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Bows
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The Economy and You
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Mastery of STR Crit
Forum: Balance Fu
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Today, 02:25 AM
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Flash of Light
Forum: Balance Fu
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Yesterday, 08:13 PM
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New Weapon: Kelsoaker!
Forum: Suggestions
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Yesterday, 07:57 PM
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SL2 Version 3.03
Forum: Announcements
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Yesterday, 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
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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
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[v.3.03c] Combination Str...
Forum: Bug Reports
Last Post: Latto
09-22-2025, 12:47 PM
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Initial Thoughts about Runemage balance |
Posted by: FaeLenx - 01-28-2020, 05:34 AM - Forum: Balance Fu
- Replies (10)
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Main Problems:
Razor Rune:
Where it works:
-It's a solid damage dealer that feels gratifying to use.
-Strong in PvE like every other AoE.
-Pretty solid in PVP if you can get a large runestack off and someone is close enough to hit them with it.
-About as much damage potential in two turns as a charge minded evoker spell.
Where it doesn't:
-It's incredibly hard to break with melee skills. Warding runes and smoke runes make this nearly impossible. A large, overstacked rune link can decide a PvP and PvE fight both.
-The damage is on par with a charged up evoker spell, but it's the gift that keeps on giving unless someone can destroy it.
Suggested Changes:
- Make Melee skills destroy it in one shot. This could be the same as any rune link, or maybe just null links. This might be hard to code, but it would make large runestacks more counterable. This could be a good idea in general.
-Make the damage higher but only hit once per round. It could apply a debuff or something of the sort to make that easier to track. This means there wouldn't be the super beyblade roundabout that can decimate well over 800 HP, but you also wouldn't be able to kite them as effectively to make them deal 80 damage only. The difference between damage when it comes to positioning is overtuned.
-Make the damage scale off of SWA so people can stop complaining about it being stat independent. It'll probably end up doing the same damage regardless for most runemages.
Anchor Rune:
Where it works:
-Singular solid force of Crowd Control on Runemage besides warding.
-Runemage doesn't have a source of innate silence so this isn't too oppressive against most builds unless they're comboing another item or class.
Where it doesn't:
-Situationally useless because immobilize is often countered entirely through moves that aren't tagged as movement or blink.
-Engraving is broken and does not function at all.
-Nerf immobilize. This is just a problematic status effect in general.
Suggested Changes:
Nerf immobilize
Other suggestions:
-Make attacks in melee range deal 20 damage to runes.
-Smoke is an incredibly oppressive effect on the battlefield. Combine that with warding and you have the ability to lock people without teleportation in a death circle where they can't easily see you to attack you. An AoE blind would be okay but weak. At least making the area of smoke smaller might be good. Or a ring effect so that anyone inside can see inside it.
-Void Assassin Extend void becomes an incredibly oppressive force with the rune mage and ramps the class's damage dealing capabilities up to an insane degree. Two and a half turns of one momentum runecasting is devastating. Making Swift Rune Casting not work with VA alone would do wonders in balancing this class in the immediate moment. If nothing else, this needs a hit first.
-Make warding rune a ring effect so that anyone trapped inside can go tap the rune out of existence if they have no other options. Being stuck in the outside wing of the rock area is a traumatic experience.
TL;DR:
-VA mixed with Rune mage is an incredibly oppressive thing.
-Rune mage has a lot of versatility and while that's good, it can be oppressive to deal with for a lot of classes even if razor rune gets nerfed.
I'll leave any suggestions for the class to another thread. I'm gonna keep messing around with builds and the like, but I've managed to tear through perfectly reasonable builds without taking damage while underleveled and wearing piecemeal gear collected while leveling.
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Immobilize Immunity Addition |
Posted by: Fern - 01-28-2020, 04:03 AM - Forum: Balance Fu
- Replies (13)
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Immobilize is becoming a much more frequent status specially with the recent addition of Anchor Rune, and it can be pretty frustrating since it can stop a lot of builds from acting and can make them get locked with it. I.E Thorn Shooter, Anchor Rune.
Can we get a status immunity effect to Immobilize just like the one you get after being Frozen? It would make things much better!
EDIT: Also, if this goes through, it should be made so Immobilized can't be refreshed while it's active..
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[2.17b] Broken Lights. |
Posted by: Tamaki-Kun - 01-25-2020, 07:13 AM - Forum: Bug Reports
- Replies (1)
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So, it appears that turning off the lights(i.e. double clicking a lighting housing item to toggle between on/off) and not turning them back on before reboot hits permanently renders them unable to turn back on again.
Please fix, mein lights are all broken.
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On Donation Items for Houses and Permits. |
Posted by: Tamaki-Kun - 01-24-2020, 07:29 AM - Forum: Suggestions
- Replies (4)
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Hewwo hewwo! It me with yet another housing request!
Would it be possible to have permits for house owners to let other people place donation house items in their house?
Like, House Editor permits but with donation furniture items + if possible item mounts included? (Although I imagine the latter part wouldn't be feasible with the fact that it may be used for twinking.) A Senior House Editor thing, maybe!
It'd be a huge QoL fix for people like me who have multiple house owners but only one builder(therefore only have said builder have more than 200 space). Since house owners cannot put donation items when they're over the limit due to lacking furniture planners and would have to pick up a hundred items before they place it thus wasting the work it took to place those items.
Alternatively, maaaaybe have it so donation house items don't count towards furniture limit? That might be hard though.
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[Aposemagika] The curse of tinkerbell |
Posted by: Mr.SmileGod - 01-23-2020, 02:27 AM - Forum: Balance Fu
- Replies (11)
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"Is that an invocation? Oh god, we're going to di-- ohh, pretty colors..."
No, but seriously. Papilions are cool as hell conceptually, but as far as racials go... It's hard to justify their lack of an entire stat. Especially one that offers the benefits that Sanctity does. Butterflies (and any variations of) did get a bit of love back when a bunch of traits were added, but it really isn't... enough. They're only melee range, but given the low cost of FP and M it's fine. Butterflies, as they are, are mostly fine.
The problem with Papilion is the wasted potential of Aposemagika, which suffers from a pretty simple issue-- it never got that good old Great Reckoning loving. It's a blast from the past, though I don't remember if it was used back then either. Now-a-days, it's just used to flex on people ICly, but it could be so much more.
20 FP, class D invocation (so 9M with ways to counter) for some pretty laughable benefits:
1 butterfly a round, on a random tile. I can get that in actually useful positions for 1M a turn, for 6 turns (the duration of Aposemagika)
6 + (6-(San/5)) additional spell power at level 60. 12 spell power maximum. It's... a boost, but not really a worthwhile one, even if it was a 3M skill.
The ability to apply your butterflies' effects when hit in melee range. So essentially you just become another butterfly, but don't die in one hit.
Now, don't get me wrong. That's a lot of benefits from one skill-- but they're all so bad that it doesn't even matter. I'd say overhaul the spell entirely. Keep it an invocation, but do something neat with it. It's an invocation from the absolute masters of illusion magic, blessed (or cursed) by the forest that eats people.
What exactly should it do, though? That's a daaamn good question. I've heard a few suggestions, most of these aren't mine. Obviously I'm not advocating for all of these at once, so just pick and choose if you like some. Or don't.
Suggestion 1: Replace the bonus spell power with an infliction chance on all enemies to apply Confusion. Duration could be something in the ballpark of 5 rounds - (San/10), if you wanted to keep the Sanctity debuff portion. It'd be pretty worthless in 1v1s, but I could see it being a real tide-turner in 4v4s and the like, just by keeping AoE users in check for a while.
Suggestion 2: Give it an effect like a scaled down version of Ashe's Kaleidoscope. A set number of random slashes across the battle field, doing damage if someone's caught. Literally just make the field into a living hell of ice, cinders, etc. Have the effects scaled to Sanctity in some way, and the damage based off of SWA. And since there's no way to aim it, it'd truly be chaotic instead of just being 'aha take damage'.
Suggestion 3, my personal favorite: Give the enemies a taste of what the Deepwoods were like. Turn the surrounding area into a beautiful landscape of pretty colors and illusionary flora, with that hint of dread that the forest is said to hold. Every turn, all enemies suffer a luck-based infliction chance based on the user's status infliction. If they fail to resist, they're hit with Fear, Hesitation and Charm level 6 (-1 per 5 of the user's scaled San). If they already have those statuses, the effect is increased, to a maximum duration of 2 turns and a maximum level of, say, 75. So with just Aposemagika itself, succeeding all checks would leave the targets with level 36 of those statuses at the end of the skill's 6 turn duration.
I can see how it might be a bit broken at first glance, but Vampires literally have a version of this for 3M. The levels are higher, but there's more to applying the effects. Obviously, though, the numbers can be tweaked. Not to mention, Aposemagika is an invocation. A 9M skill with ways to prevent it shouldn't be weaksauce.
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Anyway, thanks for coming to my TED talk and sitting through a wall of text. If you have suggestions, feel free to leave them, yada yada.
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Bring Out Yer Seeds |
Posted by: Grandpa - 01-22-2020, 10:41 PM - Forum: Suggestions
- Replies (1)
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I thought of something minor that might help people collect seeds a bit easier, and it seems to make some sense in my head.
The idea is more or less just adding seeds to the possible outcome of items from using a bonesaw on the myriad corpses that we create while grinding for said seeds. I assumed it might be easy to tie seeds into the bodies/drop pool for them, and tag on a low drop chance just like they would be otherwise. And given that bodies aren't any more specific than "fireblood", the seed variety would stay just as non-specific.
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Just plain ol' seeds |
Posted by: Autumn - 01-22-2020, 10:52 AM - Forum: Suggestions
- Replies (4)
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For weapon modifications it'd be nice if we could have blank versions of Large/Medium/Small and Style seeds so that we can extract seeds from a tome unwastefully, similar to weapon parts.
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[v2.17b] The most minor of bugs |
Posted by: Autumn - 01-21-2020, 06:32 AM - Forum: Bug Reports
- No Replies
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Elemental Enchants such as Talvyd/Redgull/Nerhaven etc. all provide +5 to elemental ATK at rank 1 instead of +7 like stated in the skill description, either the description is wrong or it has a calc issue.
I tested using Elemental Forces to do this, which all have a rank 1 enchant.
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