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Change Invisible Weapon f...
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[2.97b] Discord Pings
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[Korvara] Gamekeeper - Lo...
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v2.97b Thunder Hooves don...
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Another Friggin' Mech App...
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[2.97b] Bombs don't work.
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[2.97b] The Venom of 87
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Rune Magician love
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Mage: Enchant Swap
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Elemental Domains (Evoker Skill Suggestion) |
Posted by: Flun - 01-10-2025, 07:38 PM - Forum: Suggestions
- Replies (1)
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Since evoker is the invocation class, and it has just as many invocations as hexer (and a majority of its invokes are considered not as good as many other classes' ones) I figured it could go for more supportive invokes which aid their team while also supplementing their damage.
My idea was elemental domains, invokes channelling the power of a caster's element, needing said element on themselves as a prerequisite to casting it, where its consumed to cause the battlefield to obtain a domain, each domain gives upsides to the caster's team, with each having unique effects beyond two unifying buffs.
-If unenchanted or without a badge, the allies team is counted as enchanted as that element for excel crashes and special conditions.
-Spell damage from that element type gains pierce to absorb, immune and reflect for the duration of the domain.
Beyond that, each domain has unique effects, some of which give stat buffs to allies, while others provide field tile utility and damage starting with;
Domain of Talvyd
-Lines of air shafts are created across the map for the duration of the domain, much like fissures cracking open to spew out air.
-All airborne allies gain 25 bonus evade.
-Roaming tornados surge across the battlefield, moving towards enemies at a rate of 2 tiles a round, which fling enemies around upon contacting one, knocking them in a random direction for a few tiles with an infliction chance to apply clumsy before dispersing, dealing 100% wind damage.
Domain of Galren
-Tremors occur across the map, rooting up rocks and stone pillars for the duration of the domain.
-All grounded allies gain 10 armor and magical armor.
-Unstable ground forms below and within 2 tiles of enemies on the start of a new round. on a new round, unstable ground becomes damaging stalagmites that stab enemies for 100% earth damage and knocks enemies airborne.
Domain of Kraken
-Ice tiles start crawling in from the sides of the map, encroaching towards the centre of the map, lasting for the duration of the domain.
-All allies standing on ice tiles gains ice retaliation damage when hit, which ignores armor, dealing 15 damage.
-The map is prone to avalanches, up to three cascading snowballs spawn at the top of the map at the start of a round above applicable enemies. on a new round, they roll down, dealing 100% ice damage to all enemies in its 3x3 path, applying frostbite on hit.
Domain of Redgull
-Clusters of static tiles spawn rarely and randomly across the map, with a 2 tile radius of them spawning around each ally on invocation successfully going off.
-Standing in static tiles gives allies one stack of charge weapon per round.
-Upon moving across 5 tiles, be it with movement or skills, an enemy takes 100% lightning damage with no added status. teleports bypass this movement requirement.
Domain of Nerhaven
-Cinders spread from one corner of the map to the other, creating a moat of fire spanning a diagonal of the battlefield.
-Allies standing on cinders gain 20 fire attack.
-Steam vents sprout up every round, lasting for the duration of the domain, spewing smoke tiles around them. if an enemy is in five range of a steam vent when an ally casts a fire spell, they take 100% fire damage from a ball of fire shooting from the vent, once per round.
Each of the 100% elemental attack abilities of the domains can be buffed to 130% with greaper. This would likely be best as a single invocation, which changes effects depending on the caster's element, and cannot be casted without it's specific element, badges do not apply.
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JANUARY 2025 - STATE OF THE META THUNDERDOME |
Posted by: caliaca - 01-10-2025, 06:32 AM - Forum: Balance Fu
- Replies (15)
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Hey guys,
I got sort of encouraged to make this thread after discussing with some big PvPers in the updates channel. The idea of this is to talk in general about the current meta, what changes you'd like to see, why you'd like to see them, and why.
Below will be a list of abilities that people gennerally see as overwhelming in some way or too strong, either in 1s or 4s. There will also be tier lists for both classes and races.
Nothing about this is definitive, it is intended entirely as a discussion point.
Enjoy and LET US HAVE IT!
SOLSPHERE
RAPID KICK
CASTER RANGER
HAWK GALE/WOLF HOWL (SORTA)
GRENADE LAUNCHER
PACIFISM
ELVES
1V1 WILD RIDE
IMPURE ELEMENT
IDOL STEP + DANCER DAMAGE
WHITE PRISON (IN EVENTS)
S: Naga, Leporidae, Phenex, Shaitan, Redtail
A: Glykin, Corbies, Elf, Paps, Umbral, Wyvern, Doriad, Human, Salamandra (maybe?), Felidae, Heron
B: Chimera, Grimalkin, Theno,
C: Lupine (Or low B), Mice, Oracle (Situationally higher, just bad versatility), Appy, Reaper
D: Gama (non attune)
E: Hyattr, Omina
F:
1s:
S: Ranger, Crit Druid, Ghost, Rune Mage, Dancer, Verg, Engineer, SB
A: MG, Priest, AQ, Kensei, Firebird, Evoker, Hexer, Ruler, Monk, Boxer, VA, ST, BK, DH, Bonder
B: Arb, Cast Druid, DB, GS, SS
C: Performer, Tact,
D: LB
F:
4s.
S: Ranger, Priest, RM, Verglas, Engineer, SB, Evoker, Hexer, Caster VA,
A: Arbalest, MG, AQ, Caster druid, FB, Dancer, Performer, DB, ST, BK, Tact, DH
B: Crit Druid, Ghost (sorta?), Kensei, Monk, Boxer, Crit VA, Bonder, SS
C: LB, Ruler, GS
D:
F:
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[2.94b] Devil Vines Stronk |
Posted by: Rendar - 01-10-2025, 04:09 AM - Forum: Bug Reports
- Replies (2)
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Devil Vines are attackable.
Unfortunately they do not seem to have any HP. Nor do they actually take damage. Or do their retaliation damage effect.
really, I think all plants are attackable but have no visible HP?
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The Great Talent Split |
Posted by: Turadis - 01-10-2025, 03:19 AM - Forum: Suggestions
- No Replies
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Communion, Plain, Basic Fluency, Jump, Maintainence, Security, Harvest, Cooking, Gatherer.
There are two kinds of talents, those that help you in combat, and those that don't. Though the non-combat talents are flavorful and fun, high level play in SL2 involves a lot of very iterative build optimizations, making it difficult to justify taking the flavorful non-combat talents. (You can argue Plain helps in PvP, but you know what I mean.)
With the recent survey alluding to a possible stat dice system, and the introduction of the context menu, it seems likely we're going to be getting even more non-combat talents in the near future, something I support! But it does exasperate this character building struggle.
Therefore I suggest that Talents get split into two subsystems. Think two different tabs on the talents menu, whose points are tracked seperately.
Battle Talents keeps any talent or subtalent whose effect only applies during battle, affects battle weight, allows you to equip items your class normally couldn't, or ones that affect your battle stats, skill pool, or give combat buffs, like Depth, Possesion, or First Move. I would also put talents whose effect takes place both in and out of battle here, such as Performance or Prayer.
Domestic Talents keeps all the talents and subtalents whose effects only apply out of battle, including at the end of a battle like Healing, Food Supply, or talents that give bonus EXP. So it gets Jump, the Cooking, Harvest, and Security talents, among a number of others.
For talents whose subtalents fall into both tabs, like Astrology, the actual talent rank is the sum of both tabs for the purposes of game mechanics that reference a talent rank. The limit of 10 ranks in a specific talent could still be maintained by referencing the sum of both tabs as well.
60 points in both tabs might actually be a bit overkill, so I wouldn't be opposed to the number of talent points being lowered. Not to 30/30 though, I think that might be an upsetting loss in power for a lot of builds. My ideal would probably be something like 60 Battle, 20-30 Domestic, so an individual's domestic build would be more specialized from that of others. Maybe include a new Trait to swap these totals for characters who prefer to play the game more domestically, and maybe include a new Knowledge Aspect for extra domestic talent points, with Elic Re keeping battle talent points.
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Gilded Adversity |
Posted by: SuperNova - 01-09-2025, 06:59 PM - Forum: Suggestions
- No Replies
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After the recent addition of the Gilded variants of the Gunsmoke Spiritual set, the thought crossed my mind of trying to bring in line some other weapon-based set effects. Namely, the set that saw a change to it's function in an earlier patch of the game, the Hayabusa set.
The general consensus seems to be that post-nerf, these daggers are largely less favored, given that their special effects are underwhelming and very niche in their function. This isn't a balance post, though, so I won't go into the details and logistics of 'this should be stronger' or so on, so forth, but I DO believe that weapon sets and sets in general like this have a good place in the game, and they should have some means of nudging them to be able to keep up with the obvious heavy contenders in the ring. Which is why I brought up the Gunsmoke Spiritual set, and how the Gilded variants allow someone to make use of the Double Dao skill while using two of one of the guns. While this doesn't save that set or make it suddenly 'broken' or what have you, it DOES succeed in making the set a more accessible option in more builds. The thematic of the set while mostly unchanged, is easier to bring to use in a way where it both fits your character, and isn't too hard a knee cap to yourself for trying to use it.
I'm essentially suggesting a Gilded(or something similar) option for the Hayabusa set, that either functions as a means of being able to swap between which main-hand abilities you can make use of, or outright giving the option to stack both Sun and Moon crests when using the 'Gilded' version of the set.
Set effects like these have a chance to be enriching to the game, either by shaking up a fight with something new and surprising, or by providing characters with means to more tangibly reflect certain aspects of their story in their builds and how they fight. I believe we should try to bring more of these sets into the limelight, not to make them as strong as their meta counterparts, but to at least give more players the option to try something new.
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[2.94b] System Legend extended me randomly |
Posted by: Grimmnaka - 01-09-2025, 03:47 AM - Forum: Bug Reports
- Replies (1)
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This character Winged-Guardian I play as in korvara just got randomly legend extended for no reason. I was sitting in the vale with my inventory open when I saw the system message say I successfully legend extended. I did not do this. I did not open my LE Books to do this. I was 2 levels away from 60 and that just ruined all the effort in grinding from level 1 I did today.
Anyway to fix this or get those levels back? Not feeling too happy about losing all that spent time.
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Earthbound Clarity |
Posted by: Autumn - 01-08-2025, 11:42 PM - Forum: Suggestions
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Earthbound Fog's visual effect really clutters things up a lot, is there any way to make it more transparent? It'd still convey the point but not make everything so hard to see, especially on darker monitors.
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Generic Evade Trait |
Posted by: Slydria - 01-08-2025, 10:23 PM - Forum: Suggestions
- Replies (6)
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So something I've mulled over is how often some class combinations will fall short for CEL focused characters due to a lack of Evade buffs in the combination. While often people have often asked for buffs to those classes in particular, I think what hasn't really been asked for is something much more generically applicable.
So I present the idea for an Evade buff anyone can make use of:
Quote:Athletic
Requirements: 20+ CEL
You don't like standing around idle for too long, preferring to use your downtime to do a little work out. Grants the user access to the Stretch skill.
Stretch
15FP, 3M
Perform a quick series of exercises to loosen up your body, gaining +20 Evade for 5 Rounds.
The drawback to this skill itself is that because it's generic, it has no added perks to it. Very often Evade buffs in class kits will either be stronger, or have some kind of extra utility to them.
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