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can couloir not be affect...
Forum: Quality-of-Life (QoL)
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11 hours ago
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Bows
Forum: Balance Fu
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Today, 12:01 AM
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The Economy and You
Forum: Suggestions
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Yesterday, 11:11 PM
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Mastery of STR Crit
Forum: Balance Fu
Last Post: Fern
Yesterday, 02:25 AM
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Flash of Light
Forum: Balance Fu
Last Post: pilcrow
09-24-2025, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
Last Post: AkaInuHime
09-24-2025, 07:57 PM
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SL2 Version 3.03
Forum: Announcements
Last Post: Neus
09-24-2025, 07:17 PM
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Chimera Hit
Forum: Balance Fu
Last Post: Poruku
09-23-2025, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
Last Post: CuteYellowCrabby
09-23-2025, 01:35 PM
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[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
09-23-2025, 09:50 AM
» Replies: 1
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Quaking Bash |
Posted by: Swiftkusura - 06-10-2020, 01:37 AM - Forum: Bug Reports
- Replies (2)
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While this bug is exceedingly specific, it's still one unless dev himself says it's intended due to the circumstances of its nature.
Quaking which typically does a 3 range bash is applying it like a basic bash in damage/tile, and while not easily abusable *As that would imply dual element or a mage with a build that uses galren and tile damage* it's still potentially possible to acquire most of the effect of tile damage through quaking bash. I'm unsure if this is intended or not.
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Abusive Relationship |
Posted by: Swiftkusura - 06-09-2020, 07:03 PM - Forum: Suggestions
- Replies (2)
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I doubt that people will be for this as a sweet leaf replacement so this idea is mainly advocating for an accessory slot instead.
Most bosses have this unique idea tied to their skills that players can access, mirror rampaging fire retaliation ect, but as it stands abusive lover does not exist anywhere in any accessible fashion, instead you have sweet leaf which gives a rather pitiful charm if the enemy is brazen enough to get in close range and sit there which is unoptimal to say the least.
It'd be kinda cool if there were a change to that, or an accessory that granted the skill abusive lover, but not charm, make it where it offers the stepping stones to a build so it can't be easily abused but also opens an avenue for a more interesting character build design.
We have a counter to charm which is also an accessory, the stone heart, as it stands people don't run that and that might make it a worthwhile item, or not, point is I'd like to see Abusive Lover exist in player form.
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New ability for Critter |
Posted by: Perdition - 06-09-2020, 03:24 AM - Forum: Suggestions
- Replies (2)
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The idea of making PvE more interesting or challenging without making it overbearing has come up more than once, so I thought of a neat quirk to give Critters. If you use an ability, either skill or spell, or a weapon that deals sound damage in the battle while a Critter is sleeping then the Critter awakens and gets a buff called Rude Awakening, which can maybe increase its stats by either a percentage or a flat amount.
Nothing too crazy, but something to make the creature more interesting, similar to how the Forgeries are for the most part normal mobs but have the unique interaction with range attacks.
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Ability to toggle allies from items |
Posted by: Fern - 06-09-2020, 12:49 AM - Forum: Suggestions
- Replies (1)
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Stuff like Haunted Armor spawning a Barghest or a Spine Leash summoning a Ghost Dog isn't always wanted in PVE. Can we get an option for disabling those effects in Preferences?
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Knockdown Seed but with Cooldown |
Posted by: Fern - 06-08-2020, 08:37 PM - Forum: Balance Fu
- Replies (4)
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In pre-GR it was said that skills with on-demand knockdown were pretty iffy, and it was part of the reason why Turnover from Soldier got changed to not knockdown with its ordinary use. Pulling Shot also eventually ended up getting adjusted, but the next issue after them is Knockdown Seed, being a line AOE KD in most cases.
Knockdown Seed doesn't have any Cooldown attached to it, which is odd to me because Reflect seeds, being a much more situational effect get a fairly long one. Whereas Knockdown has little to no reason to not be included in your custom tome's kit, specially when status resist is so difficult to build for in the majority of the cases, considering most builds can't fit in large amounts of FAI or SAN unless they're for example, a mage building for Sound custom spell or Curate.
It may not seem like it, but removing momentum from someone tends to be a fairly big game changer in the end of things. Currently Knockdown Seed serves as an on-demand crowd control and a way to nigh-instantly erase an evade character from existence, since Evasion! red text does not occur if you're knocked down. That means you can usually follow up with a hard hitting attack right afterwards if they decided to walk up to you, putting you from green HP circle to near-red or red. And the thing is, they normally have to approach you to begin with.
![[Image: zNit6jp.png]](https://i.imgur.com/zNit6jp.png)
This is an example of the shenanigans KD seed can pull off, and it's not the worst of it either. In that instance it's followed up with Wretched Oil as a mage tank going last so the poison proc can happen ASAP, so you get an additional +90 or so damage on that. But you would normally be better off following up with (EDIT: custom tome example doesn't apply anymore, apparently you can no longer dual custom spells) [strike]another custom tome's spell[/strike] or things like Blood Spike as a tome Ghost, or even a Rye/Ryemei critical (which, with the impending update will still hurt quite a bit). Those are a few examples out of many.
The only instance where Knockdown Seed is not incredibly useful is against a tank Martial Artist. An evade one still loses their damage reduction from Evasion, rendering their momentum recovery meaningless if they're almost dead or dead before that happens.
Nerfing it's status infliction by a margin won't particularly change the problem, so I'll refrain from suggesting that and instead ask if it's possible to make it get a 3 round CD, like Reflect seeds have. If it was 2 rounds, it wouldn't really change much if at all because Knockdown Immunity lasts that long, and it's not like the status effect helps you that much against it either if they can do it so frequently. Specially as an evade character.
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Elemental Ranger Love |
Posted by: Inconspicuous Kitty - 06-08-2020, 08:36 PM - Forum: Balance Fu
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Hi, someone's probably going to kill me for posting this but I'm gonna do it anyway.
I feel as though a large amount of Ranger's elemental spells are a little... well, underwhelming. I'm not one to try to get things nerfed, but buffs? I love buffs. I'm pretty much talking about all the arrows that aren't either Cherry Blossom, Thunderbolt or Frigid Arrow, as they all tend to be under-used, especially in PvP, as I understand it.
So without further ado, I'm going to get into them, explain what I think is wrong and how we might be able to fix them!
Wind Runner
This is a pretty cool concept, if you ask me, and it's plenty versatile, too. The problem is, Ranger already has multiple ways to move and attack as is, and this one doesn't give you the benefit of critting.
![[Image: 3d62d540a5e1af9446956032781d507c.png]](https://i.gyazo.com/3d62d540a5e1af9446956032781d507c.png)
As well, it takes the Annorum effect to apply this, and while that and the immediate knockdown is stellar, when you compare it to the - albeit delayed - knockdown of Thunderbolt across the range it gives, it's a tiny bit underwhelming.
My suggestion: Give it an Air Shaft tile at the end of the line, and when Annorumed, grant the user some sort of movement buff, such as the ability to remain airborne for a while or +1 move. I think this'll give it the little bit of oomph it needs to be more liked as a tool to move yourself and others around.
Ghost Arrow
Another cool one! Honestly, it's already pretty unique, and just needs a little bit of a boost to match up with other arrows, as currently most of them are around 130% elemental scaling, while Ghost Arrow is at 100% and only hits one enemy.
![[Image: c2bdb70e31b0d0948da7348b54efa566.png]](https://i.gyazo.com/c2bdb70e31b0d0948da7348b54efa566.png)
Given how common Dark Resist is to come by, and that you're meant to use it's annorum to finish an enemy off...
My suggestion: If it kills a target, Annorum's cooldown OR the FP cost is refunded (Both would be a little strong.) I think it also would benefit from inflicting fear on enemies it phases through as well as it's primary target, and maaaybe a baseline SWA scaling increase by 10 or 20% to account for the commonness of darkness resist.
Agile Androcobra
This is actually a strong skill that's made incredibly difficult by the way it moves. I don't think it needs any number buffs, and it's not weak, per se. It's just difficult, and often you'll fire off one just to have mistakenly predicted it's path and it misses an enemy by a hairlength.
My suggestion: Mark the spaces that Agile Androcobra will hit with blue tiles as per most abilities, instead of just saying it's a projectile that'll go this way, so people know what it's gonna hit. It'd also be nice if we could decide which way it first starts curving with the +/- keys.
Deos Danzai
Y'all knew this was coming. This is.... probably my favorite skill, actually, just due to how unique it is - there's not anything quite like it in the game, and it's actually the reason I started this thread in the first place. The issue is it's just straight up weak. You're spending three momentum for four attacks that's not going to activate until the turn after your next, or just the next turn if it's annorumed, but even then... The damage is incredibly pitiful. When you could just end up snake-shotting for a similar sort of single target DPS that lasts a few turns, which ALSO deals an instant hit of damage on it's own, Deos Danzai just doesn't match up to that kind of DoT.
![[Image: ada3903f03e3d77bc5af5270e5454b62.png]](https://i.gyazo.com/ada3903f03e3d77bc5af5270e5454b62.png)
As well, the target it hits can't be prioritized. Which isn't a bad thing, per se, but when you combine it with it's pitiful damage compared to almost any other instant source of damage that you would already be able to pull off with ranger, as well as the fact it takes a few turns to actually deal it's damage at all, it's... It's not very good. It's not something you'll use often, and you'll certainly never see an Annorum for it. And the damage being as is, and that it's split into four attacks?
It means that Magic Armor reduces the damage. Since it's multiple, small instances of damage, this is a pretty big deal.
My Suggestion: I'm not great at balance stuff, but I think a good start would be to allow it to ignore Magic Armor and anything similar to it, as well as a small increase to it's numbers - 10% to 25% on both the elemental scaling and SWA scaling, or 5% per level.
I'm not too sure what you might be able to do with the Annorum effect, but I think it'd be pretty neat if Annorumed Deos Danzai arrows also qualified as both Holy and Blessed.
[strike]it'd also be pretty cool if they had a much smaller scale version of Soaring Spear's effect so we know which arrow launched at who since it's not as visually telling as most skills are[/strike]
Pressure Fletch
Not a bad spell, but when you compare it to, say, Kel...
![[Image: 2f1933a0db9ba61fdb7300e0ce7a5d47.png]](https://i.gyazo.com/2f1933a0db9ba61fdb7300e0ce7a5d47.png)
...you can see that it's only comparable upside is that it has an additional range, if we're to ignore it's Annorum effect (which is fine as is - I'm here about the baseline skill)
![[Image: dee0a47522a39fcb38e9356b553e5035.png]](https://i.gyazo.com/dee0a47522a39fcb38e9356b553e5035.png)
Considering that this is a promote class - and I'm not saying base classes are weak mind you - and that it's baseline effect is weaker and doesn't do much interesting on it's own, I think it just needs a little push to use it a little more than just the annorum effect.
My Suggestion: Decrease the FP cost by 5-7. That's really it. It won't devalue the annorum or buff it much, as a lot of the FP cost comes from Annorum itself, and will make the skill on it's own more enticing to use in combat.
Forest Fiend
This one... I'm honestly not too sure what the issue is.
![[Image: 07e3e513d734f664b407576cbc7b3f7c.png]](https://i.gyazo.com/07e3e513d734f664b407576cbc7b3f7c.png)
It's got a pretty unique effect and when Annorumed it's suddenly a huge AOE then. But I'll take a shot at what we can do to see it more liked.
My Suggestion: When it damages either an enemy or destroys a plant, it could leave a Sear tile in those spaces only. I don't mean cinder, I mean the old Sear effect that only dealt damage when you stood on it at the start of a new round, and not when you were pushed through it. Fire being fire, this is the only thing I could think of, because fire is damage and fire hurts n'all.
That's really it. I do have something in mind for Sonic Arrow as well, but I'm putting that in another topic.
Thoughts, everyone?
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Youkais r us |
Posted by: Senna - 06-08-2020, 07:28 PM - Forum: Balance Fu
- Replies (14)
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Okay so, with the adjustment--Well fixed of Massage. And then, that's all it takes to realize how tedious leveling youkai's can be, worst if you're a new Grand summoner with over 6 youkai's and so on. Especially after level 50. I saw some suggestions before about an experience share to all youkais but that would make the procedure too simple....But how it is now, it doesn't seem that bad.
The youkai level, the stats they get are the major deciding factor to how effective X youkai will be and how long they'll survive before someone boops them out of existence.
I don't think anyone is okay with spending 2-4 days grinding away in dungeons, trying to level one youkai to sixty. Worst if they have the full 12. They'll be at it for around a month and plus.
Different ways of increasing your youkai level and bond are certainly needed. I'm sure others will throw some suggestions about that but I'll only post this one here.
Is it possible to allow youkai's to access something like a full clear bonus as well? Or event a gift that for a short while, allows a certain percentage of the user's experience to increase the experience X youkai should be getting? Games or meals to provide them experience? Why not add some features like Pokemon? Whereas you can a command that lets you play with them, which grants a mini-game that cost physical stamina? Something like that to increase their bond levels.
Just some wild ideas I thought about really. My apologizes if it isn't setup in the Senna fashion.
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