Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 836
» Latest member: Foxtrot
» Forum threads: 11,784
» Forum posts: 58,653

Full Statistics

Online Users
There are currently 338 online users.
» 2 Member(s) | 334 Guest(s)
Bing, Google

Latest Threads
Kameron8
Post-Server Reboot Login ...

Forum: Quality-of-Life (QoL)
Last Post: Kameron8
1 hour ago
» Replies: 0
» Views: 16
Ray2064
Mastery of STR Crit

Forum: Balance Fu
Last Post: Ray2064
5 hours ago
» Replies: 2
» Views: 224
Fern
can couloir not be affect...

Forum: Quality-of-Life (QoL)
Last Post: Fern
Today, 02:28 AM
» Replies: 0
» Views: 100
Autumn
Bows

Forum: Balance Fu
Last Post: Autumn
Today, 12:01 AM
» Replies: 19
» Views: 1,585
Trexmaster
The Economy and You

Forum: Suggestions
Last Post: Trexmaster
Yesterday, 11:11 PM
» Replies: 6
» Views: 1,499
pilcrow
Flash of Light

Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
» Replies: 0
» Views: 192
AkaInuHime
New Weapon: Kelsoaker!

Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
» Replies: 0
» Views: 157
Neus
SL2 Version 3.03

Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
» Replies: 0
» Views: 137
Poruku
Chimera Hit

Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
» Replies: 3
» Views: 338
CuteYellowCrabby
Himari Izumi: Special Wea...

Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
» Replies: 1
» Views: 594

 
  Toggle Skills getting their own section in the battle menu
Posted by: Fern - 07-11-2020, 02:44 AM - Forum: Suggestions - Replies (8)

I know this one has been kind of an issue for years and I should have brought this up much, much sooner but...

[Image: DO8yHYJ.png]

If you have way too many skills, Toggle Skills can move past the game screen and become hard to tell whether they are truly active or not. The current workaround for this is unequipping skills until you can see the ones you care to put in your hotkey list. This is a pain specially when you have several toggle abilities.

I think they could get their own battle menu section, similarly to how magic in general gets their section as Spells, or Runes, or Magic Gunner Shells. It would make it much less annoying to keep track of when your battle menu is a long list.

Print this item

  [All Boards] The King's Gambit
Posted by: TheCommonNoob - 07-09-2020, 08:59 PM - Forum: The Great Six - Replies (1)

~
The King's Gambit
~
[Image: HdikQFZ.png]
~
The grand city of Chaturanga welcomes you!
The King's Gambit is a festival where we celebrate our great city.

A celebration of our strength and prosperity.
There will be many foods and drinks to partake in during festivities!
In the Drinking Hall we'll serve free alcohol that turn even our most stubborn knights into the jolliest of fellows!
There'll even be Drinking Competition to see who has the toughest guts!

Another one of the main attractions of the celebration will be the Joust where any and all are free to sign-up for!
An intense duel on horseback where one strike decides the victor as they gallop headfirst towards each other!

There are many other attractions as well for those to partake in that one must experience in person!

For those that can endure the long night, we will give you a grand show near the end!
Anyone is welcome to observe and partake in the celebrations!
(August#9544 on Discord is how you might contact me if you need further info or have any questions)
There's directions that lead to an section of the city on the bottom as well as the date of the celebrations.
(7/25/20 - 6:00 P.M EST)
~
[Image: KEXzAEE.png]
~

Print this item

  [v. 2.28] Aura/Steal Bug
Posted by: TheRuffKnight - 07-09-2020, 05:39 PM - Forum: Bug Reports - Replies (1)

Version 2.28 Bug Report

[Image: cbeee4ef5f118b993a9f05d5da0bf6b0.png]

Hey ho, hidy ho. Ruff here. Slight meme, but also a genuine bug report. As far as I know, this has been around for a long, long time. I imagine it's due for some fixing and potentially not too hard to fix? The jist of it is real simple.

1) You are enchanted with an element. Nerhaven, in this case.

2) A rogue steals the status effect, but the glow from the enchant remains. 

3) You re-apply the enchant, thus stacking the glow and making it grow in size.

It can get endlessly big and just block out the entire map. For the most part, it's just a slight nuisance or maybe for other people some glitch they'd use to feel uber cool cause they're shiny walking around as a sprite. It does have some major griefing potential though and is a pretty easy bug to stumble onto, so I reckon it warrants a proper fix.
(I hope this was the appropriate way to handle a bug post. I don't post often, if at all in the forums. Apologies for any potential mishandling.)

Print this item

  [Summoner] Auto Summon
Posted by: Miller - 07-07-2020, 11:45 PM - Forum: Balance Fu - Replies (5)

With the recentish change to Bonder making Shared Pain a main class skill, I feel like Bonder could use an extra tool or two to throw a bone towards encouraging people to fight alongside their youkai.

Could Auto-Summon be moved to it's base class summoner or alternatively give Bonder a skill of it's own that does effectively the same thing but only summons the first bonded youkai in your list? Bonder in it's current state hardly encourages summoning your youkai outside of cases like abusing Drowned Woman for damage reduction which has been trimmed down a bit in recent times with the main class changes to Shared Pain and other sources of DR.

I realize this could lead to some Fight as One and Synchro Summon round 0 shenanigans but there could be adjustments to make it more bearable if it becomes an issue.

Print this item

  Throwing Dodge a Bone [Evasion Adjustments]
Posted by: Autumn - 07-07-2020, 11:13 PM - Forum: Balance Fu - Replies (14)

Its no surprise that currently in the new turn order system that dodge is left kind of weak, the main benefit of Celerity before was that you moved faster than tanks did which was important in assuring your survival as a whole, this is not the case anymore really for a lot of reasons, mostly in that if you're not first in the turn order, your Celerity is practically useless right now.

You can make the argument that dodge is a lesser, more risky DR with the higher reward being that you can often times dodge basic attacks with, and while this is important in keeping things such as Narcus in check, it fails in the current team scenarios given the presence of basic attackers is at an all time low, and magic is VERY strong. As with this most dodgies end up turning towards Cobra Stance's Snake Dancer for added protection vs mages, and it functions as excessive protection as mages actually often struggle vs Cobra, and its really unfair in a lot of cases.

I think maybe a raw numbers buff to Evasion is perhaps in order, we learned from Verglas' ice point guard that a larger evasion number is not the end of the world, and with initiative's current state as a stat, Celerity/Dodge characters REALLY need some hard number tweaks to at least make them more viable feeling, a drastic evasion tweak while nipping at Cobra's Snake Dancer would probably be perfect.

A lot of people feel as though evasion cannot be used by classes that aren't a select few, its not entirely wrong to think that as currently the kings of dodge are the only ones using it.


One last thing, knockdown is simply too good of a counter to Evasion, I'm not going to argue evasion ignoring attacks as that are what they are supposed to be good versus (as such they have lower damage or restrictions currently.) So I think that Knockdown versus Evasion should also be looked at.

TL;DR: Celerity as a stat is not overly powerful given the initiative changes, and may need some number/usage buffs to make up for it currently.

Anyways, heres some ideas to consider:


--Knockdown no longer removes the ability to proc evasion, instead it HALVES Evasion's DR. (Quick Rise from Rogue would make you completely ignore knockdown's evasion penalty)
Reason: Knockdown already removes a portion of your evade, making it easier not to trigger evasion already, in an organized team effort, you can burst down a dodgy in so little time that they REALLY need this lifeline. Without it they will easily perish.

I want to note that the knockdown change is the least that should be considered potentially, this would easily circumvent a lot of issues dodgies have in team fights currently, but I would also consider:

1) Increasing Evasion's DR baseline from 30/15% to 40/25%, this would come along with a nerf to Cobra's Snake Dancer, giving it only 1 charge instead of 2, as well as slightly changing Ice Point Guard, making it grant 10% Evasion DR instead of 15%.

2) Giving evasion DR increasing effects to other classes, but not allowing them to stack, such as:
-Rogue's "Evasion" skill increasing its DR by 3/6/9/12/15%
-Ranger's Light Armor Mastery increasing Evasion DR by 3/6/9/12/15%
-New Kensei Skill that increases Evasion's DR, currently they are a high DPS class with absolutely no staying power in a fight, they, like verglas did once could definitely use better ways to stay in a fight.

Print this item

  Quaking Force, Shaking Grounds
Posted by: HexGirlBestGirl - 07-07-2020, 04:57 PM - Forum: Suggestions - Replies (4)

Now, i'm gonna be honest. I haven't cared to use Earth Elemental Impacts but. What if I told you that I don't care if they get changed or not if they get animated in a cool way?

Namely, delayed impacts and screen shaking sounds proper for 'Quaking' moves. i.e if I Quaking Sidecut someone, I want to see the sidecut line, then literally see it viscerally tear sunder the ground as the screen shakes and the damage hits. Do you know how fucking hype that'd look?

Tremors, moves taking a bit before actually hitting and it hits with some POWER seems like a great addition overall to the elemental impact. I'll leave the care for balance for another day.

That's all. Please consider. Thanks.

Print this item

  v.2.28 Wretched Oil doing 4 Range instead of 5
Posted by: Fern - 07-07-2020, 03:58 AM - Forum: Bug Reports - Replies (1)

Wretched Oil from Hexer is currently only targetting 4 range instead of 5 as its skill description states.

Print this item

Bug Scaling Monsters
Posted by: Maksimum_Fire - 07-06-2020, 09:41 PM - Forum: Suggestions - Replies (12)

PvE isn't totally blah, absolutely boring from the get go, but I think it gets kinda bland, eventually.  Especially since people always need grinding for their new characters, or you need to grind to eventually hit that 15th legend extension some day in the future, or what have you.  It can be pretty spiced up by having a friend with you, but- then-

...Where'd all my money go?

Even if you just have some level 1 lad hanging out way behind you in the back, not participating in your fight, your money per battle gets CHUNKED to an exceedingly low amount for having a friend in the party- and it doesn't really all go to the other person, either.  You both get something like less than half, or worse, than you would grinding monsters alone.  While this doesn't prevent you from gaining EXP at the same rate, which, arguably, is the most important part of grinding...  it DOES make it feel kinda vexing to grind with someone, to jump in and help a newbie when you could just be grinding alone.  Four-man team hunting, especially, just gets absolutely shot by this less-murai-per-fight effect, and honestly, I think that's the biggest reason we don't see people grinding IC very often.

Now, it's understandable that not everyone gets full money per fight, or else it'd just be.  A ton of extra money in the economy, and stuff.  May as well just tag along with some dude who's going grinding if he's not losing anything, right?  But there's a solution that can be made to this, without compromising either side.

Scaling monsters up by number of player participants.  Probably not by just level, since that could get out of hand easily, or would just make for exxxtra strong mercenaries for anyone using those- or, for people who the level doesn't matter that much for, it wouldn't really affect them.  I think more dynamic changes to the monsters might be a bit better.  My initial idea is this:

At two party members:  50% more enemies spawn.  Enemies get a status that gives them +2 Mov.  Miniboss prefixes become slightly more common.(25% chance+ per monster)
At three party members:  Two party member effects, and enemies have a chance to spawn closer, as if they performed a back attack.  If players back attack the monsters, then they instead spawn far away.    Miniboss prefixes become much more common.(50% chance+ per monster)
At four party members:  Two and Three party member effects, plus:  Enemy spawns are increased by another 50% from base(for a total of 200%).  Enemies get a status that makes them Regenerate half their level HP per round, for the first three rounds of combat.  Miniboss prefixes become extremely common(75% chance+ per monster+guaranteed for at least one enemy per fight).  Appropriate boss encounters for the area have a (5 times floor level)% chance to replace half the enemy spawns.

These are not set in stone ideas, just the things that came to mind as I came up with this post- I'm open to more suggestions from other players on the topic!  But the idea would be to apply these boosts, and because of the ramp up in difficulty for playing as a group, there'd be no need to split up murai gain; instead making it an amount each player would gain, since more than one player will need to contribute for these ramped up encounters.

To make things a little more safe for people who need help grinding up through early levels-  My suggestion would be that this 'party scaling' effect only happens for each member of a party that's within 15 levels of the highest level player.  To demonstrate:

pewpew is level 60.  If he teams up with timtim, level 30, party scaling will not go into effect.  If he instead teams with Dwarf Lord, level 45, they will trigger party scaling.  And, if Dwarf Lord teams up with timtim alone, because he's level 45 and timtim is level 30, they will trigger party scaling.  If pewpew, dwarf lord, and timtim team up, then the fight receives rank 2 party scaling bonuses, since dwarf lord is within fifteen levels of pewpew, but timtim is not.

Alternatively, this could instead be a unique effect applied to Static dungeons, or it could be a new Prefix for dungeons; I'm personally in favor of it being something relatively easily accessible, but easy to dodge if you don't want to fight souped up monsters.  Joining fights late wouldn't impact this system, is my thinking, and murai would be split as it is right now.

Boss fights would also need to receive some buffs, under this system, but I haven't come up with what changes would be best to make yet, so I'll probably think that over, see what other people think, then make an addendum here later today.

In summary, though:

This would make PvE quite a bit more challenging, interesting, and rewarding for playing in a group with other players.  It might make things more difficult for low-level players looking to be grinded up fast by a high-level player, but some allowances can be made(the within 15 levels idea, or making it only statics that receive this effect) in order to make sure they get along fine.

One thing I can see being brought up in relation to this-  "50%/100% more enemies?  Isn't that just watered down crazy dungeon?"  Kinda, I guess?  But I imagine it'd stack with Crazy Dungeon effects if it was implemented as a dungeon modifier or standard system.  I'm open to other ideas for how they could be boosted, too!

To get an easy gauge on what you think of this idea, even if you don't have much to add to the topic, I'd love to see some basic responses to the poll!  For anyone who's interested in this idea, I'd love to hear your suggestions on how to buff bosses for multiple players, critiques on the system, and anything else you think might be important!

Print this item

  Necromancer: Forest - Summary
Posted by: WaifuApple - 07-06-2020, 01:15 AM - Forum: Sigrogana - No Replies

Following a recent step-up in patrols from guards in the forest, a horde of corpses under the leadership of a lich of some sort were discovered roaming quite a distance away from trade routes. Upon notice of their presence, guards were on the scene - followed quickly after by adventurers.

After a brief bit of time, the masses engaged the horde of corpses, with the first wave proving somewhat overwhelming for some. People recovered, however, and the second wave seemed to mellow out a little, proving to be less of a hassle for the gathered groups.

Some groups resolved to finish off the rest of the corpses, while the guards engaged with the lich itself in a four versus one battle. The odds were obviously stacked against this lich, though - and in the end, it seemed like their efforts, though it had surely managed to cause harm, led to what was inevitably it's breaking point. A large explosion rippled through the forest, leaving a small impact crater and causing serious injury to the guards, as well as causing chaos for remaining groups.

Once all was said and done, the lich was nowhere to be found. Perhaps it escaped, or perhaps perished in it's own explosion. Though people can speculate, nobody can truly say for certain. Not that it matters, though - creatures like that often have a tendancy to not stay dead long.

[This is the summary of the event that took place in the forest. People are free to post their accounts of the event down below. Note that this is not for feedback, just expressing how your character handled their part in it.]

Print this item

  SL2 Version 2.28 Update Notes
Posted by: Neus - 07-05-2020, 08:22 PM - Forum: Announcements - No Replies

Chat Formatting
Messages sent via IC communication verbs can now be formatted the following ways:

  • Bold: Surround the text you want to bold with ** on each end. IE, "Kinu is so **COOL**."Italic: Surround the text you want to italicize with ` on each end. IE, "Kinu is so `cool`."
ETC
  • Exaggerate - Base infliction rate changed to 70% (from 80%), Momentum refund only applies to non-PC targets.
  • Excel Weapons, excluding Excel Sniper - Stat scaling increased to 90%.
  • Knockdown Seeds - Hex seed now gives 3 round CD, Doom and Curse give 2 round CD.
  • Evoke Retaliation buff icon by SevenHaven.
  • A bunch of racial icons by Kunai and SevenHaven.

(Note: This update ended up being mostly bug fixes on the public end due to the background work in adding event tools and preparing for the event staff that were added a few days ago.)

Print this item

Sigrogana Legend 2 Discord