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Forum: Quality-of-Life (QoL)
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Yesterday, 08:20 PM
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Mastery of STR Crit
Forum: Balance Fu
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Yesterday, 04:59 PM
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can couloir not be affect...
Forum: Quality-of-Life (QoL)
Last Post: Fern
Yesterday, 02:28 AM
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Bows
Forum: Balance Fu
Last Post: Autumn
Yesterday, 12:01 AM
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The Economy and You
Forum: Suggestions
Last Post: Trexmaster
09-25-2025, 11:11 PM
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Flash of Light
Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
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SL2 Version 3.03
Forum: Announcements
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09-24-2025, 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
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Make follow mode the default |
Posted by: adamkad1 - 12-07-2021, 08:28 PM - Forum: Quality-of-Life (QoL)
- Replies (4)
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The 'free' walking mode in certain areas is nice to have but I think it would be better if 'follow' was the default and 'free' was the toggle. Or maybe a option in preferences to choose your default. Having to change every time you want to use follow is a nuisance
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Food crafting QoL |
Posted by: adamkad1 - 12-07-2021, 08:28 PM - Forum: Quality-of-Life (QoL)
- No Replies
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It would be awesome if, when you are crafting food, it displayed its recoveries on its recipe card, because new crafting menu made it impossible to see the item examine page from the crafting screen. Or maybe make that spyglass bring up the examine/doubleclick screen. What is it even there for? Just for looks? Nothing happens when I click it.
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Destiny duelist qol |
Posted by: Lolzytripd - 12-05-2021, 06:18 AM - Forum: Class/Race Ideas
- Replies (3)
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Kensei should retain katana master even if your sub weapon is not a katana
Ghost should get their subclasses bonus stats
Firebird should start with more base feathers
In general, start combat with a double duration sharpen or poise
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STUNted |
Posted by: sadbot - 12-04-2021, 08:36 PM - Forum: Balance Fu
- Replies (1)
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I was debating putting this one in bug reports, but as far as I can tell this is working as intended.
Stun as it stands now is pretty much an active detriment to the inflicting player if they are faster, at least in 1v1 situations. As far as I'm aware it works properly (or at least closer to properly) when more players are involved, but it's 1v1 situations where how disjointed it is with the turn order changes really shows.
When you stun a slower opponent, they do not lose a turn. Their turn in that round after yours is skipped, only for the next round to start with them now going first. It essentially just permanently swaps the turn order so the slower player now goes first out of the two of you (presumably until something like skip returns it to the correct, initiative based turn order) while giving them a large DR boost on their next turn.
Stunning a player that has already taken their turn that round works correctly, moving to the next round where only the stunning player gets a turn. However, the slower player will continue to go first even after this if turn order has been swapped by the above scenario.
Pretty straightforward suggestion here, just change how stun/turn order functions so that stunning a slower player in 1v1 situations actually makes them lose a turn. Right now they lose their turn in the round in which they are stunned, only for turn order between the two of you to be swapped from that moment onwards, effectively negating the lost turn altogether as the slower player now goes first.
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[v2.54] Cripple Confusion |
Posted by: InsainArcaneBirdbrain - 12-03-2021, 09:11 AM - Forum: Bug Reports
- No Replies
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Cripple Arm and Leg can currently by used by any weapon, not just bows/guns. What gets even weirder is if you have ambidexterity on when you have a bow mainhand, and a non-bow/gun offhand, as you will preform the cripple basic attack with the sub weapon and have the attack range of the mainhand bow.
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Final Fumble. |
Posted by: Lolzytripd - 12-02-2021, 05:08 PM - Forum: Balance Fu
- No Replies
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Final flare needs to pass a hit check to apply the on hit effect, it then has to pass a hit check for each spell cast from the final flare.
The spirit of the move was always a high risk, once you hit, unavoidable nuke.
Can we make it that the spells cast from final flare ignore evasion.
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The Tank wants the Aggro |
Posted by: Lewdcifer - 12-02-2021, 10:09 AM - Forum: Suggestions
- Replies (3)
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I'm not sure if this has been suggested before, but in any case...
It would be very cool if the Soldier class, which - including its promotions - is the more suited for the 'tank' role, got a skill for controlling mob aggro. Would better help tanks fulfill their role.
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