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Korvara Vampire

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Last Post: Poruku
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  Katunga Big Number
Posted by: Autumn - 05-05-2025, 06:48 PM - Forum: Balance Fu - Replies (4)

Kensei has gotten a lot of buffs in the past and I acknowledge that it is in a pretty good spot overall, whilst Ghost is a lot more popular, Kensei is really not far behind it, it could use a main class benefit on the same tier as Wraithguard allows to Ghost, and I think it should be offensively inclined given than this class should in theory be an offensive powerhouse.

Kensei's skills line up with having high SWA more than high crit damage, this is fine, but even with high SWA you won't get the edge out on an optimized basic attack, even with swords that normally have lower critical damage they just simply won't compare, pair this with Kensei having so many critical buffs that you are often more encouraged to build STR GUI instead of STR LUC, and you have some glaring holes in why skills like Kagekiri, Toiken and Rajinken just aren't very useful comparatively.

I think Kensei should obtain a main class passive that allows these skills to critically hit for 25% more damage, this would in most cases put them on par with critical hits while having the same counterplay to them, to put up an example of a build that can achieve very similar numbers:

[Image: EDfUCMa.png]

This is a Tarnada with 151 SWA, I have 21 GUI as well and Combination Strike from Martial Artist applying here as well, the Kagekiri is spirited which is abnormal sure but it helps juice up Kagekiri even more.

even with all my bonuses skewed towards powering up Kagekiri compared to Wazabane, it still falls behind in damage overall. If it had a 25% boost here it'd do more damage, which is great, but without combination strike it'd only just barely do more damage than Wazabane, and I feel thats where Kensei should sit at when it comes to their specials.

I don't want to be too long winded about it but I think this is a seriously considerable argument for why Kensei skills should be allowed to critically hit, it not only fits the Katana centric class but it'd also make their gameplay loop just make sense from a DPS perspective.

Thanks for reading.

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  Cast Aside
Posted by: Rendar - 05-05-2025, 04:06 PM - Forum: Balance Fu - Replies (9)

Sometimes you're a pugilist who doesn't NEED weapons. (Or you've been challenged to a fist fight)

Tossing your weapon to the wayside, you may UNEQUIP it without any penalty to sentimentality, etc.

0m, places the weapon on the Item Belt (or simply unequips it fully and re-equips at fight end).

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  [2.98b] EM mob Kensei skill bugs
Posted by: Flun - 05-05-2025, 02:14 PM - Forum: Bug Reports - Replies (3)

1. Kagekiri, when used on mobs with a sprite larger than 32x32 (with an offset) shifts the mobs sprite and health indicator, misplacing them and causing the mob to centre itself on the bottom right of the sprite.

2. It seems NPC mobs cannot utilize hidden cut. Upon using sheathe sword with the skill added, nothing happens.

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  [v2.98b] Party Member Chair Misalignment
Posted by: pilcrow - 05-05-2025, 02:05 PM - Forum: Bug Reports - Replies (1)

Being moved onto a chair as a party member does not cause you to be pixel-shifted to sit on the chair. Normally, this was fine before the update as chairs did not pixel-shift you down when exited, meaning that you could either vibe with that or leave the party and move to sit on the chair properly.

Currently, leaving the party and moving off of a chair seems to pixelshift you downwards even if you were not originally pixelshifted upwards. This misalignment is permanent until you relog. Re-partying and being pulled off of a chair after misaligning will not allow you to fix this.

Since partying up is a common way to bring people over to beds and chairs (treating injuries, sitting on benches together, stopping off in the vale after a grind, etc) it's a lot easier to do this than you'd hope, especially if you have the leave party > re-sit muscle memory from before.

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Photo [v.2.98b] Geladyne-Greenhouse
Posted by: EvilGRev - 05-04-2025, 07:52 PM - Forum: Bug Reports - Replies (4)

Hello,

this bug report concerns the Greenhouse located in the southern part of Geladyne.

1. Occasionally, when entering the Greenhouse, the lanterns do not render properly (see red marking on the attached image). Unfortunately, I can't say what exactly causes the issue.
What I have tried: I went in and out several times, but the problem didn't go away. I also logged out and logged back in. Others are seeing the same thing, so it's not just me.

2. Currently, the soil inside the Greenhouse (marked in green on the image) cannot be used for standard farming, which makes the area feel a bit empty.

[Image: abm35g.png]

Would be great if this could be looked into. Thank you!

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  Geo of Crumbling
Posted by: Rendar - 05-04-2025, 03:43 AM - Forum: Balance Fu - Replies (8)

Really. The only thing I have to say about this ability is that it's On Crit effect should stack with it's On Hit effect.

Critting, currently, with this ability just. Has a way-worse effect?  Level 15 Weardown (Armor down) on Non-crit. 15 DoT (earth) on crit.

It's genuinely better to NOT crit with it because 15 armor down is just that strong.

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  [2.98b] Item Belts
Posted by: Rendar - 05-04-2025, 01:43 AM - Forum: Bug Reports - Replies (1)

If you have a weapon on your Item Belt, and no weapon (or more realistically. bare fist) in your main hand. You have the option to Swap Main Hand Weapon in combat.

It, unfortunately, does nothing.

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  [v2.97b] Pillawag & Planets
Posted by: Sambi - 05-02-2025, 10:58 PM - Forum: Bug Reports - Replies (2)

The Pillawag cannot attack planets with its basic attack, it neither pillages them nor damages them because it is unable to target them properly, making them impossible to break if you have this weapon.

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  v2.97b Using Eyes of Elimination/Divine Eyes makes the music stop
Posted by: Fern - 05-02-2025, 09:11 PM - Forum: Bug Reports - Replies (3)

When the mini-game shows up, the game's music stops for a bit and then resumes. It's kind of jarring...

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  [Korvara] Mech Application - Cerberus Flamethrower
Posted by: Latersatyr - 05-01-2025, 06:41 PM - Forum: Character Applications - No Replies

Applicable BYOND Key - Latersatyr
Character Name - N/A, applying for features first
Request Type -  Mech with aesthetic additional heads and a canine head shape

Request Details
- A mech with three canine heads like a cerberus, two of which are aesthetically designed flamethrower/grenade launcher barrels, the third being the actual head of the mech. The two additional heads are just aesthetic gun barrels, they are not sentient/functional as heads, just metal with a gun inside.

I do not have an example as of yet, as I would be comissioning the art for the character if approved/before potential edits are needed if they are.

Specific Request - A mechanation referred to as the "Black Dog", a hellhound/cerberus type that hunts undead/the possessed, created by a Reaper with the purpose of hunting malicious spirits/undead. The mech has since gone out on it's own, but still greatly enjoys this role, taking on a large, theatrical persona as a feared bounty hunter/exorcist.

He is built with three canine heads, two of which conceal gun barrels for a flamethrower and grenade launcher, which would be able to be opened/closed but otherwise not function as heads. The third being the actual head, either directly or if that isn't allowed, a similar hollow metal "helmet" containing his actual face within.

The rest of the body is otherwise humanoid and within typical size limits etc.

Reason why you are making this request (if applicable) - Goes beyond what is typically allowed for mechs, but I wanted to see if it would be possible. Namely, the canine head. I would be willing to compromise with the actual head having a humanoid face within the metal canine head's mouth like a helmet, if needed, but would prefer to keep as much of the cerberus aesthetic as possible.

Roleplay & Lore supporting your request - Mechanations can already have built in weapons per Revolver Raid Cannon
Both of these skills (flamethrower and grenade launcher) would be usable with just Revolver Raid Cannon
Would have all the required bits of a face, two eyes/mouth/nose.
Aesthetics such as wings or animal ears are fine on a mech so long as they do not function - the additional heads would not function in any way besides the built in gun, either.

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