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Latest Threads |
The Economy and You
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Mastery of STR Crit
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7 hours ago
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Flash of Light
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New Weapon: Kelsoaker!
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SL2 Version 3.03
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Bows
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Chimera Hit
Forum: Balance Fu
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09-23-2025, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
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[v3.03c] Summon Drizzle
Forum: Bug Reports
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09-23-2025, 09:50 AM
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[v.3.03c] Combination Str...
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09-22-2025, 12:47 PM
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Mini Spellthief Overhaul/addon |
Posted by: Shujin - 08-29-2022, 02:09 PM - Forum: Balance Fu
- Replies (3)
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Spellthief is probably one of my favorite classes in the game. Illusions are fun, and its basically build-a-bear workshop for mage giving you the option to make your very own mage class basically! This is great and fun.
And while by no means a bad class, it didn't age all that well and it barely gets anything new added to its kit as the unique abillity to steal magic even from Monsters is more often than not just not made possible, which is really a shame that we almost never get to learn new monster spells. Or new classes are made so that their spells follow some sort of mechanic for its actually good effects. So I would like to suggest a few things to make it more modern and maybe add a bit to its illusion/build your own mage kit.
1.) First of all, give it the 3 SP per skill treatment. Many of its skills are already but the few that are not could REALLY need it, especially goose bite.
Spell Snatch would be 1+2 spells per rank Giving you effectively 1 more slot. But I do not think thats really an issue, given the limitations of the class.
2.) I would like a reason to Main Class Spellthief. Mayhaps a MC only skill that either reduces the global Cooldown, or adds more stolen spell slots.(not if spellsnatch gets changed as suggested above, that would probably be too much. But a total of 2-3 more spells be pretty cool.)
3.) Goose Bite is a...Very, very Niche skill. The damage is very bad and the effect while not bad requires a lot from your build. Maybe make it a basic attack?
3 Ranks
-2 Stats per rank, halfed if not from behind.
4.) Rework some of the Spells it currently has, mostly the ranks and Smokescreen needs to have its area probably changed to a circle AoE, maybe even cause damage to enemies inside of it on round start. Now that it doesn't even take line of sight, it has a lot less tactical uses and is very difficult to use in a efficient way.
5.) Some new Illusion spells would be cool. ST lacks a solid way to apply fear on its own though I think that with illussions you can probably do something to cause it.or something like
Mirror Clones:
Create 3 clones that look identical to the user. If you have shuffle active you randomly swap position with one of the clones. The clones Have acess to your stolen spells and stats, but their damage and healing is reduced by 75%.
3 Ranks. 6 turn CD
50/75/100HP
Not a super thought out Thread but...Thats mainly because ST isn't really in a terrible position to begin with. Its a good class that had sufferd a couple of Pseudo nerfs in time, by removing spells from its stealable list or changing how smoke works. I argue because of that, that they could do with more Stolen spell slots, atleast while MC. Or atleast have its global CD reduced then.
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PVP Etiquette |
Posted by: Maksimum_Fire - 08-29-2022, 05:55 AM - Forum: General Discussion
- Replies (10)
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Hey, hey, hey- It came up in a conversation today, so it's about time it comes to a thread and gets properly discussed, as a prelude for sending it up to GMs and Dev for final approval.
People have been making serious complaints that fights go on way too long, and that conflicts that would've happened didn't happen primarily because nobody wanted to be occupied for the next 6 hours.
I don't think that's healthy. I'm not a modern-day 'pvp master man' but I historically have enjoyed pvp, and I think a healthy pvp scene is an important part of having a healthy game(as long as it's a game that includes pvp, obviously).
That's why I want to start this thread off with a really clear suggestion. Serious fights that have more than 2 players(1v1) in them should be relegated to 1 minute timer for actions. This gives you 1 minute per action. So you have 1 minute to move, 1 minute to shoot, and 1 minute for one more action, for example, then it's time to end your turn. Ideally, you should try to keep this as tight as you can and not take the full 1 minute. The 1 minute timer is first and foremost so that things don't get out of hand too easily, and to spur people to act in proper timing.
As a follow up to this, consideration for your opponents should be a given. Deliberate stalling in a turn by waiting until the last moment for an action multiple times in a turn isn't cool. So it's right out. Trying to time someone out in real life isn't a fun way to play for anyone involved and is phenomenally disrespectful to their time.
I think this will lead to a healthier PvP scene, particularly in Korvara. I'm interested in y'all's takes and thoughts on what should be included as basic PvP etiquette, as well.
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Demon Hunter Jump Cancel should have a toggle |
Posted by: Fern - 08-29-2022, 04:19 AM - Forum: Suggestions
- Replies (1)
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Sometimes you don't want to reset repeat action tracking and combination fighter, and you just want to go airborne with Leaping Lizard for whatever reason.
But currently, in order to avoid doing that, you don't grab Jump Cancel in the skill tree at all.
But Jump Cancel is sometimes useful and does cool things do.
Pls... allow it to become toggle so that you don't have to avoid investing SP in the skill... I beg thee...
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Grinkus - Request for Custom Origin / Race |
Posted by: Elrios - 08-27-2022, 12:57 AM - Forum: Character Applications
- No Replies
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Applicable BYOND Key:
Elrios
Character Name:
Grinkus
Request Type:
Custom Origin / Character Race
Request Details:
I'm hoping to play a character that is a 4'6" goblin. Issue is, this obviously isn't a standard playable race.
Reason why you are making this request (if applicable):
Put plainly, I just enjoy the aesthetic of a small green creature that skitters around a workshop with a wrench and pieces of scrap and speaks primitively. I don't think it's especially far-fetched given the fact that there are many, many goblins roaming in dark, wild, uninhabited regions. But I'll admit, even after attempting to browse around for some lore regarding goblins (beyond their tribal nature), I haven't been able to drum up much. With that said, I can certainly provide a backstory to supplement the fact that this particular goblin is more intelligent than others with the immense aid of a human after being captured.
Now, I'm under the impression that this is unlikely to be accepted -- whether that's 'cause there's limitations regarding the the availability of /making/ custom races or because the idea of someone playing a goblin is as outlandish as it's been suggested to me... I'm not sure. Either way, I've got every intention of providing quality roleplay with a character of this sort.
Roleplay & Lore supporting your request:
Based on what little info is provided in the description of the Goblin Spear enemy-type (https://sl2.fandom.com/wiki/Goblin_Spear) it's safe to say goblins do possess an amount of intelligence and can communicate, just not clearly -- which is to say, as I interpret it, a primitive form of their own language and possibly the common tongue if they were to learn it. I can only imagine the aid of a human would help substantially in both of these departments, but would certainly still leave something to be desired for both. I'm not aiming to play a goblin that speaks perfectly in the common tongue, or knows how to turn a ballpoint pen into a piece of space-age technology, but does know enough to maintain a reasonable conversation or provide substantial content without diminishing the quality of roleplay coming alongside it.
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[v.2.63c] Arcane Potions oversight(?) |
Posted by: Shujin - 08-26-2022, 06:49 PM - Forum: Bug Reports
- Replies (3)
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Not sure if this is actually an Bug/Oversight or intended, but ever since the weapon rework and streamlining it lost alot of options in weapon variety thanks to it only changing Str scaling to Will.
I think it should change the main scaling to Will (such as Guile for daggers), or just flat out change all of it to Will scaling since it comes with the power decrease.
I assume it was simply forgotten with the rework.
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