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can couloir not be affect...
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New Weapon: Kelsoaker!
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Potential/effect for replicas? |
Posted by: Hiazro - 10-24-2021, 10:21 AM - Forum: Suggestions
- Replies (4)
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I normally don't partake heavily in suggesting or contributing in general, let alone take my time to write even if I do have an idea or two to deliver. But I feel like the divine weapons from the arena are only a little more than just another glorified version of their respective weapon type and they're kind of underwhelming for a weapon supposed to be a replica of its more powerful and legendary counterpart. I don't mean to say that they should be stronger than any other weapon, but that they should be given more incentive for people to use them. And a purpose to spend a good amount of time going through all the tedious arena fighting for those badges, I guess.
The scaling itself is fine (in my opinion, at least), but it kind of pales when you have Raijin and Wo Dao doing a much better job than Braver can in comparison as a katana. Or any other spears like Abberation Spear and even Deadly Smile against Gae Bolg, for another example. Why not give them something to boost them up a little? If we're worried about them being too powerful, maybe even restrict it so that the effect can only take place if you decide to keep the Divine Weapon enchantments.
Here's what I think each replica should get. I may be having too much fun wondering about all of this and probably didn't think about the game's logistics thoroughly, so take all of this with a grain of salt.
Braver: You can give this the pseudo-Riposte effect treatment that Ashe already has, nulling your opponent's attempt on basic attack and retaliating with a Kagekiri after teleporting to your opponent's back. Obviously, if you're a Kensei, this gives you a Sacred Art status (or uses it, if you already have one) and I think this can give way for different combos. Maybe with your Scaled SKI to determine the chances of it proccing? And a cooldown of 3 rounds to keep katana dorks from running all over the place for being too lucky.
Gae Bolg: A Lingering Damage (Pierce!) with the LV based on Scaled SAN/2 as an On-Hit Crit effect with a duration of 2, or boost the LV if the status is already in effect when scoring a crit and reset the duration.
Shredder: A Scaled SAN/2 bonus damage against enemies with Frostbite or Frozen status.
Nirvana: Has a chance of inflicting Hesitation after reducing the opponent's HP to red. In addition, any attack from this weapon negates Slash Resistance.
Creed: Treated as having Sneak status for the purpose of Sneak Attack skill. Alternatively, having this weapon negates Blind Fighting when using Invisible Weapon and/or if attacked by enemy with Blind status─though the latter may or may not still be countered by Beyond Sight.
Kigal: A pseudo-Last Chance skill with a chance of proccing based on scaled SAN. In addition to that-- or alternatively, a Second Chance/Revive treatment with a cooldown of 5 round that brings them back a certain percentage of HP lost. Maybe one that ignores status which prevents them from getting back up like Interference or Certain Defeat to live up to the book's mythos a bit.
Artemis: A chance of your Momentum refunded when using Annorum from Ranger, determined by Scaled SAN x 1.8.
So, yeah.
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Additional House Trigger Suggestions |
Posted by: WaifuApple - 10-23-2021, 10:00 AM - Forum: Housing
- Replies (3)
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Okay, so technically this title is misleading, as they aren't really triggers. But they work almost the same in the sense that they're house furniture that you can place on a tile, but only see in build mode. I have a few examples of ideas of what I'd like to see:
Point Light - A placeable, invisible light source. Can decide how bright or dim it should be, as well as perhaps what colour of light it should be emitting. This can work to light up areas without having to hide light sources that shouldn't be visible, like ceiling lights or lights just for visibility.
Hidden Door - An invisible door. Functions like any other door, can be opened or closed, acting as a barrier at certain points along a map. Good for a variety of things, like keeping event-goers back in house events when they're not meant to progress yet.
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When is it okay, to ignore evade? (discussion) |
Posted by: Shujin - 10-22-2021, 10:17 AM - Forum: Balance Fu
- Replies (15)
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I wanted to invite for a discussion thread about Evasion ignoring true Autohit skills.
We have gotten alot more new evasion ignoring skills and even before there were a few that I felt didn't "deserve" having that tag (looking at you Falcon strike)
but WHAT should be conditions for skills with that tag in the future, which still feel FAIR? a Cooldown is in my opinion NOT the way to go, unless its really long, cause else you just rotate between your set of them.
Skills I think are FINE with evasion ignore:
Thousand Stab+Charge+Charge strike-> 2 tile range of the actual attack, charge has a CD when moved a certain distance, needs a whole 3 skill slots. not too strong, Deserved in my opinion.
Lance de Lion-> High FP costs, lengthy CD, relatively short range that can't be easily followed up on if the opponent stays atleast 4 tiles away which is feasible.
Rapid Kick->I think it was mostly fine, considering it had only a 1tile range. You could add the condition that you need to use it in one tile but have IPG or IPB active or combo effect (Verglas misses those honestly). The 1 tile range being the key factor here.
Invocations-> Sorta, kinda okay. I feel like invocations have far less counterplay than they used to have, but they take decently long to charge so fair enough.
Eliminate-> Honestly, always needed it. needs alot of Void energery, fairly long set up, a decent CD attached ontop. Great range, but enough set up to justify.
Setting sun-> Easy enough avoidable if you go for the Auto launch and if you do the manual one, it costs some extra M and your class resource.
Skills I think are not okay:
Falconstrike -> At the top. High mobility skill with decent damage, awkward hit box from the point of landing instead of execution (making it harder to ultilize parries against it.) minimal CD, fairly cheap. In my opinion everything wrong with evasion ignoring skills summed into one skill.
Explosion-> While it makes sense, way to spammable and way too little you can do about it. Just no.
Lift Off-> While fairly short range, its another evasion ignore on FB that needs no set up, and can easily be tied to any "Evasion ignoring rotation", cause why deal with mechanics when you can just ignore them.
Grandupper-> I have thought about this one for a bit, but ultimately decided that this skill probably does too much with too little counterplay. SS is very easily gained, it happens passively, and this skill can effectively remove someone for 2 whole turns from the fight having MASSIVE team synergy potential alone from that, and deals a lot of damage. It DOESN'T need evasion ignore on top of it. Maybe the second part only, cause that makes sense. Its also the "Ultimate" of the class, which is why I was on the fence on this one.
I could make a list for all skills but would like to invite other to share thoughs, about how they think we could make it so, those future introductions of evasion ignoring skills feel fair and balanced. Basically have a rough guideline how much set up a fair evasion ignoring skill needs and what else its tied to, to be "fair". Having too many also feels probably...Contraproductive and probably rails us back to pre "GR2" in terms of whats worth buiilding. One of the reasons why I am fine with Rapid kick taking the L, even though I never considered it a problem child in the evasion ignore "Meta".
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Larger storage options for house furniture. |
Posted by: KitKatarine - 10-22-2021, 12:11 AM - Forum: Housing
- Replies (2)
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Hi, sorry, one more.
I would love to have more storage for house furniture. 15-20 item storage would be nice if at all possible, because people that store stuff in houses currently have a mess of boxes to deal with.
Like, a big crate, or just adjust how much storage the crates and stuff have now. It's just a little small for storing things.
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Secondary House Exits |
Posted by: KitKatarine - 10-21-2021, 11:43 PM - Forum: Housing
- No Replies
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So, I was looking through the forums and I found this thread, where a user suggested secondary house exits (I'm not sure on the page, it definitely showed up in search results)
As a regular furniture item or donato item, I am not particularly picky on that front, but it would be nice for those of us who make BIG EVENT SPACES to have a way to exit the house when you're already 9 levels deep, as opposed to walking through all those levels again.
The benefit of this is it keeps immersion (the current solution is to kick everyone out of the house one by one which is a TEDIOUS task for events of 40+ people) as players can just... walk to the exit themselves.
That is my one suggestion that I am putting forth so as not to bump a 6 year old thread.
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Status Window |
Posted by: Autumn - 10-21-2021, 09:13 AM - Forum: Suggestions
- Replies (2)
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The current status window when you click on someone looks a bit outdated, and could stand being updated to the new UI format I feel, this is just some QoL suggestion and shouldn't be high priority, but I'd like to see this sort of thing.
![[Image: bdl1wgQ.png]](https://i.imgur.com/bdl1wgQ.png)
In particular I could see things like:
-Stats being organized like character screen stats, same with elemental ATKs, with their matching icons.
-Statuses gaining icons, and being organized a lot better, in a way that won't require you to expand the size of the window.
-HP/FP gaining bars that indicate the opponent's current percentage of that resource, allowing you to gauge a hit's impact a lot more effectively, and make calls. (Of course these would be hidden with mysterious effects)
-Maybe face icons to sort of add a more personal feel to clicking on people, just like their default icon in Character Stats.
And that's really it, if it matters any, I think it'd also do well being like the inventory when you open the window, so that you could still move it around.
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Peko Pain (Icon Window) |
Posted by: Shadbase - 10-21-2021, 05:19 AM - Forum: Suggestions
- Replies (1)
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Please. Please. Change the icon-picking window to be at the center of the screen instead of above your character.
If you're at the top of the screen - in a fight, in RP, anything - it just cuts off the icon window and makes me wanna sit in the rain until I catch a cold every single time.
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Dragonheart Eventline |
Posted by: TheRuffKnight - 10-21-2021, 03:23 AM - Forum: Event Applications
- No Replies
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Hello, I'm putting in this application as a request for a rather in-depth event line I've been interested in coordinating. I've DM'd Dystopia directly with a document detailing all of the information related to it and have been instructed to leave an application here while it is being revised, so that's what I'm doing now. Post = posted.
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[v2.52] Un-weakness |
Posted by: The Alpha Bat - 10-21-2021, 01:10 AM - Forum: Bug Reports
- Replies (2)
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Proccing Weakness on an enemy no longer gives you momentum and instead takes it away.
I'm assuming this new bug is a result of the change to how bonus momentum is given mentioned in the Fleur thread (https://neus-projects.net/forums/showthr...p?tid=8510)
Fleur itself is fine but I haven't tried Fleur+Weakness
player-debug doesn't help but here's an example:
Begin turn at 7m
Use a 3m attack and hit a weakness
The result is now having 3m instead of the expected 5m
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