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Blotch Evasion

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can couloir not be affect...

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  Weather Effects For Houses
Posted by: Balor - 07-10-2021, 01:05 PM - Forum: Suggestions - Replies (2)

Hey, how are ya. 

I am one of the rare few who finds a great deal of joy building in SL2, not in regards to PVP but houses, and such.  After many months of tinkering with housing, and perspectives, and breaking into others homes that have been left unlocked to take inspiration. I like to think that I am pretty okay at it too. 

However I've noticed that with Narration Triggers, and lighting triggers.  I'd like it very much so if we could have the final boss of custom housing.  Which would be a toggle for a weather effect, such as rain or snow for player houses. 

I'd also appreciate weather trigger tiles akin to narration triggers and lighting changers. So that you can have a rainy leadup to a house, and then once you step through the door the rain shuts off.  

I suggest things because I feel it'd provide players with more tools to establish the mood of their homes, and grants them greater expression.  

I am sure this has been suggested in the past, but I'd like to put this back into circulation for consideration, and pray that it gets looked at.

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  [V2.48] BDP Despawn/Respawning Bug
Posted by: Asellia - 07-10-2021, 04:18 AM - Forum: Bug Reports - Replies (1)

I've noticed this for a few versions, but falsely just assumed others would have reported it. BDPs do not seem to despawn/respawn as often as they should -- it APPEARS they only despawn on reboot now. For example, earlier, I did some BDPs, and the same ones were still there 6 hours later -- with only 1 or 2 extras around.

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  [V2.47] No Striding
Posted by: Latto - 07-09-2021, 11:11 PM - Forum: Bug Reports - Replies (3)

Sea Stride currently does not cause your character to ignore vines (from vine trap, etc.) Walking through them with it on still resulted in movement being halved.

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  (v 2.47) Still in a dream, Snake Eater! (Snake Shot vs BotGF)
Posted by: Snake - 07-09-2021, 04:44 PM - Forum: Bug Reports - Replies (1)

Bow of the Green Forest's LV3 Poison takes priority over Snake Shot's LV15 Poison, on critical hit by utilizing Snake Shot with a Bow of the Green Forest.

In this case, the LV3 Poison (On-Critical Bow of the Green Forest effect) should have been replaced by the LV15 Poison (Snake Shot), but it didn't, and I believe this is a bug, because there has been a fix involving status effects of a lower LV replacing ones that have a higher LV.

How to replicate:

- Have a 100% Critical Hit chance Bow of the Green Forest
- Use Snake Shot at its maximum rank, expecting the Poison LV to be 15.
- Cry sadly, as it is only LV3 and the game didn't process the LV differences of both Poison inflictions.

Possible fix:

- Make Snake Shot's Poison status apply before on-hit/on-critical hit effects.

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  Evasion and Hit suggestion
Posted by: Senna - 07-09-2021, 08:22 AM - Forum: Balance Fu - Replies (1)

Back to evasion suggestion.

Would put this under suggestion but what might be stated falls under balancing as well.

What's the reason for this thread? Simple, throwing a ball or a suggestion towards evasion builds and their squishiness without turning them into pure tanks or buffing tanks with them.

How would you go about that? Well to add one (two) suggestions, bonus on top of evasion.

Not everyone can run classes that provide bonus reduction, even then, there are times when it isn't enough compared to, let's say a doomed wall (Doom wall is someone that can not only take overall damage well but can dish it just as hard.)

So what are these suggestions?

Graze
Sidestep

Variant bonuses of Evasion.

Graze! Graze is when someone has enough evade check to proc this. It reduces the incoming damage by half of their CEL stats. This works very similarly to armor.

Sidestep! Whenever the enemy's hit check is very low if not in the negatives, they have a chance to proc Sidestep. This allows someone to move to the side and avoid an attack.

Details?

Graze can be activated whenever the Hit/Evade check is around mid to low but the chance it triggers I would suggest should be linked to CEL (Half Scaled CEL maybe). This will avoid brawlers that barely invest their points into CEL to gain a massive advantage from it. This Variant applies with the reduction standard Evasion provides.

This is mainly for auto hits but possible to implement for basic attacks if touched up a bit.

Sidesteps can be activated whenever the Hit/Evade check is low to the negatives (Like 25% to -1 and less). While this is also to punish those those who ignores SKILL or overall hit stats, but leaving it to RNG will also prevent stackers from abusing it. 

The RNG chance where it could proc? I would say if the hit check is over 1%  and higher, 10% chance of their current evade. If it's under 0%, 15% chance of their current evade. (Cap at 50% chance)

If they are unable to move due to immobilization, Frozen, or any status like that, they cannot proc Sidestep. If the step is still within damage tile then it will fail and force them to take standard evasion or Graze damage instead. This means if the enemy uses Air pressure and while they did trigger Sidestep, but all around them is still within the attack, it will fail.

While the suggestion doesn't seem all that great, it would certainly aid evasion builds against auto hits while still suggesting counterplayer to avoid this type of fighting style becoming the go to. This is more a support than a complete switch.

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  Qrytys Throwing Dagger
Posted by: JoltzWolf - 07-09-2021, 05:59 AM - Forum: Bug Reports - Replies (1)

This seems odd and I am unsure fully if this is a bug, but basically the idea of it is this.
The Qrytys's text states that it "Also qualifies as a dagger weapon." in addition to being a fist weapon.
I double checked that I have indeed had the skill Throwing Daggers equipped, but it doesn't appear to give me the range of a dagger despite this.

Theoretically this should be replicatable at any time 100% of the time. All you need is the Qrytys fist weapon and the throwing dagger skill.

Also to clarify. I did double check that a Rogue based class was my main class and that the skill itself was equipped.

I am unsure if this is a bug or not. Being that the Qrytys is a fist weapon, but it also qualifies as a dagger. So based off of raw text it would appear as a bug, but it's a weird one. None the less I'll leave it up to see.

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  [v2.47] Fear of Losing? [QUE]
Posted by: Autumn - 07-09-2021, 05:58 AM - Forum: Bug Reports - Replies (1)

Fear of Death appears to trigger in spars, the name of such implies that it likely shouldn't given in a spar you're (at near all times) not going to die. This can be a huge advantage in the case of BKs as you have a Crownbleeder effect innately for your passives.

This also can be incredibly inconvenient for MAs, who take caution around fear to get the most of their meditation status.

Now I don't know if this is a bug, but I believe it may be related, so if it isn't one I'll raise a balance fu about it later.

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  v2.47 Grass as Heck (Lordwain/Gold Battlefields)
Posted by: Fern - 07-09-2021, 12:18 AM - Forum: Bug Reports - Replies (4)

Fights in Lordwain camps don't have a snow battlefield, instead filling the place with grass.

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  [v2.47] Steam Searn't
Posted by: Autumn - 07-08-2021, 02:38 AM - Forum: Bug Reports - Replies (2)

Steam Sear can't target Frozen allies to remove the status with, to replicate:

1) Inflict an ally with the Frozen Status (Icicle Spear was used here)
2) Attempt to steam sear the status away.

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  Verglas MMA barefisted stance attacks [a long time now]
Posted by: Lolzytripd - 07-08-2021, 01:48 AM - Forum: Bug Reports - No Replies

(whew.... not a gun thread)
When using  MMA you cannot use verglas stance special attacks with your barefist (the skills appear in your attack menu but are unselectable)

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