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Mastery of STR Crit
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can couloir not be affect...
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The Economy and You
Forum: Suggestions
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Flash of Light
Forum: Balance Fu
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New Weapon: Kelsoaker!
Forum: Suggestions
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SL2 Version 3.03
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Chimera Hit
Forum: Balance Fu
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Himari Izumi: Special Wea...
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Dullahan Stuns, Turn Order & YOU. |
Posted by: Balor - 08-27-2020, 12:00 PM - Forum: Balance Fu
- Replies (6)
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So as of recent I've noticed that Dullahan has been more oppressive in odd ways. Moreso than usual offering very little in the means of counterplay, and potentially nullifying certain CEL based builds. Especially with their resistance to Interference and general durability they are able to abuse gameplay loops that most if not all classes have little to nothing to answer it with in their arsenal. -
- -Stun + Mayelia is a combo that even at the most optimal times is unnecessarily difficult to deal with. Very few avenues for silence, and gunner's null shell can stop it but that's gated behind a single class.
- -The stun effect doesn't leave the person a sitting duck in fact because of the new turn system they just go on like nothing happened, so they get their HP back without much tradeoff.
- -Dullahans stun effect when they run out of FP's interaction with the new turn order system is making it so they end up going first, so it's much less of an issue to even run out of FP, in fact you can guard with 7M just as you're about to run out of HP and get a full 70 percent damage reduction, and then once the stun wears off, they start the next turn, as if almost overriding the fact you dared to put Cel in your character.
Ideally it would be nice to see Dullahan Stun no longer effect turn order. Stopping Dullahans from effectively stealing momentum in the fight from you with expensive spell/skill casts. Stun + Mayelia would be a more niche fix that would effect all builds outside of it, and requires a more careful look at the state of mage vs Silence Options at the moment.
However resistance to Interference being unique to Dullahan is not a good time, and gives them too much efficiency from that combination. Granting less of a debuff to interference when applied or lowering the overall healing a Dullahan can receive would do well to stop this race from benefiting from stun combinations without gutting other races who run it as the combo ONCE MORE IS NICHE.
You could also remove the damage resist a Dullahan gains from stuns?
Eitherway Stun, it's damage resistance, heals, and turn order buggery is bordering on unreasonable.
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What do you like about PvP? |
Posted by: Maksimum_Fire - 08-25-2020, 09:51 AM - Forum: Balance Fu
- Replies (9)
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yeah that's it really. I don't wanna make an argument one way or another, just feel like maybe some positivity goes a long way in balance talk.
I like guns, if you hadn't heard asdf. I especially like the ones that shoot a lot because it gives a really solid kapow-pow-pow-pow combo feeling. Same reason I like twin dance, honestly- especially with stuff like sharp claws. Split damage isn't really optimal or anything but it just looks v cool to me to have a lot of different damage procs all at once.
That's not the only thing though. I love the different combos and playstyles you can work with in pvp. Sometimes, certain strats rise above the rest, but once something becomes meta, that's plenty more reason to start working towards something that can topple it- so it's kinda something I don't mind thinking about an all. It's nice, more than anything.
I still remember being a newbie to the game, as I'm a relatively new player, and not being able to do much of anything in PvP. I got tooottaly trashed, had to work on things from the ground up with my build. But it was honestly a lot of fun honing that stuff and finding where my character was headed to.
I think where it kinda peaked is when I really started to get into pvp mindset. Thinking about your opponent's next move, what their tools are- niche interactions you might be able to catch them off guard with, and stuff like that. Even in short battles there can be a lot of chance to mess up or catch your opponent out when they mess up, and it's just kinda a good time.
What do you guys enjoy about PvP?
No need to get too into anything particularly, this isn't anything 'specific' about balance- just, what about the balance and mechanics feels fun?
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where's my HAND(chapter 2) |
Posted by: Maksimum_Fire - 08-25-2020, 04:54 AM - Forum: Balance Fu
- Replies (3)
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the sequel to where's my HAND. When attacking or sub attacking, you can get an extra shot or two off with akimbo, but parting shot, for some reason, will not allow such freedom. I'd kinda like to see that change.
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where's my HAND |
Posted by: Maksimum_Fire - 08-25-2020, 04:52 AM - Forum: Balance Fu
- Replies (9)
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Really simple topic. Twin dance only applies on basic attack and sub attack commands. No skills, like Cuthroat, Hanging, Pinball, Warp Strike, Sidecut, Sillcut, Geldoren, or many many more have any effect when used with twin dance. We just kinda magically forget that we can attack with two weapons if we're performing the slightest complicated maneuver.
I'd really like to see this change and I don't see a lot of reason for it not to change, though my ears are open.
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Stella Trading |
Posted by: Moira - 08-24-2020, 06:25 AM - Forum: Factions
- Replies (1)
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Stella Trading
A Complete Rework ![[Image: U68zXjq.gif]](https://i.imgur.com/U68zXjq.gif)
Most are probably aware of our existence since we've been a player shop for well over a year now. However, that's all it was. Just a place to go buy things and nothing more. So, finally, after much deliberation I had Stella Trading rebuilt from the ground up. I am doing my absolute best to turn it into a community project that promotes RP for old and new players alike.
Goal of Stella Trading
To become a public "hub" where people can hang out, pick up quests, view different job postings in the empire for people's bars, restaurants, and other businesses. Basically a place where those in or not in any different discord servers can gain information and have different ways to find and participate in RP. I have made registering as an adventurer very easy and will require little effort on your part to get signed up.We also have employee positions that are explained on the discord and you're welcome to come ask questions!
Things to do include:
- Sign up and complete quests on the public quest board.
- Earn a bit of extra murai through the crafting requests.
- Employment some with fluff salaries, others with some actual murai payout.
- Become employee/adventurer of the month for IC recognition and rewards.
- IC events and get-togethers
- Have a long-term stay at the Inn. (No mechanical murai to stay, only fluff. This is mainly for players/characters without homes.)
- RP with others in a beautifully put together setting. (Thank you, Shibe! You da MVP. I'm sorry for enabling you with more planners.)
- Get a drink at The Ebon Rose.
- Sport a beautiful guild badge designed by Slydria!
- Look at Dave the duck.
- OOC events such as a game night to get to know each other better!
Selling Things
Like usual, I do still buy all the things you can find in BDPs. That hasn't changed. The pawn shop offers you 50% of the item value, I'll offer 80% for stuff I'm breaking down for materials. Other stuff that I'll be reselling, I'll pay more than that! You can either contact myself at MilkTea#5099 or GenixSS113#1526 if I'm unavailable.
How to Join and the Discord Server
If you're interested go ahead and join the discord server! We welcome old and new players alike. If you're new, we're here to give you a hand on getting settled on SL2. Just make sure you read the rules first to make sure you vibe with them and the type of environment I'm trying to create.
https://discord.gg/sFezSXE
Where are you located?
To the left of square! Right before you go into the west housing district there will be a house below that says "Stella Trading" on the banner.
I would like to give a special thanks to everyone that helped me with setting up, read over my proposals, and provided feedback. I would also like to thank them for their enthusiasm and willingness to help me get this started. I also want to thank the eventmins for getting involved as well! I couldn't have done it without the help of others and I am extremely grateful to have such wonderful friends.
AND some screenshots!
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Implementing Spellcasting to Existing Materials |
Posted by: Lewdcifer - 08-23-2020, 09:42 PM - Forum: Suggestions
- Replies (5)
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Alright. You might've read the name of the thread, and you might just have thought to yourself: "But Kiseki, what are you thinking?! This would be OP!", or something along those lines.
Honestly? Don't blame ya for thinking that! But if you thought I wouldn't make a wall of text to really put things into perspective and maybe even convince you...
Then boy howdy, you're mistaken.
(I've also included a TL;DR at the end of this, but please don't skip the wall of text!)
Implementing Spellcasting to Existing Materials
Let us begin. Firstly, I would like to address the concern of balance. To do so, I would like to mention two specific materials that already enable spellcasting: Conduiz and Rotwood. In theory, the worst it could have possibly gotten would have been with Conduiz. The ability to cast lightning spells with most of the nowadays used weapons, and possibly land a lightning critical, is perhaps the more concerning possibility of all spellcasting domains. In spite of this, there has been no trend of Conduiz builds being oppressive in their execution. Mayhaps one or two builds that deal a lot of damage, but nothing too bad; this is especially noticeable with the recent change to lightning criticals and guile, which have further reduced the power of Conduiz builds.
Rotwood... well. There aren't that many Huggessoan domain spells, and the few that exist are not good enough to consider Rotwood anything past underpowered (i.e. Eternal Darkness, or Void Assassin spells, though the latter would not have access to void energy and thus lack their usual power). However, that is a different problem, and the topic for a different thread. I will mention, however, that Rotwood being kept to wood-only weapons and unable to be crafted as a material kit is most certainly not warranted.
If materials such as Magmic, Arctic, Galdric, and so on were granted the ability to cast spells of their respective element. This would not be so bad, especially due to two reasons -- one: by forsaking a tome, you are forsaking a bonus to power (assuming your tome's damage type coincides with that of your spells' element), and five skill slots (assuming you took the Spellbook talent). And two: you're also forsaking a remains type material, which usually grant a most welcome bonus to weapon stats and a whopping 8 weight that does heavily help with two hand. Those are the cons, and quite frankly, they do seem rather modest!
In terms of balance, then, we can conclude that there would certainly be a change, but not one big enough to freak out or to consider it all overpowered.
*
Now then, to address a second concern -- Spelledge weapons and Reapers / Apertaurus. Both are already somewhat neglected as is, and I am sure some of you will believe this change will hurt them both and sink them more than they already are into oblivion. Honestly? You would not be wrong. What little justification I can provide, however:
- Spelledge weaponry would not have you sacrifice its material, and some have scaled weapon attack scalings that provide a rather powerful amount of, at least potentially so. Additionally, they're not limited to a specific domain of magic.
- Reapers / Apertaurus would likewise not have to sacrifice a material, and would in fact be able to use any polearm / axe to cast, provided they have the necessary SAN.
...And yet, I am more than sure than these do not quite outweight the hit they'd receive should this suggestion be implemented. Alas, all I can suggest would be a rework to the passives of both Reapers and Apertaurus, so as not to keep it obsolete. For Spelledge weaponry, perhaps the power bonus could be applied to spells regardless of its damage type.
For Reapers and Apertaurus, this was a topic that was brought up a couple of times in the Discord's #dev-discussion channel, but in its current form, the passive hardly do these races any favors due to the amount of SAN investment required for its effect to activate. This is especially true for Apertaurus.
Their passives could be reworked to require a drastically decreased amount of investment for its effect to trigger, or maybe simply allow the ability to spellcast using Remains type materials, a boon that they could very well appreciate.
I am of the belief, however, that these concerns are likely a topic for another thread, and would best be discussed there.
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All in all, I believe that this change would open many possibilities and grant many more enjoyable options to the players, while giving them more incentive to use those neglected materials that are rarely used for weapons. These changes would certainly affect certain other aspects of the game, but if they're reworked, all of this could very well end up being a great change.
The TL;DR / What this suggestion would like to see done
- Add the ability to cast spells to existing materials when applied to a weapon. Conduiz and Rotwood already exist and should be proof enough that such a change would not prove overpowered, especially when lightning was theoretically the most dangerous possibility. Additionally; bonus power and skill slots from tomes, as well as bonuses from other materials, are forfeit in the process, providing further reason to offset the idea of adversity to balance.
- Allow players to create Rotwood kits and apply them to weapons. The existing Huggessoan domain spells are not strong enough to be a concern for balance.
- Potentially change/rework Spelledge weaponry, as well as Reaper / Apertaurus's Affinity passives. This change would most certainly make them slightly obsolete, moreso in the case of Reapers and Apertaurus, warranting a change to those abilities.
As always, this is a suggestion open for debate -- if you have any thoughts, or your own suggestions to further compliment this thread, I would appreciate it greatly should you make them known in the form of a reply.
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A Guide to Face Icons, DMIs, and Compression |
Posted by: Moira - 08-22-2020, 05:51 PM - Forum: Guides
- No Replies
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I know that there are several guides for this already, but I wanted to post an updated one that I think will be the easiest method for most players. This guide assumes you have found a “playby”. You’re going to want to likely pick something that is a character from a series so that they’ll be plenty of art available for the sake of making face icons. There will be a lot of pictures since I wanted to make this as follow-able as possible for those that are not tech savvy.
I found a character I like, now what?
Gather art of the character! There are various sites that you can use. I would ask around to see what other's use, but a good one is zerochan.net since there is no nsfw content on it. Just maybe swimsuit pictures at worst.
Now that you have all the art open for said character, save pieces that you like to your computer.
Part 1: Cropping the Face Icons
There are a few methods to go about this. I will cover the most accessible first,
Using the built in tools on Windows 10. (Only works with this OS):
Using Gimp
Gimp is a free editing software that you can download if you don't have windows 10 or do not want to do the method above. You can get it here: https://www.gimp.org/
Part 2: Making the .dmi
Part 3: Compression
Things to note about compression. (PLEASE read.)
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