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  Muddle is just awfull (and yet its also essential)
Posted by: adamkad1 - 12-18-2021, 07:48 PM - Forum: Balance Fu - Replies (5)

Title, tsukikage, and hikage potential, muddle, is a bit meh, because of their conflicting damage types. Most things with vulnerability to fire also absorb water and vice versa, so I think it would be better if they gave you 2 passives, each of them toggling only one knife elemental damage, instead of toggling limit potential to turn off both. (oh yeah, and if you attack something that can absorb one of the damages, and you have twin dance (and why wouldn't you? Rogues main weapons are likely daggers.) the enemy treats your second attack as if you did full damage, ignoring the damage reduction of twin dance meaning that... Well, the elements are useless for hitting weaknesses because you likely heal them about as much as you hurt them for). Might as well never toggle limit potentiall and make the daggers do normal damage, removing their gimmick of 'doing this damage when other knife is equipped). The idea of the potential is great, but the execution is bad

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  Theres no iceblood remains matkit
Posted by: adamkad1 - 12-18-2021, 06:18 PM - Forum: Bug Reports - Replies (2)

Title, there is apparently no kit to change items to iceblood remains material.

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  Did you know the bookcases in tutorial area are not just decor?
Posted by: adamkad1 - 12-17-2021, 07:45 PM - Forum: Suggestions - Replies (1)

Title. I think the game or Professor Pink should mention that those bookcases aren't just a decoration, but an NPC you can interact with to learn lore. I may have missed it, but I think neither the game nor Pink ever tells you that you can double click those fancy shelves. Although the lore in there seems outdated at some points, and would need updates.

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  Changes to Glancing Secondary Effect Avoidance
Posted by: sadbot - 12-17-2021, 12:10 PM - Forum: Balance Fu - Replies (3)

This is something that's been touched on before from a balance standpoint. I agree that this secondary effect avoidance can get pretty OP at times despite evade not being as good as it was, but I'm wanting to talk about it from a mechanical and thematic standpoint in this post.

As it stands now, a glancing blow prevents secondary effects of pretty much ANY KIND. this includes many things that make absolutely zero sense being 'prevented' by an indirect hit. Some examples:

  • On hit/on crit buffs are not applied to the attacker on glancing hit, eg moonblade's hit buff, tarnada gaining charges, hundred reflection spear's buff copying. This makes more sense in some cases than others depending on the context, but usually makes no sense at all.
  • Charge weapon stacks are not consumed and the attack is not powered up by the appropriate weapons on glancing hit. This one is just ridiculous, like you somehow just retroactively decided not to fire a charged shot because it was an indirect hit. This effectively punishes the dodging character, essentially saving the attacker's charge weapon stacks until they land a direct hit.
  • On hit/on crit effects in general that primarily affect the attacker rather than the target, and would presumably be unaffected by an indirect blow. To my knowledge this includes the hayabusa set teleport, but I wouldn't be surprised to find that this also includes things like the substitute elemental attack weapon's status curing potentials and other things as well just because they deal any amount of damage that can be glanced.

I personally think that all 'secondary effects' should be split into two categories. Those that primarily effect the target and can be prevented by a glancing blow, aka most of them, and those that don't and don't really have any place being entirely prevented by an indirect hit.

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  A collection of skills
Posted by: Dre - 12-17-2021, 02:59 AM - Forum: Suggestions - No Replies

Hi, Names Satoshi

Been playing the game for a bit and I really enjoy the different class options. Clearly some are better then others which is to be expected in a game like this but I have a few skill ideas that might boost a few of the lesser played or lower tier classes. Maybe.  Keep in mind im not the most knowledgeable on all they way things can break or anything, I just like brain storming.

First of for Tactician

Tact kinda advertises the "spellblade" play style being a soldier class with spells. But it kinda forces you to either use a tome, go tome sword, or play with a spelledge weapon. Personally I think it would be cool if there was a skill that allowed all your Tact spells to be casted with any Sword Axe or Spear. I think this would give the class a much need boost and help the advertised play style

Another idea I had was an Invocation that would set your Tact Ranks to either S. This would help with the long set up for things like AW and EE.

Lastly for Tactician (Technically BK)

I think we could give a bit of a boost to Grandmaster by extending it to all Swords Axes and Spears instead of "Great" ones. Since it's limited to Tactician Black Knight I figure it could be a good upgraded that shouldn't harm to much.


My next set is for Aquamancer

I think it could be fun to give Aquamancer  a 4 or 5 tile AOE to help with mob fights.

Also maybe adding something that increases duration of deep water tiles, and a move similar to ice skates that allows to to move across water tiles for like one momentum?

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  Make stat buffs/debuffs base(d)
Posted by: sadbot - 12-16-2021, 12:50 PM - Forum: Balance Fu - No Replies

In fight stat buffs and debuffs have always been in this weird place where they increase/reduce stats by a meaningful amount, but the change is made almost completely unnoticeable by the fact that most of the commonly affected stats tend to be invested in to a point beyond diminishing returns that make a +/- 5 or even 10 have very little effect. I thought of a simple change, which is simply to make stat buffs and debuffs affect your base stats, making them 100% effective every time. Suddenly death knighting makes you feel palpably stronger all around. Ki awoken feels like asending to another level altogether at a heavy price. Even goose bite works and leaves you feeling a little crippled all around. And hell, even the fairly plain stat boosts in the form of things like eastern wind and deadly aim might actually see some use. I admit that some of these might actually be a bit strong if stat buffs became base stat buffs, but I would rather see them slightly nerfed and widely used than basically useless due to a side affect of diminishing returns.

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  Remove quiet person
Posted by: Poruku - 12-15-2021, 08:52 AM - Forum: Suggestions - Replies (5)

Just make the text into italics with a special message like "you barely hear X say... <message>" instead of removing the entire message. I've yet to encounter a situation where quiet person improved my immersion or my roleplaying experience by simply removing text. I could say the same about ear injury, but at least that one is pretty funny and can be fixed Sleepy

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  Unenterable BDP 2.54b
Posted by: lordpidey - 12-14-2021, 10:18 PM - Forum: Bug Reports - Replies (2)

At approximately 5:10 pm EST 12/14/2021, I noticed a mirage desert BDP to the southwest of Alstalasia.

It is directly west and adjacent to the swamp.  Attempting to walk onto it failed, as though it were a solid object.

I have attempted to walk onto it from all directions except west and southeast, which are a mountain and ocean respectively.  The symptoms were the same for all directions.

A screenshot is below.

[Image: iCMUTOe.png]

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  Lore Questions: December (2021)
Posted by: Neus - 12-14-2021, 07:36 PM - Forum: Lore Questions - Replies (17)

Guidelines for Lore Questions
1) You are limited to one question per topic. You may ask follow-up questions related to your initial question provided they are mainly 'yes' or 'no' questions.  For instances where you are clarifying lore details, or for minor questions, it is recommended to ask in the #lore-questions Discord channel instead of in this thread.
2) Questions should avoid being overly specific when the topic is unknowns. (IE: Was anyone on Sigrogana ever killed with a spoon? Has there ever been a scandal involving a noble family on Kysei?) For this reason, it's best to ask questions pertaining to subjects that already have some establishment in the lore.
3) Avoid asking questions on the basis that you are trying to invalidate someone's RP or otherwise harrass them, etc. If you have concerns that someone may not be RPing properly, or has an outlandish concept, please take them to a GM in private.
4) Refrain from asking questions that have always been answered. Use the forum search function, view the lore compendium, or the wiki pages for the specific races (both on wikia and this site's wiki) to double check.
5) If you notice any contradictions in answers, you are welcome to point them out. Note that established lore may be rewritten as time passes based on necessity or desire.

Expectation For Answers
Questions may be answered at any time, but the general expectation is that all questions will be answered during the first week of the following month. Answers will be added to the lore compendium, which will be updated after the topic is closed.

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  [v2.54 M2] Flattened Trap Vines
Posted by: InsainArcaneBirdbrain - 12-14-2021, 01:05 PM - Forum: Bug Reports - No Replies

The thick vine tiles spawned by Archer's Entangled Trap don't have any lv to them at any rank, making them effectively do nothing as their evade penalty is tied to it.

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