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  [Suggestion] Combination Attacks
Posted by: GameMaster85 - 02-04-2015, 04:45 AM - Forum: Suggestions - Replies (2)

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.

---

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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  [QUE] Liches and hair
Posted by: Ryu-Kazuki - 02-04-2015, 03:49 AM - Forum: Bug Reports - Replies (1)

Are Liches supposed to keep their hair when they finish transforming from another race? Confirmation plx.

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  Summoner Tweaks
Posted by: Jay - 02-03-2015, 08:57 PM - Forum: Balance Fu - Replies (25)

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]
Posted by: Nax - 02-03-2015, 05:21 PM - Forum: Balance Fu - Replies (3)

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
Posted by: Rockabye - 02-02-2015, 02:11 PM - Forum: Suggestions - Replies (11)

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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  Love Fish! School Idol Project
Posted by: catabur - 02-02-2015, 07:55 AM - Forum: Suggestions - Replies (1)

As it stands, there is only a few reasons to actually fish: getting fish meat for food items or the swordfish for the swordfish sword. I've thought up a few things to make fishing a bit more exciting and usable by more that 2% of the SL community. For better or worse, really.

Uncommon and Rare Fish Breeds:
A way to make fishing seem more profitable is to make a series of 'discolored' fish from the usual ones and increase the market value from 5 to 10 (which would give you a gain of 4 instead of 1 not including pole). There could even be golden ones that have a market value of 25 (which would sell for 12, netting you a gain of 11 not including price of fishing pole). This would make being a fisherman a more profitable job that doesn't overshadow spelunking. This would also be the most common thing to get out of my list of obtainable ideas.

Really, as it stands, you're only getting +1 gain from getting fish and selling them, making it quite the useless job position when you could get about 10 murai per battle at level 15 or whatever.

Alternatively, the market value could increase based on size instead of small, medium, and large all being the same.

Rise of the Fish People:
An event that makes you fight one fish-based monster, basically. Scaled to level and only one, so anyone should be able to take them out. There could also be a chance of damaging the fishing pole instead of fighting or perhaps only when losing to the singular fish monster.

Message in a Bottle:
Functions as more of an in-game lore blurb that holds different information. A message from a worried sailor nearing a dark zone, perhaps? An aggressive scholar's opinion on the current state of the Church Knights? Really, could be anything. [strike]Perhaps the journal about a mad captain swearing he saw fish-like people in the ocean and forcing his crew to search for them.[/strike]

Would, along with the "Rise of the Fish People", be less common than the discolored fish and regular fish, so you don't get Captain Gangplank's recipe to the most nutritious orange juice drink in all of Sigrogana three times in a row.

Rods of Ages:
Working off the first idea listed, there would be a 'Well-Maintained Fishing Rod' that gives a greater chance of catching discolored and golden fish, while also being slightly harder to break, and a 'Masterwork Fishing Rod' which would grant an increased chance of catching golden fish and being even more difficult to break. The WM Fishing Rod could be priced at 60 murai, while the MW Fishing Rod could be priced at 120 murai or badges.

Heck, the regular one could work off a "durability" of 4 while the WM rod could work off 6, and the MW rod be 8. And none of them can be repaired due to fish rod-repairing skills being lost ever since Heaven's Contention. [strike]And an unbreakable one for 100 asagoronies.[/strike]

Booty Ahoy!:
A small chance for accessories, and maybe boots, to be obtained from the depths of the ocean! Who would throw away a perfectly good blood jewel? An angry vampire probably. The loot-range could work off the same as a high-leveled dungeon. I thought about possibly adding random crap such as seaweed, oranges, and the likes along with these sort of things, but thought it would be too encumbering to a good, ol' fisher.

Probably the least common, too.

Fish, Fish, Fish!:
More fishing spots would probably help instead of just the Jammer's Cavern and Dormeho, even if it is Sigrogana's dock and kind of a fishing village. Lispool's frozen lake could probably be used for ice fishing. And maybe a fishing pond in houses for privatized fishing and shut-ins.

From the most common to least in terms of fishing: Regular Fish, Discolored Fish, Message, Fish-Attack, Golden Fish, Booty

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  [Item] Monster Bait
Posted by: Someone - 02-02-2015, 04:30 AM - Forum: Suggestions - No Replies

Suggestion:

Consumable item that increases enemy encounter rate for a fixed period in Permanant dungeons, and causes mobs to notice you more in random dungeons, and be more aggressive in trying to battle you.

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  Guards and Metagaming
Posted by: Suspicious - 02-02-2015, 02:30 AM - Forum: General Discussion - Replies (14)

Well, I've only experienced this maybe once, but I've heard a lot about this occurring with others, and it has come to due inevitability.

Guards are using Skype and other such services to call for backup. While in and of itself this is not immersion breaking (if you're in the middle of Cellsvich you should expect to get a half dozen guards swarming on you if you so much as litter, walk on the wrong side of the road, or sell donuts), it is immersion breaking anywhere outside of a town, or in a place like Law's End (COUGH http://www.neus-projects.net/viewtopic.p...amp;p=3867 COUGH), but the latter bit has already been resolved.

I'm going to make clear now that using ANY sort of direct communication to 'phone for help' is straight up against the rules. Quoth the wiki:
---------------------------------------------
4 - You cannot attempt to call in 'backup', in any shape or form, for a fight. This includes (but isn't limited to) trying to use laplaceNET during or right before an engagement. Trying to ignore RP/PVP Requests until your 'backup' arrives falls into the same category, and will be punished accordingly.
---------------------------------------------

This should go for guards as well. I'll reiterate: you can communicate in Skype all you want, but no one should be able to assist you if they aren't a reasonable distance from the fight to begin with (like literally right there). I've had it officially from Dev that it's 'more than a couple of miles' from Cellsvich to Dormeho by foot, so, given most fights are resolved in a matter of IC minutes, there is no way to get to such a fight in a timely manner unless you're some kind of Usain Bolt on magical steroids or have a strong desire to die of Void Poisoning through 'unsafe teleportation'.

Comments and discussion in this regard can continue freely below.

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  Maintaining Your (Battle) Weight
Posted by: Grandpa - 02-02-2015, 12:39 AM - Forum: Suggestions - Replies (8)

I believe Battle Weight should have a base of ten, which should have every point of strength added on top of (AKA, not only increase after ten strength). Or changing the calculation to STR + VIT/4. The reasoning behind this is the fact that beginning players instantly go over the minimum from the base equipment that they buy. Along with the fact that it would just be nice for people with lower strength. You could argue that they should just get packrat and/or the weight reducing passives but even with all of that, it's just not enough for many. Some (most mages) don't even have more than 20 by the time they're level 60.

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  Eating Effect Tiles
Posted by: Ryu-Kazuki - 02-01-2015, 08:32 PM - Forum: Bug Reports - Replies (6)

When tiles created by spells overlap on top of each other and their duration ends, the older set of tiles deletes the newer ones that were just created.

[Image: e4786ebe38024be672b60b0bfe15632e.png]

Tiles created with Blazing Crystal Rose. The Southern ones are the older ones.

[Image: 4b3d76eedffea46437287446ace9bd6b.gif]

When their duration ends, the newer tiles remain.

[Image: 9a7eefd89cc320abc80dcab1b8085504.png]

Dark Water created by Black Bubble.

[Image: cbd43b2e5b634cd90806258292b96869.png]

In this image, you can see that the Southern set of tiles deleted some of the newer ones in the Northern section when their duration expended.


I know Sear has done this before, although I'm not sure about Famuiga, Miu, or any of the traps. It seems ones created by Blazing Crystal Rose are fine though, I'm not sure about any other elemental impact tiles, granted I was using a badge for the Blazing Crystal Rose.

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