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Latest Threads |
Bows
Forum: Balance Fu
Last Post: Autumn
5 hours ago
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» Views: 1,356
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The Economy and You
Forum: Suggestions
Last Post: FaeLenx
Today, 08:17 AM
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Mastery of STR Crit
Forum: Balance Fu
Last Post: Fern
Today, 02:25 AM
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Flash of Light
Forum: Balance Fu
Last Post: pilcrow
Yesterday, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
Yesterday, 07:57 PM
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SL2 Version 3.03
Forum: Announcements
Last Post: Neus
Yesterday, 07:17 PM
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Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
» Replies: 1
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[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
09-23-2025, 09:50 AM
» Replies: 1
» Views: 489
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[v.3.03c] Combination Str...
Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
» Replies: 0
» Views: 184
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Legend Extension |
Posted by: Rendar - 07-27-2022, 02:41 PM - Forum: Balance Fu
- Replies (8)
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The Legend Book, the eternal grind that comes with wanting to make your character 'better'. How even just one point in a stat could make-or-break a fight. A person who doesn't bother with it being an eternal 6-7 points behind someone else who has (or more if the one without requires more stats). Defense and Res, even when a dodge build, helps-- same for Vitality, Faith, and Sanctity.
Not only this, but even people that don't want their character to do pve / pvp are given the shaft. They have to legend extend, at least once, to max out crafting to the level that allows them to actually make all the recipes of a profession. "Sorry sir, I've trained my entire life studying alchemy.. but I cannot swap out the materials of your gear for the flesh of another creature. Why? Because I haven't committed mass genocide."
It sounds stupid, and that's because it is. If you have to play a character that is constantly in RP (See: Villain characters, or just.. high ranking officials).. Legend Extending-- and being caught out-- is basically a death sentence.
Problem: Legend Extending is not simply a "fun bonus" but a necessity. Crafters, people wanting to get stats, et cetera.
- We acknowledge the Legend Extension system is not a good mechanic.
- Shifting the ASPECT Category from +1 potential to every stat (except Aptitude) to a global rework of racial stats, giving a +1 to all racial stats across the board. This has the exact same effect, but saves 6 Legend Extensions in total.
- The PROFESSION Category can remain in the book, however instead of giving an extra level, it reduces taxes for the specific category, or allows the person to make items at an enhanced rate (or with a smaller phys/mental stamina cost) (NOTE: For this change to work properly, crafting will need to give two more levels. An additional CRAFTING level at 30, and 60, seems fitting.)
- The FATED Category is kind of silly, I would suggest moving this-- specifically-- to TRAITS.
- The TRANSFORMATION category doesn't exist on Korvara, but it is something that I would like to see expanded upon in another topic.
- The CREATIVITY category is just... Why is this here. Why do I have to grind to level 60 for this. Why. Remove this and just make it a base feature.
- The DESTINY category is a concept that is wild in nature. I absolutely adore it, but for reasons that should be fairly obvious. Deciding to go from a Destiny class, or into a Destiny class makes life very difficult and grindy. I would instead like to see an NPC on the map that, for a Murai fee, allows you to enter into a Destiny. It follows the same rules as normal destiny / undestinying.. wherein you have to grind to level the class back up to 50.. but that's it. It's a wonderful concept that, frankly, I wish was more open outside of "Guess I have to grind back up to level 60 to try and see if I like this concept."
- And finally.. KNOWLEDGE category. Have Deja Vu be applied anytime someone Legend Extends. You could have this drop the person back down to level 1 with a 50% bonus or something, or drop them to level 45 so that they can do just the last 15 levels over. Elic Re can be applied baseline. Just throw an extra Talent point every 10 levels (20/30/40/50/60). Norm No can give an extra trait point every 20 levels (20/40/60).
This is by no means a certified good idea.. but grinding is awful most of the time, and this gets rid of at least.. 30 hours of #TheGrind for every character (barring Gear grind).
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[v2.61c2] Much Too Divine |
Posted by: Autumn - 07-27-2022, 05:55 AM - Forum: Bug Reports
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Divine Shower doesn't seem to trigger retaliatory effects at all (Such as Fang Faced Shield) or has the attack be negated by Body of Isesip, it doesn't trigger Battle Spirits or Chivalry either, this is exclusive to the skill it would seem like, as Enma's Summons behaves in an expected way with retaliatory effects.
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[v2.61c2] List of Skills triggering effects multiple times |
Posted by: Autumn - 07-27-2022, 05:51 AM - Forum: Bug Reports
- Replies (5)
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Tested currently using both Battle Spirits/Chivalry and retaliatory effects, all of which are trigger instances of either multiple times, to both their benefit and detriment. I am listing off most of what I have found, whether they are intended to do so or not.
Rapid Kick
Needle
Fire Dance
Ice Slide
Wind Pirouette
Thunder Steps
Idol Steps
Roundtrip
Exgalfa
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The Great Trivializer |
Posted by: Collector - 07-26-2022, 11:43 PM - Forum: Balance Fu
- Replies (25)
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MERCENARIES.
If you've taken a peek at almost any grinding area, you've probably noticed a few, if not all of the players killing monsters there have a couple of extra friends. These friends, depending on their origin, are capable of offloading absolute assloads of damage onto targets and taking the same amount before dying. Lost one? No problem; he'll be right back in the next fight like nothing ever happened. Mercs have a minimal cost for arguably the most powerful PvE ability in the game. I've abused them, you've abused them, the new player who decided to read the talent abused them, but I think it's about time they're removed as 'content trivializers' and put into a more comfortable slot as helpful buddies for those early levels.
I don't need to explain action economy to anyone here; we all get that more moves used and absorbed is good. So why, after all this time, is PvE content trivialized by Grinder McGee and his Snakemen Three? I love the PvE aspects of this game, but having a single talent tree remove any difficulty or reason to party up doesn't ignite my will to have fun beating up monsters for a bit. It can be relaxing, as a lot of other players could attest to.
Personally, I've seen grinder after grinder enter the Wastes on Korvara without a word to anyone, then watched as they ran over any danger out there because they happened to have a set of floating eyes. This doesn't sit well with me, especially considering the in-character circumstances; if asked, do you think EVERY character with mercenaries would have a reasonable explanation as to how they managed to tame three otherworldly eyes?
How feex?
I know a lot of hardcore grinders wouldn't be pleased should their method of chain LE-ing be nerfed to nothing, but I'm keen on having mercs be those low-level helpers so you can get up to doing things yourself.
Scaling Mercenaries
Let mercs scale with you until they naturally become weaker.
Monster scaling is a little bit wacky, but we can use that to our advantage. Since a level 1 Spatial Corrupter, Snakeman Twinblade, or any other monster is pretty damn powerful before level bonuses, letting player mercs scale to half their level would make early levels a breeze before evening out as they reached higher content. A level thirty corrupter isn't going to do all that much against Swole Twinblades that are over level 60; especially since they'll have trouble hitting them.
Recruitment Changes
Half it, chief.
When a monster is changed from a prisoner to an active mercenary, reduce it to one third its original level. These new goons will still be stellar for getting out of those early skill issues, but won't invalidate everything beyond that. They'll still make effective meatshields, mind you.
FP-Based Goon Wrangling
It's like herding cats.
Give Mercs an inherent %FP cost to exist on-field, based on monster level. Letting players choose if they want a gang of level 70 snakes that cost exorbitant amounts of FP to manage or a couple of meatshields changes the game from strength to efficiency. Grinders would still be free to trivialize a fight, but it wouldn't be in a sustainable form anymore; running back to the inn after every fight because of your snakes doesn't seem all that useful for anything more than getting a quick level boost.
TL;DR: Mercs trivialize most PvE content. Dev please nerf.
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[v2.61c2] Chat Arrows |
Posted by: PantherPrincess - 07-26-2022, 11:03 PM - Forum: Bug Reports
- No Replies
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Currently chat arrows act as a form of cheating in the sense that you can use it to locate a target that's hiding via Create Shade quite easily. I do not think this is intended nor healthy for the game and should be disabled during battle. Use outside of battle is completely fine.
How to reproduce:
1. Turn on chat arrows in settings.
2. Enter battle and fight Create Shade user.
3. As soon as they use say or emote, presto you have their location.
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Demon Hunting 101 |
Posted by: Fern - 07-26-2022, 10:59 PM - Forum: Balance Fu
- Replies (17)
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DISCLAIMER: These are just ideas and by default I don't expect any of them to be perfect/go through, they can also be changed as seen fit. The main purpose of this thread is to try and provide suggestions to make the Demon Hunter class more fun. Thank you Detty, Fortnitewavelength and Slydria for your help with this as well!
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/899488088080916480/1001566193691394159/unknown.png)
![[Image: dmc_test.png]](https://cdn.discordapp.com/attachments/899488088080916480/1001572416939642981/dmc_test.png)
After GR2, Demon Hunter fell off the radar for the most part and was progressively seen more and more as a meme class, but not in the good way. Its lack of hit/critical/evade buffs, as well as its overall damage being low in comparison to what most other classes can do just makes it not an appealing choice even for people that want to try and look cool.
Not to mention that while the class allows you to go a bit goofy with Reaver combos, you're not exactly rewarded for doing them- in fact, you're punished for trying to be stylish because your damage takes a nose dive with the way Combination Fighter currently works, and its FP costs can get pretty harsh. Lastly, the class overall just feels like it doesn't have anything that special going on anymore, even if you were trying to pick the class for something like utility rather than the flashiness, the things that (usually) stand out are just Winged Serpent from Cobra Stance and, very rarely, the Nitrogen Drop build.
It's a class described to be a 'chaotic and stylish dance', but it's hard to be stylish when most of your options to try and do so have become lackluster. Doing something like Chaser > Rising Tide > Elemental Rave > Retreating Swipe stops being as cool when you realize that the second move gets a 25% damage penalty, and every other move past that has it at 50% instead while keeping the same FP costs. At max ranks without spirits, the costs of this 1 range combo is the following:
-Chaser is 16 FP
-Rising Tide is 11 FP
-Elemental Rave is 11 FP
-Retreating Swipe is 18 FP
That means you have spent a total of 56 FP and 7 momentum to do nearly the same amount of damage as the basic critical hit of a mage spell Rye's 13 FP cost, assuming the target was in 1 range or you have 1M mobility.
Long story short, you're punished for trying to show off, because you are blowing too many resources for little reward.
The punishment for trying to be cool is what we're trying to get rid of here. Below, you will find ideas for changes to skills, as well as a couple optional new skills to add to DH's repertoire.
- Reaver, Cobra, Matador and Desperado now have 2 ranks instead of 3. The second rank is so that they don't take up a skill slot when equipped.
- All of the stances cost 1M to use by default (Gradient Blur still refunds 1M with their first use).
- While Reaver stance is active, you gain +15 Power (NOT WEAPON POWER).
- While Cobra Stance is active, you gain +15 Evade.
- While Matador Stance is active, you gain +5% additive Physical and Magical reduction.
- While Desperado Stance is active, you gain +15 Critical.
Reasoning: Currently, in GR2, if a class has no hit buffs or evade buffs then it's generally considered sketchy due to hit rate being mandatory and evade only being reliable at all if you've got modifiers. This is one of the reasons DH is now a rare pick, because it has nothing to contribute to your hit rate or your evade in the case of a dodge build, even in the PVE context. I feel like giving passive effects to thet Stances makes it easier to justify picking the class for a character, and could enable more build variety since there's some more leniency for stat points. Usually, the stat spreads for DH are fairly tight because of the need for skill slots.
- Chaser, Rising Tide and Elemental Rave are now 3 ranks max instead of 5.
- Chaser starts at 100% SWA, and gets an additional 20% per rank (140% SWA at Rank 3).
- Rising Tide starts at 100% SWA, and gets 25% per rank (150% SWA at Rank 3).
- Elemental Rave starts at 100% SWA, and gets 20% per rank (140% SWA at Rank 3).
- Combination Fighter now reduces the FP cost of Reaver and Soldier skills by the same amount as its damage reduction. Initial damage reduction is now 15% and caps at 75%.
- Martial Lawbreaker can now make Weapon Swapping cost 1M if you've used a Reaver or Soldier skill this round (using Reaver Stance counts).
Reasoning: One of the reasons DH is in the lower tiers is because in order to do meaningful damage, the conditions to meet that requirement are too strict. The target must often be in 1 range to be able to do a full combo with the exception of 1M mobility shenanigans, and you blow through way too much FP with the combo to begin with. It's worth noting that trying to do a Reaver combo also risks triggering On Attacked effects such as retaliation damage or Riposte, so overall it's considered suicidal in some circumstances to even try something like this. The rank adjustments are mostly quality of life, to provide a bit more freedom with the skill tree. The Martial Lawbreaker addition is mostly for cool points and some diversity.
- Winged Serpent now has 3 ranks instead of 5. Can now be used grounded and airborne. It allows you to target an enemy and dash towards them, with a reach equal to the skill's rank (3 tiles at Rank 3). The range is doubled while airborne. Winged Serpent costs 3M to use, however if no movement skills have been used this round or Enemy Climb has been triggered, its first use will cost 0M. The skill is still only usable once per with the exception of triggering Jump Cancel.
- Snake Dancer now has a scaled CEL/2% chance to turn any unavoided damage into a Glancing Blow barring DoT (i.e, Poison/Burn/Lingering Damage). It does not work against evasion ignoring moves, and it still has the drawback of not being able to trigger while the character is Blinded, Knocked Down or Immobilized. The skill still has a line of sight requirement, and it still makes you step to the side on activation.
- Descending Ouroboros is now only 1 Rank, and restores FP equal to Character LV/2.
Reasoning: Winged Serpent has most often been used as a frustrating kiting tool than anything. The change is meant to keep its mobility but making it more of an approach/combo setup, so that it still retains usefulness without being a constant hit-and-run move. Some DH builds understandably do the Winged Serpent kiting because otherwise they might just die due to a lack of Evade buffs (generally the dodge ones), so hopefully with the passive Stance effect suggestion mentioned prior, this becomes less of a need. As far as Snake Dancer goes, it currently has nothing going on for it, so the suggestion for it is meant to make it be -somewhat- similar to how it used to be but remaining within the context of GR2. Descending Ouroboros is currently too situational to use outside of Skyburn because of its airborne requirement, and DH is a very SP hungry class, so its change is meant to make it look a bit more appealing as an option.
- Know No Pain is now 3 ranks instead of 5. It becomes a parry skill, and the activation chance goes off Scaled SKI%. It reduces damage by 25% or 30%. If the parry successfully triggers, the player gains bonus rage energy based on Rank. Moves that ignore armor or protection cannot trigger the parry.
- Know no Pain's bonus rage energy starts at 10, and gains 15 per (40 bonus rage energy per parry at max Rank.)
- Crashing Bull is now a 3 range circle (instead of 2.)
- Bellowing Stag is now a 3 range circle (instead of 2.)
Reasoning: Matador is one of those "there isn't really much at all going on here" situations. The parry suggestion was brought up by Autumn recently and I tried to edit it a little bit then included it here. I think it's very strange that the current iteration of Matador makes you take more damage when originally the Stance seemed to be something more along the lines of 'raging, difficult to tame bull', and I know the change was made because of the old tank menace, but I feel it ended up making the Stance fairly niche. Specially considering that the range of Crashing Bull and Bellowing Stag is currently very small ouside of Wind/Raging Elemental Impact. I actually haven't seen Crashing Bull get used in maybe a year, and I don't think it's because the damage is low but because the range is actually just so small for something that has an Airborne requirement. Hence the suggestion for increasing its range, and the Bellowing Stag AOE adjustment is to make it match up with Crashing Bull while also making it somewhat more useful (reminder that Bellowing Stag and Crashing Bull don't use weapon accuracy!)
- Lead Storm now ignores evasion and has a cooldown of 1 or 2 rounds (probably 2.) (NOTE: After discussion, it may be wise to not have it ignore evasion. Trying to figure out a better solution.)
- Wild Ride now has 2 range instead of 1.
- Clay Pidgeon's damage bonus is now added to base damage (before modifiers, such as critical multiplier.)
Reasoning: Lead Storm is currently a ghost of its former self, changing from a meta skill to a "you don't even see this anymore"! It doesn't need to be a basic attack again, but the only reason people have ever used it is for Sonic Shell or being funny with a mutated Narcus into a gun (with Sonic Shell, again...) so this should idea could make it have more general use. Wild Ride feels too strict on its requirements which is a shame because the move is actually one of the most cool things I've seen in this game. That's in part because most Shotguns knockback your enemy by one tile and Wild Ride is 1 range, so even if you score a knock down with One Punch KO you still can't use Wild Ride outside of more niche setups. The 1 range increase is to make it more generally accesible. Clay Pidgeon's suggestion is mostly meant to be a small buff since that's one of the skills that's rarely invested in because of other things being much better than it is.
- Taunt
6M Cost. Consumes all remaining momentum. Provoke your enemies and make them commit a mistake. When you use this skill, if at least 1 enemy is within X range, you gain a status called Taunt that lasts for 2 rounds once. When this status expires, you will gain 3 momentum, however if you take any damage exceeding a threshold based on Rank while the status is active, the status will be removed and you will instead gain Guard Break LV30 for 2 rounds. Best used with skill quotes.
- Rank 1: 4 Range Diamond, Threshold: 50 Damage
- Rank 2: 5 Range Diamond, Threshold: 100 Damage
- Rank 3: 6 Range Diamond, Threshold: 150 Damage
- Demon Breaker
To slay a beast, one becomes a beast. Awaken your inner power and begin a chaotic, stylish dance. Increases all statistics and damage reduction by Rank%, and all Stance changing skills will grant 1 Momentum the first time they're used in a round while the status is active. The skill consumes 10% of the user's FP when first used, and will drain FP by the same amount every subsequent round. Using the skill again ends the effect and refunds 3M.
- Rank 1: Bonus Stats: +1, 1% Damage Reduction
- Rank 2: Bonus Stats +2, 2% Damage Reduction
- Rank 3: Bonus Stats +3, 3% Damage Reduction
- Rank 4: Bonus Stats +4, 4% Damage Reduction
- Rank 5: Bonus Stats: +5, 5% Damage Reduction
Reasoning: It's cool. Demon Breaker could probably use a recolored Demon Translation start-up animation (like the breaking orb thing but recolored to black, you know which one I mean!) for its first use, and then get the Demon Translation sparks for the duration but made black as well. I considered just naming it Demon Translation but I know Dev probably wouldn't want people asking too many questions about that, so I just changed one word... as far as Taunt goes however, it's just meant to be a for-fun-skill. It's meant to be one of those "you don't really have to do this, it's absolutely not necessary, but you could" moves that lets you show off when it does work. Or die for talking trash if it doesn't. Gotta back up the bark.
That's all, folks. The skill descriptions don't have to be the exact same way I phrased them, they're just the general gist. If these ideas are terrible let me know so I can curl up and cry for a week (except not really, but feel free to discuss!)
The goal isn't to make the class an outrageous wacky-wahoo like its actual inspiration, but more useful and fun!
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Korvara Drop Suggestion |
Posted by: Asellia - 07-26-2022, 10:40 PM - Forum: Suggestions
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Could we, if possible, get the volcano turtle boss guy in terra flama to drop Volcanic Enchants? That, or make them craftable maybe.. It's a build enabler for a lot of niche, fun builds, and I rather miss it. Please, and thank you!
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Summoner Skills |
Posted by: Snake - 07-26-2022, 05:46 PM - Forum: Balance Fu
- Replies (12)
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Could Summoner, the base class, get at least one or a few offensive/defensive skills to help them through lower levels? This is what I have in mind:
Quote:Pact Breaker
Offensive Spell
3 Ranks, 1 round Cooldown
Cannot be used if you are installed with a Youkai. Send a negative wave of spiritual energy that deals 100%/110%/120% of your Scaled Weapon Attack as Null magic damage on a target within 5 range. Deals 15%/20%/25% bonus damage to targets under a Transformation effect, and reduces the duration of Transformation effects by 1/2/3 rounds.
Quote:Spirit Addle
Offensive Spell
5 Ranks, 1 round Cooldown
Requires you to be Installed with a Youkai. Send a wave of spiritual energy on an enemy within 5 range, which may inflict them with Lingering Damage (Null) LV10/20/30/40/50 and Slow LV3 for 3 rounds.
Quote:Realm Barrier
Defensive Skill
3 Ranks
Grants Adaptive Armor LV(Summoner Class Level + 10/20/30) for 3 rounds to a target in 5 range. Duration and LV are doubled on Youkai. If used on self, this gains a 5 round Cooldown.
Quote:Form Sustain
Support Skill
3 Ranks, 4 round Cooldown
Heals target by 90%/100%/110% of your Scaled WIL (+10/20/30 bonus HP) to a target in 5 range. If the target is a Youkai, the cooldown is reduced by 3.
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Crafting changes |
Posted by: Ninjahzzzz - 07-26-2022, 05:30 PM - Forum: Suggestions
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So. I'll put it here just so it can stand for the record but.... Why is it every time crafting is changed, the user experience for crafting large volume things like bandages, potions, or food tends to inevitably get worse?
To go back to the old days, we had multi-craft chances, which was nice. Those got removed, and instead we got taxes on cutting turnips. And those kinda sucked, but recently we got those reduced in exchange for needing mental stamina.
I can't help but feel that's a downgrade for any who could pay the tax, when crafting beyond ten or twenty items a day.
I've been told that the recent change was in regards to helping out Korvara and making life easier on them, as they'd be hurt more by the crafting fees than anyone on Sigro...
If so... Why does it apply to Sigro characters as well? Why not have it be a toggle option in the crafting menu that you select before you start crafting?
As it stands, an alchemist is incentivized to stuff their mouth as often as physically possible, and to craft when they're at high/full stamina regardless of when, where, or what is going on. This... Just seems wrong.
Look, who knows, maybe this is part of some master plan to kill off the non-combatant merchants or something, but if it isn't.... Could we, like... Maybe add a mental workhorse equivalent? Or add a toggle to pay the old taxes instead of stamina? Punishing anyone who dares play something that isn't a combatant just strikes as a touch odd for a game that prides itself on a roleplay focus. It'd be like a D&D campaign saying you can play anything, but the whole game takes place in a spot with a coinflip chance of spells not working.
Or even just letting us craft larger quantities in one operation, (if the mental stamina is meant to be burnout, then the true solution is obviously just... Get a bigger mortar/pot/alembic.), the best example coming to mind being rimworld letting you craft four meals at a time, for four times the cost, but it requires a higher skill at cooking.
Of course, I could just be the odd one out here, but I'd at least be curious what people think about the topic and hearing if any better ideas could be proposed. I've been told to put a post here the times I've mentioned the topic.
Sorry if this came off as rude, or what have you. It's hard to really put this in to words in a formal manner, and while I tried, it's just not something I'm exactly good at. Thank you for reading this, and thank you for your time. I appreciate your thoughts and input on the idea.
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