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  Mutation enchant expansion
Posted by: Lolzytripd - 04-09-2023, 09:38 AM - Forum: Suggestions - Replies (9)

I've made this before but I wish to suggest it again, if only for the chance it be considered.

In regards to weapons of the same rarity designation as what a mutation seed would mutate into I suggest that odd numbers gain +1 and even -1

This is what it would result in

A 1 star dagger would become a fist
A 2 star fist would become a dagger
A 3 star sword would become an axe
A 4 star axe would become a sword
A 5 star spear would become a tome
A 6 star tome would become a spear
A 7 star bow would become a gun
A 8 star gun would become a bow

This would add more niche uses across the board to a number of weapons

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  10 Star Changes for Korvara
Posted by: Autumn - 04-09-2023, 08:42 AM - Forum: Suggestions - Replies (7)

In order to stabilize the difference between Korvara and Mainland when it comes to 10 star items, since the +1 upgrade stamp is not available there, there are certain upgrade tiers that become unavailable to certain items there, particularly it is more impactful to the following items I've compiled a list for, everything else isn't quite as impacted. Namely they're the items that scale in increments of 6 instead of 5, which would be more preferable for Korvara without impacting Mainland at all.


Quote:Fox Paw - Current effect is UL/6, should be UL/5 to match Korvara

Buzzing Chakram: Attack Range increases by 1 per 6 UL, needs 1 per 5 UL to match Mainland.

Spine Leash: Attack Range increases by 1 per 7 UL, needs to be 6 to match mainland, could also be 5 for slight buff.

Carteblanche: When airborne attack ranges increases by 1 per 6 UL, needs to be 5 to match mainland.

Vorso Verso: Increases Contract Maximum by 1 per 12 UL, needs to be per 10 UL to match mainland version.

Quickdraw: Gains 1 round per 6 UL, needs to be 5 to match mainland.

Dancing Shiv: On Attack: If you are behind your target, inflict Fray LV1 + UL/3, inflict lvl 8 Fray on G6, inflicts lvl 6 on Korvara.


Thunder Hooves: Effect currently grants up to UL/2 charges when moving, effect triggers at 18 charges, to account for 6 upgrade levels of mainland.

Anchor Edge: Attack size increased by 1 + 1 per 12 UL, needs to be 10 UL to match mainland

Hands of the Giant: On Hit: Knocks the target back UL/6 Tiles. (Needs to be 5 to match Mainland)

Overgrown Staff: Creates 1 flower at a random tile per 6 UL, needs to be 5 to match mainland.


I also included items that are not in Korvara yet but for future consideration anyway I included them.

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  Paying to Skip the Grind
Posted by: Fern - 04-08-2023, 08:20 PM - Forum: Suggestions - Replies (18)

DISCLAIMER: I don't really expect this to make it in or plan on pushing for it too hard, but I wanted to throw the idea into the wind.
 
I've found that with working a job and being in college, it's gotten increasingly harder to find time to grind up a character in SL2. I want to ask how you guys would feel about the idea of a donation item or a mechanic where you can pay real money to be able to level cap your character. The way I'm currently imagining it is that whether it's a donation item or a mechanic, it would probably have a long cooldown period (like maybe 1 or 2 weeks) or is only usable once per character.
 
I've got a few reasons to throw this out there:
1. As I previously mentioned, I get quite busy with life, and find it hard to open up time to grind up a character in SL2. Frankly, I'm also a little tired of doing it after 9 years! I imagine this would help other people in similar circumstances.

2. Sometimes, there are types of characters that are really odd starting out at Level 1. I believe this was a concern brought up a while back when Korvara was launching too, the whole idea that somebody of an important combat position or something along the line starts out as a Level 1 warrior fighting Jammers is very weird. This could probably help people that are making a character along that line.

3. Some games already let you pay to skip the grind, such as FFXIV or World of Warcraft, so I think the idea doesn't seem too weird.
 
I was wondering if you guys think it'd be worth considering. Thank you for your time.

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  Equal Sparring Rights
Posted by: Poruku - 04-08-2023, 02:50 PM - Forum: Suggestions - Replies (4)

I think every nation should have a dedicated sparring area with an inn npc. It's such an important part of the game in my opinion, allowing people to have fun with pvp casually.

Geladyne: Good
Vale: Good
Meiaquar: Sparring area but no inn
Telegrad: Sparring area but no inn
Duyuei: ???


No need for map requests for this imo, it's downright important on an ooc level

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  Racial CEL/SKI
Posted by: Poruku - 04-08-2023, 02:36 PM - Forum: Balance Fu - Replies (13)

As it stands, Skill and Celerity are the two stats most affected by diminishing returns as you want to at least have 55 scaled in them, at least when you're a dodge build in the case of cel. For this reason, racial stats are very important in those categories.

If we look at racial stats, we'll see there's many outliers such as papilion's high ski and many races having down to 1 singular CEL, making them really bad with evade builds.

Now, I think it's fine to have certain races better at certain things, but that difference is actually a huge deal. Especially in pvp.

I would suggest every race have at least 4 in both ski and cel, and probably at least 5 ski, thus making it possible to make competitive evasion builds with suboptimal races (that's up to +6 whole evade), and allowing everyone a chance to get decent hit. No need to nerf the ones with high stats, just make the crappy ones usable

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  Item desc window woes
Posted by: adamkad1 - 04-06-2023, 09:17 PM - Forum: Quality-of-Life (QoL) - Replies (1)

Can the item description window have an option to be bound to game window? If you have multiple screens, it opens on main screen (or not at all because it doesnt open on top of non-sl2 windows)

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  Make Geist unshackled
Posted by: caliaca - 04-05-2023, 01:34 AM - Forum: Balance Fu - Replies (7)

There's a great thread posted by Possum about boxer in general.

It's a much larger bit of balance. In the mean time, can we at least let Geist's min range be 1?

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  [v.2.71b] Doorway Hijinks
Posted by: WaifuApple - 04-04-2023, 08:55 AM - Forum: Bug Reports - Replies (1)

[Image: Screenshot_2023-04-04_095039.png]
[Image: Screenshot_2023-04-04_094900.png]

This is two different places, but I'm gonna lump them in together because it's effectively the same problem.

You have the cave for Lake Halard - the one that leads up to the top right section with the Cypelle veins. The warp out of the cave is one tile shy of the actual doorframe, which is out of line with pretty much every cave entrance beyond itself, making it jarring.

Then you have the split sandy / ice cave that leads up to the exterior of ice palace, and it's problem is that you have to actively walk into the wall itself to trigger the warp, as the screensho shows me clipping into the wall. Once again this is different to pretty much all other warps that use this perspective, which have you teleport when you step on the gap.

It would be nice to see these warps be put in the right place, setting them more in line with the rest of Korvara's warps in that aspect.

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  [v.2.71b] Didn't Stick the Landing
Posted by: WaifuApple - 04-04-2023, 08:47 AM - Forum: Bug Reports - Replies (2)

[Image: Screenshot_2023-04-04_094516.png]

The second jump in the Seaside Jammer cavern ends one tile short of it's intended destination. Both forwards and backwards. You don't tend to notice this because you're holding that direction down anyway when you're coming this way, but I can confirm that you do miss the jump and land in the water going forward and back here. It's not too problematic - you're not stuck, and can just walk back, but it's very weird all the same.

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  [v.2.71b] Roundtrip Parry
Posted by: WaifuApple - 04-04-2023, 08:42 AM - Forum: Bug Reports - Replies (2)

Something I've noticed while exploring my DH build is that Roundtrip seems to simply be... immune to parries. Other skills trigger them just fine, but when using roundtrip, I've been consistently able to hit through parries without so much as a single STALEMATE! or EVITER! proc. This is using a sword via martial lawbreaker, but that's still a parriable weapon. I suspect that it's probably every hit taking place as if it didn't happen in front - but this is the case for the forward throw and the backward throw both. If this isn't a bug / can't be fixed, maybe it should be specified as something that ignores parries, because it feels weird to have that be an unspoken thing.

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