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  Youkai and PVE
Posted by: Senna - 01-12-2021, 03:47 PM - Forum: Suggestions - Replies (1)

Senna's back at it again with another one. I'm not sure where to put this: Suggestion or balancing, but we'll see how it goes.


This thread is mainly towards PvE if the title didn't explain already.

I'll try to keep this short but...
...Youkai's kinda sucking PVE wise at the moment. 

Why is that the case? They run out of Focus Point too quickly. While the game has a few options to aid with Youkai's HP wise, there isn't much for FP. If they run out? Tough break, you either spam bleeding hearts (Which aren't easy to obtain) or run out of the dungeon and to the nearest Inn.

This happens every two to three battles. Maybe every one battles if they're in a high-level dungeon.

That doesn't sound too serious right? When a dungeon can de-spawn at almost any moment; this means, the time you take to run to the nearest inn and back, every one to three battles, there is a chance you might return to an empty spot where the dungeon once stood.

Nothing feels worse than putting in all that effort only to lose your reward.

How did this problem come to be? Due to youkai's FP cost being fixed actually. Add a repeat action penalty to it, and they'll be using up their entire pool of FP faster than you can blue potion them.

How can we fix this? I have a list of suggestions that could help. Choosing already existing options and seeing how far they can be tuned/adjusted.

Suggestions:

Energy Transfer - Instead of a +16 bonus, how about +16% of the Summoner's Max FP pool. Bonus effect: If Summoner(s) is the main class, if the user targets themselves (Cost 4 momentum and has a 2 round CD), they can transfer energy to all active youkai's but the cost timers based on the amount. (So if it's three youkai's, the cost is timed by three however all three would only obtain the original 15 cost bonus.) \

Reason: Due to the repeat action penalty as well as the fixed cost for Evokes, +30-+50 Recovered FP is barely enough to get by as the Youkai would use that exact amount within one and a half rounds. (Or just one round). This does not help much when you're using more than one youkai at a time. You'll end up spending your turns just refueling the youkai's back to back without doing much yourself.


Grand Summoner

Spirit Regeneration - Bonus effect: When the battle is over and your youkai's are not at 0 HP (Summoned or unsummoned), they may regenerate rank x youkai level in both FP and HP.

Reason: For it to act similar to food regeneration/recovery. As stated before, Youkais do normally run out of steam (Focus Point) in battle very quickly; just like a normal adventurer who hasn't eaten food for recovery. A way to aid with their after battle restoration to make dungeons a lot more smooth.


Bonder

Heaven Below - Adjusting: Instead of completely losing the status, if they take damage from a monster (Not including bosses), instead of completely discarding the status, it decreases by 1 level. Or we can just include monsters to the list of things that don't remove the level.

Reason: Same as grand summoner's Spirit Regeneration reason. Offering a youkai a way to drive through in a dungeon without adding extra lays of tedious activities and unfun nature to using Youkais in PvE. AKA, constantly having to run back to inn them due to their FP situation.

All of the above is suggested to aid youkai with their PvE struggles. So people can use them instead of switching the class to something else. I truly rather youkai also have some PvE presents like they did prior before the Evoke cost bug fix.

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  Wemote Function Broken v2.37
Posted by: Druby - 01-12-2021, 09:03 AM - Forum: Bug Reports - Replies (1)

The wemote function doesn't seem to be working as intended anymore. Normally it functions as an emote within whisper range (3 tiles), and gives italic text to indicate that it's a wemote. However, right now, wemote text does not show up in italics and seems to function at the same range as a regular emote. It's easily replicable with two people.

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  New Tannis Map (QoL Teleporters)
Posted by: Snake - 01-12-2021, 01:30 AM - Forum: Suggestions - No Replies

First and foremost, I'd like to tip my hat to Apple. The map's gorgeous, although it suffered a little from fast accessibility. Nothing that cannot be fixed with our good ol' teleporters that go from point A to point B and vice versa.

My request on those specific points is mostly due to how people tend to naturally enter Tannis from the west-most of the map, and tend to get stuck in this new map when trying to access the middle. So here's my proposition for fixing this slight issue we're having.

West Entrance
Put a teleporter here...
[Image: unknown.png]

that leads to... right here!

[Image: unknown.png]



North Entrance
Put a teleporter here...


[Image: unknown.png?width=610&height=473]

Towards...

[Image: unknown.png]

And that's pretty much it!

The main reason is that opening a menu every time I enter a city is kinda bollocks, when I can just move into a warper and double-click it to get teleported to the general location where everyone seems to like gathering around.

Besides that, outstanding work! Beast raids will be hellish now, and that may become a thread of its own since it doesn't fall under this category of 'QoL', but maybe these warpers will even help on that. Who knows?

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  New Trait: Swap Hands
Posted by: Shujin - 01-11-2021, 11:04 PM - Forum: Suggestions - Replies (3)

As someone who juggles weapons around alot on one character, I sometimes want to use the potential skill of the weapon that I have in the off hand....So what do I do to acheive that?... I swap with my Item bag weapon...And then swap my mainhand weapon with that...And if I needed my mainhand weapon in the offhand? I need to swap one more time! thats 9M just to do something as simple as swapping the weapons in your hand.

So here is an idea, that I think other people can also get into.

1.) Trait: Swap Hands

use 3 M (or 1M?) to switch your mainhand weapon with your offhand weapons.

2.) Trait: Weapon Juggler (needs Swap Hands)

Swap Hands first use a turn is free. Additionally, the first time swapping a weapon from your item bag is also free.


this should help the Demonhunter that want the weapon swap skill, as well as everyone else who uses 3 weapons. probably also needs some Cel requirement, or skill? Whatever. I suggest 15-20 base cel as requirement.

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  Opinions on the state of vampire Naga sound effects
Posted by: alyssiaerend - 01-11-2021, 11:26 AM - Forum: General Discussion - Replies (4)

So I've come to the conclusion that this thread can be made, and will be made, it won't be a long post but first I want to make it clear the purpose behind the thread:

- To collect the communities opinion on Naga sound effects, both normal Naga and Vampire
- Allow the community to suggest things they would rather see in terms of Naga and Vampire Naga sound effects
- Allow the Community to suggest how they would prefer it be handled in general.

Everyone's opinion is welcome and hell you can share your experiences as a limbless lizard.

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  Excel Sniper (and other?) Bug V.2.37
Posted by: Moku203 - 01-11-2021, 08:05 AM - Forum: Bug Reports - Replies (4)

There seems to be a bug with Excel Sniper (possibly all Excel weapons) in which the game gets confused if you use Limit Potential..

What the bug does: BEEG DAMAGE!

How to recreate the bug:

When using an excel sniper, with Limit Potential ON, charge to lvl 3, then turn Limit Potential OFF, and fire a shot, it will do upwards of 600+ damage

It seems it is making some kind of flag go off, that gives you 300% or more damage boost.

Screen shot of De-bug info as well as the absurd damage

   

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  Aquamancy Water Wall Rework Please
Posted by: Grimmnaka - 01-11-2021, 07:20 AM - Forum: Balance Fu - Replies (3)

The Aquamancy Water Wall Ability, needs a bit of a rework. the move itself is supposed to prevent people, and projectiles from going through the wall, as is stated in the abilities description. 

However I've noticed it doesn't stop, any bow or gun attacks. Which is about half of the games projectile moves, not counting other classes FP moves. What makes that increasingly infuriating is that it prevents all allies projectiles, bow, and gun included from going through it, but allows the enemies bow and gun to go through it, which makes it even worse.

I'd request the wall be updated to prevent bow and gun attacks from going through it. Since its not doing what the abilities description says it should

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  Free The Slither(Vampire Naga suggestion)
Posted by: Tanasinn - 01-11-2021, 02:37 AM - Forum: Suggestions - Replies (2)

As of current, the slither sound effect of walking as a naga is tied directly to race. In a semi-recent bug report, it was confirmed that this is intentional.

This still presents a problem for anyone who wants to be a vampire naga, as vampires cannot reproduce the slithering sound when moving, which immediately gives away that they're not, in fact, snakes. I'd like to suggest that the slither sound effect somehow get tied to the icon part, so you can actually make a vampire naga without fear of being immediately metagamed as a vampire.

While it's against the rules to metagame, of course, it's still jarring to see/hear, and still something that would give away what you are trying to do, character-wise.

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  Concealment Toggle
Posted by: Ace - 01-10-2021, 11:49 PM - Forum: Suggestions - No Replies

I'd like the concealment talent to be something you can toggle on and off different items, I don't know how hard this would be but with item, regalia's being such a used thing I figured something like this would be cool. Being able to show you jordans[shoes] and jersey [torso] while hiding your weapons and accessories sounds like a good idea to me, rather than alternatively having to leave other things exposed just to show that your wearing Jordans.

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  [V2.37] Who Invited You?
Posted by: Blissey - 01-10-2021, 09:34 PM - Forum: Bug Reports - Replies (2)

You can go into the Lispool summoning door without having Summoner equipped, or if you're otherwise a Destiny class that isn't Summoner.

I checked the other doors and they remain closed appropriately for me.

How to replicate:
Just don't be a Summoner, be Destiny, or don't have the Contract passive, and walk into the Lispool door.

Assuming I'm not missing anything, this doesn't seem intentional nor should I have any ability to get into that specific door if any other door wouldn't let me in.

I also figured this may have been due to the Shapeshifter update, but it wouldn't make much sense because all you'd need is level 20 Summoner as a class equipped so you can walk in.

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