014, 07:16 PM - Forum: Submissions - Replies (18)

Hi there, I'm back. I more or less got sidetracked with that whole drawing and writing thing, but that didn't mean I wasn't doing any icons. I'm still working on a few monsters, but I decided that I may as well do a few weapon icons to fill the gap between the wait. The sample list is below.

[Image: gr5OleX.png] [Image: 86QBrFF.png]

I've been trying some new outlining thing out where I sneakily insert a grey outline into certain icons. It's present in all of the tomes, the guitar, the box, and the fist weapon. I tried it with some of the other weapons, but I didn't like the end result. I've more or less learned that it only really works if the icon uses darker colours rather than bright, vibrant colours. And yes, in case you're wondering, that is a laser heart chainsaw greatsword with a pink bow. I spent more time than I should have making it, and I don't regret it at all.

Here you go.

.zip   Pack1.zip (Size: 5.13 KB / Downloads: 489)

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  Youkai Gambits
Posted by: Rendar - 11-15-2014, 03:12 PM - Forum: Suggestions - Replies (8)

So, you know how in Final Fantasy 12 you could customize the AI of your characters. Making them buff if a status effect wore off, attack, cast heal, revive. Etc.

Can we get something akin to that for youkai? Dragon Age does this wonderfully with the TACTICS as seen here

[*] http://dragonage.wikia.com/wiki/Tactics_(Origins)
[*] http://dragonage.wikia.com/wiki/Tactics_(Dragon_Age_II)

Just having Self < 50% HP Parraeta Target for that one-fairy would be nice is all.

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  Skip n Kick
Posted by: Rendar - 11-15-2014, 03:06 PM - Forum: Suggestions - Replies (6)

So, while I know this is kind of 'eh' territory, I think a few traits honestly need to be removed and made standard.

Skip for instance, is you just standing back and waiting. How does a TRAIT give you the ability. It seems a tad ridiculous that you have to spend a trait point on it whenever anyone and their mother can skip.

Kick needs to be made standard as well. There are times as a basic weapon attacker that your weapon flat out breaks. Where chucking it aside would actually net you more damage, crit, and hit than using that vampire bat. Kicking could be changed to 'brawl' or something, wherein its just str vs defense and anyone and their mother can use it, obviously the stronger people being better at it. As it is now, it's just STR vs DEF for a very situational, but almost always useless TRAIT.

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  Life in Chaturanga
Posted by: Chaos - 11-15-2014, 02:11 PM - Forum: Suggestions - Replies (1)

While the mass of space seems cool and all, Chaturanga seems woefully lifeless in its 'marketplace'. (If the stalls are any indication) I'd like to suggest two things to fix this up:

1. Swarm of NPCs
Just place a bunch of generic NPCs around that can't be talked to, or say nothing due to "This individual doesn't seem to notice you're there." (Ideally in the morning; they could leave at night) These average joes could be accompanied by some Black Knight NPCs being set around as guards.

If possible, some of those NPCs could be moving, due to either coming in/out of Chaturanga, entering in the morning/leaving at night, chasing someone, playing around, or simply pacing.

(Ideally, this sort of idea should be applicable for all towns, except Law's End. Chaturanga's size and use of space needs it more though)

2. Market Stalls
During the daytime, have about two or so vendor NPCs show up behind some of the stalls, selling various materials for certain crafts (I.e. one vendor sells food materials, another sells materials for weapon crafting, etc.) These vendors could vary from day to day, with each vendor showing up once in a cycle every few days.

This could also lead into a Chaturangan Bazaar Day calendar event, where various vendor NPCs show up all around the marketplace and offer random equipment and what have you.

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  Restrain and Corpse Hands
Posted by: Sawrock - 11-15-2014, 08:20 AM - Forum: Suggestions - Replies (5)

Right now, Corpse hands are just annoying monsters that you need to get rid of at the end of battles. Can they get a skill in their later levels that lets them use their basic attack when using restrain?

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  Making Protect actually protect you
Posted by: Daisuke - 11-15-2014, 08:19 AM - Forum: Suggestions - Replies (4)

From what I've seen, Protect only works vs basic attacks and considering how it's the only skill that lets you tank for your allies and is only 1 range, it's not very good at its job.

So I have 2 main suggestions to help this skill out and make it worth grabbing

  1. - Make it work vs single target skills (not magic).
    It's pretty lame when you're a tank and all you can do is watch as your mage get their head cracked by bandits, wrecked by slider zombies, and anything else that uses FP because they thought you would protect them.
Or
[list=2]- Increase the range of protect.
If it's going to be situational, it should at least give your allies some breathing room so it's worth making use of. As it is now, it requires some setting up since you have to get your allies in 1 range to make use of it and the reward for doing so is almost negligible. You wind up dragging the fight out when you could just kill things instead just to watch your allies get zapped by vorpal bunnies because monsters burn their FP first thing and attack later. With more range, you can at least make it so you don't hinder your team just to get some use out of it (Like not requiring your BK to be in a volley formation to protect your archers or letting your VA get flanks off, etc)[/list]

I'm not saying enemies are so hard that protect needs to be buffed but it would be nice if this situational skill requiring a shield was at least good at its job and not a waste of a skill slot.

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  [Races] Elemental Impact Racial Traits
Posted by: Maikito - 11-15-2014, 06:18 AM - Forum: Suggestions - Replies (10)

Could we perhaps get a trait later on (Or have it initially available) They makes Doriad's Flowers' Behaviors change based on what enchantment they are enchanted with? As well as the Papillion's butterflies?

These Elemental Versions would override their un-augmented counter parts, and offer the races in question a more predictable skill.

A Few suggestions I have for Papillion are:
In addition, when they are enchanted, maybe they can gain SKI equal to the Papillion's level solely for the purpose of them being able to hit their target?
[Nerhaven] The Butterflies and enshrouded in flames, causing them to cause burn on hit as well as burning a target when they are killed.
[Talvyd] The Butterfly illusions become more sporadic, causing them to push 1 square on hit as well as having a chance to knockdown the opponent when killed.
[Kraken] The Butterfly illusions are covered in an icey mist, causing them to have a chance to reduce momentum by 1 on hit. They also create ice sheets everywhere within 1 range when they are killed.
[Redgull] The Butterfly illusions spark wildly, causing them to have a chance to negate positive status effects on hit, as well as a chance to stun the enemy when they are killed.
[Galren]The Butterfly illusions exude strange green spores, causing them to have a chance to deal poison on hit, as well as a chance to blind when they are killed.

As for Doriads:
[Nerhaven]Flowers summoned by the Doriad are always Gold Rays. In addition, at max size, the flowers deal fire damage to all enemies within effect range
[Talvyd]Flowers summoned by the Doriad are always Hidden Violets, in addition at max size, the flowers deal wind damage to all enemies within range
[Kraken]Flowers summoned by the Doriad are always Shy Snow Flowers, in addition at max size, the flower deal ice damage to all enemies within effect range
[Redgull]Flowers summoned by the Doriad are always Hollyvynd, in addition at max size, the flowers deal lightning damage to all enemies within effect range.
[Galren]Flowers summoned by the Doriad are always Copusles, in addition at max size, the flowers deal earth damage to all enemies within effect range.

To be honest, I'm not 100% on the Doriad effects I suggested, which is also part of the reason why I made this topic for us all to discuss this idea.

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  Dual Blades and Such
Posted by: Sawrock - 11-15-2014, 06:05 AM - Forum: Suggestions - Replies (6)

Can we have the item drops from the Dungeon Boss Asago Quests be obtainable via crafting? Maybe have the quests drop the recipes for them, and have a present delivery for those who already finished the quest?

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