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  [Korvara] Aeternalis Flamma Faith
Posted by: Skullcatrons - 08-08-2022, 07:00 AM - Forum: Applications - Replies (1)

BYOND Keys: Skullcatrons, SaltyHyatt

Request Type - General (Korvara)

Request Details - 

Details, and information regarding to the Aeternalis Flamma Faith have been sent to Pandos.  If GM feels it would be helpful, or acceptable to post document here. I will do so.

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  Lackluster Homunculi SAN Investment
Posted by: Pyro - 08-08-2022, 06:35 AM - Forum: Suggestions - Replies (11)

Currently, when one looks at the Homunculi races, they fill a similar niche to the Corrupted races statistically. They have no reason to build SAN (barring the bonuses provided by SAN, which are too few to incentivize building the stat unless you really need status resistance).

This is fine, but it's also boring. Most races have the choice to build SAN for additional benefits, so I believe that Homunculi should have the choice as well.

For this, I propose four traits:

Superior Spirit Shell
Due to their creator's due diligence, or a mutation acquired over their lifespan, the Amalgama's ability to retain spirits has grown.

For every 10 Scaled SAN, the Amalgama is able to hold another spirit (black or white). However, due to holding additional spirits, they take 3% extra Holy (including Curate's trait) damage for each spirit over the normal maximum of 5.

Advanced Wyvern Assimilation
Salamandra are beings created with portions of a Wyvern, one infused with an abnormal quantity of Wyvern viscera will have additional resistance to poisons.

Increases your Poison resistance by your Scaled SAN.

Superior Evolution
Ever evolving, and ever dangerous, a Chimera made with particular attention to quality will begin to take on the traits of its prey with increased potency.

The potency of status effects inflicted by a Chimera's evolutionary traits (i.e, Argent Bite) is increased by 2 levels per 15 Scaled SAN. Additionally, they will gain duration on status effects inflicted by their evolutionary abilities by +1 per 20 Scaled SAN.

Extreme Prowess
The evolution of a Chimera stems not only from their ability to absorb new traits from their prey, but to learn from watching the world around them, adapting their strategies as they see fit.

You gain an additional skill slot for every 12 Scaled SAN.

(Only one Chimera trait can be chosen at a time.)
---
All of these ideas are tentative but I believe them to be balanced while still encouraging the idea of building towards SAN in an economy where the points usually aren't worth it. Discussion of balancing and changes, or additional traits would be much appreciated.

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  Seed Weight
Posted by: renowner - 08-08-2022, 01:56 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Style seeds, as well as seeds that can be added to custom tomes all weigh a unit of encumbrance each.
The non style seeds also have -no- use in Korvara at the moment. a huge quality of life improvement I feel would be to make all of these weigh nothing. They're beginning to really weigh me down!

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  Round Robin shenanigans.
Posted by: Shujin - 08-08-2022, 12:40 AM - Forum: Bug Reports - Replies (1)

In a fight against a GS currently, if you go first, and kill the summoner all the summons get their normal turn...But afterwards all summons get ANOTHER turn before you so you get double turned by an army.

*shrug* just another round robin thing, but I thought minions do not behave that way.

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  Bard, Performer & Dancer woes (and solutions)
Posted by: Snake - 08-07-2022, 11:46 PM - Forum: Balance Fu - No Replies

Bard
Bard's Dance skills could use dealing Physical Damage instead of Magic Damage. You would see more creative combos being made with things like Kensei's Absolute Death, or more obvious counters like Black Knight with this change made.

Dancer
Rest Beat as is seems to be a little too 'free battle redo' button, especially when Spirited. It can even be further paired with Cantus of Consideration for even more debuff removals, making it so they're completely clean in a single round with two buttons pressed. The only solution to this in my honest opinion is making Rest Beat cost 6M+, and have a minimal requirement of 4+ Tempo to be used.

Idol Step, aside its bugs, should NOT heal the user at all through its ticks. I don't think many people will disagree that this should be more a team fight technique rather than a decisive factor in 1v1 combat. It gives this class way too much unnecessary sustain, and promotes them to be unkillable tanks, since Interference doesn't do much to stop them due to Consideration and/or Rest Beat.

Tempo alone could use another counter to make it less easy to be built up since it passively goes up as the Dancer does their deed. Perhaps being inflicted with Clumsy, Immobilize, Frozen and Knockdown could also reset it to 0? It's not like inflicting a Dancer with any of those things is easy anyway, when they are a dodge-user.

Performer
Slydria has already made a thread on this, but I'll have to chime and say that this is by far the least fun of the trio. There was put too much glorification on Dancer to the point it's now the most used class not only out of Bard's promotions, but probably the entire game now. While this was left sucking its thumb.

The problem with Performer? It's way too "balanced". Where is its damage? Its autohits since how the hell does an enemy dodge music? Its techniques to grant allies momentum or even an incentive to make them stay in the Singing state that is not "ok you dont need to buff them this turn anymore, also have this +5 HP/FP and some Evade".

This class has so much potential still yet to be tapped, but I feel like Dancer outshined it by a long shot. It's just sad, but that's all I can say. If a proper buff is to be given, at least grant them one more 'song' that is more generalized around dealing damage and Sound damage, which is also an auto-hit or whatever.

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  Portable Mirror QoL
Posted by: Miller - 08-07-2022, 08:57 PM - Forum: Quality-of-Life (QoL) - Replies (2)

Can we have a command tied to the Portable Mirror that lets you open up the outfit change menu without opening the icon edit UI? It'd be incredibly handy for switching outfits on the fly or possibly in battle for a bunch of different reasons.

IE: Type load-outfit in the command bar or right click the mirror to open up the load outfit menu.


Let me be a magical girl

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  Sarasha gi Qol change
Posted by: Lolzytripd - 08-07-2022, 02:13 PM - Forum: Suggestions - Replies (5)

At the very end can we add "Or subtype" because we have things like neverending story, fan tome+fan dagger, whips of various weapon types, instruments of various weapon types.

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  shared pain should not cause momentum loss
Posted by: Pyro - 08-07-2022, 01:19 PM - Forum: Balance Fu - Replies (1)

the title is self explanatory

Summoners should not be able to drop drowned woman in the corner of the map and suddenly eat your momentum through shared pain procs

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  [v.2.62c] Headshot Mechanics
Posted by: Latto - 08-07-2022, 09:02 AM - Forum: Bug Reports - Replies (1)

Don't know if this is a bug or not but currently you can't use gun's headshot any a bunch of the new mobs even though they obviously have heads ie: Terra Flama monsters, Dripping Zombies (though they're not new..) I'm assuming this is an oversight.

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Heart Dancer-Physical Dance path addon
Posted by: Shujin - 08-07-2022, 07:11 AM - Forum: Suggestions - Replies (4)

Introduction:
I have played dancer for a bit now, seen most of its Flaws and where it shines and have tested various 'styles' from the Impure Element Spam machine to the Impure Element all elemental dancer, to the Illuminary Idol step dancer of dorky destruction.
I think I have a decent enough understanding of it to make a fairly educated judgment on how it FEELS to play. Others had the chance to play in beta tests and have probably even more experience with it.

Is it a strong Class?
Yes, but at the same time no. When it works, it works WAY too much. But if it doesn't work for example a lack of hit chance it's just almost useless.

This makes it a very Frustrating experience overall. I personally do not like using super overpowered shit. Big Numbers do the happy Chemicals and get a giggle out of you, but its not really FUN to play with or play against. It just ends stuff too quickly or makes you not really feel like you had Strategy and earned it, but you are rather just abusing the fact that your opponent did not specifically build to counter you.

However with how most new classes are, things will eventually be toned down and adjusted after watching it enough, so I won't really bother with another Balance Fu topic about the current stuff, instead I want to suggest an alternate Path to put your points into...because for all that dancer brings to the table, only one skill, actually feels to me like a real good dancer Skill: Double Dance!
That skill is pure beauty in its simplicity, but actually makes you dance WITH A PARTNER. And I think thats something dancer should do so I will suggest a bunch of skills that I think would be FUN to play with...And I also finally want my Sword dancer archetype so there is ONE SKILL that I will actually want to change, cause I hate it so much...Its just an INCH away of being good and what I want. 


SKILL CHANGES:
There is only one skill I want to actually change in how it works, cause...Just why is it that way that it is? Unarmed:

SKATING SPIN

Quote:-change to rank 3 max (optional, but I am gonna add a few skills here, and it might be more interesting that way, over Elemental dancers)

Make it a BASIC attack slide, using your WEAPON of choice. If fist weapon add kick damage. So it actually matters what weapon a dancer wields
If you dualwield weapons, you perform two basic attacks but each with half power.

Reasoning:
This makes it an slightly more flexible Sidecut like move, but has the downsides of not getting boosted by Elemental Impacts effects or Flottment/Voltiger

Dualwielding weapons is usually weaker than raw SWA memes, but it gives the chance for double crit=9M so I think that gives it good value without making skills like sidecut or twin dance useless and still having its own unique identity. Given that it goes against armor twice that way its technically weaker, but the on hit effects/double crit chance might be worth the trade off. (gimme my sword/fan dancer :gunSmile

Thats it about that one the rest are...

NEW ACTIVE SKILLS:

Turtle Waltz:

Quote:3 Ranks (Swift Guard Lv 10/20/30)
6 Range (so 8 with the Dancer passive)
Support

Dance Skill. You choose a partner within range. Both will move towards each other and meet in the middle passing each other, swapping sides (Back to Back if possible).
This will apply Swift Guard on both (Reduced Damage, without reduced Evade, functions like guard otherwise) Lv based on Rank.
Can be used on a Charmed opponent as well, but they receive a basic attack from the back instead of swiftguard and if they had guard up it will be undone but not broken.(If possible)

Explaination:
Basically it works similar like that Chess move where the King and Rook change positions. This makes it really good for BK/dancers as another option to get close to your defendy and give them some survival power untill their turn comes in. Has great tactical uses for Protector types and you also shield each others backs cause together you are stronger!
The charm effect is just cool, cause I kinda like playing around with charmed enemies...Its funny and also makes sense! also probably great synergy for assassins.
Like Double Dance, this skill will not be boosted by Tempo in either way. Opening options to actually use dancer as subclass without feeling like you miss out on everything it actually does well.



Swallows Ballet:
Quote:3 Ranks
5 Range (7 with passive)
(SWA 90%/100%/110%)

Dance Skill. Choose one Ally (Except yourself) with this skill. Both will perform a Dynamic line Basic Attack ending with both swapping positions and attacking everyone in the line once. 
Can be used on a Charmed Opponent, to swap positions and trade attacks.

Explanation:
basically the same targeting as Ice Slide, except you can only select an ally. In essence it works similar to Double Dance just in a line attack instead of a aoe around you. This skill is meant to be used in either one of two ways:
1.) the obvious attack everyone inbetween
2.) as a helping mobility tool for your teammates!
You could take the front with a dance and then back out again, helping a friend with little head start. Would take your whole turn but I think its a strategic tool thats quite useful, and I love Tactically useful skills in my tactic games.
Also not boosted by Tempo in any means, like Double Dance.

Dynamic Duo
Quote:Rank 3
range 5
Support
(10/20/30 HP +5/10/+15 hit/crit)
You select one ally (Except yourself). You and that Ally will receive the 'Dance Partner' permanent buff for the rest of the battle, this Skill can be only used once in combat.  You and your dance partner receive a hit buff based on rank if you are within 5 tiles range of one another, additionally each time your partner is choose with a Dance Skill, both of you heal HP based on rank.
Charmed enemies can also be choosen as Dancepartners, they however receive a debuff and 30 Damage each time they are choosen with a Dance skill.

Explanation:
Basically you decide once in Combat to go full synergy support with someone in your Party/Charmed Opponent, and get benefits from staying close to one another and using skills on them. I think this could be really fun mechanic and probably not too strong either.


Passive SKILLS:

Love is Pain
Quote:1 Rank

While equipped, hitting a charmed enemy has a 30+Scaled Will chance to NOT reduce the level of charm by one when you deal damage to them.

Explaination: Straight forward enough. I see dancers as fairly charming people who could get away easier with hitting you cause they cute. Enough said.


INNATE SKILLS:

Dancers Curves:
Quote:Rank 1
MC only skill

Your movements and body language is something...Else.
You may inflict charme on opponents that you usually couldn't (Except bosses).
Additionally you are so graceful in your movements that people who see you defeat someone have a chance to be inflicted with charme (allies too) level Tempo*5

Explaination:
Black Knights Knights Indimitation Mirror skill...If the spooky knight can fear the fearless, then the sexy dancer should be able to charme the uncharmeable!




I probably have some more ideas, around charme play but these skills would already add so much value to the class outside of spamming just the same moves  over and over again.

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