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  [v2.38] Bouncy On-Hits
Posted by: Autumn - 01-16-2021, 06:48 AM - Forum: Bug Reports - Replies (1)

The damage of Brine Blade is a lot more satisfying now that it uses the caster's water ATK, however the issue of Brine Blade still not ignoring M.Armor is present, causing it to be reduced in damage somewhat substantially as a result.

Useful note to know is the target I am hitting has 11 M.Armor, and I am removing it between tests.

[Image: DZUy4ln.png]

I will also note out this applies to Elemental Augment, Serpent Strikes and Dark Imbue as well, where M.Armor is reducing the damage of these effects significantly.

[Image: yVSB0NS.png]
[Image: qcYXjVh.png]
[Image: L4UwyPJ.png]
[Image: Ap64Yut.png]


I do not think this should be a thing globally for on-hit effects.

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  Character Tier Lists
Posted by: Sawrock - 01-15-2021, 06:00 PM - Forum: Fruity Rumpus General - Replies (3)

Post your character tier list of how much you personally enjoy characters. I'm not talking from a narrative standpoint. I mean how much the character rings with you, you catch my drift? Obviously, you won't be able to include every character, so just pick the ones that first come to mind.

Here's mine.

[Image: unknown.png]

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  Arbalest Rework (And things I'd like to see from it)
Posted by: Autumn - 01-15-2021, 01:30 AM - Forum: Suggestions - Replies (10)

Its no doubt that currently the most dated class in the game is Arbalest, there are a number of problems that the class has as a whole, whether perceived as weaknesses or issues is a case to case basis, but the class doesn't really serve the fantasy it tries to go for at the moment, due to a lot of previous nerfs and quite frankly just it being outdated as hell.

What I see Arbalest as is that its supposed to be the immobile artillery of the fight, it wouldn't be able to move on its own very well, nor should it ever want to move, in exchange for this low mobility and likely a lack of utility it would have:

  • Extreme Range
  • High Firepower
  • High Durability
  • High Crowd Control

Most of this is already in Arbalest, save for high durability given that Heavy Wall is kind of outdated by now and could probably be reworked into a passive instead.I would like to go over Arbalest's skills that have a decent amount of power first here:


  • Buster Cannon is 90% of the class' power budget currently, this skill is AMAZING for what it does, BK can play against it but no other tank really can, it serves as a good check to tanks and should remain in some capacity.
  • On Demand CC in the form of Blowback Cannon, usually not worth over Buster Cannon, but has its uses.
  • Heavy Tackle is surprisingly potent when built for, if more arbalests were keen to build STR (which they are not currently) it would likely retain some power, though the damage output of the skill is extremely low and should be based on SWA + B/W like Board Shaker is, that way it can be uncapped again.



Thats about all that arbalest has, it has great innates that fuel its damage but those tend to be unnoticeable at times, next I'll list some skills that fall flat, and/or have been over-nerfed mostly by pure coincidence:

  • Oil Chain is simply not that good anymore, unlike cinders the fire doesn't have on-round damage, and only contributes 120% fire ATK to the initial attack, afterwards it acts EXACTLY like cinders do and splits damage for pulls/pushes, this assures the skill doesn't completely annihilate someone so I'd like to see it get something else.
  • Straight Cannon is not worth putting your weapon into reloading currently, and is kind of a boring skill anyways.
  • Deadly Aim is an outdated stat buff, given Arbalest is a Basic Attack centric class, this could easily be turned into a hit/crit steroid buff.
  • Reload Accel is a whole ass 5 momentum, I'd rather see this become a cooldown skill instead, 5 round cooldown should suffice to be long enough.

That about covers what the class is currently, as for the things I'd like to see from a rework if it were to be considered would be:
  • A Mechanic that encourages the class to build high STR, currently the class suffers from a lack of stat points, which is detailed below, I think a very unique and interesting mechanic is the ability to scale its critical damage from STR instead of GUI for bows only.
  • The ability to bunker down and immobilize itself is both thematic to the class and could potentially provide a good costly boon to it.
  • More B/W centric mechanics, it only has like 2 of them currently.
  • More durability, likely coming from heavy armor, it should be physically tanky but not as much as Black Knight might.
And that wraps it up for this thread, thanks for reading as always.

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  Heaven Below
Posted by: Perdition - 01-15-2021, 12:51 AM - Forum: Balance Fu - Replies (1)

This skill has an absurdly punishing condition for maintaining it. If you take any form of non status or non field effect type of damage, then it's gone. If you killed any enemies to raise its level cap, then that doesn't matter anymore because the status itself is gone and when you regain it you have to start all over. 

Taking damage is entirely unavoidable with autohits existing, so this passive feels entirely useless. I think instead, for it to begin stacking it should require all of your bonded youkai out. The status is loss upon the start of a round where all of your bonded youkai are not summoned, and it's lost immediately if any of your bonded youkai are killed.

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  v2.38 Anchor Edge attack animation always uses the same position
Posted by: Fern - 01-13-2021, 09:32 PM - Forum: Bug Reports - Replies (2)

When you use a normal attack on an enemy while using Anchor Edge, the game will always rotate the icon in a single way regardless of the direction you swing it at. This was not an issue previously, for the record, so I'm guessing it has to do with the Regalia update part of it in some way.
 
Easy to test, just grab an Anchor Edge and hit the Prinny from different directions. Make sure to look at the Anchor Edge's animation when you do the attack - it'll always have the same position regardless of how you're swinging it, instead of rotating accordingly for west/north/south/east.
 
EDIT: Screenshot from test server below. I swung at the Prinny from the left and the icon showed up as if it'd be moving upwards. It seems it's always positioned towards the north.
[Image: LQpfWDH.png]

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  Map Errors [V2.38]
Posted by: InsainArcaneBirdbrain - 01-13-2021, 02:20 PM - Forum: Bug Reports - Replies (2)

There are two map errors that I've noticed recently that I wanted to bring up. The first is in Oniga, with the player houses having an odd (missing?) collision in their center. This seems to be the case with every player house there.

[Image: Capture.PNG]


The other thing that others have noticed is that Black Beasts and the battle scars can both spawn inside the Tannis inn. 

[Image: inn_fears.png]

One final thing that may or may not be an error is that the building doors for the mage guild and inn are not barred during raids unlike in the old Tannis map.

Edit (1/13/2021): The black beast spawns are not just occurring in the Tannis inn it seems, but the mage guild as well.

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  v2.38 Fruit of Fluidity doesn't reset traits
Posted by: Fern - 01-13-2021, 08:39 AM - Forum: Bug Reports - Replies (1)

[Image: zytXVTz.png]

It does the first half, but not the second one where it says it resets traits. Easy to test - just grab a Fruit of Fluidity and check your traits after using it.

My traits were not locked when I bumped into this.

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  Sing/Song say emote not working V.2.38
Posted by: Moku203 - 01-13-2021, 12:44 AM - Forum: Bug Reports - Replies (2)

I recently discovered this was a thing, and now it seems to have stopped working, it won't let you push spaces when trying to use it.


What the bug does:

Prevents the use of the Say: Sing/Song 


How to recreate:

Attempt to use Sing/Song as a say verb, it will not allow you to put spaces and does not post anything.

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  The Great Slowconing 2 (Default name change for debuff)
Posted by: Snake - 01-12-2021, 10:39 PM - Forum: Suggestions - Replies (2)

Currently in the game we have multiple status effects that alter (negatively) your movement, but... we do not have a 'default' status effect for it. This is kind of ugly when trying to discuss with someone else and never have a 'default' name for what the 'slow' status is named in SL2.

So! I'd like to suggest something simple this time, basically just a rename in a sense:

Quote:- Remove Celsius and Move Mod debuffs from the game.

- Add 'Slow'; Effect: Move is reduced by LV.


That's my ted talk, but if the removal of Celsius is not appealing, just change it to have an effect of its own, like Celsius lowering someone's temperature and making them susceptible to being Frozen (i.e, doubles the LV of Frozen if someone is inflicted by it while under Celsius). It justifies why it would be different from any normal 'slow'.

Otherwise, I don't see why it should stay this way, myself.

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  More ways to expressyoself
Posted by: Moku203 - 01-12-2021, 05:29 PM - Forum: Suggestions - Replies (2)

A simple suggestion, nothing too crazy and I wonder if it would work.


Basically what I had in mind was more emote and says, currently we have normal, loud, and quiet type emotes. 

I even noticed you can sing (though it no longer lets me use it for some reason.


My suggestion is basically, MOAR!

something like a mumble, not quite a whisper, that would work somewhere between whisper and say, for when you want people around you to hear something, but not everyone.

as for others, perhaps mumble would just be say, but much like quiet person, it would block things, perhaps making only some of the say be heard, as if you were hearing it, but not quite, not sure if that would be possible, just a fun idea I had recently.

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