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Mastery of STR Crit
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can couloir not be affect...
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Bows
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The Economy and You
Forum: Suggestions
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Flash of Light
Forum: Balance Fu
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New Weapon: Kelsoaker!
Forum: Suggestions
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SL2 Version 3.03
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Chimera Hit
Forum: Balance Fu
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Himari Izumi: Special Wea...
Forum: Approved Characters
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[2.54b] Formidable Fortunite |
Posted by: InsainArcaneBirdbrain - 03-23-2022, 03:54 PM - Forum: Bug Reports
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Fortunite's Emergency Evasion currently forces glance on otherwise unglancable damage instances (Poison, evasion ignores, etc). This being combined with how stupidly powerful the effect is already for its 1m cost and spammable nature just adds salt into the wound.
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[2.54b] Hooking Up With Friends |
Posted by: InsainArcaneBirdbrain - 03-23-2022, 03:51 PM - Forum: Bug Reports
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Moving yourself with Cariaite when using a spear with a hooked spearhead weapon part causes it to hurt yourself with the effect. Bash/Cariaite on adjacent allies will also hurt them from the same effect.
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[2.54b] Catch these Ghosthands |
Posted by: InsainArcaneBirdbrain - 03-23-2022, 03:44 PM - Forum: Bug Reports
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Ghosthands is currently applying to owner's "on-attack" effects, preventing their usage. The two weapons I've noticed this affecting are both Bakaga Shuriken (Smoke tile spawn), and Seed Sniper (Vine Spawn on following turn). The moment you unequip your ghosthands, both these effects work again, which means Ghosthands is applying to yourself for some odd reason.
I should clarify this is only affecting on-attack effects rather than on-hit. On-hits are currently working as intended with the item.
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KORVARA HYPE THREAD |
Posted by: Poruku - 03-23-2022, 03:46 AM - Forum: General Discussion
- Replies (7)
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Korvara is coming...
And I think there's been enough ruminating on concerns. So... How about less worries, and more excitement?
Let's talk plans, cool ideas, hopes for the future!
On my end, I'm planning on making a military-focused ghost/priest lupine in the Geladyne faction who is both a loving single father and quite religious, but also fosters a great deal of pride in his nation and casual disdain for those who don't match his ideals. I'm hoping to spur some political stuff and have fun with inter-faction conflict, though not necessarily war. I might try to organize a mini nationalist faction, roleplay the struggle between trying to be there for your daughter while also fighting for your country. Roleplay the difficulties of life in a place that depends on food imports, with an impoverished people but a mighty military. Find pride and meaning in such a life, teach others valuable lessons, good and bad, and learn some on the way. Make friends and enemies, make mistakes, cut some heads off, bring back comrades from the brink of death, lose those that can never be replaced... Fall low. Fall in love. Wait for wings to grow on your back, or simply live to see the sun through the fog. Rise again. Die gloriously for what I believe in...
I have dreams of stuff like minor disagreements on diplomatic matters, resource shortages causing strain on people, talk of the wastes in dimly lit crossroad inns, in whispers from people driven low by the horrors to the south. I'm dreaming of grudges for slights, of ideologies clashing and small betrayals. Of religions clashing with whispers, with shouts, with blades gleaming in the field or quietly shoved in one's back. I've visions of the human condition being explored in those who both struggle in war, famine, persecution, but also those who triumph and earn peace and love with their own hands.
I have dreams of political intrigue, spanning wars, trade, diplomacy and the looming threat before us. Ambitions of conquest dreamt up by madmen. "We will take the east and its fertile lands, free our people from famine!" "We will cleanse the north of the vile debauchery gold has sown, end the rule of greed!" "We will free this world from the grip the west has on our throats! Free the Geladynians from their classist oppressors!" "We'll march south, and end this endless invasion once and for all! Drive back the wastes, and bring peace to Korvara!"
I hope the Korvara version of the Cellsvich square will be entertaining. A cooler arena? A Meiaquar tavern where all manner of travelers pass?... Perhaps some never seen before PoH LFGs dripping with lore and mystique where you can come sit on oriental tapestries, oversee the cursed city on the horizon, enjoy an exotic tea believed to relieve maladies, and smoke something out of a bizarre hookah that'll definitely make you feel sick the first 2 times, but you'll start to love it like the locals eventually. Maybe we'll explore the ruins, find endless juicy lore through events and updates, progress a big story.
I can't wait to have as much fun as I can with this new update. What about you guys?
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Deploy Talis and Frozen Fear |
Posted by: Poruku - 03-23-2022, 12:47 AM - Forum: Balance Fu
- Replies (20)
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Currently, gem staves with the Deploy skill and Aquaphobia with Frozen Fear are considered the go-to for spellcasting when possible.
Let us consider these weapons without the deploy skill
1: They have very solid scaling, plus each of their scaling is adapted to the element
2: Two-hand gives them an easy +10 damage
3: +5 elemental atk is a nice bonus (aquaphobia at +12 kinda compensates for lack of two-hand)
Staves are melee weapons, meaning they can be parried in melee, which is pretty minor considering most mages want to put distance between them and the enemy.
Considering these factors, they can be considered overall solid weapons, a good general option.
Then, consider the Deploy skill
Deploy effectively increases the range of certain spells by 5. Five. Deathtouch goes from 2 range to 7. Now, I don't really want to get into a deep exploration of range in this game, but... I will.
In every tactical RPG game, range is an essential factor. Ranged units are made weaker, melee units are stronger. Units with very long range are generally quite vulnerable when directly engaged. There is a reason for this: range is an inherent advantage. When you have higher range than an enemy, the enemy is FORCED to approach closer, which in this game, generally costs 3 momentum. Thus, by using a talis or frozen fear, you start every match with a significant advantage. You generally have the ability to pressure the opponent from round 1, without needing to move. This has a few implications.
In PvE:
Not needing to move means you can simply safely win most battles while grinding, since monsters move quite slowly. You might never need to even take damage, aside from grindylows. Bosses are also often susceptible to kiting, meaning that a staff build usually trivialises PvE content.
In Events:
Being able to stand behind your tankier friends and be effective from a distance makes it very easy to maintain a "formation" in a PvE event fight. Backline casters become very safe, and effective every single round without needing to move. A priest with diamond staff in the backline is a surefire way to trivialize any event battle (speaking from experience).
In 1v1 PvP:
Having higher range forces the enemy to keep engaging on you. This essentially grants you a 3 momentum advantage at the beginning of combat since the enemy needs to close the gap, not even mentioning they might need to use something else like charge or hanging to finish closing in. In addition, abilities such as dancing water which can immobilize the enemy can automatically win a match if the enemy is stuck outside of effective range and has no immobilize-ignoring skill like blink to escape. In fact, dancing water is one of the main reasons Aquaphobia Aquamancer is good in 1v1 pvp. I won't say op, but it's good, because it can simply automatically win many matchups. In addition, you can use blink with it, meaning you are able to rapidly get out of range from a melee combatant with 4 momentum, and immediately create an advantageous situation against certain matchups (anyone weak to kiting, i.e. slow). Of course higher range also makes you nearly immune to kiting from forest walking rangers and other such niche builds that rely on range.
In team PvP:
Basically combines the advantages you get in events, plus the 1v1 pvp advantages. Team pvp is the place where range matters most: overextend, and you can be easily focused, meaning you must be extremely careful about closing the gap. If you outrange the enemy team, suddenly they all need to engage because they are at a disadvantage, while your team can stay where they are and prepare. Hell, a team of staff users can easily pick a target to focus while remaining spread out, which not only means they can rapidly switch targets, but they can also avoids AoEs. AoEs are one of the most important parts of team pvp. Bonus range is thus a crushing advantage if used well, for many reasons.
In conclusion
Every spell is balanced with a specific range in mind. Throw that out the window, and suddenly the ramifications are endless, despite the skill seeming innocuous. In short, it's op.
Proposed solution
1: Make it cost 3 momentum
2: Reduce the range from 5 to 2
I think both of those changes on their own would make these weapons still the best option possible in almost all cases, which speaks volumes on their effectiveness currently. The momentum one would force you to be tactical about your placement, instead of just being a "well, I wanna attack over there so I'll place it there". Making it 2 range would make it a way to be more versatile with targeting and extend your range a bit, allowing you to play in the back lines more easily but still need to consider your positioning. In both cases, it would drastically increase the value of leaving the talis somewhere and moving afterwards. I also think it just makes more sense with how it works in my mind. You're placing down the equivalent of all your spellcasting power in a spot, it can't be a trivial task.
Final word
With how widespread the use of these weapons is, I think they certainly need to be addressed. I hope we can spark more discussion on this and reach a good solution.
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Vincent Lacroix - Character history and abilities |
Posted by: ElectricalRonin - 03-22-2022, 10:43 PM - Forum: Character Applications
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Applicable BYOND Key: CapoeiraMaster
Character Name: Vincent Lacroix
Request Type: Character history and abilities
Request Details:
I wish to give my character unique characteristics as being a lich. In life, he was a proficient sorcerer with a large pool of focus, after completing the lich ritual, it only served to amplify his powers as he tapped into an arcane source.
Known abilities and skills would be: Master alchemist, arcane researcher, master elementalist (can create elemental constructs such as: an ice fist, a rock shield, etc…), teleportation (about this one, I planned to include that my lich could open portals in places where he stablished a rune of his own to serve as a marker. But please let me know about this one.), understanding of runes and its applications, illusion expert (further study may be required), polyglot (knows 5 languages so far). Former intelligence officer (worked as an intelligence officer of the Chataran military when he was a mortal).
Reason why you are making this request (if applicable):
The reason I’m making this request is to have fun roleplaying an academically invested arcane lich. Please have in mind that he’s a neutral good character. So to conclude, it is my wish to have fun with this character as later on, he wishes to be part of The Agency as an arcane consultant/researcher so I’m trying to lay the foundation for him. Let me know what do you guys think.
Roleplay & Lore supporting your request:
Vincent Lacroix, approaching age 75, knew that it was only a matter of time that he could wind up dead due to age. Paranoia didn’t help to his case, as he wondered what happen to all of his knowledge and research alike. This is why he needed an alternative to triumph over death, and that’s what led him to the ritual of lichdom.
After attaining lichdom, Vincent had what mortals would kill for, time. Since Vincent wasn’t a slacker, he invested that time in improving his arts and acquiring new knowledge, all in mind for him to be of help when the time needs, after all, he thought that knowledge should be shared in all forms.
Final disclaimer: I've discussed most of this with GM Dystopia by now, but, it would require more reviews. I appreciate the GMs for taking their time to read on this.
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