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can couloir not be affect...
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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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Chimera Hit
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Himari Izumi: Special Wea...
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The Archer / MG Shuffle |
Posted by: WaifuApple - 02-23-2022, 02:32 AM - Forum: Suggestions
- Replies (8)
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This is not a balance post, just to stress - what I'm asking for here is not out of desire to add or detract from these classes when it comes to their power within the game - I just think that overall, Archer is pretty empty and MG is stuffed full of points. So, with that in mind, why don't we take some of these things on MG, and put them into the base class instead? Frees up skill points in MG, and allows gunners to actually make use of their full SP in archer, too. Heck, it would also give reason for people to take certain skills they wouldn't normally, in some cases - while others are just because the ties specifically to the MAGIC part of the class aren't particularly strong.
So, here are my suggestions for stuff to move from MG to Archer:
=- One-Hit Wonder and Akimbo -=
For these two I justify it with the fact that archer already has boosts being offered for bows only, so room to allot points here instead rounds out the class, without taking anything from the identity of MG as a whole. Akimbo is about in line with an MC ability in base rogue, so I wouldn't call it out of place as a base either, and one-hit-wonder is just power steroids for shotguns.
=- Parting Shot and Covering Fire -=
Not sure I know anyone who uses these, and for good reason. Who's taking them over padding out their shells, and stuff like charged shot and overshot, which are more key to the class as a whole? These are arguably base-class level gun skills slapped in the only gun-focused class there is, so I'd say they wouldn't have problems in archer. If you have spare points left in that class, you might actually consider taking these just because you can, and there might be some people who actually have them as a result.
Hopefully people feel the same way about this idea, honestly. I feel like to me it just makes sense, in lieu of trying to create whole new base class gun things to balance around.
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Totally lore friendly suggestion for Pale lauders |
Posted by: adamkad1 - 02-20-2022, 09:58 PM - Forum: Suggestions
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Pale lauder infestation should have a limited duration, and when it expires you get a serious injury
Because this: - (How do they reproduce?) Fission. Once they've consumed enough focus, they'll chew a cavity in the host and split apart.
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Addressing Black Knight |
Posted by: Autumn - 02-16-2022, 07:48 PM - Forum: Balance Fu
- Replies (11)
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Black Knight seems to be in a very very strong position at the current moment, it has its weaknesses still that it cannot overcome, but its still excelling at too many things at the moment.
First off lets go over Black Knight's identity:
1) This class' foremost and central feature is its defensive qualities, particularly those against physical damage specifically, it does an excellent job at this with Indomitable and Negation, as well as having useful stat padding passives like Iron Wall and Fortitude from Soldier.
2) This class has tools that lock down opponents and lull them into making incorrect moves, the tools that assist with this are crowd controls such as Board Shaker's clumsy, and directional parries such as Stalemate.
3) Situationally high damage opportunities in extremely close range with cooldown reliant skills, excels at using martial weaponry effectively without the need of relying on taking more actions than their opponent typically.
4) Its weaknesses would typically include chasing people down due to heavy armor's movement restrictions, issues contesting anyone fighting them from a high to extreme range, and having movement abilities beyond 5 range. The class also tends to struggle with finding ways around other movement restrictions such as Clumsy, Immobilize and Frozen, having only 1 method of blinking a set distance.
These are what I identify as staples with Black Knight, and for the most part it holds up to all of these tools very well, however I think Black Knight is excelling a few things it should not be excelling at in the current moment, those being:
1) Black Knight's current damage output is insanely high, checkmate has a very low cooldown and FP cost, making its spamability incredibly consistent with effectively no cost. Crescent Rook and Bright Bishop currently deal as much, if not more damage than spells due to the way they scale and allow them to flip on magic damage mode against other tanks. Board Shaker's damage is arguably high but is justified by it's extremely long cooldown.
2) Heavy Armor choices currently are stellar in comparison to many other torsos, what not with Bellplate, Terrasque Shell and Dragon King Armor all being solid choices in today's current scene.
3) The armor change recently that allowed it to take place after all other DRs massively benefitted this class, the class is impossible to physically damage effectively anymore, even with defense reductions such as burn and rampage, Indomitable is doing way too much reduction in conjunction with the high armor these classes typically sport.
What should be done to address these issues that I've brought up? Here are my suggestions so far:
1) Black Knight's damage numbers can use a simple tuning down, if Crescent Rook and Bright Bishop need to stay as magic damage, then they can't have as high numbers as they currently have, lowering the elemental scalings down will cut down on gaining too much damage from lightning/earth augments imo, if you lower them to 60% elemental scalings with 120% SWA ratios at max rank, these skills will still perform very well.
2) Heavy armor and shield choices currently need to be addressed on their own, those being mostly Bellplate and Fang Faced Shield, as both offer far too much value now that they apply to most effects in the game, and cannot be simply avoided anymore at a cost of dps.
3) This change needs to be addressed in a separate thread about armor, which I will eventually write up most likely, so this can be ignored for now.
Obviously anyone else is free to share their thoughts and contest my suggestions, I encourage it and want to know what other people think right now.
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[Korvara Class] 'Performer' should be the name of the base class. |
Posted by: Snake - 02-16-2022, 05:07 PM - Forum: Suggestions
- Replies (6)
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I should make it a point that I don't think 'Bard' should be the name of the base class for musicians.
As is right now, 'Performer' is the best name for the Base Class, since while a 'Bard' can be a 'Performer' alright, it feels weird for a 'Bard' to evolve into 'Dancer'. However, a 'Performer' can easily become both Dancer and Bard, nomenclature-esque.
Note that this is only the name of the classes, I don't wish for the gimmicks to be changed in any shape and form, so yeah. Dev pls! Make it so we have:
Performer -> Bard
Performer -> Dancer
Performer -> ???
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Korvara - Roleplay Ruleset |
Posted by: K Peculier - 02-16-2022, 02:42 AM - Forum: General Discussion
- Replies (33)
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Alright folks with the announcement of a chunky bit of content on the horizon, there has clearly been a lot of speculation and discussions made informally here and there and each player has their own valuable take and opinion.
As there hasn't been any official rules made just yet differing from what we already have on our base continents.
Perhaps there should be for an overall more unique experience to breathe some fresh air on our setting?
This thread will still be fairly casual as an open discussion with the community on how they would like to see the roleplay setting enforced on Korvara (if at all) so that in the near future the GM team and Dev can gauge how things could go forward.
RELEVANT LINKS
https://neus-projects.net/korvara/ - The future award winning expansion that you can play for FREE.
https://sl2.fandom.com/wiki/Server_Rules - Current server rules.
https://neus-projects.net/forums/showthr...p?tid=5565 - Fleeing rules (likely to be brought up as we discuss PvP)
I'll start up our open discussion by bringing up three main points I want a handle on. If you've already discussed these points to some degree on another platform feel free to mirror your thoughts here.
1. PvP Prevalance - How should PvP be treated in Korvara when it comes to contesting points of authority (i.e. territory/leadership roles/IC power levels)
2. OOC Grind Races - Assuming there's nothing to stop players from tagging themselves as (OOC) and choosing a spot to grind levels/items do we want to put a rule to stop this and get players to focus on roleplay in their perspective regions?
3. Travelling - Assuming there's no real barrier to stopping players from just casually running everywhere in a minute. Should there be any rules to a player zipping back and forth each city/area without any limits?
Regarding my own personal take on these:
1. Assuming there's no caps on levels and every promotion class will be easily available, I think the current powerful metas already tried, tested and true will be mimicked and abused here so it will be very sketchy to have PvP battles always be the deciding factor for conflicts. As most people don't intend to roleplay a character that is 'weak' or to take their time with a natural levelling process IC for fear of being left behind, I believe that many races and class combinations will be highly similar to get an 'edge' on everyone else who chooses not to follow the trends.
1a. That said without any mechanical factors to limit how strong builds can and will be it feels like we may be tumbled towards combat-roleplay more than anything if players don't consent to fighting each other in PvP in conflicts when one clearly has a finished/tested build already i.e (Level 60 Promo Classes/Fully Geared) versus someone who does not.
1b. As a 'solution' I would personally prefer to have more powerful promotion classes balance-wise in the scheme of PvP to be locked behind GMs/Eventmins to add rarity and meaning to them. I'm certain a majority of our veteran players will have a very good idea on knowing which ones I mean.
Then again I know people don't like being locked out of things and can be very shy when engaging with GMs and Eventmins which begs the questions that maybe Korvara may not be your cup of tea if it becomes more limited with classes for the sake of roleplay and setting.
2. Not much to say about this. I rather people not do this and take their time with the world that the mappers and Dev worked so hard on, keeping different areas fresh and new to an IC perspective as your characters travel and learn about different dangers and mysteries naturally. Even if an official rule was made for this, I don't think its feasible for GM's to monitor if people decide to do this at ungodly hours or expect players to snitch on each other.
3. I would prefer there be some sort of system to prevent players from being everywhere at once in the span of few a minutes. Again I would like to give more credit to the mappers and Dev for working hard on these areas and the lore that they embody. Players steamrolling through each city based on trends and activity can ruin that vibe. It would also give far more weight to where you are and what you can do to liven up the setting.
Those are my hot takes friends. Feel free to expand on them or argue the opposite if you'd like.
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Conflict on Korvara |
Posted by: FaeLenx - 02-16-2022, 12:35 AM - Forum: Suggestions
- Replies (2)
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Trying to keep this short, I feel like there's a lot of different stances people have on Korvara and how it should be handled. I'll leave long rambling paragraphs of what I'd consider supporting arguments in spoilers and put abridged versions below.
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TL;DR: SL2's current ruleset can't handle mechanically incentivized conflict.
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TL;DR: Geladyne's successor situation is a spotlight on all of the questions and concerns someone could have about leadership positions specifically.
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TL;DR: My solution is to add in mechanics or processes that could decide successors without the need for a moderator or interoperator to deal with conflicts or handoffs. The ideas for each nation are listed below, as well as means of having 'conflict' without forcing players to freeform problems at the potential harm of other players (but still at the potential harm of those characters).
Ideas for Succession
Telegrad
Here we have the first of the four empires that someone might want to control. Telegrad is listed as a mostly agrarian, communal society that is the direct result of people fleeing Geladyne. It is listed down as a vote, and a vote it probably should be, but where do these votes come from? It's assumed that players will have some manner of making votes for their characters, I would hope that it would be one per player rather than one per character, and then I would hope that there is at least some barrier to entry so that Telegrad doesn't have voting cycles with 80 voters when Telegrad itself only has 20 active citizens or some other tomfoolery...
But I think it could be made a bit more interesting. Telegrad is listed as an agrarian society, and it's assumed that there will be NPCs present to cast their votes as well. If there could be a block of voters equal to roughly 50% of the human voters (determined at the end when it's all tallied) that are decided by material contributions of wealth (money, or more thematically crop goods) that could let a slightly less popular person buy their way in through politics by showing everyone how much he can provide while in a position of authority, then you could set it up so that each side also had a hidden bid to buy those voters off. If it's crops, then suddenly you have people actually incentivized to pay for farmgoods and get them out of the system if Korvara has farms like SL2. Which I assume it would.
So that's my idea there.
Ideas for Succession
Duyei
Duyei are similar to Telegrad in that they're a voting system, but they're dissimilar in what they value. They could have a vote similar to Telegrad, but instead of a silent bid of crops for a 50% of player voter NPC voter block, it could be an event that runs in tandem with the vote where players fight monster groups in support of one leader or the other for that section of the voting block to impress the NPC voters. It would give players in this faction the ability to get more EXP, flex their narrative purpose, and also decide the successor through mechanical combat means without resorting to straight PVP. Duyei care about killing monsters, making killing monsters a requirement. Or just overwhelming player support.
Ideas for Succession
Meiaquar
This is an interesting faction because how do you encapsulate so much intrigue and backstabbing in a game like this? The further you abstract it, the less on theme it gets. The obvious answer is to just make it a flex of money against money in a series of five silent bids. The money disappears each bidding cycle, you don't get to know how much your opponent bid, but you do know if you won or lost the last bid, and this way you can sorta decide that over a week long span so that there can be a chance for people to run around and try to figure out how much each side is spending so that they can save for the next bids... But honestly, the best answer probably lies in those mentioned sub-leadership roles rather than an abstracted social deduction game.
Ideas for Succession
Geladyne
Make it trial by combat. We might as well have at least one place that is trial by combat, and at least a 1v1 moderated fight can be easier to keep track of than any complicated successor line stuff. Making it so a character has to die to pass down leadership is just inviting in a lot of uncomfortable questions like what it'll take to kill that character and if other characters are also at risk. It might require some fenagling to make a system that works for scheduling out a 1v1 fight against an incumbent like having a challenger approach an NPC and then the incumbent has to pick a 2 hour time slot to stand in and take any mentioned challengers, but it's better than everyone trying to set up concurrent backstab plots and complaining OOC about it when a piece of paper hands off ownership to another random friend of the old leader.
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Force Target Youkai AI 2.54b |
Posted by: Reikou - 02-15-2022, 08:14 PM - Forum: Bug Reports
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When you force a Youkai to target any random mob by click-dragging him onto it the AI will start behaving strangely, such as:
Not moving or attacking if the target is out of range but there's something else in range.
Attacking whatever target they want when both the target and other mobs are in range.
Or at least that's how I think they're behaving right now after my limited testing. I'd also like to point out that the feature used to work properly when I last tested it a few years ago.
Youkais I've seen behave this way: Upgraded Seiryuu, Upgraded Suzaku.
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Andrew age |
Posted by: Felgrand Tactician - 02-15-2022, 08:12 PM - Forum: Approved Characters
- Replies (2)
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Applicable BYOND Key - The Fourth Tactician
Character Name - Andrew
Request Type - age limit
Request Details - A 10-year-old orphan oracle (4’6” is dead average for that age and above the height limit)
Reason why you are making this request (if applicable) - Since one of my characters is almost completely settled down I wanted to make a character to be their adoptive child (since biological isn’t an option for the two) and also I thought it would be interesting to see how a younger oracle would handle their corruption as they grow up.
Roleplay & Lore supporting your request - Since humans can be born as oracles and orphanages do exist I don’t really see any lore that
(this is my first time doing one of these so sorry if it's not formatted correctly or is missing something) Thought of this after posting but also would it be possible since one of his adoptive parents is a summoner, for him to have a contracted youkai (specifically killikeny) that can serve as his eyes
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Rebellious Spirit |
Posted by: Snake - 02-15-2022, 05:49 PM - Forum: Balance Fu
- Replies (11)
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The Hit debuff has to go. What was once a funny autohit meme is now worthless since there's no autohits to abuse this with anymore. And 1* items have only Basic (100%) scaling for the most part, alongside its horribly low power, so...
Could it be changed to:
Quote:Rebellious Spirit
Rebellion (Special) - +2 Power and Weight for every 1 Rarity below 9.
In a sense, adding Weight may help balance out some negative aspects from non-STR scaling weapons.
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Custom Tome-ain |
Posted by: Autumn - 02-14-2022, 06:48 PM - Forum: Balance Fu
- Replies (2)
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Custom Tome spells cannot gain a domain to them, which disallows them from interacting with certain features, such as cheapening the FP Costs or interacting with other things.
I would like to suggest adding seeds that give a domain to a spell, either for the Extra-slot or for a small-seed type, sold somewhere in the world.
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