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[v3.03c] Summon Drizzle

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  Soldiers can jump too (Execute)
Posted by: Snake - 05-01-2020, 05:11 PM - Forum: Balance Fu - Replies (5)

This one is short and easy. Could Execute's range be increased to 3 tiles and partially use Face Stomp's animation?

I like the jumping animation ending in a boot to the head and I definitely believe Execute could also have a glorious coup de grace jumping-dunk with their weapon. It's too flashy to limit to Verglas only. And since it also cures Knockdown, it shouldn't be an issue.

Another reason is that the only accessible promotion knockdowns they ever get often put their targets one or three tiles away. It's never usable with the class itself, especially if you run Destiny with the class.

If it's nonsensical to 'just buff it', then just make it tied to the Jump talent under War -> March.

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  2.23c Map and Material select
Posted by: Raigen.Convict - 04-30-2020, 02:04 PM - Forum: Bug Reports - Replies (1)

When you use the menu used to select where you wish to 'warp' to, or to select what item to put a material on, if you have enough options you need to use the down arrow to see the second part of the list. Visually, the top of the second list is highlighted, but in reality, the top of the first list is what's highlighted, which tricks you into accidentally wasting a material change kit possibly unless you click the Already Visually Highlighted item on the second list.

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  Biting with the hand that takes.
Posted by: Haunted Evil Pajamas - 04-29-2020, 06:24 AM - Forum: Suggestions - Replies (5)

Could steal and spell snatch do some damage too?

I love spellthief, in fact I like thieves in general. However I feel like the gimmick is rather underplayed, mainly because the two 'stealing' skills are kind of a waste of momentum unless it's for maybe a meme or literally as your only option, which is never the case at least in my eyes. For any good spellthief, they preemptively steal their spells and more or less treat them just as their own magic, effectively making it just a blue mage class (btw I still really like the "Monster-mancy" idea) instead of using their abilities to mess with your casters (or anyone if you're using regular steal).

Maybe if you used Steal or Spell Snatch from the side or behind the target, you also did a basic attack at like...50% power or something? If the attack did some reduced damage and procced on hit effects, it would be significantly more viable to use in an actual fight. The only time I would ever steal in a fight is if I was using a Filcherbird, which has a chance to automatically steal on a basic attack, and spell snatching I would never do in an actual fight, I'd take a chance to defend myself with Snatch Spell instead.

Reason: Making stealing more viable and bringing us one step closer to an actual thieves guild C:

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  Invocation 'Extra' Seed
Posted by: Mr.SmileGod - 04-29-2020, 01:20 AM - Forum: Suggestions - Replies (3)

Call me crazy. Because I am crazy. But, in light of there not being any 'extra' seeds for Dynamic tomes (to my knowledge), AND that there are very few high-level invocations, I'd like to propose:

Invocation seeds for the 'extra' slot. The words of which would be placed in the 'win quotes' tab, which I feel doesn't see a lot of use. Doing so wouldn't be hugely difficult in my opinion, either. Take the grade of the invocation seed (D, C, B, A, etc) and multiply the power of the tome's other effects by how many 'actions' (multiples of 3M) used. MINUS ONE, for reasons I'll explain.

So, a D rank invocation (9M) would double the effects of the dynamic tome. A C rank invocation (15M) would give a 4x multiplier to all effects, durations(?), FP costs, (cooldowns?), etc. The only thing I suggest SHOULDN'T be multiplied is the SWA portion of the tome's base damage, given that other invocations keep their SWA at 100% and just increase the elemental scaling. That, or perhaps each multiplier past the first gives only a 50% increase to both SWA and elemental scaling.

An example of this would be a D rank invocation giving you 150% SWA and 150% elemental scaling. Whatever feels more balanced.

Now, why the -1? Because, these tomes have a 1 round cooldown for a reason. They're strong as hell. 300 damage with a single spell cast, for a small spell cost, provided you only put in damage seeds. In the case of C rank invocations and higher, the limitation isn't as necessary-- because that's a fair bit of setup anyway. Invocations can be stopped, and it'll be very difficult to get them off when people notice you're casting a custom invocation.

There would probably need to be some editing involved in the 'win quotes' tab, which may or may not be difficult, so I'll leave that opinion up to Dev if he decides he likes this idea. Anything else, I'd love to hear opinions on. Think this would be broken? Like it? Hate it? Any changes you'd make to what I've laid out?

Thanks for coming to my TED talk.

EDIT: It was pointed out to me that Charm seed would be stupidly broken for this, so it'd be worth giving certain seeds exceptions to this specific seed. 'This seed does not work with Invocation seeds' or something in cases like that.

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  Soldiers are not always Mages (Enchant Shield)
Posted by: Snake - 04-28-2020, 10:59 PM - Forum: Balance Fu - Replies (1)

As the title says... This is one less skill they can use natually without needing another class, which severely limits their options of blending classes around. And Soldier, being a base class, shouldn't really need to depend on other classes like Promotions often do.
Which then brings me to drink a mug of coffee and come up with a weird idea for it, don't know how well it would be accepted, but here goes nothing:

Enchant Shield works two ways:

The intended way. If you are enchanted with an Elemental Impact...

Quote:The elemental shield will grant resistance to the same element equal to X% (X = Rank*5) and will deal damage (ignores armor) to enemies who attack you or that you Bash equal to X. Guarding will double the elemental resistance and retaliation damage, but no effect is given when under Guard Break.

However, if you are not!

Quote:You will receive the effects of 'Elemental Interception' for 3 rounds, which will reduce your Move and Evade to 0 for the duration.
Upon taking damage, you will absorb a bit of Focus from the damage taken and enchant your shield with it, making the intercepted damage become the enchantment for the shield. Enchanting your shield this way, though, reduces the overall buff's duration by half (min. 1).

Alternatively, if above's too 'OP' for a base class, fret not!

Quote:Enchant Shield will utilize from your Talents. Your highest 'Potency' for the Elemental Talent tree will be used. (I.E, if your Potency points in Fulgurmancy is 5, your enchant will be Electricity.), but enchanting without an Elemental Impact will reduce the duration by half (min. 1).

There, now feel free to gun me down or offer constructive criticism, heathens.

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  Flow Control [DH, Item Swapping and I.]
Posted by: HexGirlBestGirl - 04-28-2020, 03:37 PM - Forum: Balance Fu - Replies (5)

Simple request.

Can Demon Hunter get a skill to make weapon swapping better to utilize?

Here's what I want preferably and would like to see, but just a thought. So.

1. An innate that gives a permanent duration status that gets consumed on your first item swap and basically makes it airborne compatible and 2m or 1m instead of 3m. This will trigger and be consumed on Shurikens utilizing the refund momentum talent, so all fair game.

2. An innate that allows +1 Weapon to be equipped into your item belt for more versatility. Just like a Demon Hunter should be. Seems a bit imbalanced though, so hesitant.

3. A skill, likely in the Reaver or Desperado tree that causes you to item swap after utilizing it. i.e A stylish attack that swaps your weapon after it hits, preferably to combo seamlessly.

I just want to see cool weapon tricks man. Anyone got some ideas? Thoughts? Opinions? I assure you, I did not account for balance so. Get to discussing, disapproving or approving nerds. See ya.

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  [2.23c] Guildless reminder
Posted by: Autumn - 04-28-2020, 04:07 AM - Forum: Bug Reports - Replies (2)

[Image: dCgLJg2.png]

Despite not being in a guild, the guild icon shows up anyways instead of being hidden as it were before, and when clicked on it will simply state 'you are not in a guild.'

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  Ghost: Suffering from Success
Posted by: Lonestar - 04-27-2020, 08:02 PM - Forum: Balance Fu - Replies (15)

Ghost is one of the best, if not the best class in the game currently. The class has a mix of everything that makes it very powerful in itself and that has been the case since the Ghost rework last year. While it made the class better in general, it also made it a bit overtuned with the gameplay changes in some skills. Thanks to that, much like many people before me, I decided to create yet another thread about the class, with nerfs to certain skills, and buffs to other ones that are simply overlooked currently.

These changes are simply suggestions for discussion and can be used as ideas and have the numbers tweaked should Dev feel like it.

Quote:Claret Call
-Clause about Claret Call's maximum level based on Ghost's level + 5 removed.
-Maximum Claret Call LV lowered to 20 for non-destiny Ghosts and 30 for destinied Ghosts.

Claret Call is easily one of the best things of being a Ghost in pratically every class combo there is. The flat damage bonus it provides it simply too high and too good. It can be very easily stacked upon by using physical multihit skills (Mad Chop, Elemental Rave, Thousand Stabs as a few examples as well as other sources) and becomes way worse later on, thanks to Rising Game.

As of now, Non-Destiny Ghosts can reach LV 40 and Destiny Ghosts can reach LV 55. Lowering the max it can get should make it more balanced.

Quote:Sanguine Star
-Momentum cost brought back to 3M.

Back when Ghost's rework released, Sanguine Star was very powerful. 175% total scaling on an AoE was very much nuts and was quite abused pretty early. That stopped until the skill had it's scaling nerfed and cost increased to 4AM. The thing is, the skill only needed a scaling nerf, not a cost nerf. 4M skills don't often mix well with classes like Duelist due to Fleur and is simply good if given to big attacks like Eclair Lacroix and Lance de Lion, which also has lengthy cooldowns.

Bringing the cost back to 3M should make it more used.

Quote:Reaper Scythe
-Scaling lowered to 140% at max rank.

As much as I love axes, Reaper Scythe is a very unbalanced skill, who gained even more popularity with the current meta. While it has a very funky range, it's easily dealt with by using mobile classes like Firebird or doing a combo with Repel. 180% total scaling for a skill that can hit multiple targets, deal magical damage (which is harder to resist without the right classes) and having guard break if the enemy has Claret Call on him is very over the top.

Reducing the scaling of the skill to match Sanguine Star will make it more balanced.

Quote:Rebound
-FP absorption removed.

Ghost has already alot on their plate, and while I believe they should have some sort of health sustain due to some skills costing HP to cast, FP doesn't make much sense in that regard.

Quote:Death Gaze
-Fear requirement removed.

Death Gaze is a skill that's been forgotten every since before Ghost's rework, and the situation remains the same. While it's easy to inflict Fear to the opponent with Haunting, it's still very much not worth to grab with all these requirements on top of each other. Dark being a commonly resisted element on top of removing CC and giving the target the Unmarked buff for two turns is more than enough. Not to mention this skill is very much useless against Shaitans currently.

Quote:Wraithguard
-Damage reduction provided by Wraithguard based on the armor of the user (10% for Heavy Armor, 20% for Light Armor, 30% for Unarmored or No Bonus for Heavy Armor, 15% for Light Armor and 30% for Unarmored.) OR Damage reduction only be active if the user is within 3-5 tiles from the Wraithguard.

Even with the change to Gravestone, WG is still very much all-powerful. And the current strategy is to place it in a corner while you charge forward towards your opponent, gaining 30% DR for good part of the fight. Not only this strategy is straight out boring, but also there's no advantage to the opponent. He's either forced to waste a turn killing it, which could potentially leave you open for attacks or deal with someone that barely takes damage.

Either lowering the DR given based on the armor you're using or making it only active if you're within the range would be good changes.

Quote:Blood Spike
-HP cost increased to 10% OR Scaling reduced.

It deals more damage than Scarlet Twister due to lacking utility, sure, but it still deals alot of damage despite of it. SKI and VIT are very common stats to be built upon and silence is simply not as frequent as it was before, save Hexers and Archers with Nightflower. It applies Claret twice, it can apply Hunted from Bloody Palms, it's AoE and it's two different stances of magic damage.

Giving the user more ouchies or reducing the damage should be the ideal here.

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  [v2.23c] Daltonic Mode = ON (Damage Display bug)
Posted by: Snake - 04-27-2020, 05:03 PM - Forum: Bug Reports - No Replies

At the moment, the on-map damage display seems to be coloring Weak! and Resist! procs wrong.

Weak! procs get no color.
Resist! procs get red color.

Weak! should be Red.
Resist! should be Green.

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  Dagger 1* Potential Buff
Posted by: Fern - 04-27-2020, 06:50 AM - Forum: Balance Fu - Replies (4)

The one star Dagger's potential, Forbidden Technique in particular.
[Image: unknown.png]

It provides 10% bonus damage at the cost of 3M to activate the buff and losing 10% HP every round it's active. This is usually not worth the trade off, specially considering you're better off just performing another attack most of the time to get similar results. Here are some of my propositions to make it more appealing, and perhaps slightly more exciting:

A) Cursed Vengeance increases your damage by 25% instead.
B) Cursed Vengeance instead costs 0M to activate.
C) The HP loss is 5% per round instead.
D) A & B combined, 25% damage increase and costs 0M to activate.

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