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GR1 Leftovers
Forum: Balance Fu
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Blotch Evasion
Forum: Balance Fu
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Yesterday, 09:16 PM
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Bring Seiryuu Back
Forum: Balance Fu
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Yesterday, 09:12 PM
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Pocket Sand (Rogue)
Forum: Balance Fu
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Yesterday, 09:08 PM
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Chimera Hit
Forum: Balance Fu
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Yesterday, 09:07 PM
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Flash of Light
Forum: Balance Fu
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Yesterday, 09:02 PM
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Bows
Forum: Balance Fu
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Mastery of STR Crit
Forum: Balance Fu
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Post-Server Reboot Login ...
Forum: Quality-of-Life (QoL)
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can couloir not be affect...
Forum: Quality-of-Life (QoL)
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Weapon switch for Demon Hunter |
Posted by: SolAndLuna - 01-10-2021, 08:45 PM - Forum: Suggestions
- Replies (6)
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During a conversation with some people, an idea came up, so I figured I'd toss it up here real quick.
The Demon Hunter class' stances give a fair deal of variety of things that can be done, however some of the stances don't quite play nice with each other, the key example of those being Reaver and Desperado. While Reaver can technically be used with a gun, a lot of the times it shouldn't be, and Desperado's skills all require a gun to be used. And, seeing what the class is based on, it would make sense for it to swap between sword and gun easily. So, this passive skill would be a theoretical suggestion to resolve it.
Weapon Shift - Passive skill.
A Demon Hunter doesn't play by the rules, and this extends to their use of weapons. When changing stances from Reaver to Desperado or vice versa, if the abiity to switch weapons isn't on cooldown, you automatically equip the weapon in your item belt in place of your (main) weapon. Afterwards, the ability to switch weapons goes on cooldown for 2 rounds.
Obviously the name and effect could be changed, but I figured this would resolve the issue with weapons while also giving a reasonable disadvantage to the passive.
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Attack animation regalia |
Posted by: Perdition - 01-10-2021, 07:34 PM - Forum: Suggestions
- No Replies
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I think another neat idea for a patrion item would be a regalia to change the attack effect on a given weapon. For example, if I wanted to not spray prismatic jizz every time I swing my mirror spear, I could instead use the blood spatter effect of Fellgrant Drinker, etc.
Perhaps the animations could be limited to other weapons of the same class if necessary, but yeah.
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Isenshi |
Posted by: Perdition - 01-10-2021, 12:54 AM - Forum: Balance Fu
- Replies (2)
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rock magic bad is a common sentiment among players, especially Isenshi. Isenshi triggers people to no end and generates salt like possibly no other skill in the game. It's no secret the spell is incredibly overtuned, and it's obvious when you look at it for all of 5 seconds. It:
Has a huge AoE range
Has a % damage amplification that scales by rank (you can reach 60% (!) bonus damage with spirited Isenshi) that kicks in with an incredibly easy to fulfill condition
Scales the same as other Evoker spells damage-wise despite being a defensive stat, something which all of the lower tier mage spells don't allow earth magic to do
Pulls anyone within its massive AoE range into the "danger zone" that has so much is taken any earth damage within the last 7 or so turns due to magnetize duration being able to be extended by talents
Looks the coolest of the 2nd tier evoker spells by far
The easiest and obvious change that I think should be done is removing the % damage amp that it currently has. It's mind boggling that this is even on the skill to begin with, and it has no business being on an earth magic spell of all things. Thus, it should be replaced with something else. Perhaps targets in the range threshold can be immobilized instead, or there can be an inflict based chance at inflicting lingering damage which LV scales based on rank, due to the rock "spears" piercing/puncturing the victim. It could reduce enemy move by an amount based on rank, idk. Finding a good effect to shift the damage amp to should put Isenshi in a much more balanced spot without anything else needed.
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Stacking Evasion |
Posted by: Autumn - 01-09-2021, 09:21 PM - Forum: Balance Fu
- Replies (14)
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While its not inherently a problem yet in the game, I could very well see it being a problem, culling this now would allow even more evasion increasing effects to exist where ever necessary as well so I feel like this should be addressed now.
Evasion DR increasing effects can be stacked together, this means that with an oracle Verglas/Spellthief you could be obtaining:
Base 30% Evasion
+15% Ice Point Guard Evasion
+15% Ring of Pearls Evasion
+20% from Premonition
This means that I have effectively 80% Evasion DR, even if its not ideal or unstoppable, if more of these effects are introduced in the future it should probably be noted that these cannot stack, it should instead take the highest increase and apply that instead.
On a side-note, a Boxer/Spellthief or Boxer/Verglas can take this one step further, with infighter gi giving an additional 4% effectively and Swaying giving an extra 60% when spirited, you could obtain a whole ass 99% Evasion DR currently.
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Isabella Tunnin - Noble House & Special Weapon request |
Posted by: Lonestar - 01-09-2021, 08:15 PM - Forum: Approved Characters
- Replies (1)
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Applicable BYOND Key - Luxerion (Not the key the character will be on.)
Character Name - Isabella Tunnin
Request Type - Character History & Special Weapon
Request Details - House Tunnin - House Tunnin is one of the Major Noble Houses in Alstalsia that is part of the High Council. It's less of a house per se and more of a tribe that lives in the wilderness filled with powerful monsters. I wish for my character to be part of said tribe, from birth to now, as simply a member. No relation to anyone important within the tribe or the holder of Gae Bolg themselves.
Worldcleaver - A two-handed labrys axe with a long shaft that can be used to reach enemies from a few steps away. Decorated with remains of magical beasts from the Darklands, funded with metal crafted by the tribesman from her home, the blade combined gives a gradient lilac to strong purple color with multiple white 'dots' in it, resembling the stars.
The weapon has a magical attritube that it can absorb spent focus from the air (caused by either the user or those around) and store it as power. When charged up, it can be used on the user's command, to deliver a devastating blow while spending the focus stored on the weapon.
Prolonged use of the weapon (years) may change the user's racial or physical traits to match the weapon's cosmic purple color.
Reason why you are making this request (if applicable) - I've had this idea for a good while since Dev's added the lore of the rest of the houses last year and have gotten a particular interest in House Tunnin for 'breaking the general idea of a Noble House'. I need GM permission to make them part of the House as well as provide details of the weapon so there's no problems in the future.
Roleplay & Lore supporting your request - https://neus-projects.net/forums/showthr...p?tid=2141
For the weapon in particular, due to the vague description that is 'magical monsters' in the Darklands description, it's however stated that they do use monsters remains to make powerful weapons, and I felt like a weapon that uses stored spent focus to deliver a powerful strike not to be that gamebreaking by any means.
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Custom tomes nerf thread |
Posted by: Shujin - 01-09-2021, 06:54 AM - Forum: Balance Fu
- Replies (16)
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Its time!
I am not even going to explain this much, people know its true.
All custom tomes need their total scaling reduced to 100% total.
Tomes with defensive stats in it need the defensive part be halved and added to the will part Or entriely removed. No more best of both world shenanigans. (Def, Res, Vit and maybe San are waht I consider defensive stats. Cel gets a pass in my book.) Aka 75%Wil 25% defensive stat scaling.
Seeds are good enough to justify 100% scaling. Nothing can justify full hybrid defense scalings. Ever.
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Player Fandom Wiki |
Posted by: Ace - 01-09-2021, 01:36 AM - Forum: Suggestions
- Replies (11)
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I think it would be cool to have a fandom for the characters in the game alongside the one about the game, it's something I thought about for a while due to playing a game where you were inclined to do the same thing. And while this game definitely has little to no problem world building I think it'd be interesting to see how different characters connect to each other and the lore. Of course, alts are a thing in Sigrogana but even at that with them being characters that play a role ICLY I think it'd be pretty cool to see.
-this and also figures in the lore getting more written 'profiles' in a sense like being able to go on the fandom and read about the Emporer or church knights and even get a grasp of what they look like if the image for the page is just even a silhouette pulled from a manga page, idk how that side of things would work assumingly that needing to be added in by gm's, dev, and very knowledgeable players but yeah...I just like the gist of the idea.
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Refreshing Flow |
Posted by: Snake - 01-09-2021, 01:02 AM - Forum: Balance Fu
- Replies (2)
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Since Antmen are the main topic for the time being, I'd like to pitch in this too. Refreshing Flow has a 7 round cooldown for some reason, and a very tiny regeneration over time along with a -very- underwhelming effect that consumes its so prized stacks of Aquae Crest, while things like PR-Regenerative, High Quality Bandages and Black Elixir only cost about 3M, have no cooldown or last for 5 rounds for a minimal resource consumption.
Alas, what do I propose to -this- in particular? Something really broken. I don't know how easy or hard this will be to implement, but I'd suggest a small overhaul of its functionality.
Quote:Refreshing Flow
- 4M
- 5 round CD
Targets 1 ally in 5 Range and surrounds them with magically-enchanted waters which heal wounds slowly. That ally gains Refreshing Flow LV X (based on Rank) for 3 rounds, which increases HP Regeneration by its LV.
Aquae Crest: If LV 3 or higher, consumes all levels and restores their HP immediately, equal to (Aquae Crest's used LV)*3% of their maximum HP. If used at LV9, it also reduces the LV and duration of Poison by half.
Why change this? This ain't Graft. It doesn't do a massive burst healing nor is enhanced by any other means like Light or Water ATK. So I'd like it to be a resource-consuming-for-stronger-effect kind of deal, being the ONLY actual heal an Aquamancer has on their own. Reducing the cooldown by 2 but increasing momentum by 1 will also help on terms of having to 'stand still' to use this technique, added to the inability to use this together with Mass + Graft in a single round.
And also given its Aquae Crest requiriment, this won't be another Spellthief DLC.
So, how about it?
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Dungeon Overhaul |
Posted by: Perdition - 01-08-2021, 10:34 PM - Forum: Suggestions
- Replies (1)
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The general consensus (in my interactions anyway) is that dungeons tend to be neat for new players going through their first experience leveling up their character(s) and as they experience more and more of them, they become a slog in the way that many veterans of the community view them to be. With the LE system especially and the SL2's alt culture, it becomes essentially a chore that people go through in order to "full book" their characters entirely OOC due to the fact that you don't want to be IC, you just want to finish this unenjoyable task as quickly as possible so you can feel like your character is "complete" and then get to RP.
While making dungeons more fun or less braindead may not push people to RP more in dungeons, it can turn what many consider to be a chore into something much less burdensome.
The first thing I think needs to be addressed is that when you get to higher level dungeons that are packed with floors with 5 mob packs, that's when things start to feel genuinely bad. These are dungeon crawls that can turn into literal hours long sessions that put people to sleep or make them break and do literally anything else but that. The extra packs don't add to the difficulty of the dungeon, they just artificially extend the time it takes to get through them. Typically if you can slaughter one pack of mobs in a dungeon, you can continue to do so without trouble so long as you have decent food. All that gates you from the core is the time it takes for yours and the enemy's attack animations and how quickly it takes you to kill the enemies.
Even in the case of getting worn down by consecutive packs, people can easily just feather out, heal at the nearest inn, and return where they left off.
My suggestion is to shift the focus of BDPs away from constant fighting to puzzle based challenges. Things like finding all of the seals and breaking them before you can continue. You can see dungeons like this in games like Genshin Impact, where there isn't actually that much fighting in the dungeons, but rather a series of puzzles the player has to solve. I think each floor can have a randomly chosen puzzle that has to be solved, with 1 pack guarding the end of each floor that would contain 1 miniboss, and maybe 1 to 2 other roaming packs in the middle of the dungeon's floor. To accommodate this, I think more maps should adopt the maze type setup commonly seen in whirlpool and fire altar maps, or just be made larger in general.
From there, you can add puzzles that wouldn't be completed quite as quickly/easily as they would on normal sized maps so that BDPs aren't a complete breeze. For example, one type of puzzle you can add is, when generating the floor, a tablet is at the start of the floor detailing the order in which you have to interact with 3 different colored runes/buttons/whatever in order to unseal the way to the next floor. Some floors can simply be the maze itself, maybe these could be more common for lower level BDPs and become less common as the lever of the BDP increases. If it's possible to program, you could add block puzzles that you have to push blocks/pillars along a fixed path and get them into fixed holes like things you see in Pokemon ice dungeons. There are different things you can do to make dungeons more interactive/less of something you slog through on autopilot.
There are, of course, other types of puzzles that could be added in, but I think this is the kind of direction dungeons should take.
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