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  Squint Petale
Posted by: Grandpa - 10-15-2019, 10:35 PM - Forum: Balance Fu - Replies (15)

Vent Petale is a pretty cool skill that actually promotes the use of dual wielding weapons rather than focusing on a single one.

Unfortunately, more often than not, it's still more worth it to just focus on one weapon, and I personally believe that's because Vent Petale is so limited. A sword and spear flows in a flowery style, but I could be made to believe other combinations could do the same.

My suggestion is that the limitations of Vent Petale are changed to allow for more creativity. Two weapons, so long as they aren't the same type, should be able to receive the benefits when used in tandem. On the one hand, we would be seeing a lot more duelists with a bit more defense and skill but on the other hand, we'll be seeing a lot more interesting combinations and variety. At least I think so, anyway.

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  [v2.12] Cinders Galore
Posted by: Autumn - 10-15-2019, 06:56 PM - Forum: Bug Reports - Replies (2)

It seems that a -LOT- of skills do not split correctly when pulling/pushing through Cinders and/or similar effects, I've compiled a massive list to the best of my extent in order to hopefully fix this issue.

Items -
Hands of the Giant (KB portion)

Archer:
Pulling Shot

Duelist:
Repel
Cyclone Spear

MA:
Geldoren

Soldier:
(Piercing/Wind) Shinken
(Quaking) Roundtrip
(Charging) Mad Chop
(Quaking) Bash

Black Knight -
(Raging) Crescent Rook
Forced Move

Evoker:
Lazarus Wind

Kensei:
Sharenzan

Verglas:
Cold Front

Arbalest:
Blowback Cannon
Heavy Tackle

Lantern Bearer:
Typhur

and there we go, anything not mentioned is something I likely tested, the only one I didn't have immediate access to was Anchor Edge's pull.

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  Dullahans no weakness?
Posted by: Shujin - 10-14-2019, 07:47 PM - Forum: Balance Fu - Replies (30)

Its a thing I noticed ages ago, many believed it was the case but it isn't...

Can they get a weakness to Holy? They are possessed Armor, and one of the strongest races we have with one of the strongest Rush strategies possible (cause of their high momentum). Or at the very least give them a Weakness to it when they go into their berserk state amd/or Soul Burned, so there is a counter window..

Its just strange to me why they do not actually count as possessed, they quickly overshadow Vampires in strength and their only penalty is basically not being able to drink potions to heal and a stun that can be used in your own favour, though other healing stuff works just fine. Not to mention that they get a passive "tank" skill in the form of reduced critical damage, poison immunity and are the only race that can shrug off Interference for the most part.

Long story short, their advantages heavily outweight their disadvantages and it seems logical to me from an IC standpoint that an holy weapon, which works against possessed, works against them.

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  Event Admins, but Why?
Posted by: Sarah54321 - 10-14-2019, 07:44 PM - Forum: Suggestions - Replies (4)

Hello! Awhile ago I spoke about event tools and event admins in a post long ago. We got lighting, we got narration, but I think it'd be nice if Event Admins would still be a thing- I'll explain why in an attempted simple manner.

Event Admins are needed in my view of the game because of a few factors.

1. GMs aren't always available, even if we have five.
2. Certain players wish to be able to host events but don't have the tools to do so.
3. It would help make the world a bit more active.

As for how the eventmins would work...

Event Admins, in my opinion, should be open to trusted players and those that truly want the game to be able to flourish and have activity beyond casual. If anything there should be an application if needed, looked over by the GMs and Dev as well.

Event Admins should be able to make events- be able to spawn mobs, give certain items. However, there's obviously something that should be done about it if it's ever abused. The events themselves should be looked over by a GM, that way it's not lore breaking. Along with that, Event Admins should be monitored through GM tools to see what they do. Something simple like seeing what items are spawned, what sort of monsters are spawned, and what messages are sent over Narration on World and Map settings.

It'd be relatively easy so long as there aren't too many Event Admins available. I'd say a number, but I don't exactly have an idea of how many is too many or too little. I understand why a lot of people may think Event Admins aren't needed, but I feel like it would make hosting events easier for several people, not just the people who are Eventmins. Besides that, it's sometimes very hard to get something going if you need to wait for a GM to be available. I know several event chains that have either stopped or just are almost on permanent hiatus because of this exact issue.

Thoughts? Worries? Concerns? Arguments? Post them here, I'll try to reply best and as politely as I can.

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  [v2.12] Unable to Click on Fishing Contest Trophies
Posted by: Moose - 10-14-2019, 01:52 AM - Forum: Bug Reports - No Replies

Ever since the Lighting Changes patch hit, you are unable to click on the Fishing Contest Trophy in your inventory or displayed in a character home to displays all the details of the contest victory. This applies to older victories and newer victories after the patch went live.

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  [v2.12] Infuriating Summon
Posted by: Autumn - 10-13-2019, 05:40 PM - Forum: Bug Reports - No Replies

Infernal Summon seems to summon the youkai on top of the target it hits instead of directly in front of them.

Another infuriating but probably intentional feature is that you cannot use infernal summon in 1 range, both of these could be fixed by having it spawn the youkai at an enemy's side instead.

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  Vampire + Sustain Changes
Posted by: Irene - 10-13-2019, 08:45 AM - Forum: Balance Fu - Replies (14)

As someone who absolutely loves playing Vampire, it saddens me to see them so weak. It is not a matter of stats, no; it is them being so outdated, that they absolutely cannot fit into this sustain-based meta, where nearly everyone has some form of reliable sustain, and even those without built-in sustain can, for the cheap price of a hundred to two-hundred murai, buy PR in order to heal more than a Vampire ever could. It saddens me to see Fasting Vampire being a requirement for serious PvP. It saddens me to see them not excel in even 1v1's, where they supposedly shine most, as many players tend to say.

It is a matter of sustain, and there are three ways to fix this.

1) - PR effectiveness is halved with longer cooldown, or nerfed to only twenty-five percent of its current power.
Believe me when I say it's absolutely demoralizing to see someone heal for 500 with a single PR.

- Graft is nerfed.
80/85/90/95/100% Light ATK, 100% Scaled WPN ATK to 60/65/70/75/80% Light ATK, 90% Scaled WPN ATK.

- Phoenix is nerfed. Not only is it an AoE revive, but it's incredibly braindead and heals for a ridiculous amount of HP.
80/90/100/110/120% Light ATK to 60/65/70/75/80% Light ATK

-The healing that comes from Needle is reduced by half.

These nerfs seem ridiculous.
Yes.
But they are deserved. Priests and LBs should have to think as well. They should not be able to have infinite sustain. Not everybody has Interference, and let's not forget that there are LB supports who run initiative just to give immunity to interference, allowing for unhealthy, unbalanced teamfights, where a team can heal infinitely so long as they came prepared for the fight. This should not be a thing. Heavy damage should be able to keep up with heals. Heals and sustain should be able to be countered just as much as other races and classes can. They shouldn't be the only deciding factor in teamfights and most one-on-ones alike.

Even Burst damage cannot deal with healing, most of the time, because of the intensity heals have.





2) - Interference becomes more common.

This one's simple.

Give us a reliable way to apply Interference. An item, maybe. I do not know. Not everyone is a MG, Evoker, Hexer or LB.

Again, even if such an item existed, Priests and LBs would still have little trouble in organized teamfights. They would become actual supports, unable to crush one-on-ones anymore purely based on sustain alone. Currently, one can build like a 'Support' and still be incredibly oppressive in every form of PvP, not to mention utterly unfun and frustrating to play against. It isn't fun. There are many oppressive things in this game, but none demoralize you and take away your motivation to bother with PvP more than the absolutely ugly sustain.





3) - Silvermists are changed, and Banquet is buffed.

Vampires need some sustain. They feel incredibly outdated. Like they were meant for so many different things, but manage to do none of them.

Instead of converting 33% of your Essence, it should cost 20% of your Essence, and heal for 200% of your current Essence (e.g. if you have 200 Essence on you, heal 400.)

You abandon precious stats you've spent SAN on, stats that Kaelensians can get on a superior scale without trading them for sustain, in order to heal a measly 200 HP (assuming you run 52 SAN, which is anything but SP-efficient compared to running 40 SAN) because you cannot use healing items and cannot heal through even the likes of Disengage and Rebound. Hell, even Huggessoan Magic doesn't heal Vampires, with Huggessoa as their Patron God, at full effectiveness.

Banquet Hit modifiers is changed. Instead of debuffing one's hit. .
- Strike with your base hit up-front.
- Gain +15 hit from the sides.
- Gain +30 hit from behind.

This is a heavy, heavy, HEAVY buff in the form of a change, but it is the only way that vampires can keep up with this sustain, and even if these changes were made, it'd still be weaker than the sustain available to every single other race bar for Dullahans, though Dullahans make up for it with insane base stats and immunity.
Vampires would STILL be bad in drawn-out teamfights -- practically, most organized teamfights. That's a given. They would at least shine more in one-on-ones, however.

Again, this is if the unhealthy sustain remains the same, for some reason. Many other people want sustain nerfed in some form. I personally only want Vampires to be playable, or reworked in some way.


These are suggestions for the most part.
Feel free to comment out suggestions of your own, and let's pray that Dev sees this.



tl;dr nerf this sustain shit already they hit u 200000 damage five times priest jutsu rasenshuriken senbon of the mercala like haku then heal for equal amount, beat u in 1v1 by pressing one button graft graft needle needle graft needle graft sanctuary needle graft needle graft sanctuary, do 4k turbofist damage to vampire from timbuktu, only way to beat priest teams is to have a bumrush team of ur own and pray that u got enough damage to end it round 0 to 1 and that u got more stupid high initiative than their full tank + faith priest or LB or their full mobility + initiative + faith-only LB or priest or both of them who gives everyone interference immunity, PR pots are sold like warm bread and everyone runs like 2 or 3 pr pots in their item belt to heal themselves better than even mercala herself can heal u

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  [v2.12] Smokescreen being a stinky
Posted by: Kiss - 10-13-2019, 08:09 AM - Forum: Bug Reports - Replies (2)

Hi. So keep it really simple, inside the Ninjutsu talent tree we have 'Kagero' and this trait is simply allows you and your allies to see within your smokescreen...Heres me showing off that I indeed do have said trait.

[Image: 1aff426dbab07a508e32f8e540b2d0cd.png]

However...
[Image: 0f398f8a6ba0f865829512b59ea51b2b.png]

Its quite clear, or in this case /not/ clear, That the smoke screen effects continue to blind you, this shot is within inside the smokescreen which blocks all vision, inside and out. The next one is on edge of the smokescreen which blocks the vision on the other side, showing that its not just a visual bug but that the skill itself is not working.

[Image: 93a8d2e8fe2ff9649094eb6829ce7a0f.png]

And thats all on the matter! I don't know if allies are able to see however, I do know that enemies vision denial does work. So just wanted to bring it to attention for all the 3 ninja players ^^

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  [v2.12] Dead, but not really.
Posted by: Autumn - 10-11-2019, 10:16 PM - Forum: Bug Reports - No Replies

Ghost's Last Chance still displays you as grey health instead of red health when it triggers, grey health doesn't normally occur at 1 health as far as I know and is only used for signifying someone is actually dead.

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  Proposed Soldier Changes
Posted by: Snake - 10-11-2019, 03:34 PM - Forum: Balance Fu - Replies (5)

There's a couple of things I've wished for Soldier so it could look a bit more flashy with Demon Hunter or Destiny. This is mainly a proposition for any future plans you might get for Soldier class, given it's where most of the Promotion Classes tend to draw from, so here you go:

Shinken: The first** projectile should spawn under the player, so it hits enemies within melee range. It was changed against before, but I think after so much stuff from Pre-GR, this small iteration could come back. (I said 'first', in case of Lightning Impact that spawns three and has the possibility to critically hit, it can become an absurd if all just spawned there.)

Retreating Swipe: Make it so if the user is immune to Knockbacks because of a status effect or item effect, they will perform a second Retreating Swipe dealing 50% damage.

Thousand Stabs: Make it 3 + Rank LV attacks performed. It's not really made for damage anyway. Also speed up the animation, like you've done with your optimizations. That's really nice to have on something that's supposed to be fast like this.

Turnover: If there is an enemy behind you, instead of the skill being unavailable, you will perform Turnover normally, but the result will be both enemies knocked down. (And then it would proc the anti-stacking system you implemented so they aren't in the same tile.)

Roundtrip: Make it able to be swung diagonally. The +/- arrows will turn it to diagonal or straight mode.

Mad Chop: Make it ignore Evasion if you are inflicted with Ruled by Anger.

Incise: While it is nice to have daggers gaining special bonuses from it, the same could easily be done with swords. This skill could be changed to have bonuses to Daggers and Swords be the same, while Spears and >Axes< behave normally. Yes, the addition of Axes to the skill usage will greatly help.

Execute: A lot of people will be against this I bet, but why doesn't Execute have also a chance to inflict Stun (or Clumsy) based on the enemy's missing HP?

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