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  Create Shade Shades
Posted by: Autumn - 12-31-2020, 04:49 AM - Forum: Suggestions - Replies (4)

I think the dummies used for Create Shade are a little offputting at times, they're not like Wraithguard's noodle-y mess but they could still be a little bit better in my opinion.

If possible, could we see the Shades spawned by Create Shade instead take the player's image and make it slightly transparent for all 4 of the shades to spawn? This would make it closer to what it probably is supposed to convey, and those being clones of yourself.

If they cannot be transparent then just having it call the player's image is fine enough in my opinion.

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  Managing Shop closes Shop interfaces for everyone
Posted by: Moira - 12-30-2020, 03:32 PM - Forum: Bug Reports - Replies (1)

Whenever someone goes to manage their shop, if anyone is attempting to buy from a shopbot or has that menu open, their window gets closed. This is server wide. I tested managing my shop in a player house in Cellsvich while my friend was in Tannis and it consistently closed their shop window every time I hit 'manage'.

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  Add Jammer Bones to the Casino
Posted by: Moira - 12-30-2020, 03:30 PM - Forum: Suggestions - Replies (3)

Hey dev as discussed on discord in the past, I think it'd be good to add Jammer Bones to the casino since there's no longer a way to really obtain them with the ability to break down furniture removed from the game. 

Thank you!

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  Purifying Aquae
Posted by: Autumn - 12-30-2020, 10:04 AM - Forum: Balance Fu - Replies (2)

This skill is severely disappointing, its basically not very useful in its current state, and I will explain exactly why very shortly. But I believe that Aquamancer's supportive qualities are mostly weighted on Call Storm being up anyways which is a pretty huge investment for the Aquamancer, it takes some building up to get to or literally being mono-classed to get it off from the start.

For one, a lot of its weight is put into the lvl 9 Aquae Crest effect, so much so that it cripples the skill otherwise, and is only useful if your intended targets only have 1 negative status on them (Which with things like Claret Call and Fleur is not very common at all). This skill is supposed to be a reactive one that is used to turn the tides of a certain scenario, and Aquamancer is not always gonna just be sitting on 9 Aquae Crest levels all the time, infact they uncommonly do from my experience playing it.

Secondly, a more major issue with how the skill functions, in its current state, selecting 1 high level status effect and reducing its duration is not useful even the slightest, some of the most important statuses in the game have extremely low levels, to put some into light:

-Interference is lvl 5
-Silence is level 2
-Knockdown is level 25
-Poison is level 15-30 generally, sometimes higher.

While knockdown and Poison arent quite as low, here's some more high level statuses that are far far more likely to occur in a fight AND interfere with any of the above statuses:

-Claret Call (Ranging from 1-40)
-Hunted (Ranging from 12-30)
-Magnetize (Ranging from 1-100+)
-Blind (Lvl 50)


I would be absolutely fine moving that Aquae Crest effect down to 3 levels instead, this skill needs to be able to be used on a whim, but I get that slapping cleanse potion on a skill is incredible worthwhile, but I would like to bring up the many downsides of Purifying Aquae compared to a Cleanse Potion:

-A WHOPPING 40 FP cost.
-5 Round Cooldown (Compared to Potion Sickness being 3)
-Is a spell and not an item, allowing one to be silenced/spell stolen to prevent it.
-Cannot cure uncurable status effects unlike cleanse potion


Thank you for listening, I realize this will sound very complain-y, but I'm doing my best to express how this skill fails to deliver its intended purpose.

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  v.2.37 Kinu's Cobra dodges DoT damage
Posted by: Fern - 12-30-2020, 02:58 AM - Forum: Bug Reports - Replies (2)

Kinu (2) (the Boss) can still Cobra dodge DoT damage. Tested with Poison ticks.
 
Catch up with the times, old lady.

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  Stares Blankly At Nothing, OHNO. (2.37)
Posted by: Balor - 12-30-2020, 12:17 AM - Forum: Bug Reports - Replies (4)

Okay so I am sure this has been reported in the past, at the least I hope it has. And so far it still exists so I feel this is worth bringing back up. 

I am unsure what exactly causes it, but in fights with multiple members in a party. 2-4 when your turn ends the arrow indicating your turn will remain over the head of your sprite, and will tick down an independent turn timer from your actual turn timer. Meaning that in five minutes you can potentially skip your turn unwittingly if the natural turn order doesn't come back around to you in time. 

This isn't usually a problem in PVE but can lose teams PVP fights. It also will pass the glitch along to another random team member/Opponent, typically the next in initiative from what I understand? Once the initial glitched timer runs its course. 

How to recreate: Unsure, it seems to happen at random in teamfights/and PVE. I've had it happen at least three times daily when I am actively playing.

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  (2.37) New menu glitch
Posted by: Snake - 12-29-2020, 10:42 PM - Forum: Bug Reports - Replies (2)

If you start combat with a Skill Point distribution menu opened, it will get stuck in screen and nothing but relogging can fix it. Pressing 'Yes' or 'No' will do nothing, and opening it over that one will just duplicate this.

Example:
[Image: unknown.png]

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  Weapon Granted Merc Turn off option
Posted by: Aqua - 12-29-2020, 12:14 PM - Forum: Suggestions - Replies (4)

So as it stands there is no way to turn Weapon granted mercs (Ghost Dog etc) off. Would it be possible to have an option that allows players to toggle them on and off? The Turn Merc option doesn't affect them for some reason?

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  [V2.37] More Watery Issues
Posted by: Latto - 12-29-2020, 08:41 AM - Forum: Bug Reports - Replies (3)

Discovered today that Brine Blade has more issues along with Ring of Pearls being wonky now. Rain stormed, Brine Blade now doesn't apply to ranged weapons at all, leading to no damage. Ring of Pearls also worked properly the other day but now only works for the user when rain stormed.

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  v.2.37 Sharp Claws ignore Steel Aura's effect
Posted by: Fern - 12-28-2020, 11:58 PM - Forum: Bug Reports - Replies (2)

Steel Aura states it negates On Hit and On Critical effects, but Sharp Claws (the trait from Shaitan or Felidae that make you do protection ignoring Slash damage On Hit) ignore it. I'm guessing it's unintended.
 
To test, just put on Steel Aura and hit yourself with a character running Sharp Claws + any fist weapon.

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