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  Geisting
Posted by: Swiftkusura - 06-27-2020, 05:24 PM - Forum: Balance Fu - Replies (8)

It's no secret that there's a lot of mixed opinion about geist and I'm going to mention that as well, but there's a bit of a wonder I have.

It's currently possible to, with the range of geist, have both a defensive maneuver and kite your enemy while they suffer poison ect, meaning they can spend 3m to avoid autohits but also move as far as the standard blink/teleport meaning if you're not more than 1 range of an attacker without using a skill, you're screwed by default because any skill that would have bypassed geist just baits you to die while they gain momentum for your lack of ability to do anything while you take 10% hp a turn to poison.

I feel there should be a system in place against using geist to kite, personally, but on that same note, i think that geist should cover more ground about what it reacts to, with an exception to aoes *Or at least change it so aoes still happen when the geist triggers*

Right now we face the fact that half the skills bypass geist making it useless against some, but to those it is useful against, it's too cheesy because it can be used to kite.

Another issue I have is the fact that basic attack skills are being read as autohits, meaning there's one geist that is the clear "Take it or suffer" because it means everything, pierce linker side cut ect, what's the point of the basic attack geist if your opponant has to run up to you and basic attack you, duelists barely do that, a kensei wants to wazabane, for example. 

TL;DR geist to me doesn't make any sense, it's both a great kiting untensil because it protects you from 50% of skills but also useless because some skills "Target the ground" and I feel both things should be addressed moving forward, but in the same vein if we do make it count things such as dynamic tomes, change it so the attack still happens when geisted for the sake of team fights.

Alternatively add a 2 round CD to geists, where they can't have a button every turn to bait people into dying, boxers can walk again as far as I've heard they don't need geist every turn beyond ignoring autohits.

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  New Chat Face Icons [2.27c]
Posted by: WaifuApple - 06-27-2020, 04:13 PM - Forum: Bug Reports - Replies (2)

Now, I'm not sure what the exact reason behind it is, so it might not be something that can be fixed, but something I've noticed since the new chat was implemented is that it seems to have trouble with face icons. After a little bit of RP with people, some face icons don't load in the new chat properly, instead consisting of an [X] in one of the corners.

This only happens with the new chat however. Switching to the old chat... seems to work fine? All face icons load there, so I'm not sure why they wouldn't load properly in the new one too.

The steps for reproduction would be to just spend a bit of time RPing or emoting to people, and you'd then run into it inevitably. That's the only real way I've seen it happen.

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Question Oh turn order, how I hate you so...
Posted by: Senna - 06-27-2020, 11:08 AM - Forum: Balance Fu - Replies (9)

So turn order at the moment is pretty bad. If you're a player that uses mobs, such as Summoners, Engineer, and even Tact, you're setting yourself up for failure if you don't have little to no initiative. If you do, you'll only get yourself double turned the next round.

This happens so often it isn't funny...

Even in a team fight, I've seen/experienced people double turn others without the effort or intention since the game does that for the players. The turn order just gives it to them because the enemy lost member or you or your ally summoned/Employ an extra mob on the battlefield which changes turn order.

The only way to escape this is to build no Initiative at all.

While I would say just revert the turn system, how about we just address some of the problems and see how far it can get us. It does have potential, just one too many bugs and ways to completely screw people over.

PVE and PVP are equally as rough with the turn system.

So suggestion to fix this? This sounds like a massive rework but...

Instead of having the turn order base on teams and how many members are on the team, how about we borrow from the previous turn order and let it use Initiative to decide the order?

This means the faster they are, the higher their placement is on the team.

Example of this

Team B has 2 4 6 8 and Team A has 1 3 5 7 layouts in both teams from who's the fastest to who's the slowest.

1 is fastest on both teams and 2 close behind.

So the order would be.
1 - A
2 - B
3 - A
4 - B
5 - A
6 - B
7 - A
8 - B

It keeps this order throughout the battle. So even if the fastest is KOed then 2 will go first instead to avoid the two turn situation.

2 B
3 A
4 B
5 A
6 B
7 A
8 B


If someone else dies... Let's say 5 got KOed. The other order would look like this instead

2 B
3 A
4 B
6 B
7 A
8 B

This also means when new mobs are set, they will instead be put last on the list. This time let's say B team a few engineer robots on the field.

2 B
3 A
4 B
6 B
7 A
8 B
9 Bots1
10 Bots 2

The only time the order will change completely if another mob joins the battle. This means base on their speed will decide their placement. Let's say team A got two more members, 11 and 12. 11 is now faster than all of them and 12 is faster than 7. The turn order adjustment would be...

11 A
2 B
3 A
4 B
12 A
6 B
7 A
8 B
9 Bot1
10 Bot2

This would make orders suddenly two turning others not as easy and present as it is currently.
With this comes a new Skip. How would skipping work in this situation? Somewhat different. I'd say we'll go back to Skip's old roots. It does the same thing the previous skip did BUT this time, immunity, certain effects, and so on does not cease on End Turn but instead, on the start of a new round. Since the counter for this was a lot more simple than punishing. Counter skip or prepare yourself to try and deny their chance and getting a purpose two turn (Since you can see it coming). ONLY the immunity/effects were the problem with this. (And we've been trying to say this for months)

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  Ninja Counter [v2.27c]
Posted by: Senna - 06-26-2020, 09:10 PM - Forum: Bug Reports - Replies (1)

So Danmuku from the Ninja talent may or may not be working. As far as the tests go, it seems to not be proc'ing on evasion or evade whatsoever.

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  Truly Snake Dancing [Cobra Interactions]
Posted by: HexGirlBestGirl - 06-26-2020, 08:54 PM - Forum: Balance Fu - Replies (7)

Cursed thread time. Yeah. It's me. I've got a wonderful idea. One rife with so much powerful cursed potency. Now, I hope you're ready for this. It's going to hit kind of hard for some of you.




But I have a suggestion for Cobra and Snake Dancer in particular that I believe should change. To start this off, I have but a simple issue with Cobra right now. I don't feel like i'm actually benefiting much from it. Especially compared to being a tanky tonky boye. I don't feel comfortable both using or relying on Snake Dancer since I feel often screwed either way. Even if I avoided damage. I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down. 

Now I know what you're thinking. "But you avoided damage! Some builds who can't have enough hits to counter that and a low hit rate can easily get shut down! Spacing and positioning can also be screwed up! How is that BAD?!"

Now. This is where my suggestion comes in. Snake Dancer should function so that the dodges happen BEFORE the attack take places.  I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down. 

Now, what does this mean? Simple. Say I use something like... a really big AoE move. I'unno. Black Bubble is an easy example. Say Black Bubble attempts to hit me. Now that's an attack going off, yeah? Big AoE. Currently, how it functions is that the attack goes off and then you dodge it and move in any direction one tile. If you dodge into the attack, you have a chance to dodge it again or even get hit twice or even thrice since it's two individual hits. You'll more likely than not dodge the first two and dodge back into it for getting hit anyway. However, even if you dodge out of the actual range of the skill, you still get silenced as per usual. 

With how i'm suggesting Snake Dancer should function, your actual active tile for the sake of the skill's overall targeting would be considered at the end point of your dodging. Meaning if I dodge successfully out of the range, I just outright avoid the attack. No silence, no damage, no anything. Since as far as the game is concerned, I wasn't actually within the range since I cobra dodged away from said spacing. This alone would make it far more better to rely on the RNG without feeling like i'm getting too screwed over for not just going tanky hours while maintaining the pros and most all the cons it still has all the same. 

In any scenario where this would matter is usually one where someone either dodges in a way that keeps them in the range, changing nothing. Or changes nothing more than not being status inflicted if they did move out of the way. But if anyone can come up with some ways where this overall would serve as a nerf to Snake Dancer compared to how it actively functions, I really do want to hear it. Since I struggled to come up with many myself but i'm sure there's some iffy situations with that.

I do believe that there should also be some kind of exception rule for moves that need a tile in particular to end upon or else not even be able to be used. Primarily and most notably, Sidecut. Since what if I just dodge backwards onto the tile the sidecutter would end on? Then what???

There is also the whole "but multi-hits are the only way I can hurt a cobra user but what if they just move out of the way? Then my basic attack or multi-hit wouldn't be valid, right?!" And I do believe that multi-hit skills like Mad Chop or Multi-Round guns should be exempt from this but not basic attacks that have many on-hits stacked or something similar.

But yes. That is my cursed request. To shorten that for anyone too lazy to read.


tl;dr

Snake Dancer should make you dodge before the attacks in particular from basics and autohits actually go through and proc so that the attack happens to you as if you're on the tile you ended up dodging on rather than happening then having you dodge, causing you to still take most of the intended effect or brute force or even getting double tapped by skills at times. This will allow you to dodge attacks truly and avoid status inflictions while not being much different from how Snake Dancer functions now in terms of pros and cons.

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  Buffs to specific Hexer abilities
Posted by: WaifuApple - 06-26-2020, 08:50 PM - Forum: Balance Fu - Replies (8)

Now it's no secret that, while Hexer is a pretty powerful class already, and I'm not going to be trying to argue that it's not. But I do want to say that some of Hexer's spells and abilities pale in comparison to other parts of its' kit, and I'm looking to make a balance thread to identify which those are, explain why they're not that good, and make a suggestion on what I think could be done. Now, my suggestions would just be ideas, not me thinking that they're the only way to solve the problem... so keep that in mind. it might also inspire a little more variety in hexer builds... since a lot of them are kind of the same, at least on the magic front.

Any potential NERFS to Hexer should belong in their own thread - here I just want to focus on the ones that deserve more love. And I don't think it would be fair to leave them in such a sorry state compared to the rest of the class.

Underworld Flame

This underused spell has the same scaling as spells such as Fleeing Spectres and Black Static, with a very notable caveat compared to them. The fact that is single target is of a great detriment to it. Though burn is pretty good now, this spell probably isn't worth running most of the time because of this - and so my suggestion would be to make the target range of this spell a two-three tile diamond. If need be, to accomodate this, scaling could be dropped - but this ability would be so much more useful if it had the range to be more viable.

Eternal Darkness

Now this one is just... no good. I have never once seen it used, in part due to the fact that it's so, so situational, and probably not even good when it comes to that specific situation, either. It's another single target attack that is on equal scaling to some of the base mage abilities... but for a so much higher cost. At it's cheapest without efficiency, this spell costs 42 FP. Compare that to one of hexer's better skills, which has a good range and poisons stuff- Wretched Oil, at 40 FP. So what does it do to be worth that much? It upgrades a blind status by one - but only if that person is ALREADY blinded. I don't believe that an FP reduction would make this see use, though, either - since even with that, it's still a solo dark damage move that does nothing most of the time - so my suggestion is to have it inflict blind, but keep the current FP cost. Or maybe reduce it a little - though that depends on how impactful people think it would be to have it inflict blind. Either way, this is a woefully poor spell in need of love.

Silent Spirit

I get that this is supposedly meant to be used to make transferring curses onto someone easier and more pain free, but it doesn't feel worth it at all. It reduces the damage, sure - but you're using 3M to give someone else damage on you, when the chances are your curse will be transferred anyway, even if you don't. So my idea would be to... well, make this cost less momentum. Make it a 1M skill - and if the reduction is too much for that, bump that down. But this allows you to, barring resists, more efficiently use this. An alternate solution would be to bump the resist up higher or inflict something on them as a result (but what that would be is beyond me).

Essence Taking

I see this would be more useful for PvE - but the existence of food items makes it infinitely less valuable. So my idea would be to change it so that you gain that amount of FP on defeating the enemy, rather than at the end of the battle based on how many enemies you defeated. This means you can recover FP in PvE (where you'd be more likely to face a larger amount of enemies) and it'd be more useful. Heck, bump it up to 3-4 FP per rank and have it exclude players, making it a potent but purely PvE skill. It would still be a LOT better than it is now.

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  Vampire Healing
Posted by: Perdition - 06-26-2020, 07:29 PM - Forum: Balance Fu - Replies (5)

So I actually think Vampires are in an okay spot at the moment, however they could use a few more quality of life changes in regards to certain abilities. 

The first is rebound. It makes no sense why it wouldn't heal for 100% value for vampires given it's a blood based ability. The second are Vampire Legume's passives for summoners. For a creature with Vampire literally in its name, it's strange that you don't get full healing from ingrain or the Demon Plant passive.

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  Fight Night at the Arena
Posted by: JoltzWolf - 06-26-2020, 12:49 PM - Forum: laplaceNET - No Replies

Sender: Battleknight@l-net.grm

Hello everyone! this is my first time using this, but I'd like to announce something exciting! You see I'll be hosting Fight Nights every Friday at the Arena starting next week from now. Over the course of this time we'll be spreading the word as much as possible. A few things to know!

Tournament rules may vary from week to week, but you will always be informed a week before that fact following the end of each tournament. If you are interested please do show up this upcomming Friday! I'll post the following rules for the first Tournament here. There will also be a 10,000 Murai or 1,000 Asagos Cash Prize to the winners of the fight. Advance registration is encouraged here as well to help ease of setting up the brackets.

1st tournament rules are as follows!

  • Team Fights. Find a partner and bring them here with you.
  • Knock Out Rules: First team to be unable to continue fighting will be eliminated.
  • Double Elimination Bracket: Any team knocked out in the first round will have a chance to come back.
It should also be noted that at the end of the day this is for the spectical and entertainment! Come with the idea of having fun in mind! They'll be a additional reward to the MVP of the Arena. The MVP will be determined by popularity and interest. There will be judges who will determine this and who put on the best preformance. So do try to put on a good show out there for the participants! The fight is for you, but the show is for them! Reward for the MVP will be either 10,000 Murai or 1,000 Asagos or 1,000 Patrions The MVP's choice. It should also be noted that the MVP will not be determined through strength alone.

The following week after the initial rookie league tournament will be dedicated to a team switcher point tournament. Teams will be randomized and victory will be decided on points for a individual winner. Further details will be discussed following the end of the Friday Tournament. Hope to see you there! Spectators welcome as well to enjoy the show of course!! Fighter or not feel free to drop by.

You can register for the event before the day at any time during the week. Either here or finding me. On the day of the event the location will also be open well before cut offs and you can come and sign up. If you aren't there for your fight you'll have a 15 minute grace period before the fight is forfeited.

Location - The Obenque District; Rouge Salamandar Arena

Time: Registration will end at 6:00 PM PST Tournament will then start at 6:30 PM

- Brexin Torgull

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  Spellthief's offensive ability (or lack thereof)
Posted by: SolAndLuna - 06-26-2020, 09:26 AM - Forum: Balance Fu - Replies (13)

Hello, hello, first balance thread, let's see how this goes.

Now, Spellthief is one of my favorite classes, so I will admit that it's possible I'm somewhat biased. That being said, I personally feel like the way Spellthief's copy spells are set up right now feels... unsatisfying, to say the least.

Currently, the way Spellthief works is that you can have a maximum of 6 (7 with a spirit) spells saved outside of battle, with any extras being removed at the start of a new fight, but using any copy spell causes a 3 turn cooldown for that spell. While this does still leave just enough spells to ensure you can cast something, it does mean that you regularly end up with a situation where the tools you might want to use are still stuck on cooldown, while the classes you got those same tools from can and most likely will use them constantly.

Now, under normal circumstances, that'd be fine - the class allows a player to set up any kind of skill setup they please - if it weren't for one thing. Namely, the fact that any spell a Spellthief uses normally won't be nearly as effective as one from the original class. As a result, your best option is to use support spells from other classes, with a second class that can solve the actual "damage" part of things, unless you make use of Final Flare/Hot Potato to blow things up.

Ghost's spells don't get Rising Game, so the spells won't have nearly as much range. Mage and Evoker spells don't get Auto-Enchant (or even an enchant if you don't use up both momentum and another spell slot), Charge Mind or Highwrath in the case of lightning spells, so damage and overall effectiveness is relatively limited. Hexer? No Payback or Dark Invasion, so status infliction is lower. Lantern Bearer's spells get reduced range, Curate's healing and buffing spells don't get Mass to use, Void Assassin's spells don't get Voidgates or Void Energy, using Ranger spells is impossible without a bow... There are exceptions - Boxer doesn't have any limitations, and Firebird's and Tactician's boosts are somewhat less useful compared to others - but the point is, a large number of spells are less effective, and they also get a 3 turn cooldown on top of that.

So, here are my suggestions, if this is considered an issue for others as well as myself:
1. Simply lower the cooldown to some degree, making it be 1 round instead. Maybe 2 rounds instead if a 1 round cooldown is considered to be too much.

2. A couple of new mutually exclusive skills - one that lowers the cooldown for spells stolen from sentient races, and one that lowers the cooldown for spells stolen from monsters, potentially with both skills increasing the cooldown for the other type. I'm aware that some people like the idea of using Spellthief as a sort of "blue mage" class, and some instead prefer using it as a kind of "red mage" class. This would allow people to specialize in either option, or simply take any kind of spell they want to use and ignore both passives if necessary.

3. Making passive skills from other classes apply only for the spells that it's supposed to (Farlight for Lantern Bearer spells, Rising Game for Ghost spells, so on).


Personally, I'd prefer option 1, mostly because it's a fairly simple solution by comparison, but if anyone feels differently, I do welcome any discussion about it.

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  [v2.27c] People Die When They Are Killed(?)
Posted by: Jupiter_Storm - 06-25-2020, 11:23 PM - Forum: Bug Reports - Replies (4)

Quick simple one from me. The screenshot sums it up. I haven't noticed another bug report to this effect yet so I'm curious as to whether it might be a Phoenix issue rather than a revival issue.

As an aside, I had not been revived at any other point in the battle, so a cap on revival is out of the question here. The only effects I had active that were different to the 'norm' so to speak was Phoenix, the regenerative heal of which procs separately to the regular heal tick.

[Image: PHYc39S.png]

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