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  Practice makes perfect
Posted by: adamkad1 - 03-27-2020, 06:15 PM - Forum: Suggestions - No Replies

I think failing a craft should give you a portion of exp a successfull craft would, as long as you have a chance to actually succeed in creating that item. The portion could be based on sucess chance, so less with smaller percentage, so you cant just spam low percentage for training

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  Annoying generator
Posted by: adamkad1 - 03-26-2020, 09:24 PM - Forum: Suggestions - No Replies

It would be nice if dullahan's soul generator was a toggle, it is annoying to have to take it on and off when you want to use it but also want to be able to use soul burn without requiring a shield, or other way to burn all momentum

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  [v2.20] Interference Affects Level-Up Heal Post-Battle
Posted by: Dmorgen - 03-25-2020, 10:38 PM - Forum: Bug Reports - Replies (2)

I'm unsure if this is intended or not, but I noticed that being inflicted with the Interference status prevents you from healing via level-up.

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  Dual-chanting!
Posted by: Autumn - 03-23-2020, 06:20 PM - Forum: Balance Fu - Replies (15)

An incredibly cool feature would be the ability to host 2 enchants utilizing the familiars, say if you're already enchanted with nerhaven, and you use Elemental Force (Lightning), you'd have both Nerhaven and Redgull active at the same time.

We've been shown with Steal that multi-elemental attacks can function properly.(I've tested using a Blazing/Forked shinken)

And given that Elemental Forces last a short amount of time it gives this sort of burst window for them to be used anyways.

It would add a lot to roleplay in combat in my opinion but I could also see why it could potentially be an issue balance wise too, so I'd like to gather opinions on something like this as well.

So what I'm asking for is the ability to host multiple enchants using specifically the Elemental Force enchant buffs, and removing their restriction to be able to apply their enchants while enchanted already.

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  SL2 Version 2.20 Update Notes
Posted by: Neus - 03-23-2020, 08:31 AM - Forum: Announcements - No Replies

[smcf=body]Automated Shopkeeper Interface Renewal

  • The interface for the ASK has been redone.
  • You can swap item positions by dragging and dropping them, change prices and other settings easily, and so on.
  • Preview: https://puu.sh/FiNSP/f5a5cfaf23.png

Icon Part Splitting
  • Several torso icon parts can now be split into separate sections, allowing you to color/etc. them individually.
  • When you click on a supported icon part, it will give the option to add it as a whole piece (as in, how it works now) or as separate individual parts.
  • As of writing this, there are 10 icon parts that support this. More will be added when they are finished.
  • NOTE The separated icons are all grayscale versions.

New Icon Parts
  • Added 8 new icon parts (in 2 Mirror Shards) by Shujin.
  • Added a lot of new icon parts (in several Mirror Shards) by August..

New Class Skills
  • Evoker - Evoke Retaliation; Play with fire, and... you know the rest. When you evade a basic attack, you gain Evoke Retaliation for 2 rounds, which increases the Power of your spells by 10, as well as your Critical by 10 (but only for Lightning Criticals).
  • Rogue - Empty Pockets; The good thing about people attacking you is that they don't notice stuff missing. When you evade a basic attack, you gain +15% success rate to your next Steal within 3 rounds, and if it's successful, the target cannot use items until your next turn.
  • Curate - Grace of God; It's a miracle you weren't hurt. When you evade a basic attack, you gain Grace of God for 3 rounds. When you Pray, Grace of God is consumed to guarantee it will activate a bonus effect.
  • Verglas - Brain Freeze; The icy chill of your movements locks down your enemies. When you evade a basic attack, a random skill the attacker has equipped is put on a 1 round cooldown (or 2 rounds if you have an Ice Point Guard active).
  • Boxer - Krahenflugel; The storm only gets worse if you anger it. When you evade a basic attack, your Schwarz Sturm level raises by 1.
  • Engineer - Security System; It's not nice to play rough. When you evade a basic attack, if you have a Turret deployed, it will attack your attacker regardless of distance. (This can only trigger once per turn.)

Evoker
  • Pure Power - Max rank changed to 1. Power bonus per unequipped item changed to 10.

Ghost
  • Rising Game - Rising Game level changed from 1 per 10% missing HP to 1 per 15% missing HP. Now represented by a gauge in battle.

Martial Artist
  • Evasive Strike - Max rank changed to 1. Damage changed to half of character level (or 10, whichever is higher) that ignores protection and evasion.

Curate
  • Pray - Added sound effect/animation for Pray's Divine Lightning effect. Damage from Divine Lightning now comes from the victim (instead of the user).
[/smcf]

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  Absolute Hesitation (Version 2.20)
Posted by: Raigen.Convict - 03-21-2020, 09:22 PM - Forum: Bug Reports - Replies (1)

I have no idea how long this was a thing but the Hesitation applied by Absolute fear is not at the proper level, it's not taking Kenki's level into account.
[Image: h2PSU1o.png]
[Image: 4gFtmnj.png]

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  Hair Fusions
Posted by: Autumn - 03-21-2020, 05:06 PM - Forum: Suggestions - Replies (2)

I know that a lot has been done for icons lately, and I appreciate those changes greatly (The separated icons/new icons/new weapons etc. have been quite the godsend.)

I'm here to ask if its possible to have multiple hair layers at all, none of them have to be separated like any of the torso/pants options, some may have to be greyscaled at some point, but what I'm asking is to be able to do this:

[Image: DefER0g.png]

Combining 2 hairstyles into one to get my desired bangs for a character icon.

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  Red Hands [v2.20]
Posted by: Miller - 03-19-2020, 09:34 PM - Forum: Bug Reports - No Replies

As of the current update, Red Raid seems to be using the SWA of my bare fists rather than my Burst Claw.

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  Map Making and You
Posted by: ShadowHunt - 03-19-2020, 03:54 AM - Forum: General Discussion - No Replies

Making Good Maps?
Housing has been around for a while, and I know at least a few people have been trying to help out by making new maps for the game. So I've been wondering just what makes a good map? People must have been at it long enough to figure at least some of it out, and with the advent of the looking for group tool, housing areas can be pushed as public within the game.

To that end, I haven't really done much myself but I think I've seen enough to get the basics, and that should be enough to get this discussion started.

Going in a hopefully useful order...
Chair and wall placement are probably one of the biggest factors in influencing where players will put their characters, since people tend to default toward either sitting on chairs or standing back to a wall, this should at least be considered when figuring out where players should gather.

Spacing places out is nice, but too much space in the wrong places can discourage interaction. Simply putting more space between everything isn't instantly better. I'd argue even that ideally public spaces pack players relatively close together. Which isn't to say there isn't a place for making more open areas, but rather that it should be more carefully considered.

Then it needs to be considered that a given location usually only has so many people at a time, and can rarely support more then one central location without starting to thin out players. Which is to say, any specific location should probably have one central area where people can gather, and the rest should be built off it with the expectation that it usually won't get as much traffic and tend to be more private usually.

This one is the most explicitly a personal opinion, sometimes it seems better to build an area as an "off-screen" area, such as kitchens. Most people are fine interacting with an npc or two, but sometimes it can feel a little awkward when a PC isn't filling an important role in RP, but if the role can be gently pushed off screen, it can stand out a bit less. Of course it should still be setup so a player could fill the role given a chance.

And as a final side note, making sure to add a few more or less private areas for private interactions of whatever kind generally is a good idea. These are the kinda places where spacing things out and putting less or no chairs/walls may actually help achieve the areas goals as well.

What Do you think?
But then I don't have experience in actually building maps for housing or the game, and
I would very much like to hear what other people consider when they build an area.

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  Claret Me In, CLARET ME IIIIIIIIN [Ghost balance shifting]
Posted by: GSM - 03-18-2020, 08:49 PM - Forum: Balance Fu - Replies (7)

So, it's kind of a surprise to nobody right now that for the past uhhh, since Ghost got reworked, however long ago that was, it's been dominating the scene in both PvE and PvP. It's easy to access and easy to abuse, and with all of its new tools it can't really do anything badly.

ᶦᵗ'ˢ ᵏᶦⁿᵈ ᵒᶠ ⁿᵘᵗˢ

However, the main issue I'm seeing with the hits to Ghost is that it isn't really tackling the main power budget and balance of the class that is readily apparent to most of the people that fight one.

Claret Call is kind of the big reason why Ghost is so insane.

ᶠᵘᶜᵏᶦⁿ' ᶜʳᵃᶻʸ ˢʰᶦᵗ ᵈᵘᵈᵉ

So, I want to hit Ghost where it really matters, and give it back some of its core identity that it had pre-rework. Y'know, a terrifying attrition fighter, and not a god damn blood mage that has a specter somewhere in a corner BDSM-ing their pain away, and only needs a rock to activate properly.




Quote:Rising Game nerf (+1 stat per 10% HP > +1 stat per 15% HP) is reverted.
Quote:To clarify, Rising Game was never the issue when Ghost started bullying people on the playground. The change from 10% to 15% did quite literally nothing unless you specifically planned for Ghost to be part of your core build, which nobody does since it's so situational it hurts.

Quote:Claret Call, and anything that scales with Rising Game, increases stacks off every 2 stacks of Rising Game, and is changed to have a Max LVL of Ghost -5 (from Max LVL of Ghost +5), meaning non-Destiny caps at LVL30 Claret, and Destiny caps at LVL45.
Quote:THIS was the major issue. Claret Call stacked way too quickly relatively quickly in fights, and Claret giving you a major free damage buff was quite simply oppressive, not to mention this'll hit everything that scales off of Claret harder. Cut Down and the ever dangerous [strike]succ[/strike] Rebound are notable hits here. And with the stacking of Claret shearing down, let's take a look at the final proposed change I'm making...

Quote:Blood Spike and Scarlet Twister get FP cost up (Blood Spike up by 6, from 19 > 25; Scarlet Twister up by 6, from 24 > 30) and elemental scalings down by 10% each (Blood Spike from 100% Ice/Water > 90% Ice/Water, Scarlet Twister from 90% Wind/Water > 80% Wind/Water), potentially gaining a fixed maximum range/maximum pull.
Quote:The new blood magic spells are so problematic in their core concept of them being quite literally better than some Evoker tier spells that it's absolutely insane. The damage these things shit out are absolutely nuts, and it feels like it hits HP when that feels like a non issue to Ghosts. I'd very much prefer them getting an absolute range, because an AoE Claret Call applying nuke spell that can traverse half the map OR pull someone without much hassle is the exact reason why I refuse to use these in practical play, ever. It feels cheap, man.

Any feedback or added opinions would be welcome. I'm fully prepared for this to not be touched or talked about by Dev, but this is how I feel Ghost should have been altered. Trust me, I LOVE Ghost as a class- hell, it's my favorite class, ever since I started playing. But I can't bring myself to play it seriously when it's so overbearingly strong and everyone knows it. Everything BUT the issue has been hit on the head, and Rising Game getting the shaft really hurt me, since that's not at all how it could work.

ᵗʰᵃⁿᵏ ʸᵒᵘ ᶠᵒʳ ᶜᵒᵐᶦⁿᵍ ᵗᵒ ᵐʸ ᵗᵉᵈ ᵗᵃˡᵏ

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