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  Tired after punching
Posted by: ElectricalRonin - 04-13-2025, 05:30 PM - Forum: Balance Fu - Replies (8)

Greetings everyone!

I want to address a certain problem for a class that a few of us love: Boxer. Can we do something with the high FP cost? I am not too well versed on the balance topic but, if that would mean people would abuse geist... why not remove it altogether and change it with something that while not overpowered, allow us to have some fun with it?

What do you all think?

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  A false nation
Posted by: zericosmic - 04-13-2025, 01:09 PM - Forum: Suggestions - Replies (9)

We've been having this discussion a lot lately, but I feel as though the world of Korvara has grown stagnant, and dull, and people don't want to deal with largescale player conflict/consequence and all that stuff.. As it also happens to be, the nations are now all friendly with one another, and perhaps for the best, this will not be changing any time soon.

 But I feel like a compromise could be made, that avoids treading on peoples toes.. A nation that is straight up evil, that is within the control of the EMs, GMs and Dev, but allows for player characters to be a part of it. This way, any large scale conflict would generally happen in an event controlled environment, and sporadic content such a PvE encounters, but it would also allow for players who wish to be part of this antagonist nation to create smaller scale conflicts around the world, and potentially use it to further its story, also it would allow for these antagonist characters to have an actual place in the world that can't be cracked down upon by everyone in a matter of seconds, and that could actually give them resources to not instantly get gibbed by a nation's attention being turned towards them.

Think of something like The Lich King from warcraft.. This nation would have to be more powerful than the player nations, to give everyone content without having the combined effort of all the nations instantly crushing it, but its large scale efforts would exist in controlled environments by EMs.. And the players? Well the players would have a reason to provide conflict to a stagnant world, having a place where they can actively RP safely, whilst also being able to easily work with other antagonist characters, rather than having to go on discord LFP or DMs to find them, not to mention that it would provide these player characters with a whole new reason to antagonize.

It would exist as a threat for everyone to consider, it would exist as a thing people could be connected to in their backstories, and also potentially suffer distrust from other characters for having come from said place. Drop a race of something like ghouls that tend to be the large majority of the force of this evil nation, and now those players would have to deal with the consequence of the first introduction of their people being from a monstrously evil kingdom. (This is also mostly just an example, insert whatever type of evil kingdom you want in here)

You could have year long campaigns of fighting this nation, and potentially even in time, destroying it, ALSO GIVING THE PEOPLE WHO ALGINED WITH IT THE CONSEQUENCE ROLEPLAY OF THEIR NATION BEING DESTROYED, AND PROVIDING SOME AMOUNT OF ACTUAL CONSEQUENCE TO THE WORLD, AN IOTA OF CHANGE. And this is something that I personally want to discuss, as the game progresses, we keep getting more PvE, more balance, all good stuff, but despite stuff like the raids of Duyuei existing, very few people are interested in engaging with them on a roleplay level, and often this content gets abandoned for long periods of time, that is because this game is populated by roleplayers, and roleplayers are interested in narrative conflict, in narrative consequences, there are no narrative consequences to failing the Duyuei raid (hell some people prefer to fail it to just spend time repairing the wall), there is no feeling either of narrative triumph by completing something like the Duyuei raid, because the threat feels artificial. This game is incredibly mechanical for a game which people play to roleplay. People sign up to events in droves, and would much rather have interesting interpersonal roleplay than do PvE, because there is so much more fun to be had with a narrative back and fourth, over just a mechanical one.

A threat like the watcher, generated an insane amount of interaction between the characters of this world, characters that potentially never would have interacted had this eventline not happened, and I personally think it was doing a world a lot of good to have this constant interaction, to have characters gather to plan against it, and discuss what can be done, and how they feel about this threat, It generated a lot of roleplay. And I as a new player at the time, felt very welcomed by this, because I did not have to be part of a group to participate in this, I could hear about it from almost everywhere, and I could act on what I heard without having to be part of a nation's guard or some group to be able to join in on this story, and I could make friends by interacting with strangers during this story.

In a few month old survey now, when asked for what kind of event content people would enjoy, a large worldly threat, a thing to actually wage war against was easily the most popular answer given, in fact iirc, almost everyone who did the survey, answered that they wanted this.. So I personally feel like its worth giving a shot.. Hell if it goes poorly, we can just end it with the storyline, right then and there.

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  Korvara Soundtrack
Posted by: CuriosityaboutMyself - 04-13-2025, 03:24 AM - Forum: General Discussion - Replies (2)

I don't care how long it takes. I don't care if you only put one song into the yootoob playlist every few weeks. But please.

I beg of you. The music too bumping. It must be all collected somewhere, in one place.

If not dev, then perhaps a kind soul can find the moosic and do it. How dare dev make a game with good music..

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  Elemental Piercing Effects
Posted by: Autumn - 04-12-2025, 08:14 PM - Forum: Balance Fu - Replies (2)

I think its no secret that Elemental Pierces are a little disappointing sometimes, and I do get why they are this way, it could be frustrating to have mages always have access to what is effectively a very sizeable damage increase, especially so if they manage to hit the weakness mark, and often enough this can lead into degenerate damage stacking gameplay pattern which is almost always a point of frustration itself.

Though I also think that Piercing effects are a little too niche at the moment as they are more of a precautionary measure rather than an offensive one, and to appease the playerbase that wants to hit weaknesses offensively (as it should be a feature of these skills, otherwise why would the weakness mechanic exist if not to be used) I am willing to make a suggestion I think would be a healthier way to hit weaknesses.

Let us take Verglas as an example of this, where in Winter's Bite is generally regarded as pretty mediocre until nerhaven is involved, in which case Verglases do actually want to lean on using this skill to make use of the fact that your opponent is ice weak, this isn't always applicable and gives a sizeable downside to having Nerhaven despite covering up the weakness with an ice resist, I think that pierces could function very similarly perhaps.

So here is what I am willing to propose, since I've ranted on long enough:
-Elemental Pierces should reduce a target's Bonus Resistance instead of their Base Resistance, not going past 0% bonus resistance.

What this should mean is that if you used Fulgur Of Flight on someone, it'd reduce their wind resistance by up to 20%, normally as it is in game right now, this would have no effect on anyone below 0% wind resist already even if they have a random 5-10% resist somewhere, but with this change it'd negate that random bonus resistance they have, returning them to their actual resist penalty.

This would be most effective on people who are hosting enchants or are racially weak to a certain element just like how Winter's Bite is currently considered, allowing people to pick apart on a case by case basis where they should use their pierces.

This also allows some very certain items to perhaps gain elemental pierce in the future without being an absolute significant downgrade, such as Indignant Idol, or Soaked, while perhaps having their numbers increased for reduced functionality.

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  [2.97b] Crippled Arm
Posted by: Rendar - 04-11-2025, 11:14 PM - Forum: Bug Reports - Replies (1)

Cripple Arm only unequips your offhand slot.

Which, if you are 2-handing. Still lets you benefit from 2h.

Which.. Rose Toss gets rid of 2h so... Intentional that down an arm you can still 2h your sword?

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  Legend Extension Extension
Posted by: Nekojinn - 04-10-2025, 07:38 PM - Forum: Suggestions - Replies (1)

Some random Legend Extension stuff to add ink to. This is 100% biased to stuff that would make my niche playstyle of the game better.

Speed Crafting: +10% Crafting Speed (Max 3)
More Encumbrance: +10 Encumbrance (Max 3)
More P.Stamina: +10 Physical Stamina (Max 3)
More M.Stamina: +10 Mental Stamina (Max 3)
Higher Drop Rates: +5% Drop Rates (Max 5)
Higher Murai Drop: +5% Murai Gained at End of Fights (Max 5)
Herb Gathering Rate: +10% Chance of Sucessful Plant Gathering (Max 3)
Ore Gathering Rate: +10% Chance of Sucessful Ore Gathering (Max 3)
Remains Gathering Rate: +10% Chance of Sucessful Remains Gathering (Max 3)
Lockpicking Rate: +10% Chance of Sucessful Lockpick (Max 3)
Woodchopping Speed: +5% Woodchopping Speed (Max 3)


That's about all the ideas I had in mind.
This only really appeals to people that craft way too much in this game, minus the higher drop rates, I think the higher drop rates is the only one here that would benefit literally everyone... outside of that, it is pretty much biased towards my playstyle of... being the resource guy.

And the Crafting Speed one is definitely where most of my bias shows up, I'm tired of spending 3+ hours everyday crafting >.>

I also know Legend Extension things have really cool names but I am not creative enough >:c

Thanks for reading!

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  Salamandra Flame (Poison)
Posted by: Snake - 04-10-2025, 01:58 PM - Forum: Balance Fu - No Replies

I think the trait could just revamp the skill rather than give it a bonus. The whole GUI thing isn't cutting it at all, the poison level is too low and no response was really given to the other thread asking for a buff, so let me readdress it in a way that hopefully won't be that huge a hassle to change.

Quote:Salamandra Flame (Poison Trait)
Conjure poison-wreathed flames from will at an enemy within 3 Range, dealing Poison magic damage equal to 100% of Scaled Weapon ATK + 100% of Acid ATK. Afterwards, gain 1 stack of Nairyf Energy (max. 3), which increases the Range of this skill by LV and allows it to ignore certain types of protection.

LV 1 - Salamandra Flame ignores damage immunity.
LV 2 - Salamandra Flame ignores damage reflection.
LV 3 - Salamandra Flame ignores damage absorption.

Basically, it just changes damage from Fire to Poison, and scaling from Fire ATK to Acid ATK.

That's pretty much it.

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  Ruler Guy Makes Ruler Balance Suggestion (Elemental Augment for Automatons)
Posted by: Flun - 04-10-2025, 11:36 AM - Forum: Balance Fu - Replies (6)

As it stands now, elemental enchants, spare talvyd for its movement properties, are some of the worst enchants to use for automatons, they are the lowest in priority so they are eaten after fortunes, they only add tiles to move skills and a -25% weakness to a given element, all in return for non armor ignoring bonus damage which scales off of almost no elemental attack.

I suggest changing how Elemental augment works for automatons, or maybe even for all allies, ordered by the most strong to least in terms of approach.

1. Augment uses the highest elemental attack between caster and recipient. This would make giving other allies your element strong, but it might also be a bit too strong in some cased, a twin strike build receiving around 100-200 more damage per basic does sound quite a bit powerful.

2. Automatons either by default use the caster's elements in their stat spread or use the casters elements directly from their own stats when calculating elemental augment damage. This would allow only automatons to get the full benefit from elemental augment. No Automaton uses elemental attack as far as i'm aware, so it should be easy enough to swap out their elemental attacks for the casters in order to use the elemental enchants to the greatest effect.

This would allow automatons to do damage more comparable to other summons, while also having it locked behind a heavier momentum investment, I feel as if it is balanced.



If no one's batting in ruler's corner then it's gonna be me Big Grin

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  [v2.97b] Annorum Lockout
Posted by: Collector - 04-10-2025, 10:20 AM - Forum: Bug Reports - Replies (1)

Annorum charges generated by Spellshot Sigil ignore Annorum charge gain prevention after using a bonus effect.

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  Gentle Giant - Wyverntouched Application
Posted by: Hyunckel1 - 04-10-2025, 12:11 AM - Forum: Approved Characters - Replies (1)

Hi, I don't really know super well how to go about this, but I'm trying to make an application for a character named Kal'Set'Kaan, the principle of the character and reason for which I'm asking for GM approval is that the character is abnormally tall (9 feet tall). 

Reason for this is that his family is comprised of other gigantic individuals, they used to live underground (near the abyss caves) for generations due to a cave collapse that trapped their entire clan underground until tectonic activity opened up the formerly closed cave entrance, they've been subjected to very harsh conditions of living and scarce resources, besides competing with large cave monsters, meaning only the strongest and largest individuals would survive. 

The character, himself, is a primitive/tribal wyverntouched man, won't realistically be interpreted as any taller than 9' (i.e I won't make him age much and won't make him grow past that point) and is, by any other means, just a normal wyverntouched individual, besides some light cultural differences, due to his tribe being cut off from civilization for an extended period of time.

Thanks for your consideration,
Have a good one, folks!



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