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The Elephant In The Room:...
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Flash of Light
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Fist dance
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Heterochromic Eye Options
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[3.03g] Colorless Feast T...
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[3.03g] Eye Colors
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Invocations (The Summoner...
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Quality of Life Balance F...
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Speed Up slow skills
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| Charge Mind: Revamped |
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Posted by: Chaos - 02-04-2015, 06:42 PM - Forum: Suggestions
- Replies (11)
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Since I've already stated my opinion about CM with a certain Survey, I'll go ahead and get to the content:
Quote:Charge Mind
(Costs 20 FP and 3M)
For 2 Rounds, the next three Mage or Evoker spells you cast gain a cumulative +50% damage bonus. However, you cannot cast the same spell more than once while Charge Mind is active, and if you cast a non-Mage/Evoker spell, Charge Mind will end prematurely. (You can still prepare Invocations normally while under Charge Mind)
Rank 1: Learn skill
How this skill works is like so:
Turn 1: Evoker casts Charge Mind, then casts Ryemei at 1.5x damage
Turn 2: Evoker casts Air Pressure at 2.0x damage, then casts Magaisendo for 2.5x damage (Charge Mind ends, since the third spell was cast)
This change can be implemented with no system-forced SP upheavals, and as for the benefits:
1. It allows Evokers to tap into Mage spells without sacrificing efficiency
2. Maintains Evoker's straightforward nature while making Charge Mind much less predictable and providing room for strategy
3. Doesn't ruin Evoker's damage potential, but delays it just enough to give the opponent a chance to respond
4. Etc.
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| Barrel Trouble |
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Posted by: Rendar - 02-04-2015, 07:36 AM - Forum: Bug Reports
- Replies (11)
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Items in houses in which you can store gear cannot be, at all, used. Nothing can be stored within their confines.
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| SL2 Version 1.13 |
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Posted by: Neus - 02-04-2015, 07:01 AM - Forum: Announcements
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[float=left] [/float] 1.13 is now upon us! This is a relatively calm update before next weeks, which I intend to possibly (maybe) potentially have a new promoted class in it (maybe?). It features several things, all of which you can read about below, but I will not go into particular detail about because it's all right there and rather short, so get to reading!
1.13
Castle Dungeon Revamp - The Castle dungeon theme has been revamped to feature more complicated room designs and be more visually appealing to the exploring adventurer.
Dagger Crafting - You can now craft 8 different Dagger weapons at a forge. The recipes can be purchased from existing recipe books. (More to come when we get some new items added.)
New Page - A new page type, the Storm Page, has been added. This page will affect spells of the Weather domain similar to other pages.
Snowmen - You can now create snowmen out of various piles of snow around Lispool.
Adjusted - Random dungeons now get larger and larger in size the more floors down you go.
Adjusted - Adjusted the spawn rates of monsters in random and permanent dungeons. Previously, the spawn rate was rather high, especially for permanent dungeons. The new rate should make exploring a bit more easy to manage. Furthermore, the minimum and maximum number of enemies increases the deeper you go into a dungeon.
Adjusted - When affected by a knockback effect, the Corpse Hand's Restrain effect will now instantly end.
* Bug Fixes
- Prescribed potions now correctly heal for a percentage of the target's HP.
- Fixed a bug where having multiple shop stalls could cause shopkeepers to be stolen by void thieves.
- Fixed several exploitative bugs. As a reminder, if you find a bug that gives you a noticably unfair advantage and you do not report it, you are an exploiter, and exploiters often end up banned from the game. On the flip side, people who report bugs of this nature are often rewarded, so please contact me in private (either via pager of PM) if you ever discover one of these issues.
Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!
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| [Tactician] "This is it!" |
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Posted by: Rendar - 02-04-2015, 05:27 AM - Forum: Suggestions
- Replies (4)
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"It's time for an all out attack!"
Let's add some sort of skill for tacticians who've supported their allies properly to deal massive damage.
Once you've reached S rank, you can activate the skill. In a Circle 6 area within 5 that contains you and atleast 1 other ally, you deal Nth type unresistable damage to the enemy. For every ally extra in the area, you deal an extra Their LVL more damage. For every extra rank above S you have, you deal 25% more.
This will take a heavy FP cost on you.
Other possibilities is their HIGHEST stat, added on to yours, and then onto theres. Unresistable of course. It's meant to do a lot of damage for a heavy cost.
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| [Suggestion] Combination Attacks |
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Posted by: GameMaster85 - 02-04-2015, 04:45 AM - Forum: Suggestions
- Replies (2)
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This has been my wet dream for a while now, but I've been recently been playing a lot of X-Edge, and this idea is inspired from it. Granted, this will probably never happen due to the amount of possible effects and combinations there are, as well as balance issues, but here we go.
The suggestion is basic but large at the same time. Have a Battle Trait that allows you to -set up- a combination attack. This takes up six momentum, and grants you the chance to do a combination attack. There are extremely specific requirements for each base class, and the attack can only be done if two or more players do the -set up- and meet all the requirements for their base class. Once the setup is complete, If the requirements are met by the time the second player initiates the set-up move, it happens. The attack itself can either be a generic super-move for the person who started the combination attack, or an actual combo-attack if both classes are compatible. This specific move will apply depending on the base class of the user's main-class, so a Kensei or Ghost main-classer will have the same requirements and combo-attack.
This attack, if requirements are met and the chances (if any) are fulfilled, can be the most devastating if not prepared for, and are mainly used to turn the tide of battles. They shouldn't have enough damage so that they instantly kill people, but enough damage to be scary for even a tank. However, the requirements are strict enough that not only do you need a full turn to set up the actual attack, but several turns to actually meet the requirements.
Also, please bare in mind I'm new to the game, so systems aren't my thing. Please discuss and fix any issues with anything on my suggestion openly, as well as suggest better ways of dealing with requirements and even the whole idea itself.
Example Moves and Requirements: ( Not a complete list... yet. )
Duelist: Target one Enemy at 1 range. Requires 8 Momentum instead of 6.
Martial Artist: Target one Enemy at 1 range. Requires 90%+ Health, and no negative status afflictions.
Rogue: Target one Enemy at 1 range. Must be behind the enemy.
Curate: Target one Ally or Enemy at 3 Range. Must have a fallen Ally on the field.
Archer: Target one Enemy at 3-5 Range. Must be affected by "Fortune Wind"
Summoner: Target one Youkai at 3 Range. ???
Mage: Target one Enemy at 3 Range. ???
Soldier: Target one Ally at 1 range, or Yourself. Must be at 10% health or less.
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Grand Cross
Curate + Mage
A devastating attack, one that combines the powerful might of magic and mercala. Deals Unresistable Light damage to target and every enemy around the target in a 2-square radius ( as half damage ) Equal to both player's WIL, and causes Blindness for 3 Turns for every enemy damaged.
Dance of Death
Duelist + Martial Artist
When two fighters assemble and combine their prowess, they create physical devastation. A deadly dance is done filled with sword slashes and punches and kicks, dealing multiple hits of damage that add up to the Duelist's SKL and the Martial Artist's STR. DEF is half as effective against this move. This knock backs the opponent away from the Martial Artist at the end of the onslaught, knocking them down and weakening them, making them take 15% more damage for 2 Rounds.
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| Summoner Tweaks |
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Posted by: Jay - 02-03-2015, 08:57 PM - Forum: Balance Fu
- Replies (25)
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Tweak One: Individual sync-minds to add more specialization (and balance).
Sync-Mind (Fairy) - Required: The Contract Rank 1, Affinity: Fairy Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Fairy Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Plant) - Required: The Contract Rank 1, Affinity: Plant Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Plant Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Beast) - Required: The Contract Rank 1, Affinity: Beast Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Beast Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Avian) - Required: The Contract Rank 1, Affinity: Avian Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Avian Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Mystic) - Required: The Contract Rank 1, Affinity: Mystic Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Mystic Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Night) - Required: The Contract Rank 1, Affinity: Night Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Night Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Sync-Mind (Dragon) - Required: The Contract Rank 1, Affinity: Dragon Rank 5
An advanced summoning method called 'Evoking', whereby a Youkai is only partially summoned, and its powers are channeled through the Summoner.
This allows the Summoner to utilize some of the Dragon Youkai's power themself. (You do not gain any benefits while the Youkai's HP is 0.)
Rank 1: Allows you to use the Youkai's Evoker-Active skill.
Rank 2: Allows you to use the Youkai's Evoker-Passive skill.
Reasoning: As it currently stands, one of the most staggering problems with this class involves its excessive diversity (touching on most, if not all elements) and utility (the amount of status effects to choose from). For 2 SP you could suddenly specialize in everything the summoner class has to offer without any real drawback. Recent news regarding Dev's willingless to allow people to keep youkai and their effects past the contract slots only adds to this problem. It provides the possibility of having every single youkai that can provide any sort of tangible benefit. You can pick and choose universal benefits for simply having a youkai in your slot. This inadvertently covers future hassle and designates which affinity deserves more balancing.
I don't think I'm the only one who believes summoners are capable of too much currently and synergizes too well with every single class.
Tweak Two: Moving some youkai spells to the magic tab.
This proposition steers toward WIL based spells or ones that explicitly deal magic damage. To be somewhat fair, if the user chooses to install a youkai, it'd be reasonable to assume they can manually use a youkai spell even if they're 'silenced'.
Reasoning: Currently, there are only two youkai spells inside the magic tab. This is a bit absurd as it gives WIL based characters an avenue of spells based around that stat, which cannot be negated through silence. This is a major issue with a number of overwhelming spells such as Apus' Apodis. It's safe to say these transitions will not provide these spells with tome bonuses. And after going through all of these skills, around 90%(?) of the youkai skills revolve around WIL. For those that claim this will make summoners useless in the fray, they should be summoning if the situation calls for it.
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| Who even cares about spears [Duelist] |
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Posted by: Nax - 02-03-2015, 05:21 PM - Forum: Balance Fu
- Replies (3)
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I'm new here and the first classes I chose were a mix of Duelist and Mage.
Basically I made a spellblade. I like what both classes have given me buuuut... I only have one spear skill.
With that being the main weapon I use, I'd like to see more skills for the polearm users.
Maybe something like (I'll go ahead and not say Jump cuz that's the obvious one an Martial artists have that anyway)
I can't think of anything right now... But I'll edit/add to this later with ideas when I come up with them.
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| Chain Casting |
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Posted by: Rockabye - 02-02-2015, 02:11 PM - Forum: Suggestions
- Replies (11)
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So I figured I would pitch a skill for Evoker, seeing as Charge Mind is currently the go-to buff skill. Variation is always nice.
Quote:Chain Casting - 2M
The user begins casting at high-speed, reducing the momentum cost of all Mage and Evoker spells (excluding Invocations) they cast by 1 for the remainder of the turn, but preventing them from using the same spell twice. Cannot be used while under the effects of Charge Mind, and for the duration Mage and Evoker spells use only 80% of WIL.
Rank 1: Learn Skill. 20 FP.
Rank 5: If High-Speed Divine Words is active, the momentum cost of spells is further reduced by 1.
Having a momentum cost of 2 means the most we'll (probably) see cast in a single turn would be 5 spells, if High-Speed Divine Words was activated in the previous turn. This may seem ridiculous, but the total cost of achieving this is 7M and 40 FP, more total than Charge Mind, and they won't be able to increase the damage through Charge Mind's effect, meaning this skill is about quantity over quality (the complete opposite of Charge Mind). A possible advantage is that the caster could hit more elemental weaknesses (and in the case of some skills inflict more status'), but they could just as easily hit more resists. My hope is that this adds a strategic alternative for Charge Mind to Evoker's arsenal, and encourages the use of Evoker spells that are normally untouched.
A possible tweak that this may need is only working for Mage and Evoker spells, but I would like opinions on that before any change is made to the suggestion, as well as opinions on the idea as a whole.
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