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Common Sense |
Posted by: JamOfBoy - 03-03-2021, 02:21 PM - Forum: Suggestions
- Replies (1)
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Give Reapers and Apertaurus a racial ability equivalent of the Spiritual Sensitivity trait. That's their entire gimmick. It defeats their entire point for them to be insensitive to spirits, and if people want to make snowflakes from Lazarus who aren't sensitive to spirits, that's fine - but establish the norm of them being sensitive to spirits mechanically. They are the world's best exorcists naturally.
Also maybe make Spiritual Sensitivity applicable to characters outside of battle. I can stand next to someone but never know if they're harbouring spirits until we maybe draw our weapons and stare at one another with the intent to fight. There are a myriad of ways you can go about this but I can't imagine it'd be too hard to code using a verb on someone within a specific range and getting a message telling you if they have spirits - and maybe telling the person you used the verb on that you stared at them weird for a sec.
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Amalgama Mutation Weakness & Resists |
Posted by: Balor - 03-03-2021, 02:02 PM - Forum: Suggestions
- Replies (7)
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Simple suggestion but could they be changed so that once you get a weakness or a resist to a status effect or element.
You cannot then roll the opposite for the same element/Status Effect.
Ala: Reaching level 10 to get Light Res. Then getting Light Weakness at level 15.
I feel like this is probably the biggest like disappointment anyone can have, and it seems to happen often for people. As it just nullifies one of the more interesting aspects of Amalgama as a race.
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Class Concept - Champion |
Posted by: Turadis - 03-03-2021, 09:28 AM - Forum: Suggestions
- Replies (2)
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Inspired by another recent thread, I thought I'd have a fun time developing a fan class concept. Mostly just for kicks.
CHAMPION - Curate Promotion
+2 STR, +1 WIL, +1 DEF, +2 RES, +2 FAI
Weapons: Sword, Axe, Spear
Warriors sworn to upholding the cause and ideals of their deity, the Champion is a class capable of weathering many attacks and abnormal conditions, particularly those of a magical nature, as well as protecting their allies from harm. Mercalan Champions are the most numerous and famous, but one can swear their blade to any god whose will shall be done.
INNATES:
Oath of the Guardian (1 Rank): An Oath to protect the weak. Gain a devotion point when you use a defensive skill, or guard. Lose a devotion point when your guard is broken or when taking more than (55 + Scaled Faith ) total damage from a single attack. ( Devotion is consumed by some Champion abilities. You may only benefit from one Oath skill. If Champion is both your main and sub class, you may benefit from two Oath skills. )
Oath of the Crusader (1 Rank): An Oath to destroy evil. Gain a devotion point when you deal (150 - Scaled Faith) or more total damage in a single attack. Lose a devotion point if you go a turn without dealing damage. ( Devotion is consumed by some Champion abilities. You may only benefit from one Oath skill. If Champion is both your main and sub class, you may benefit from two Oath skills. )
Divine Element (1 Rank): You have learned to expertly channel your god's power. All Champion skills that deal Light damage instead deal damage of another element depending on what prayer status effect you have active, and scale off of the appropriate elemental attack. - Mercala, Glycon, Ryart, No Active Prayer - Light ( In other words, the skill has no effect )
- Great Old Beasts, Old One-Eye - Earth
- Old Grey Feathers, Old Scar Fur, Bai Kai - Wind
- Old Chipears, Amiras - Lightning
- Huggessoa, Zera, Ereshkigal, Old Longtail - Darkness
- Helondis, Hyatt - Fire
- Nameless God - Water
Resplendence (5 Ranks): Devotion that shields against the supernatural. Passively increases your RES. If at max rank, further increases RES by +1.
Resolution (3 Ranks): A determination to weather hardship. Passively increases status resistance by SR*10
Enemy of the faith (1 Rank): If your prayer status is that of a god who would grant Light as their divine element, you deal an additional 10% damage to characters whose prayer status would grant Darkness as a divine element. The inverse is also true if your prayer status would grant you Darkness as a divine element.
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PASSIVES
Spell Parry (5 Ranks): Parry skill (only one takes effect at a time.) Requires a shield or melee weapon. Grants the ability to parry attacks and spells cast from tome and staff type weapons, at a chance equal to 5 times your stockpiled devotion points (Max 30%) + a bonus based on rank. When triggered, Damage is reduced by 50%. (Bonus: 5/10/15/20/25%)
Absolute Devotion (5 Ranks): Due to your unparalleled fervor, your chance of activating the damage reduction from the intervention talent is increased by 1/2/3/4/5% of your god loyalty with the god whose prayer status you are currently affected by.
Rally (3 Ranks): When you spend 5/4/3 or more momentum on the guard skill, you rally your forces and reduce the duration of negative status effects on you and allied units within 3 spaces of you by 1 turn.
Speed of Light (3 Ranks): When you use a champion offensive ability, the range will be extended by 1/3/5 tiles, and you will move adjacent to your target as a part of the attack. Each activation of this ability consumes a Devotion Point.
Vigilance (2 Ranks): Even when enraptured in divine fervor, caution and intelligent tactics win battles. This skill can be freely toggled, when toggled on, abilities that would consume Devotion Points to gain extra effects will do neither. At rank 2, this skill does not require a skill slot.
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UTILITY
Crusader's Mantle (3 Ranks) [Spell, 3M, self/ally only, 3 Range single target, 3 turn duration, Mass compatible, 4 turn CD]: Wash yourself and your allies in the divine energy of your god, increasing the target's elemental resistance to your divine element by (3/6/10%) and allowing the target's attacks to ignore the same amount of elemental resistance to that element on an enemy.
Divine Favor (3 Ranks) [Spell, 3M, self/ally only, 1 Range single target, 3 turn duration, Mass compatible]: Magically enchant a weapon with the power of your god. For the duration, the affected character's basic attacks deal magical damage of your divine element equal to 15/25/35% of the caster's associated elemental attack on hit. If the weapon has no enchantment, the effect is doubled. If applied to a Gun, the damage is divided by the Gun's total rounds.
Spirit Guardian (3 Ranks) [Spell, 3M, ally only, 3 Range single target, 3 turn duration]: Requires Oath of the Guardian. Send a portion of your fervent spirit to protect an ally. For the duration, 10/20/30% of the damage taken by that ally is redirected to you instead. Additionally, when you gain a guard status effect, the target gains a special damage reduction effect of a level equal to 50% of your guard's level.
Ardent Aggression (2 Ranks) [Skill, 3M, Enemy Only, 1 Range single target, 2 turn duration.] They are not going to escape judgement. If the targeted enemy uses a skill that moves them away from you, you will automatically follow them and maintain your point-blank distance. This skill cannot follow teleports, and will fail if you are blinded, knocked down, or immobilized. The effect ends if ever you are not adjacent to your target during it's duration.
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DEFENSIVE
King's Shield (3 Ranks) [Skill, X momentum (minimum 3), self only, 1 turn duration, 1 turn CD] Requires a shield, prepare a mighty defense capable of blocking a dragon's breath (probably). Spend all of your momentum (minimum 3) and gain Guard level X where X is equal to 7 times the momentum spent. While guarding this way, if you are included in a hostile area-of-effect ability, none of the spaces behind you will be included in the area of effect.
Intervention (3 Ranks) [Skill, 3M, single target, ally only, 1 turn duration, 1 turn CD] Requires the guard skill, target an ally within 2/4/6 range and rush to a space adjacent to them, until the start of your next turn, the next damaging effect to target them will target you instead, even if you are no longer adjacent to the target when the damage occurs.
Indignation (3 Ranks) [Skill, 3M, Self Only, 3 turn duration]. Attacking the champion's allies only infuriates them. While this skill is active, you gain a stacking +3 hit and +1 SWA every time an ally takes damage. This can stack up to 15 times during the duration, and resets to 0 if the skill is re-used or the duration ends.
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OFFENSIVE
Divine Smite (3 Ranks) [Skill, 3M, single target, enemy only, 1 range, 1 turn CD] {80/100/120% SWA + 100/120/140% LIGHT ATK} Sword/Spear/Axe skill. A powerful attack alight with divine energy. However, the damage is reduced by the enemy's scaled faith. The physical and elemental magic damage are dealt separately.
Suppressing Smite (3 Ranks) [Skill, 3M, single target, enemy only, 1 range, 1 turn CD] {60/80/100% SWA + 80/100/120% LIGHT ATK} Sword/Spear/Axe skill. An attack meant to rend focus. The target loses focus equal to 10% of the damage received. Additionally, if you have three devotion points, they are consumed, and the attack rolls to silence. The physical and elemental magic damage are dealt separately.
Guiding Smite (3 Ranks) [Skill, 3M, single target, enemy only, 1 range, 1 turn CD] {60/80/100% SWA + 80/90/100% LIGHT ATK} Sword/Spear/Axe skill. An attack that marks a target with divine energy, reducing their evasion by 10/15/20 for two turns. The physical and elemental magic damage are dealt separately.
Shield Throw (3 Ranks) [Skill, 3M, single target, enemy only, 5 range, 1 turn CD] Requires a shield. Use your shield as a projectile, dealing blunt physical damage equal to the weight of the shield, plus the sum of your scaled strength and skill. The target may be inflicted with clumsy for two rounds afterwards, preventing the use of movement skills besides basic Movement.
Crusader's Judgement (3 Ranks) [Skill, 3M, single target, enemy only, 1 range, 2 turn CD] {60/80/100% SWA + 100/110/120% LIGHT ATK} Sword/Spear/Axe skill, Requires Oath of the Crusader. Strike at a foe and bring down your god's judgement upon them. Deals damage, and inflicts a status ailment dependent on your divine element for two turns. The physical and magical damage are dealt separately. The magical damage ignores armor.- Light - Glowing LV 20/25/30
- Earth - Magnetize LV 20/25/30
- Wind - Lingering Damage LV 20/25/30
- Lightning - Hesitation LV 20/25/30
- Darkness - Fear LV 20/25/30
- Fire - Burn LV 20/25/30
- Water - Soaked
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Thoughts and notes
I am a well-recorded palaboo. So I always daydreamed that we'd see a paladin class in SL2 at some point. Though divine element was made so the more neutrally-named champion could easily represent any sort of divine warrior. Initially, it was only meant to throw antipaladins a bone, similar to servant of a dark authority. But then I figured SL2, like many fantasy settings, has a lot of gods. So why not put them all on the table? I initially wanted to include evasion mechanics, as I can see warriors devoted to the old beasts being more evasive than tanky, but it started to feel bloated and I couldn't think of a good way to make the evasion Oath scale with faith and not clash with the class' devotion to the guard mechanic. The Oaths and the whole devotion point mechanic exist in major part to ensure that the class remains mechanically close to it's narrative roots as a faith-based warrior.
As I see it, the class's strengths can be found mostly in their anti-magic potential, and party defense role. I wanted it to be a little more than an inverted black knight, so I ended up including some additions that add religious flavor. They also have the most shield skills of any class, as it struck me as peculiar that shields feel so underutilized. Intervention is a straight up better version of the black knight's sacrifice. As I have felt sacrifice itself is quite weak in it's current incarnation.
For weaknesses, it's primary mobility option consumes a class resource, and even then, could still probably be kited. It is even less mobile than black knight, who has teleports to work with at least. Without teleports, what mobility options it does have would be seriously threatened or shut down by many field effects, such as cinders and ice tiles.
Spell parry would indeed conflict with Eviter and Stalemate, so you could only ever parry one type of attack if your other class granted one of those skills. I figure it would make for a pretty interesting choice. It would also probably only mitigate damage, and do nothing against status ailments that a spell may inflict.
I realize Absolute Devotion may as well not have the stipulation regarding god loyalty for as much as it effects the math in the end, but I thought it was flavorful and harmless enough to include.
I did not include FP costs for the skills and spells. While they would indeed all cost FP, I am left at a loss as to cracking the math behind making that sort of thing balanced.
Tell me what you think. I find theorycrafting things like this fun in it's own right. I already have inspiration that makes me want to start writing another new class concept, too.
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Amazing Island Monster Thread |
Posted by: Sawrock - 03-03-2021, 06:01 AM - Forum: Fruity Rumpus General
- Replies (3)
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As I'm sure you're all aware, there's a very popular and culturally significant Gamecube game called Amazing Island. It's a pretty mediocre minigame collection, but it also allows one to make your very own custom monsters, which can lead to both hilarious, amazing, and island-esque creations. Here's a log of what I've made on my current island so far. Stats given will be of what the game assigns, descriptions will be a short lore blurb that I wrote myself.
Dreamoe
![[Image: cEO8aWo.png]](https://i.imgur.com/cEO8aWo.png)
![[Image: 5UjcFLQ.png]](https://i.imgur.com/5UjcFLQ.png)
![[Image: tLqPEcu.png]](https://i.imgur.com/tLqPEcu.png)
Class: Superb Monster
Frame: Dragon Type
Attribute: Water
Speed: 108
Mental: 85
Weight: 78
Power: 115
Stamina: 93
Grouping: Species
The intentions of a clown caught in the vapor of the dream world, Dreamoe lives to pull pranks on those who sleep too deeply. If you wake up from something particularly confusing, a Dreamoe is sure to share that experience over a bathtime phonecall.
Beaster
![[Image: mN5Vv4w.png]](https://i.imgur.com/mN5Vv4w.png)
![[Image: 8DHy1Mf.png]](https://i.imgur.com/8DHy1Mf.png)
![[Image: 14cglNh.png]](https://i.imgur.com/14cglNh.png)
Class: Bizarre Monster
Frame: Hero Type
Attribute: Water
Speed: 107
Mental: 98
Weight: 69
Power: 97
Stamina: 115
Grouping: Species
Beasters are rabbiit-like creatures who love to give each other hugs and participate in bodybuilder competitions. None of them are particularly good, but because of their size and appearance most predators just leave them alone.
Birddoy Boy
![[Image: 29VhZaj.png]](https://i.imgur.com/29VhZaj.png)
![[Image: oqvNtO3.png]](https://i.imgur.com/oqvNtO3.png)
![[Image: 2kk7Lx8.png]](https://i.imgur.com/2kk7Lx8.png)
Class: Superb Monster
Frame: Hero Type
Attribute: Earth
Speed: 100
Mental: 78
Weight: 86
Power: 101
Stamina: 101
Grouping: Individual
Birddoy Boy has a birthday every day of the year. This makes him very, very old. Unfortunately, with his age does not come wisdom, nor charisma... so he frequently annoys others with his overly dramatic poses done in the worst of moments.
Korby
![[Image: 2CKz1ou.png]](https://i.imgur.com/2CKz1ou.png)
![[Image: Bvipd03.png]](https://i.imgur.com/Bvipd03.png)
![[Image: kAgsR3J.png]](https://i.imgur.com/kAgsR3J.png)
Class: Strange Monster
Frame: Hero Type
Attribute: Water
Speed: 110
Mental: 103
Weight: 56
Power: 73
Stamina: 97
Grouping: Individual
Korby is the champion of the suns. He's very quickly returning to our locale. His worst enemy is a dictator seagull.
BBall Winner
![[Image: 9eYmUlO.png]](https://i.imgur.com/9eYmUlO.png)
![[Image: UtMlcyo.png]](https://i.imgur.com/UtMlcyo.png)
![[Image: lo8QVRd.png]](https://i.imgur.com/lo8QVRd.png)
Class: Elegant Monster
Frame: Dinosaur Type
Attribute: Earth
Speed: 74
Mental: 56
Weight: 97
Power: 137
Stamina: 135
Grouping: Species
BBall Winners are known to participate in every sport known to monsterkind. Most of what appears to be fat on their bodies is sheer muscle. If a BBall Winner ever loses a game, it will integrate into its opponent's society until it is satisfied that some aspect has changed to improve the BBall Winner's performance.
Clawrekker
![[Image: T0skygu.png]](https://i.imgur.com/T0skygu.png)
![[Image: Ynxj3sE.png]](https://i.imgur.com/Ynxj3sE.png)
![[Image: gluU9Rv.png]](https://i.imgur.com/gluU9Rv.png)
Class: Lavish Monster
Frame: Hero Type
Attribute: Fire
Speed: 90
Mental: 94
Weight: 110
Power: 101
Stamina: 104
Grouping: Species
Clawrekkers are security robots from some far-off dimension. They are quite skilled in capturing their targets; their legs can high-speed ski on the ground with jets of air from their body. Their eyes will malfunction in the presence of strong enough dubstep.
Sunic
![[Image: H4un6ia.png]](https://i.imgur.com/H4un6ia.png)
![[Image: onAsocR.png]](https://i.imgur.com/onAsocR.png)
![[Image: W0YRtLF.png]](https://i.imgur.com/W0YRtLF.png)
Class: Plain Monster
Frame: Hamster Type
Attribute: Earth
Speed: 101
Mental: 85
Weight: 91
Power: 115
Stamina: 106
Grouping: Species
Sunics will devour pigs whole while they're still in their mudpiles. They steal jewelry right off the fingers of anyone they can, but they'll be quick to drop it if it means a quick getaway. They tend to frolic in the absence of any sense of order.
Dashopper
![[Image: uk4mcTH.png]](https://i.imgur.com/uk4mcTH.png)
![[Image: lElO3bN.png]](https://i.imgur.com/lElO3bN.png)
![[Image: n7xuyrw.png]](https://i.imgur.com/n7xuyrw.png)
Class: Plain Monster
Frame: Dog Type
Attribute: Wind
Speed: 140
Mental: 68
Weight: 94
Power: 93
Stamina: 116
Grouping: Individual
Dashopper is a grasshopper from Kansas. He enjoys watching baseball games and sipping some orange juice while the wind is soft. He has a loving wife, two kids, and a pet goldfish named Handsome.
Duckneck
![[Image: 70PJSh7.png]](https://i.imgur.com/70PJSh7.png)
![[Image: Js7ALj5.png]](https://i.imgur.com/Js7ALj5.png)
![[Image: tdpxQpw.png]](https://i.imgur.com/tdpxQpw.png)
Class: Lavish Monster
Frame: Macho Type
Attribute: Earth
Speed: 109
Mental: 103
Weight: 86
Power: 82
Stamina: 108
Grouping: Species
Ducknecks are native to islands, where their necks will get particularly long due to the lack of predators. They can quickly become a pest in foreign environments due to their tendency to steal bread and hide in the clouds.
Honred Fend
![[Image: 3EzJieJ.png]](https://i.imgur.com/3EzJieJ.png)
![[Image: djYRyxq.png]](https://i.imgur.com/djYRyxq.png)
![[Image: DiDn3wW.png]](https://i.imgur.com/DiDn3wW.png)
Class: Premium Monster
Frame: Macho Type
Attribute: Fire
Speed: 103
Mental: 100
Weight: 126
Power: 104
Stamina: 116
Grouping: Individual
Honred Fend enjoys French art. Honred Fend is a sadist. Honred Fend hates unicorns to such a degree, he will impale them on his own horns just to show them off to others so everyone involved suffers except for him.
Onearm Jack
![[Image: A8qKJpI.png]](https://i.imgur.com/A8qKJpI.png)
![[Image: GO9oSXa.png]](https://i.imgur.com/GO9oSXa.png)
![[Image: 0N88xJ8.png]](https://i.imgur.com/0N88xJ8.png)
Class: Lavish Monster
Frame: Scorpion Worm Type
Attribute: Water
Speed: 85
Mental: 76
Weight: 101
Power: 100
Stamina: 103
Grouping: Individual
Onearm Jack prefers simple solutions, even to complex problems. He's insanely proud of his gigantic big claw, while shy about his tiny one. His favorite food is hippo meat.
Flea
![[Image: ik4cJlZ.png]](https://i.imgur.com/ik4cJlZ.png)
![[Image: cCm0kpg.png]](https://i.imgur.com/cCm0kpg.png)
![[Image: lXvYdmR.png]](https://i.imgur.com/lXvYdmR.png)
Class: Strange Monster
Frame: Hamster Type
Attribute: Water
Speed: 103
Mental: 93
Weight: 78
Power: 79
Stamina: 81
Grouping: Species
It's a flea.
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Anti-Falcon Propaganda |
Posted by: Tanasinn - 03-02-2021, 08:53 PM - Forum: Sigrogana
- Replies (1)
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In the aftermath of the Black Falcon invasion of Voilegard and its manor, a steady influx of posters, notices, and leaflets begin to circulate. Whether it be on signboards, being handed out by those paid to do so, or otherwise, they all seem to follow a similar theme.
From the almost informative, "Black Falcon forces slaughtered at second disastrous failure in Voilegard", "Arael Schlager goes mad, scares own men into retreat" to the outright slanderous, "Black Falcon leader outed as incompetent puppet", "Black Falcon fails to accomplish anything but killing itself, for a second time", each seems designed to paint the organization as an incompetent, disastrous failure.
Yet, the nature of it makes it unlikely to be targeted towards random civilians who know little of the black falcons to begin with.
Coinciding with the rush of slander towards the falcon leadership, rumors circulate about a particular man with falcon ties offering safe harbor to those wishing to turn away from the organization, and find a new path for themselves.
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Carteblanche (with a Corbie Monk/Verglas) [v2.40] |
Posted by: BillgeeDreamer - 03-02-2021, 01:23 AM - Forum: Bug Reports
- Replies (1)
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I don't know if anyone has used this weapon before in any serious capacity - but I decided to try it out on the initial theory that it might extend the range of my other weapons. Alas, it didn't to my not-surprise, but I found out a few other things. I don't know if they're intentional or bugs, although the way other things act makes me think otherwise. This was all done with a Corbie as well, considering airborne compatibility and Aerial Attacker.
- Carteblanche states it increases attack and sub-attack range by UL/6. As stated above, it only works for Carteblanche itself - although likely intentional, and just confusing wording, as having a with an increased range from Carteblanche would be... interesting to say the least.
- Carteblanche's attack range is stated to increase while Airborne. Instead, it increases while on ice tiles seemingly. Using something like Rising Kick or Gain Air into Carteblanche doesn't work, although if you're grounded while on ice (see next point), then it seems to increase range.
- Carteblanche doesn't force you airborne if you're on an ice tile. Rather, it's only if you do some action that procs tile effects under you (generally movement), or changes your airborne status... I think. Generating an ice point with ice under me doesn't give the airborne buff, although increases the range of Carteblanche.
- Airborne gained from Carteblanche lasts for 2 turns, but doesn't refresh between turns nor stays permanent if over ice - having to be refreshed by the prior means.
While the properties of Carteblanche only putting you airborne if you move/change your airborne status could be intentional, it does seem a tad confusing at times. Although, the book stating that it increases range while airborne is currently false, even if increasing range over ice makes sense and was the initial intention.
I'll do more testing as usual to get an idea of how it all interacts, this is my current investigation though.
Update: Book Smack isn't ranged nor AoE. Probably intentional as well, but I figured I should add.
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/800922468876681226/816122807183998986/unknown.png)
![[Image: unknown.png]](https://cdn.discordapp.com/attachments/800922468876681226/816123068413116416/unknown.png)
https://gyazo.com/fc8bf435842b788c2eaddd9376b8feef (gif of going from not airborne to airborne while walking over the tiles)
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New Skill Learn window Tweaks |
Posted by: Shujin - 02-28-2021, 05:08 AM - Forum: Suggestions
- No Replies
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The new UI for classes/Tip info/how skills are equipped is a lot easier now, and I like that part of the new Class UI and consider it an improvement of what we had before. And I do appriciate that, and how its probably easier manageable for future adding of classes.
However I have one big gripe with the "Learn Skill" part of it, which is a huge downgrade from what we had before on many levels.
It feels absoutely disconnected, things that thematically/mechanically work together hand in hand do not really stand out anymore and even I who knows most of the classes in and out have troubles finding what I need, which I can only assume must be very difficult for people new or with less experience than me.
Let me try to Explain what I liked about the old interface so much more, by looking at one class that certainly reflects my issues the most. Demon Hunter.
Old System:
-All stances and their passives were neatly arranged in order where you know exactly just at first glance, which stance had what skills/Passives.
-While not a big issue, back then you saw everything in one click (info/what ranks do)
New System:
-Its just skill next to skill its not even the first six reaver, then cobra or something but first the active skills of each stance, and then the passives than the innates, which from an outside perspective and without prior knowledge of what belongs to what is super confusing to look at and I think new very newbie friendly.
-you have to click back and forth from description/rank advantages. Its a minor gripe.
-it looks very cramped cause of the small size.
While I said Demon Hunter, every class has this issue more or less, combo classes like Verglas/DH are hit harder than others but its still all the same.
Is there a chance that we mayhaps could get a new Skill Learn interface thats a bit more akin to what we had before and sorts the things a bit visually? I think it was much more appealing and much more practical. I really loved the layout before, the borders, the way it was sorted made reading up classes so much easier as you saw most things at first glance even without actually clicking any skills.
I think the old skill tree was an absolute masterpiece design wise.
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OPERATION BP [AFTERMATH] |
Posted by: Druby - 02-28-2021, 03:02 AM - Forum: Sigrogana
- No Replies
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IC
Fires smolder and embers dim as both the Black Falcon and the Empire retreat to tally their losses in the aftermath of Operation Black Plague. The Empire suffered great losses as, with the Guard stretched thin across the wide and breadth of the Empire in the wake of recent attacks, the Black Falcon were able to use this in order to hone their force into a sharpened dagger and strike their true target. An attack at the Nameless Shrine proved to be a feint as Arael and Mother, along with a massed force assaulted Voilegard with every intention of unleashing Mother's parasites on the populace.
Though the Empire lost much, the day was won in an Imperial victory. The defense of Voilegard was a success, with collateral damage kept to a minimum. Black Falcon forces were forced into a route, and the Black Falcon's leader humiliated. Already, news of deserters begin to flow as countless members cast aside their masks and either turn themselves in, or attempt to blend into the populace once more, bringing with them vital information on the Falcon's movements and facilities. Key among this new flood of information is the Falcon's current stronghold, supposedly located in a castle in a mountainous region in northwest Kysei. Both heavily manned, and with the terrain in the defender's favor, it's unlikely for a massed assault to breach the defenses for the time being, not without great coordination and effort. At the same time, it seems unlikely for the Falcon to reposition anytime soon, and so for now, a stalemate holds...
Mother herself was fought into retreat preventing her from spreading her parasites further than the areas surrounding Voilegard. A civilian evacuation, combined with an effective response from medical specialists, mean that Voilegard itself remains largely plague free for the moment, however the wildlife around the town have proven to be ample hosts and have slowly begun spreading outwards.
Empire officials have requested aid in a concentrated effort to control the parasites, and thus the plague, and all personnel both willing and able to volunteer are being asked to report to appropriate offices to coordinate in this matter.
OOC
For anyone interested in further investigation and other aftermath related events regarding Operation BP, feel free to DM Fern#5298 on discord, or contact us in the event servers! The plague zones outside of Voilegard will soon turn into smaller events for people to handle.
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