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Nekojinn
Change Invisible Weapon f...

Forum: Balance Fu
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Rendar
[2.97b] Discord Pings

Forum: Bug Reports
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Yesterday, 03:05 AM
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Jenneral
[Korvara] Gamekeeper - Lo...

Forum: Character Applications
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v2.97b Thunder Hooves don...

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the REAL Minos Prime
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Forum: Character Applications
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Yog-Sothoth
Gentle Giant - Wyverntouc...

Forum: Approved Characters
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caliaca
[2.97b] Bombs don't work.

Forum: Bug Reports
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MultiWonder
[2.97b] The Venom of 87

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Lolzytripd
Rune Magician love

Forum: Quality-of-Life (QoL)
Last Post: Lolzytripd
04-18-2025, 05:33 AM
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Nekojinn
Mage: Enchant Swap

Forum: Suggestions
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04-18-2025, 05:06 AM
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  Total Control: End Turn
Posted by: Poruku - 11-02-2024, 05:38 PM - Forum: Suggestions - No Replies

An option that makes all units you control skip they turn by ending it right away.

This would be very useful for summoners leveling their youkai, and other applications like just grinding and wanting to use pawns as meat shields for instance. In general the quality of life to dev time ratio would be pretty big.

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  Arbalest buffs
Posted by: Poruku - 11-01-2024, 06:56 PM - Forum: Balance Fu - Replies (2)

Let's talk shop about Arbalest

Well, I think we can all agree Arbalest just isn't good enough at the moment.

The class revolves around cannon skills. The idea is that you use a big aoe skill once every few rounds.

The problem with this concept in its current state is two-fold. One, the cannon skills have a big cooldown, effectively a CD of 4, or 2 with firing posture. This would not be a huge issue if these skills were particularly powerful, but at the current time, their damage is simply not that good. The scaling is high, but it doesn't really beat a spell that has ele atk scaling on top. A wind mage with air pressure can do the same damage as a blowback cannon, without cooldown. Of course, when crit comes into play, the damage of cannon skills gets fairly good. But it still just lacks a little bit of oomph.

Buster cannon's debuff is amazing. It really helps deal with tanks, but I feel like that's the only strength of the class.

Furthermore, the class has no defenses aside from a short duration buff. It ends up being quite squishy if you're not using BK main class.

Here are my suggestions:

1: Add armament weight to cannon damage

A simple but needed change. This would give the class back its identity as a weight user. I don't know why this crucial part of the class fantasy was taken out. I think Arbalest could benefit from more raw damage, and this would make... Sense

2: Make shore up 3m

This is the only skill that lets you quickly reload. It's criminal that it costs 5m. This skill has a huge cooldown so it should be no problem.

3: Make mighty wall a passive

Mighty wall should be always active, but only give 3 def/res. If the arbalest has not moved last round, make it twice as strong. Just an idea. The counterattack could be included in a skill that gives temporary DR%, not stats. These two changes would make arbalest actually feel like it has tankiness on its own.

4: Make any melee weapon usable as armament

A simple change. Why not? Shooting an axe out of a massive arbalest doesn't sound any more far fetched than shooting a rocket punch out of a cannon or a dagger from a crossbow.

5: Make arbalest as a whole work with guns and bows equally.

Rifle arb is very sad right now. Why not give guns the passives? Biggest one is the +power for heavy weapon innate, and the armor piercing.

6: New passive: active reload

Using a chain skill reduces reload time by 1. You can use chain skills while reloading

Let me know if you guys have more ideas.

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  [v2.92b] Mile High Herons
Posted by: AkaInuHime - 11-01-2024, 01:21 AM - Forum: Bug Reports - Replies (1)

[Image: t4rxf2.png]

The talent Red Skies for herons and phenexes gives Gain Air passively, as well as an equippable skill, meaning it shows up twice in your skill menu. Between the two, I'd prefer the passive one be removed so you can better arrange your skills how you like.

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  [v2.92b] Memory Shard Typo
Posted by: Flare - 10-31-2024, 01:06 AM - Forum: Bug Reports - Replies (1)

The effect of Nephel and Sothis shards are swapped in the tracker menu. See attached.


https://imgur.com/a/TKWkluA

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  [2.92] Frigid Confusion
Posted by: Rendar - 10-30-2024, 08:30 PM - Forum: Bug Reports - Replies (3)

If you have Zerotrain's potential ability unlocked, and walk as a Verglas with Ice Boots on, you yourself will take the damage from the ability.. Which.. I feel like Might Should Not Be The Case.

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  [v2.92] Conductivity Confusion
Posted by: Autumn - 10-30-2024, 04:43 PM - Forum: Bug Reports - Replies (3)

While under the effects of Soaked, lightning doesn't spread from an ally hitting another soaked ally while in melee range of them, you can see that I am able to spread the lightning damage here but vice versa it does not apply. (Both targets were in melee range of eachother and soaked)

[Image: sBxZN6E.png]

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  [v2.92] An Ear Full
Posted by: Autumn - 10-29-2024, 10:53 PM - Forum: Bug Reports - Replies (2)

[Image: NxT4J7m.png]

The second ear fluff sprite (for the upright ears) for Leporidaes has the Left facing and Up facing sprites incorrect, where the left-facing ear fluff icon is displaying on your up-facing icon.

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  Void Assassin Rework
Posted by: caliaca - 10-29-2024, 10:44 PM - Forum: Class/Race Ideas - No Replies

I'ma be real the formatting on this looks like poop on the forums so I'm just gonna link to a google doc.

https://docs.google.com/document/d/1a5mH...MoJh7EU2U/

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  Spell Snatch
Posted by: Entropy - 10-29-2024, 09:29 PM - Forum: Balance Fu - Replies (14)

It is the woe of many a spellthief, that their iconic class ability is basically worthless in an actual fight. There is very little reason to snatch a spell mid-combat-

The chance of failure, the need to get in close, giving up damage on the steal versus just stabbing them, and most of all the UNRELIABILITY of the tactic. Due to you not being able to choose what spell you actually steal- You're very likely to grab a mage's random buff spell instead of something good!

I propose a simple change on how to make spell snatching actually a viable tactic:

-Spell Snatch now prioritizes the last used spell in your opponent's list.


This sounds small, but I feel it opens up a huge world of gameplay in how to use this ability. Being able to reliably grab an opponent's 'spam spell' that they're relying on, or being able to grab an invocation out of someone's hands in the middle of their goddamn cast time.

It also comes baked in with it's own counterplay in most cases- If a mage wants to avoid their prized neutral tool being grabbed, they have to be extremely careful not to end their turn with that spell as their last cast magic. Don't want blink taken? Be careful not to blink at the end of your turn.

I think this change would make ST a bit closer to it's class fantasy, while also creating a new microgame between the opposing mage and the ST. Also it'd be so goddamn cool to grab Divine Shower out of someone's hands to prevent it from happening.

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  Korvara - The Contractee
Posted by: Inconspicuous Kitty - 10-29-2024, 06:37 AM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Caurija
Character Name - Maeve
Request Type - Character Request/Unique Ability

Request Details 

A character that has the inverse of the summoners 'The Contract', she behaves very similarly to a youkai. Those with the capacity to sign a spiritual contract can sign a contract with this character, though with a far more limited supply of options that a normal youkai contract would have.

Specific Request 

'The Contract' - Summoners or otherwise someone capable of signing a spiritual contract (however that works) could 'contract' Maeve. This would have a much more limited effect than the normal contract, and would entail terms and conditions as a contract would. Once a contract is forged, it cannot be changed unless the terms of the contract are broken, or a particularly powerful magic intervenes, and only one contract can exist at a time.

Focus Transferral - The one whom contracts her can fairly easily transfer focus to her. She grows weak without focus, far more so than a normal individual might, as a cost for her link to youkai and their realm. Without it, she needs to sleep, and a summoner's transference is how she would stay awake - otherwise, she would be locked in eternal rest.

Spirit Self - Maeve can vaguely sense into the spiritual realm Youkai reside in, and can be sensed as something similar to one by those familiar with summoning. She would also be mildly afflicted by any affects that should generally only hurt youkai.

Reason why you are making this request (if applicable) 

There's a lot of games where you can have an experience as a summoner of some kind, but what if the shoe was the other foot? I would like to explore the limited knowledge we have of Youkai and other realms, and this character is my interest in delving into what it might mean to be a youkai, and learn more about them.

Roleplay & Lore supporting your reques

Quote: Wrote:What is the deal with Youkai? How much do people know about them? What is that 5 FP per turn to maintain them? How close to possession is Installing? Is the door leading to another universe or is it a kind of limbo between worlds? What do the Youkai get out of the contract? What even are they?

Quote: Wrote:I don't know. Not a lot. The cost to maintain their physical form outside of a summoning house (which is such a magical place it does it for them). Very, very close. It leads to some sort of other dimension. Youkai get focus, which they need to survive, as well as companionship, which they may desire. Dunno.

I know very little about the contract, and there's very little information I could find out about it. For the character themselves, I'm not entirely sure - Maeve is something of an amnesiac, looking to find her place in the world and acquire a sense of belonging.

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