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Fun Screenshots
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Time-Wasting Travel
Forum: Suggestions
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4 hours ago
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GR1 Leftovers
Forum: Balance Fu
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09-27-2025, 09:16 PM
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Blotch Evasion
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:16 PM
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Bring Seiryuu Back
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:12 PM
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Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:08 PM
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Chimera Hit
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:07 PM
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Flash of Light
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:02 PM
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Bows
Forum: Balance Fu
Last Post: Snake
09-27-2025, 09:00 PM
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Mastery of STR Crit
Forum: Balance Fu
Last Post: Snake
09-27-2025, 08:58 PM
» Replies: 7
» Views: 486
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Underperforming Chimera Mutations |
Posted by: Snake - 03-29-2021, 04:37 AM - Forum: Balance Fu
- Replies (1)
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![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/822122381681885254/unknown.png)
As this doesn't quite give you any sort of Elemental ATK, and Flooded Water is not really common enough to warrant something solely made to counter it; Could this additionally reduce the Stamina cost for Diving by 3 (to make it similar to Theno)?
The tail kind of 'helps maneuver in water', so it should be less of a drag for them to dive with this extra appendage.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/823763655190773780/unknown.png)
Shark Fangs are also not utilized in combat, so you can't tell when a Chimera has them or not. The request for this one is simple:
- Grants the skill: "Shark Bite". Lunge on your enemy and take a hearty bite out of them, dealing 120% SWA pierce physical damage and inflicting Lingering Damage LV15 for 3 rounds. If this skill defeats the enemy, you recover HP and FP equal to the enemy's level (or 10, whichever is higher).
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/823762249583165500/unknown.png)
Consuming a Snakeman, whose blood and body is extremely poisonous, should probably also give them a minor (15%) resistance to Poison damage.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/568875587502997518/823762713402540072/unknown.png)
And finally, the fact you need to 'have no Leg items equipped' makes this quite useless. The effect isn't even strong enough to warrant you nerfing yourself for it. I don't think that condition is essential unless the effect became stronger, such as Kick skill dealing your Ice ATK + Character LV bonus Ice damage with a chance of inflicting Frozen LV(125% Ice ATK), at the very least.
So I'm requesting the condition to be partially modified instead to:
- You do not trigger Ice Sheets.
- While you have no Legs item equipped, your Kick skill deals Ice magic damage equal to your character level (or keep it half?).
In addition, I'm also requesting a fruit that resets a Chimera's mutations to zero ("Fruit of Devolution"), along with a Trait that prevents them from gaining mutations from consuming monster corpses ("Mutation Resistance").
This way you can roleplay as the specific Chimera subtype you want to be. (For example, a Shark-only chimera, or a Snakeman-only chimera, or a Tyrant-only chimera, etc.)
Though if it's allowed to omit certain mutations you unintentionally have obtained, or if Chimeras are able to protrude or retract these specific appendages at will? I don't see the need. Most of this is due to roleplay over mechanics in the end.
And that's pretty much it from me!
I've posted this in Suggestions but I didn't notice how Balance-Fu-ey it was becoming after more ideas came about how to make some of the Chimera's appendages be more noticeable in mechanical fight. Feel free to comment over this reupload of my irl Shaitan madness.
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Camp Presets |
Posted by: Lonestar - 03-29-2021, 04:12 AM - Forum: Suggestions
- Replies (3)
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I was talking with some friends in a chat about how Camps tend to be rather shallow and boring compared to houses. You have the ability to place furniture there, but everytime there's an reboot or if you dc, you have to do it again over and over.
A good idea to make camping more immersive and better for the player is perhaps adding a way to save the current design of the camp you have right now, so you can choose next time you create another camp, to either use that preset or use the default one if you wish to.
That way players can create their custom and fancy camps designed for whatever their character's intentions are without having to place furniture over and over, and as well incentive players to camp more out there instead of relying too much on houses.
TL;DR: Give us the ability to save the current camp's design and furniture placed so we can use it in the future without needing to place furniture all over again or to bother Eventmins to spawn specific furniture.
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Mutated one overcharge. |
Posted by: Lolzytripd - 03-28-2021, 01:33 AM - Forum: Balance Fu
- Replies (6)
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Now that headshot is fixed can we finally allow weapons mutated into guns to benefit from one overcharge for shell effects. They only have one round, they almost never benefit from the bonus 25% will scaling since the majority of 8*s still tax you into building strength for scaling.
Being able to apply shell effects at the same level as normal one round guns (who get to take things like volcanic and vorpal) would only be fair.
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SL2 Version 2.41 Update Notes |
Posted by: Neus - 03-27-2021, 07:05 PM - Forum: Announcements
- No Replies
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Inventory Interface Update
The inventory interface has been completely reworked, and contains several new features, such as: - Name search bar.
- Item parameter comparison, such as weapon power and hit rate, compared to your currently equipped item.
- Better item filtering options via category buttons.
- Easier item management, letting you swap main-hand/sub-hand weapons, move equipped items to and from the item belt, and rearrange item belt items, etc., through drag and drop.
- More organized item lists based on the page currently selected; equipment and battle items (Equip), usable items (Use Item), and all other item types (Items).
- Use Item page simplifies finding and using usable items.
Utility Belt- Drag and drop directly from the inventory to a utility belt slot to set it.
- You can now also drag and drop utility belt slots to rearrange them.
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Unstoppable Lightning damage (ft. zero counterplay) |
Posted by: Snake - 03-27-2021, 02:09 AM - Forum: Balance Fu
- Replies (19)
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There's no sensitive way of stopping Lightning damage due to the addition of Soaked (-15% Lightning Resistance) and the old Mercalan Mist (-25% Lightning Resistance, or even -30% if Spirited). Also, thanks for reminding me, Indignant Idol! -10% to that too.
Both of these together score a whooping total of -50/-55% Lightning Resistance. Basically a Charge Mind that lasts for more than one spell and for 5 rounds. On top of that, most Lightning-based skills and spells can critically hit, which does 100% of your Lightning ATK on top of this +50% damage. This is not fair one bit in terms of player versus player combat, and there's zero counterplay. There's no bigger damage steroid in this world that's equally as more accessible as that.
People can casually dish out over from 550 to 950 damage every round with one or two spells. That, and LUC is the element of Dodge, Crit and Hit all together, which not even Evasion procs can help salvage any fights.
Suggesting these to end this and make all elements fall in line again:
Quote:- Lightning damage, Wind damage and Fire damage all should reduce the duration of Soaked by 1 round. Once Soaked is over (or enhanced by Ice or Earth damage into Muddy or Immobilize), the player gains a 2 round immunity to the status effect.
- Soaked should also not be able to be refreshed.
Alternatively:
- Soaked should be a status that reduces/increases Lightning/Fire resistance by LV%, and Water damage increases the LV equal to 10% of the damage or 2, whichever is higher. (Up to 15%)
- Mercalan Mist's Lightning Weakness should only apply versus Non-Player enemies. It already gives +10 HP regeneration and +50 Evade. It doesn't need any more in PvP combat.
Quote:- Lightning impact critical hits should only use 50-75% of your maximum Critical. They happen too consistently to be 'just an add-on that is on pair with the other elemental impacts'.
Tis all. I don't think there's a discussion to this. Why should Lightning be the best element in all regards and the most effective on top of it? It's plain unfair and imbalanced.
TL;DR Lightning weakness stacking bad, possible solution this:
- Mercalan Mist
>> Lightning weakness is changed to Light weakness. (This way it plays more in favor with Priest than a lightning Spellthief, and solves 1/3 of the problems listed in the op. And we kind of lack ways to inflict Light weakness anyway.)
- Soaked
>> LV starts at 5 and scales from Water damage taken. (10% of Water damage taken or 5, whichever is higher. Max LV is 15)
>> Fire damage creates a Smokescreen (LV = Soaked's LV * 5) in a diamond shape in 1 range, and removes Soaked.
>> Lightning damage chains one more time if LV is 10 or more.
>> Earth damage makes the enemy slip (knocks down) immediately, if LV is 10 or more.
>> Ice damage inflicts Frozen (LV = Soaked LV * 5) instead of Immobilize, if LV is 15 or more.
- Indignant Idol
>> -15% Light, Slash, Pierce and Blunt resistance on the user.
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[v.2.40b] Broken on-map Boss AI in Static Dungeons |
Posted by: Tanasinn - 03-25-2021, 09:48 PM - Forum: Bug Reports
- No Replies
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Bosses that spawn in static dungeons lose all AI if they're spawned with nobody in it, or if they're set to 'inactive' by whoever is in the static leaving.
The normal resource-saving behavior is not properly restarting boss AI on players entering static dungeons.
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Back attacks, but toggleable. |
Posted by: FatherCrixius - 03-25-2021, 06:55 PM - Forum: Suggestions
- Replies (3)
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With some enemy and map types being the way they are, Back attacking can often be more of a detriment than intended; Leading to an awkward aggro-grabbing dance to try and lure the AI into facing you before engaging. There being next to no distance to say a firespitter or three wings of fire is far more damaging than whatever damage most players will put out in the round they have free.
Proposal : Toggleable back attacks for the player. They get to decide whether or not they proc back attacks on enemies. Alternatively, a trait that functions as a sort of anti sneak, making enemies far more prone to spotting you in a BDP.
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