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can couloir not be affect...
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New Weapon: Kelsoaker!
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SL2 Version 3.03
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Himari Izumi: Special Wea...
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[v3.03c] Summon Drizzle
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Jammin' out (2.26e) |
Posted by: Raigen.Convict - 06-01-2020, 06:05 PM - Forum: Bug Reports
- Replies (1)
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Jammer mercenaries can give any ally the buffs that are meant only for jammer race allies. Namely the Beta Jammer and Gamma Jammer's bonuses. This is achieved through total control.
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I BOLDLY EMPHASIZE THAT... (Italics and Bold) |
Posted by: Blissey - 06-01-2020, 01:06 PM - Forum: Suggestions
- Replies (2)
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Hey there. Hi, how are ya? Hey, gorge, how are you?
Simple suggestion: allow us to bold and italicize within say, emote, shout, preach, sing, wemote, whisper, etc. Perhaps even OOC and LOOC, though those are kind of inconsequential to the idea (but I thought I'd toss them into this anyway). A lot of people want this so that we can properly add weight and emphasis to certain things/words our characters say instead of using / or -. / and - are fine but sometimes jarring and can ruin the flow for some, while bold and italics will hit the spot just right.
I'd like to think that implementing this wouldn't be hard, but perhaps using shortcuts via key strokes (such as alt + I or whatever is most convenient) would be the best way to put this in? Or perhaps just letting us use the html tags. Whatever way would be easiest for you to code, I wouldn't want this to suddenly turn into a headache.
Thanks for the consideration, and if any of you have any better way to implement, please post below!
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Small Stalemate Buff |
Posted by: Fern - 05-31-2020, 07:41 PM - Forum: Balance Fu
- Replies (8)
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The big three parry skills are Eviter, Stalemate and Ice Point Guard.
Eviter reduces martial weapon damage from basics/skills (not spells) that's coming from your line of sight. By 50%.
Ice Point Guard parries martial weapon damage from basics/skills/spells coming from all directions except the tile adjacent to your back, on top of increasing your Evasion! damage reduction by 15%. By 30%. (although it can be dispelled)
Then there's Stalemate, reducing damage taken from basics by 75% except from the tile adjacent to your back.
Most of the more threatening skills in this game tend to be either some kind of autohit or spells (mainly spells at the moment) so when a choice has to be made between, for example, Eviter and Stalemate... Eviter is usually the one that gets chosen.
Stalemate gets more reduction, yes. But it blocks far less than the other two parry siblings. That's technically less damage reduction in the long run. Keep in mind most of the skills in the game are autohits and spells.
I'm not aiming to suggest making Stalemate a parry god or anything, but if it activated the Black Wind whenever it'd proc, I think that would help it a bit. I can't say I have many ideas that wouldn't get out of hand, but I think this one would be fine assuming there isn't a better one.
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Fever Crafting (Rune mage balance thread) |
Posted by: Swiftkusura - 05-31-2020, 06:40 PM - Forum: Balance Fu
- Replies (1)
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Okay so feel free to jump in, play at home with your friends and family but I've been coming up with ways to make rune mage both more fun and also keep them from being destroyed from the inside out from an improper nerf that would make them into a magic engineer.
So first things first, elemental runes aren't a proper thing to hate, as they mean the runes blown up, and in most cases means they have to spend 7m standing still to make that work out, and that already counterplays itself, on top of the fact that builds can hit much harder than this 7m turn, we can debate that but it's true people are just worried about one big damage. The real villian is how rune mage functions with Razor and that starts with my first idea, Razor rune.
Razor Rune So it's no secret someone slaps a null rune down the fight is pretty obvious with their intent, they're going to pizzaria that shit into a giant razor rune that makes walls and kills you for 200 damage a spin upwards of 700 damage to tanks, it's not fun you know it's not fun, I advocate not to fight like that on a rune mage because I hate the fact that it's so strong for no reason, and yes in that way rune mage ISN'T fair, and IS broken, In most cases it's because evasion isn't working on runes, see my bug report on that if you need to but that's just what's happening so this change and that should make a healthy balance, the change build that I feel like razor rune should instead do one big damage, divided by damage per person, so if it were say 200 damage at level 6 rune status and hits someone 5 times it does 40 damage before DR, suddenly it's a controlled damage without being crazy.
Side noteI'm adding this later for dev to see, hopefully. I would like razor rune to behave as a scaling ability when doing this, whether it's SWA or willpower or something, it needs some sort of build relevance but not too high, something like thousand stab so if it's like SWA 100% then maybe it does like 3 hits on a single target doing 33 each, or maybe increase that so that it's not eaten to the ground on DR alone, but that's not my call
Null Rune I mentioned it because lets be fair, if you take away the spinner dream from chunking people what good is it right? Chrono does it better and this rune just makes runes last forever, you slap a cigarette addict on this baby it's not going no where. So my idea is to make it stop nulling itself and instead make it so all linked runes damage ignore elemental resists, this would be healthy because the rune will still trigger and slash resist isn't common, if it even would be counted, allowing rune mages to be healthy with ice or fire runes, with a trigger effect to remove one positive effect, only ever one, not no "level statuses" no just one status from enemies hit.
Smoke Rune Yeah baby it's your time to hear about the rune everyone hates, within good reason this runes been a subject of debate for a while now from my understanding so let me dig my claws into this, it's no secret the issue with this is more that smokescreens a problem, and the fact that it makes runes arguably invincible, and that's not fun, especially if there's a null rune involved, see above, so I propose the smoke rune when stacked does NOT create smoke screen, if it does make it a placement for 1 turn. In spite of this I'd like smoke rune to function as a "Sturdy" effect, so no damage no matter how high can break it on the first try, runes get their survivability but they're breakable with or without smasher.
Illumination Rune I like what you were going for with this rune, I do...But it's too much, I'm sorry, it needs to cap at like 50, MAYBE 100 with a chrono rune involved due to the 5 rounds it takes to prepare, as it stands I can dish out level 400 glowing to someone if I made a perfect explosion glowing rune, where's your evade? lazarus knows. We already have a magnet rune which I'll talk about that in a moment but for now lets address the pure audacity of taking 200 evade from someone. Evade struggles, and it's not okay, and rune mage without this rune already counters evade builds even when the evasion bug is fixed. It's not okay we know it's not okay, you don't have to feel bad for hating it, you're safe here.
Magnet Rune Yes, magnet rune, this ones a different idea personally I'd like it if magnet had more purpose to it, we're offing a bit of utility from the rune if we kneecap illumination but it needs to be done. I'd like it if magnetize wasn't so heavy on it but lets be fair I've seen 72 magnetize and it caps at 50 hit anyways so it's not like game killing, all reality it's one of the fairer runes, makes great for traps and whatnot, but I would really like it if it had a placement effect in addition to pulling runes pulling magnetized enemies towards the rune at least 1 tile, this would make comboing with earth magic more fun and involved than just slapping a crawling rune down.
Chilling Rune Oh boy don't get me started, I gotta set my hat down for this one kids, this puppy can with very little effort chrono into over 100 frostbite, which can swap into dealing 100 damage to someone and freeze their toes off, or push them for 30+ damage a tile through it, it's a verglas WET DREAM, and that's...Not okay, I'd sooner say to take away the frostbite effect and make it frozen and only for one duration it'd make it where anchor and chilling don't play well together and make more choices for rune pathing, plus even with the frostbite being kinda broken, who's going to run through your ice for 400 damage anyways, but it still can happen.
Warding Rune Okay so this is mostly just to make warding a better rune in general, its resonation placement trigger and engraving effects don't...do anything, a few walls are annoying but everyone and their mother blinks hauntings side cuts farts their way in hanging maneuvers, you're lucky if a max power rune can keep out a black knight, but I'd be willing to accept that fact for ONE change, just one. I'd like if it lived up to the name warding rune and when it triggers causes every ally within range of the rune to gain the warding tattoo status, or similarly, make it more of a support rune.
That's my main gripes about the class, most of what I mention should ideally shift the balance a little and make them less frustrating to deal with, for both the rune magician and anyone unlucky enough to have to deal with arena sized smoke
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The mages are too talkative |
Posted by: Senna - 05-30-2020, 11:30 AM - Forum: Balance Fu
- Replies (13)
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So, with the new meta coming about, everything seems a lot different now. While Dev nailed some of the problems and made some class a lot more bearable, some nerfs were a little too much.
This nerfs I'm talking about is over-killing silence. Yes, he did target some of the heavy hitting that make running mages unfun but some other stuff got hit in the crossfire.
Now, let's just say we don't have a crazy amount of ways to stop a mage without praying to your god.
Fun statements aside, I believe some methods of silence are needed for some classes. From what I'm witnessing, the meta has come down to which mage has a conscience from which can burst down X target within a turn or two. While this isn't exactly bad? It forces and murders a lot of different play-styles as well as builds.
Add an Impure element bonus to the mix to add salt to the wound.
How to fix it? The return of SOME silence as well as a small adjustment to the talent!
Sonic Shell: Why do we need this back? While inflict checks are always a thing, people that stacks resistance is as well. It's not often someone with 200 status resistance will suffer at all from said silence. Due to the customize tomes, those who build this way will not be losing too much power or be punished too much for it. What to do? Simple! The problem with Sonic shell before was the fact that if someone had crit twice, that was it, they're unable to use magic. Instead of that, just like Ranger, tie their silence to overcharge (It replace Confusion with Silence if overcharged.). Whereas it will force the Magic gunner to decide if they wish to shut down the usage of other shells or not.
Sonic Arrow: This still silence! Yes but the risk to get that silence going is a bit too high. Not only if it an Inflict check, whether they were successful or failed is where the problem lays. If they fail, not only are they put on a CD which locks them off from other ranger Annorum skills, the entire attempt would be in vain. Suggestion? Simple, If the odds failed, it does not consume the Annorum status but put the skill itself on a 1-2 round CD. Perhaps a bonus? Each rank increase the percent of status inflict it allows.
Drowned Woman: While the youkai itself can be helpful, her range is not that good and nothing is really stopping a mage from deleting her from the battlefield the moment she is summoned or before she even gets into range. How to fix this? Grant the summoners to the ability to silence again with her skill, however, change the condition of the inflict check whereas the chance could be Drown's level plus the user's will added onto half the user's inflict.
Death Glare: This is one of Ghost's forgotten skills. The condition needed for this is both CC and fear. While getting fear off is easy against most, if the mage is aware of what you're doing, they will merely prevent you from haunting behind them. This hurts even more against a Shaitan mage as it's impossible to even use this skill then. Suggestion? While the unmarking is already crippling, I'd suggest removing the fear requirement and instead allow the silence if they've reached a certain about of CC level (Like 3-5 and up)
Invocation talent: With the nerf of silence which indirectly buff mages, it seems the rise of mages has become a common thing. While I myself have abused this new wave as well as helping others, I can't help exactly bat my eye at what I've been seeing recently. Invocation spells are on the rise however they also seem to be putting battles on a timer. Especially if they're using something like charge mind. All the current classes that grant silence are a bit risky except Black bolt which can't be used that often. If they fail to reach the condition needed to inflict silence, that's game over. How to fix this? This suggestion I've seen a few months ago however I'll mention it now; the adjustment of the talent whereas there will always be a chance someone breaks Invocation base on the damage they've obtained. So instead of 1-100%, it would be 1-80%.
Bonus: With the methods mention above except the talent, I'd also like to suggest a silence immunity of 2 rounds(?) once their effect wears off to avoid back to back silence.
I'd like to hear what the others have to say to this.
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Without great haste (Rune mage bug) |
Posted by: Swiftkusura - 05-30-2020, 08:56 AM - Forum: Bug Reports
- Replies (4)
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So I kinda had read this line of text and completely forgot about it, but when play fighting earlier I realized something, engrave and runes without haste are NOT supposed to ignore evasion are they?
Haste rune SPECIFICALLY states "All linked damage runes now ignore evasion" but they ignore evasion being ENGRAVED currently.
I've come to realize runes have been bugged to ignore evasion for free without that added effort and this needs to be corrected.
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Feedback and Suggested Changes to Initiative |
Posted by: Kameron8 - 05-30-2020, 01:42 AM - Forum: Balance Fu
- Replies (7)
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Note: This is extremely long, a TL;DR can be found at the bottom if you don't have that kind of time.
The new round-robin initiative system set out to eliminate gimmicky combinations revolving around teammates taking turns one after another before an enemy can react. In this category, it has unquestionably succeeded.
However, I feel as though the current system is too rigid in forcing people to take turns. In doing so, adding new creatures or players to the combat -- or K.O.ing a player/creature -- has implications on turn order that can feel both counterintuitive and unpleasant alike. Given enough understanding of the system, players can (and will, eventually) specifically avoid/prioritize downing specific enemies at times, based on what the net impact will be on the next turn's initiative order.
To explain what I mean, I've pulled a test 3v3 PvP battle from a different thread and tracked the initiative order of each round:
Teams:
Team 1: Uniformed Karatynn, Tal Zarok, Audacious Artificer
Team 2: Hoodie Wearing Leporidae, Allaina Rakuzaki, Quiet Armored Man
Beginning of Combat Initiative Order:
- Tal Zarok
- Hoodie Wearing Leporidae
- Uniformed Karatynn
- Allaina Rakuzaki
- Audacious Artificer
- Quiet Armored Man
This can be seen in the screenshot below:
![[Image: 6Lmqiqo.png]](https://i.imgur.com/6Lmqiqo.png)
Things begin to get problematic once players start dying. To highlight this, the following is the turn order once the 2nd fastest player, the Hoodie Wearing Leporidae, was reduced to 0 Hit Points and the turn rolled over:
Post-Death 2v3 Initiative Order:
- Tal Zarok
- Allaina Rakuzaki
- Uniformed Karatynn
- Quiet Armored Man
- Audacious Artificer
This is shown in the screenshot below:
![[Image: k4DL8L6.png]](https://i.imgur.com/k4DL8L6.png)
Why this matters: Compare the two turn orders from the turn before, and the turn after the Hoodie Wearing Leporidae was killed. Note that, because the game has cycled the initiatives upward, the following has just taken place:
- Allaina Rakuzaki will end up having two full turns before the Uniformed Karatynn receives his next turn.
- Quiet Armored Man will end up having two full turns before the Audacious Artificer receives his next turn.
Unless teammates can offset what's happening in some regard (which is not always possible, in cases such as Die Hard), players will find themselves suddenly being pseudo-double turned by one specific player on the enemy team. I don't need to provide examples to emphasize how incredibly quickly a full additional turn can become lethal -- it was one of the main reasons this change was implemented to begin with.
To further exemplify this quirk of the system at play, we can continue to look at the ensuing test fight. With unbalanced teams, the system once more shifts the turn order to make sure turns are being taken up until the very end of the round. This leaves us with a new turn, and new initiative orders:
2nd Round of Post-Death 2v3 Initiative Order:
- Allaina Rakuzaki
- Tal Zarok
- Quiet Armored Man
- Uniformed Karatynn
- Audacious Artificer
Compare this with the last turn, and make note of the fact that:
- Allaina Rakuzaki will take a 2nd consecutive turn before Tal Zarok gets one.
- Quiet Armored Man will take a 2nd consecutive turn before Uniformed Karatynn gets one.
Thus far, Allaina Rakuzaki is thrilled that her teammate was killed off -- she's gotten two turns in a row where she can hammer random people twice before they can act. This mess of a back and forth once more shifts once the Hoodie Wearing Leporidae Die Hards. Below is the initiative that results from the now 1 HP player re-entering the turn order:
Die Hard - 3v3 Initiative Order:
- Hoodie Wearing Leporidae
- Tal Zarok
- Allaina Rakuzaki
- Uniformed Karatynn
- Quiet Armored Man
- Audacious Artificer
This is shown in the screenshot below, with the recently dead player taking the first action of the turn:
![[Image: ORMGZJ5.png]](https://i.imgur.com/ORMGZJ5.png)
All at once, we have:
- The 1 hp, 4 Momentum player going first.
- Tal Zarok taking two turns in a row, before Allaina Rakuzaki can take one.
- Uniformed Karatynn taking two turns in a row, before Quiet Armored Man can take one.
In this circumstance, it's very unlikely that the 1 health, recently revived player will be in a position to offset the next enemy's turn. Depending on who's positioned where, the fight becomes a circus of ''Will this player go twice before me if I finish off the enemy? Will die hard potentially screw me over? Should I leave that guy at 1 health so our healer isn't hit twice by the Void Assassin before he can act?"
My Suggestion:
My suggestion is that we use the new turn order system at the beginning of combat, then only allow turn orders to shift in the event that a player uses Skip. Units that enter into combat midway through the battle (i.e. Summoned Youkai, Engineer bots) will take their turns all at once, directly after or before their creator. The only other instance where the turns would shift would be when a new player joins a fight late.
To better explain this suggestion, I'll use the same exact fight outlined above, but state the turn orders as though they were following the system with the changes I'm asking for. The fight begins the same:
Teams:
Team 1: Uniformed Karatynn, Tal Zarok, Audacious Artificer
Team 2: Hoodie Wearing Leporidae, Allaina Rakuzaki, Quiet Armored Man
Beginning of Combat Initiative Order:
- Tal Zarok
- Hoodie Wearing Leporidae
- Uniformed Karatynn
- Allaina Rakuzaki
- Audacious Artificer
- Quiet Armored Man
Just like last time, the Hoodie Wearing Leporidae is killed. Instead of spinning the losing team up a tier in initiative, we instead keep everyone exactly where they were:
Post-Death 2v3 Initiative Order:
- Tal Zarok
- [strike]Hoodie Wearing Leporidae[/strike]
- Uniformed Karatynn
- Allaina Rakuzaki
- Audacious Artificer
- Quiet Armored Man
The next turn, this will remain the exact same. Once the Hoodie Wearing Leporidae Die Hards, we don't bring the circus back into town -- we merely restore the revived back into the turn where she belongs:
Post-Die Hard Initiative Order:
- Tal Zarok
- Hoodie Wearing Leporidae
- Uniformed Karatynn
- Allaina Rakuzaki
- Audacious Artificer
- Quiet Armored Man
If done in this way, the only way a team could begin collecting their teammates for a 2, 3, or 4 member combination of turns is through killing off most the enemy team first. This, of course, is much harder to do since they can't use a 2, 3, or 4 member combination of turns at the start to accomplish this feat.
Due to the nature of how many things affect turns in this game, there's a very good chance I'm missing edge cases with my suggested revision. However, since I don't see any, I'll conclude with recommending we change the system so that it doesn't dynamically rotate players around based on deaths, revives, summons, and other mid-fight occurrences.
TL;DR:
The current system allows for combatants to potentially take two turns before certain other combatants can take one, depending on enemy death, summons, or resurrection. I recommend that the round-robin turn order be held mostly static once the fight begins, to avoid these shifts.
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Die Hard |
Posted by: Kameron8 - 05-29-2020, 10:29 PM - Forum: Bug Reports
- Replies (2)
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Quote:Devourer of Souls (Discord)
The way it works is, since they're down at the start of a new round, they have 0 initiative. I'm not sure if something that makes the turn order be recalculated will still respect that.
They should have their normal initiative value in subsequent rounds.
It recalcs turn order when a unit joins the battle or is defeated (except player characters right now, which is a bug), or when someone uses skip or is removed from battle via grandupper.
Die Hard is granting a character their full initiative the turn they stand up, instead of first setting initiative to 0 for one round. To replicate this, I set up a 3v3 with the following teams, and the following initiative order:
Teams:
Team 1: Uniformed Karatynn, Tal Zarok, Audacious Artificer
Team 2: Hoodie Wearing Leporidae, Allaina Rakuzaki, Quiet Armored Man
Beginning of Combat Initiative Order:
- Tal Zarok
- Hoodie Wearing Leporidae
- Uniformed Karatynn
- Allaina Rakuzaki
- Audacious Artificer
- Quiet Armored Man
This can be seen in the screenshot below:
![[Image: 6Lmqiqo.png]](https://i.imgur.com/6Lmqiqo.png)
The second fastest character, Hoodie Wearing Leporidae, was then reduced to 0 hit points. The following turn, because the character did NOT Die Hard, the initiative order was as follows:
Post-Death 2v3 Initiative Order:
- Tal Zarok
- Allaina Rakuzaki
- Uniformed Karatynn
- Quiet Armored Man
- Audacious Artificer
This is shown in the screenshot below:
![[Image: k4DL8L6.png]](https://i.imgur.com/k4DL8L6.png)
The following turn, the Hoodie Wearing Leporidae still did NOT Die Hard. In order to prevent a team from going twice, the new start-of-round initiative became:
2nd Round of Post-Death 2v3 Initiative Order:
- Allaina Rakuzaki
- Tal Zarok
- Quiet Armored Man
- Uniformed Karatynn
- Audacious Artificer
This excessive listing is meant to ensure there's no confusion about any nuances that happened between turns and Die Hard. The following turn, the Hoodie Wearing Leporidae DID Die Hard. On this turn, the initiative immediately became:
- Hoodie Wearing Leporidae
- Tal Zarok
- Allaina Rakuzaki
- Uniformed Karatynn
- Quiet Armored Man
- Audacious Artificer
This is shown in the screenshot below, with the recently dead player taking the first action of the turn:
![[Image: ORMGZJ5.png]](https://i.imgur.com/ORMGZJ5.png)
If the Hoodie Wearing Leporidae's initiative was 0 for that round, we would expect her to go last among her teammates. This is not the case, and suggests she retained full initiative (with the game allowing her to go before the faster Tal Zarok because of the taking turns stipulation).
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