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  Shifting without spark.
Posted by: Balthie - 06-14-2025, 03:10 AM - Forum: Bug Reports - Replies (1)

Hey hey, relatively simple one this time. Something that feels out of place, with some complementing evidence for my own peace of mind.

Basically, Apus' shift strike -mostly- works as you'd expect. For the reader, it's a gun, multishot, I BELIEVE no specific subtype.
It applies shell effects on-hit, can use charged shot, overcharge, all great.

[Image: c04b9f7f6d.png]
Example here; Celestial Shot, Apus' shift strike, proccing Bright Shell's Overcharge.

The issue comes in with a different MG skill; spark drive.
From my experience so far, just a whole bunch of using celestial shot in most fights with spark drive equipped and maxed, it hasn't procced once. That's about all there is to it- gun shift strike works with everything else as you'd expect it to, but just not specifically this. It may not technically be a bug(?), but I believe it counts enough to bring up here.

[Image: 0347e35636.png]
Here's me critting with the gun, and it proccing a shell.

[Image: 1d3258564f.png]
Here's me immediately after, no charged shot.

[Image: 354a9d3ab7.png]
And just for good measure, here's both, charged shot, and shells in my skill list.

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  Solblader Thread (But not that kind of Solblader)
Posted by: Druby - 06-13-2025, 08:39 PM - Forum: Balance Fu - Replies (10)

Okay, so people complain a lot about Speed of Light Solblader, but I wanted to bring up the other side of the coin. The side that gets a lot less attention cause it's just not as good, but probably still deserves tuning up even if people agree Speed of Light needs tuning down.

Wall of Light is a pretty solid tank, proccing level 15 Swift Guard off of Holy Aura, and an additional 5 DR off Blazing Sol. Potentially upwards of 20 DR for playing the class is a pretty solid amount, though Swift Guard is vulnerable to Guard Break meaning that there are times where playing the class is actually detrimental for you against enemies with reliable access to guard break. On top of that, while the class has access to a very solid parry through Holy Shield, it's a pretty big amount of investment/set up, requiring both Solcharges and a buff to activate, where as most classes get theirs passively, and even Aquamancer with Ring of Pearls only requires the cast. It further has the limitation of having its Solblader abilities ranges reduced by 2, turning it from having 5 tile movement by default on most of its abilities down to 3, drastically limiting its range and ability to play around its Solsphere to proc its Swift Guard in the first place. In my opinion, Wall of Light isn't bad per say, but it definitely suffers in terms of being able to immediately come out the gate swinging with some pretty big vulnerabilities in its kit. Compared to other tank options, it's definitely the most finicky with set up required to get access to things classes like BK or Ghost get for basically free, or at least less hassle (parries and DR through Indomintable or Wraithguard).

Flash of Light is... Pretty bad all things considered. It's Holy Aura bonus is+5 to all Elemental ATK and -15% FP cost for spells. +5 elemental attack is a pretty minor buff, and while the -15%FP cost for spells is pretty solid for builds lacking in FP, you have to trigger Holy Aura in the first place which often means spending 3M at least to walk into your Solsphere just to activate it. Blazing Sol does give it to you for free, but the abilities of Blazing Sol aren't all that great either. (Recover 15 FP and deal protection-ignoring Light bonus magic damage to all enemies within 3 Range. The damage is equal to your Solblader level.) Recovering FP mostly just helps mitigate the FP cost of being in Blazing Sol in the first place, and 60 free damage a turn for enemies close to you isn't bad, but... It again, isn't really anything to write home about either. None of this really works well together to really support casting  in any real way when Flash of Light is meant to be a caster focused Solblader stance. Its default passive of reducing momentum on your next Mercalan Spell for using Soldier/Solblader skills on your Solsphere also pull you away from actively casting in the first place, and while it can be funny to drop a one-turn Lux Relido on someone, in reality, you're just better off hitting them with spells if you're playing a caster rather than spending a few turns playing around you Solsphere if your enemy is even in range of it to let you do so in the first place. This is ontop of the fact that, as it currently stands, Faithful Sol does not proc off lightning spells with Divine Spark, which means you are largely locked to playing a Curate Promo to help with Solcharge generation.

Feel free to drop your own thoughts, but I think most of this is pretty well founded. While some people may play Wall of Light, there are basically no Flash of Light users out there, and both of these are generally overshadowed by how much momentum economy Speed of Light provides. It'd be nice to see these stances tuned up.

As some possible "quick fixes", Wall of Light could do with some possible patching, possibly through making its Swift Guard buff something else so it's not quite as vulnerable to Guard Break, or perhaps some way to let it activate Holy Shield faster. Getting rid of its range reduction would be nice as well if it's intended to play around its Solsphere to activate Holy Aura, as it can be extremely limiting and the 15% damage increase generally isn't worth it in my opinion.

Flash of Light... Might need some deeper reworks, as it suffers just kind of through and through without much support for its actual identity. If Blazing Sol provided the momentum reduction on spells passively to let you pop a few extra spells, or maybe explicitly for Lux Relido so you have more excuses to drop your laser on someone, that could be cool. But many of its existing passives are extremely bland or just not the most useful.

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  v2.99 Blazing Sol Speed of Light grants Combination Fighter on immediate use
Posted by: Fern - 06-13-2025, 08:13 PM - Forum: Bug Reports - Replies (1)

[Image: u6muvfQ.png]

Currently, using Blazing Sol on Speed of Light will immediately grant you max Combination Fighter stacks when it's supposed to be for the next round.

Somehow nobody noticed this for a long while. (I didn't either.)

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  [v2.99] Not That Pizza
Posted by: Autumn - 06-13-2025, 06:06 PM - Forum: Bug Reports - Replies (2)

Corn Pizza doesn't count for Demon Hunter's Pizza Lover. I am not sure if eating food at a Banquet Table affected this, but I am regenning 30% of my HP/FP instead of 60%

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  Hawk Glide (Call)
Posted by: Rendar - 06-13-2025, 10:29 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Currently Hawk Glide is target 2 tiles, and move 1 to 2.

Hawk Glide (Call) is Target 1 tile, move you to it.

Can.. the functionality of this uh.

Just be made similar. So Hawk Glide (Call) moves Self in 1 to 2.

Either that or make it not a valid tile to just pick yourself up and place you back on the same tile.

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  [2.99] It's so bright... (Glowing)
Posted by: MultiWonder - 06-13-2025, 10:22 AM - Forum: Bug Reports - Replies (1)

The status icon for glowing (negative) is off center and pops out of the box just a bit.



Attached Files Image(s)
   
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  [2.99] Turn Order Shenanigans
Posted by: Rendar - 06-13-2025, 01:54 AM - Forum: Bug Reports - No Replies

If members of a team have the same initiative (See: 1 base cel), their turn order is never guaranteed. They will swap and flip between turn orders willy nilly.

In such cases, a unit being summoned (on either side) will ALSO reshuffle the turn order between those that are tied.

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  [v2.99] Quaking Double Tap
Posted by: Autumn - 06-12-2025, 10:29 PM - Forum: Bug Reports - Replies (4)

Quaking Taps can target corpses despite being unable to damage them, I am unsure if this is actually a bug but it can be pretty annoying given the massive range, when you're trying to target the only 3 people alive in a sea of dead people.

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  Undeadland!!!
Posted by: AkaInuHime - 06-11-2025, 05:17 AM - Forum: Suggestions - Replies (6)

The addition of a new, evil, undead-centric nation and territory could address a lot of problems both that G6 undead held, and Korvara as a whole currently has.


Friendly undead:

  • An organized group of undead at constant odds if not open warfare with the living would reinforce a strong, negative, unique identity for undead as a whole. It would give a reason for living characters to be distrustful of any undead characters, as well as make it the easy, default choice for undead characters to "stick with the pack." The undead nation could be the only place undead feel welcome, mutually understood, and not have to watch their backs.
  • Those who try to be on good terms with the living anyways could face hostility from both sides: living characters suspicious of them being spies and saboteurs, and undead characters resentful of them for betraying their own kind. Both could easily escalate into fights, and would make the choice feel much more meaningful.

Lack of conflict:
  • An evil nation would add a natural source of tension and could be a constant stream for rp and events.
  • On an individual level, it'd allow people to play the villain without immediate, character-ending risk like jail, execution, and continent-wide ostracism; with a whole nation to back you up or flee to and still RP with without having to hide your deeds, you would have much more wiggle room. It'd be more appealing to do between not having to go through a character paper shredder, and enabling longer, more impactful, more infamous villainous careers.
  • Evil events give just as much opportunity for heroes. Events could be doublesided to give twice the engagement off a single concept. They don't have to be PVP based; there could be NPC undead just as there are NPC soldiers used all the time in Geladyne events, with alternate "win" conditions. Victory doesn't have to be mutually exclusive: a town could be successfully razed to the ground by the villains, while at the same time the civilians are successfully whisked off to safety in the nick of time by the heroes.

Clear boundaries for conflict:
  • An undead character stepping into the land of the living, or a living character stepping into the land of the dead is intuitively dangerous. If you do so, you should be expecting trouble, and is a clear opt-in.
  • This could possibly even be backed up in the conflict rules. If you're on your race's "home turf," you're in a relatively safe area from your perspective, and could always be allowed the option to escape capture / death in living vs undead conflict. If you're out in hostile land, you're knowingly putting yourself at risk, and could be forced into such. Thus, consequences are always opt-in from both perspectives. There could also be "no-man's land" where both parties are at knowing risk.

OOC tensions around conflict:
  • If a whole nation is the designated evil nation, things may feel less personal; conflict and warfare is the fault of the setting itself rather than any individual player's choice. Things simply are the way they are. There's no chance of "fixing it" or a "peaceful resolution" that the other side is holding out on. The living and undead are much more understandably incompatible than the existing nations living characters can freely walk among and change sides within.
  • This could be expanded to the leader of the evil nation not being a player at all. No player, no chance of redemption, nobody to blame directly for "not getting along."

Fear of death:
  • If a living character dies, it doesn't have to be the end of their story. They could easily come back as an undead. If being undead was a meaningful gameplay difference and a completely different rp experience to the living, such as through an undead nation and undead lands, it could make it much more appealing to try things out and take character stories a whole different direction.
  • This may even help populate the undead nation at first, and give instant investment and narrative drama from the perspective of existing characters: seeing old friends they thought were dead once more, or even actively fighting against those they once knew.

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  [2.99] Invigoration STR not giving HP
Posted by: Nekojinn - 06-11-2025, 12:03 AM - Forum: Bug Reports - Replies (3)

Hewwo.
Using Invigorate on myself doesn't seem to give me STR HP, keep in mind my scaled str is 58.44 and my Invig is 3/3, so it should increase a bit.
Without Invig
[Image: ub2qrh.png]
With Invig
[Image: uq8je0.png]
You can also observe that my FP did not increase from more will, however...

[Image: zohq4p.png]

After a couple actions (basic attack, a few wild shapes, but I made sure to exit wildshape before taking the screenshot.)
My FP did increase, and I can only assume it was from increased Will.

I was also told that items that increase STR do not give STR HP either, but I cannot confirm nor deny this since I don't have any str giving items to test it with.

All of these screenshots were taken on live server, of course!

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