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The Economy and You

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Blotch Evasion

Forum: Balance Fu
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  Amalgama and Spirits
Posted by: Trexmaster - 03-08-2024, 02:10 AM - Forum: Suggestions - Replies (6)

It feels silly to me that Amalgama, which function heavily off of having 5/5 spirits start the game having none and need to drop a nigh mandatory 4 talent points into Spiritualism to utilize their big racial skill, and pay a trait in order to access what should be innate to their race to begin with. Not to mention all the time spent running around grabbing spirits they'd actually want.

Thus I propose a few suggestions:

1. Spirit Shell should be inherent to Amalgama rather than a trait to be bought. Just make it a racial of theirs instead of a trait. Not losing spirits should be something given for free to a race that requires them to function fully.

2. Amalgama should inherently have a possession cap of 5 and be able to perceive spirits. It's a fair few talent points saved though it's something that should be inherent to a race that is intrinsically linked to spirits. I'd argue the same for Reaper/Apertaurus at least being able to perceive naturally if not also a bonus to exorcism/release.

3. Amalgamas should be able to select white/black spirits to begin the game with. They'd be +1 HP/FP / +3% damage to give at least some reason to try gambling post creation for those so inclined.


2 and 3 might be iffy with 3 requiring some finagling to deal with white spirits but it'd be nice to alleviate the need to go running around for spirits as part of character creation for Amalgama, at least, who crutch so heavily upon them as a race.

1 I feel is pretty reasonable. Even going by the description of the trait it's something Amalgama just have already yet it's locked behind a trait for some reason. If nothing else please give us at least that much.......

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  [2.84] IM SO TIRED OF SPIRIT HUNTING
Posted by: Entropy - 03-08-2024, 01:25 AM - Forum: Bug Reports - Replies (1)

Spirits aren't respawning.

Dev has already been made aware of this but i'm putting it in the bug report forum anyways.

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  [v2.84c] Battle Spawn Positions
Posted by: Trexmaster - 03-07-2024, 09:43 AM - Forum: Bug Reports - Replies (3)

Currently battle maps do not appear to be respecting spawn positions for either team.

[Image: image.png?ex=65fc00cf&is=65e98bcf&hm=1b7...142a612f5&]

Only the stone eater in this picture has moved. Those golems are at their starting position in this fight which was not a back attack.

As far as I am aware neither of those spots are spawn positions.

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  Forbidden Technique
Posted by: Snake - 03-07-2024, 05:03 AM - Forum: Balance Fu - Replies (3)

I don't know if it's called 'Forbidden' because it's dangerous to use, or because it's a complete bait of a potential skill. I do have a suggestion on how to make it better or at least more interesting, hopefully.


Quote:Dagger's Potential Skill: Inflicts you with Cursed Vengeance LV10 for 5 rounds.



Quote:"Cursed Vengeance - Every round, your HP will be drained by 10%, and LV will be increased by the amount drained. Performing a basic attack will use this status to increase its Power by LV, but you will take 50% of your basic attack's damage as protection-ignoring Retaliation damage. (Taking damage from enemies will also increase LV by the damage taken.)"

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  Albedo Operative
Posted by: Trexmaster - 03-07-2024, 01:53 AM - Forum: Suggestions - No Replies

Can the trait Albedo Operative be given the Sigrogana Nation Start req?

Just so it doesn't exist as a trap option for Korvara players to waste their points on.

I'd say the same for Minor Nobility but that can at least make sense in Korvara's setting even if the trait does absolutely nothing bar maybe a discount in the Smuggler's Cave since it uses Law's End Reputation for some reason.

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  [v.2.84 v2] Battle Map Oddities - No Escape
Posted by: WaifuApple - 03-06-2024, 10:29 PM - Forum: Bug Reports - Replies (2)

[Image: Screenshot_2024-03-02_234629.png?ex=65fb...5b1a950e5&]

If you look in the bottom corner of the image, you'll see that the green box does not go all the away around the battlefield anymore. This is not just a visual effect - you cannot flee at all where the green border isn't present, and it seems to happen pretty much universally across battle maps from what I can see.

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  [v.2.84 V2] Battle Map Oddities - Visual
Posted by: WaifuApple - 03-06-2024, 10:25 PM - Forum: Bug Reports - Replies (1)

First One: In the Geladyne Training Pit Battlefield, there seems to be dirt up in the top area, where it should be stone signifying the area above the exit from the pit. It is inconsistently placed and has been here a while.

Second One: The advent of objects that disappear when someone is targeting things has revealed that there are grass tiles under the otherwise covering pillars in the Minotaur Labyrinth regular battle map. You see these grass tiles any time you go to use targeting.

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  Lore on Scarcity and "Dungeoneering"
Posted by: Poruku - 03-06-2024, 08:14 PM - Forum: General Discussion - Replies (8)

Imagine for a moment, you are playing a poor, downtrodden character. Now you begin roleplaying with people, and they just offer to give you like one thousand murai. Suddenly you don't have to worry about food and bedding for a month, because an inn stay costs 10 murai. A day of food probably costs about 30 murai if we're being generous. So with a thousand murai you can last about 25 days in peace and luxury.

Now these people are telling you you can simply go into dungeons and make a massive amount of money. By killing a few monsters, you can get loot, and even gold bars if you dare to challenge something like the Jammer Omega, a beast of legend that anyone can defeat easily after a short trip through the caves killing a few slimes.

It doesn't matter who you are or where you're from, you're a JRPG character who can go into dungeons and make bank. And the only real way to "play" the game is to grind (most likely the lava lake).

There are people who rp the dungeons as being higher stakes, or more dangerous, but the issue is that there is no specific consensus. There is no rule or even guideline when it comes to what the average person has access to or not. This makes it very difficult to roleplay things such as poverty, scarcity of food, struggle for survival, etc. 

I've even had a guy tell me that if you're hungry you can just go to Telegrad and they'll give you free food. I mean come on, is Telegrad genuinely giving out free food to anyone?

There is also the issue of crime. You know the saying, "crime doesn't pay". Well in SL2, this is absolutely 100% true. Because you would have to be a complete idiot to try robbing people instead of just... Robbing monsters. You'll land in jail for the former while the latter is celebrated. How are bandits supposed to be taken seriously in these conditions?

All in all, it comes down to a disconnect between gameplay and lore. And even though some lore docs make mention of these things, not everyone can be expected to read all the lore docs, and there's definitely some disconnect between players. I would just like some sort of guidelines and such, to have an idea of the following things:

- The difference between the average NPC shmuck and an adventurer who can grind lava lake easily. Do we have a special power? Why can't all these poor workers just pick up a sword and swarm the jammer cavern?
- How is daily life for the masses? What's an average salary?
- How real are the dungeons? How real is the loot? Do we actually find shoes on the corpses of fire elementals?
- What is the cost of everyday things in murai? How much money is rich people money?
- Is all murai gain to be taken fully IC?
- How does life compare for the average citizen between each nation of Korvara?
- Speaking of which, what's the travel time between nations? Can someone from Meiaquar go eat food in Telegrad and come back?

Of course I know in the end the answer is "we just kinda figure it out based on what makes sense and what we need to know for the matter at hand" but sometimes there are definitely disagreements. It sucks when there's a dissonance that takes the sails out of your wind. "Hello I am poor and hungry" "Here is 600 lettuce and 10k murai, you are now ok."

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  More Shukuchi Interactions
Posted by: Snake - 03-06-2024, 06:39 PM - Forum: Balance Fu - Replies (1)

Shukuchi should increase the range of (and teleport you towards a targeted enemy) on the following skills:

- Dense Thunder
- Sky Chariot
- Dragon Gale (Melee Version, future proofing)
- Terra Strike (Melee Version, future proofing)

- Rising Kick
- Point Kick
- Cold Front
- Axe Kick

- Regenshauer
- Sturm Shriek
- Felhook
- Fegen

Reason: More interactions with the base class, and give Martial Artists a way to deal with situations where they punch someone away with a fist effect, like Ymir or Dragon Fist's Kick, and end up accidentally disengaging from the enemy. This is mainly so they can continue their onslaught as long as Shukuchi is active. 

Given the limited range of Shukuchi compared to its pre-adjustment, that serves more to make Martial Artist promotions capable of staying a little more sticky. High risk, high reward after all.

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  Item Mount
Posted by: Rendar - 03-06-2024, 06:45 AM - Forum: Suggestions - No Replies

Can we have Item Mounts get the ability to 'Mirror' an item?

Just flip it along the vertical. So if say. A face is facing east. It'll face west!

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