Giving the game about 1 more week before making that GR2 aftermath thread.
As for now..
I've noticed something after using painproof a bit. It has three massive flaws that's heavily affected by the new turn order, diminishing return DR changes and the new GR2 reduction changes.
First: The reduction faces both diminishing returns and the new reduction nerfs.
Second: If you didn't crit on that turn, and you proc Riposte or the person literally just press skip on the next, there goes your status and you just wasted +80~150 HP.
Three: You pay too much HP (10% of your current max so with more status effect, the higher this becomes) as well as momentum (3) for it. It's not like BOI whereas you negate damage or still get the flat value, you're still taking damage and its only giving you a certain amount of bonus reduction so in return (Thanks to the many changes), the same amount of HP you used is the same amount of HP or less its blocking for the player.
For three - At this point, you were better off just kiting away to burn momentum or level 3 guard and slap a mirror on it.
Painproof certainly needs an adjustment.
So suggestions on it? What do you think should be done?
A few things but firstly, to make it worth getting/user over something like guard.
Firstly: Reducing the amount of HP it uses by half. So 5% (Or even 8%) instead of 10%. (So people aren't using 100~ HP but instead 50~.) Secondly: If someone that's marked attacked, it increases the duration by +1, max at 3 but that person cannot increase the duration again until the status ends. Lastly: The duration does not end unless the player uses an action except for Skip.
OR
Just let Rising Game lower the HP cost and increase the duration base on the level.
Wouldn't this make it a must get skill? No, it would still cost HP as not many will be able to run it if they have low base HP as well as if the Claret Call runs out, was used or was cleanse renders the skill useless.
Is it possible to have the ability to remove items/skills from the hotbar? I know we have ten hotbars and it's easy enough just to flip through them but also, if you don't use a hotbar anymore there's no way to reset it even.
Hi, okay, got a pair for yall. Forgive me if the second one here is already reported, theres a lot to search through..
FIRSTLY:
Kids Gloves for boxer, at least with my 'needler' weapons, are not applying at all when enabled. Enemies are still dying from it. I've tried this with boxer skills, and with non-boxer ones. It was doing this with boxing gloves, and 'brawling glove' or w/e that started one is too. I have a debug here, too:
OOC Reporter used Felhook.
System: Debug: Before Use Skill called. Naive Nomad, OOC Reporter, Felhook, 1
System: Debug: Total Power for Felhook / Fireblood Remains Needler was 141.4.
System: * Initial Damage: 141.4 Blunt Physical, flags: , sk: Felhook (/obj/skill/felhook) , wep: Fireblood Remains Needler / /obj/items/equip/weapon/fists/needler * play_atk_anim was . * 16 Evade VS 223 Hit. *2 Roll(s) Remaining. This one was a hit. *1 Roll(s) Remaining. This one was a hit. * Critical check: Defender was critical immune or crit_multi was 0. (141.4) * armor was allowed. armor_reduc was 0. (141.4) * spec_flat_reduc was 0. (141.4) * amp_multi was 1. (141.4) * reduc_multi was 96.4. (136.31); MAG DEF, 3.6 PHYS DEF, 100 REDUC * elem_reduc was 0. (136.31) * Damage caps applied. (136.31) * Damage shields applied. (136.31) * Final damage was: 136.
OOC Reporter recovered 1 FP.
OOC Reporter recovered 5 FP.
The battle has ended.
System: Debug: Maintenance Information: new_maint_self, am 5, max 84
System: Debug: Maintenance Information: newtal_maint_apply, am 5, max 84, Fireblood Remains Needler, Fireblood Remains Needler
System: Debug: Maintenance Information: newtal_maint_apply, max_dura 37, res -8
System: Debug: Maintenance Information: newtal_maint_apply, max_dura 33, res -7
System: DEBUG: eye_restrict marker found at 78 with edge_limit of null.
Secondly, as far as i've gathered, lava slimes are not doing fire damage when hit like they should - I don't have a debug handy, but it's just not happening. This happened with two seperate chars now, so im assuming its just at all, period.
I know theres probably alot of bug squashing rn what with the big new update, but this one feels pretty simple(Probably, I dont know what to code for these looks like).
You know that dust trail that you leave behind as you run forward using the Charge skill? Make that a donator item like the flower petals and the musical notes. For those who want to feel fast as fuck boi
Could we get an Option to Greyscale an outfit incase we wanted to recolor something fitting for the appearance along with? Might be too big to ask for it, but we need combinations for styles so we can enjoy what fits for us. The colors can get on our way from what we exactly wanted to shape them correctly. Yes this may sound silly, but I am speaking up from here for all appearance makers who have troubles sync the colors to their playby please help adding some suggestions from it if needed..
Housing in SL2 is a big part of a lot of characters and can be turned into very enjoyable rp spots. It's a very important part of the game and it's even a donation item
The issue: If you want a house in Dormeho, Tannis, Lispool, Cellsvich, Voilegard, Albedo even... You can't, because all houses are taken. Nowadays you need to be very lucky or buy someone's house spot oocly, or rely on the kindness of someone.
Solution 1: Make more houses
To cram more houses in the game would likely fix the issue but that would mean putting in more "districts".
An option for that would be to make individual houses smaller in general and putting more where it fits
Solution 2: Rotate through houses that aren't used
I'm not sure what the system looks like right now, but a lot of houses stick around for a while even without any building done in them
An option for that would be to make the rotation faster, or add a murai cost to be paid a bit like the shopkeeps, even if it's very minor. This would mean people need to put effort into actually paying their like 4 murai per month so people who don't care about their house would need to put in some effort or allow it to rotate out.
Alternatively, require the owner to enter the house to count for the kick time, not just log in.
People would be less concerned about "Losing their spot" if it wasn't so hard to get one in the first place
Solution 3: Add more doors
Existing house buildings could have extra doors that lead to a different house, rented separately. Additionally, buildings could be added with a ton of housing doors inside, saving space
Solution 4: Allow houses to exist outside of the physical world
Simply put buildings in each town where you can buy a plot and build a house with no limit on how many houses there are actually inside. You could click on a portal and it asks you if you wanna enter a house or buy, etc, then give you a list of houses and you pick the one you wanna enter. A bit of an extreme solution but no longer would house limits be a thing.
Personally, I think a bit of a mixture of options 1 2 and 3 would be plenty. Really it just needs a bit of a revisit to make it more reliable for people to get a house where they want.