What Happens: Currently, the shaitan passive of Dark Claws (Powerful black carapace protects and increases the force of the Shaitan's attacks. They gain +6 (-1 per 10 Scaled SAN) damage to all attacks, but attacks with Tomes and Bows use up twice as much weapon durability (due to the delicate aspects being torn up more easily by Shaitan claws).) Applies to each bullet meaning that a shaitan with a multi-round gun can do a larger amount of damage and most other races can't hope to compete with the man or woman shooting...their claws at people I guess.
The Issue: Unique exception to the normal 'spread across rounds' rule for most damage buffs in relation to guns. Adding a lot of flat damage to shaitan bullets
How to Fix: Following the normal round division rules.
Mostly didn't feel this needed addressed but it has been giving some absurdly high damage values, and I'm seeing more being created recently to make use of it.
Replication: Create a naked level 1 shaitan with adaptation to hold a handgun, shoot jammer/whatever, each shot will do 9 damage (9 SWA / 3 rounds then adding 6 each from the passive)
The Tamaki shuriken potential 'Acid Flower' does not perform a basic attack anymore despite being listed in its skill description.
Potential Skill - Acid Flower
Tamaki Shuriken's Potential Skill. Unleashes a barrage of acid shurikens in all directions around you. If these hit an enemy, it performs a basic attack on them with a bonus to hit equal to Tamaki Shuriken's UL. Once it reaches its maximum distance or hits an enemy, it also creates a 2 range circle of Acid Pools and spawns a random flower at the location. These last for 5 rounds and have a LV equal to 1 + Tamaki Shuriken's UL.
The poison tiles and flowers will still proc if they hit max range or a player but will do no damage attacks.
For me, it's been about three years since I started playing. During all this it's been quite the ride. From being a complete newbie roleplayer to one that hosts giant events and makes paragraph posts on accident.
I knew of Byond since I was a kid in 2007, but didn't ever return until 2016. I only played one other game that was dying off, so I decided to give the games list a look to find something new. 'Sigrogana Legends 2' had a player count that was comfortable for me, not too big, not too small.
A roleplaying game with turn based tile combat and a wide class variety? Sounds fun, let's give it a go. It'd quickly become one of the most unique games I've played and a favorite. I've easily sunk in hundreds of hours into SL2 by now, I can't imagine how much the more time veteran players have put in to your games.
During all that time I've grown a lot as a person. I've made lifelong friends and meet new ones. I've made plenty of good memories for myself and others. I've done things I can say I'm proud of.
Sorry this is a bit longer than I thought it'd be, but I hope it grants some motivation. Once again, thank you for your hard work Dev and for putting up with your player base when they get rowdy. This game is something special for being a one man project and I hope to see it improve more.
~
So I have a few ideas, I'm going to go with the reason first though, it's known that if you're corrupted you're pretty much a status sponge and it's -terrible- because you can't actually build against statuses in a meaningful way *I'm looking at you, faith* because the primary status resistance source is well, a bad thing for Corrupted.
Corrupted are missing out on; 2 Focus 2 Health 1/6 Elemental resistance across the board and status resistance because their race crumples at the very idea, even has a trait that some how to take because aptitude turns on their backdraw passive unless you're a theno so you have to give up even your base sanctity because of ghost gains from aptitude.
Here's the first idea; Corrupted could use a trait that lets them use vitality in place of sanctity ***Only for Status resistance*** which would let them not crumple under the weight of instantly being statused, Thenos get +10 status res but guess what, unless you build faith *Which gives poor returns of status res* I still would not stop -any- silence effects from anyone whose job it is to do so. And they're also susceptible to poison with which is one of the strongest sources of damage in the game *Because who doesn't like taking 5% hp of true damage a turn for numerous turns while your opponent runs away*
The second option is to just overall move status res to vitality overall, of all stats it would make sense and be accessible for everyone, vitality is a stat for enduring so it'd make sense that it helps you suffer through a status, odds are everyone will balance out status resistance levels a little bit but likely won't have the ability to stop most hexers still, but at least they won't be a 100% chance to be statused every time, because I've been in one too many scenarios and seen one too many where poison is the decider, when poison doesn't scale on -anything- to do damage
I still had a couple of Icons done but never uploaded them for Various reasons, but might aswell.
Two new Spatial where one was supposed to be a boss kind of monster (very relinquished Inspired), one Grimreaper, and 2 very old jammer giants I made ages ago for fun.
How come it took over 3 years for anyone to suggest them is beyond me, so here goes nothing. This is based on a certain Mutation you can do to Braver, and turn the Sword into a Gun type and use a 'melee gun'. It was fun, but it's way too impractical.
A simple disclaimer is that this is a mere suggestion, if this is something Dev wants to add or not, I'd trust him way more than myself on balancing things out, so please, keep your water sprays down and don't eat me alive. It certainly won't be implemented like this, I bet.
Now! Could we have Gunblades as a new 9* for Swords? Whatever limited, imagination-driven design I have for them is what I listed below:
Quote:Imperial Gunblade
The newest invention, original from the Empire. A short-bladed sword smith together with a firearm. Since this weapon is both a gun and a sword together, it's a lot heavier than normal. Though the smaller encumbrance allows more precision on attacks, at the trade of some ranged power.
Static Overdrive
1M, 5% of your Maximum FP.
Enhances your next Basic Attack done beyond 1 range. If you have a Magic Bullet active, changes the weapon's Damage Type from Slash to the Bullet's element**. Additionally, it doubles your Shell/Bonus/High Power and increases weapon's Range by 2.
Adon Graxis is consuming 6 momentum to cast and 6 momentum to invoke. This is probably not intended and likely related to a previously reported Shine Knighting bug, of the same nature.
Steps to reproduce:
- Use the "Eternal Servitude" weapon.
- Attempt to use Adon Graxis for 6 momentum.
- In the next round, attempt to cast the spell, which will consume 6 momentum as opposed to 3 momentum as per any other invocation.
I am a fan of doing out of the box things.
Since Verglas was first introduced we got that one skill combo that allows us to knock someone into an ice pillar for some minimal additional damage. I feel that mechanic is extremely fun, and a minimal damage bonus for that specific combo thats just satisfying to watch. though I feel it didn't age well(little return for the set up and FP/skillpoint/slot consumtion) and it would be funner if the enviorment in general would give us more options to play with, and also allow other classes to utilize it over cinder tiles.
So why not make all knockbacks that are stopped by something prematurely have some interaction, for more fun?
For Example some ideas:
-Ice Point: Stops rest knockback, deals Ice point level unresistable ice damage +5 for each tile that was stopped.(the harder you crush into it the more ouch? Breaks if more than 4-6 tiles are stopped? Simply cause its fun to punch someone through an Ice point. maybe additonal effect if you punch someone so hard it breaks, giving Cold front some extra power since thats one of the stronger knockbacks.)
-Ice Statue: Shatters and deals Ice Statue level unresistable Ice damage + Frostbite.(does not stop the knockback)
-Rock/White Prison: Stops the rest Knockback, deals 25% unresistable Earth damage from the knockback attack. (or level Earth damage+5 for each tile stopped. Also breaks after a certain amount (5?) so you can Domino someone through the wall for funzies and potential extra effect?)
-Other Person/mob: Other person suffers 50% blunt damage from the knockback and unless immune to knockback slides along the other person for the rest distance. Small Chance for Knockdown, depending on the damage like 10% of initial damage as chance (Meaning: Knockback attack on person A was 120 damage, so 12% chance for KD for A and B and 60 damage for B)?
-Tree: Stops rest Knockback, deals tree level unresistable blunt damage+5 per tile thats stopped. (breaks at 4?)
-Invisible wall/map Border: You are kicked into the void and suffer in eternal hell, instant death, cause fug u wall huggers. (joke)
Cold Front could get some additional bonus damage for whatever thing her paws them into, to keep the skills uniqueness up and give it a bit of a buff.
Overall just some ideas to make battles a bit more fun and positioning more meaningful, things like Ice Statue more useful, etc. I think I got all Field Objects that stop KB.
When you charge and move and attack with Charging Strike you'll normally get a bonus to your damage based on its rank, this doesn't occur if you extend Charge to the next round with an effect like Meditate, Extend Void and Pray, this also extends to the effects you get from charging and then using a soldier skill, like Mad Chop.
I didn't quite know if this was necessarily a bug or if its even possible to fix since I believe Charging Strike behaves differently, but Shukuchi behaves correctly when extended (Still extends the range of Geldoren/Light Tomahawk and lets you teleport on Dense Thunder.)
Though I do hope this can be fixed as it'd be a very cool tool to utilize for play making, and class combos for Soldier.
To replicate, use Charge and then any extension skill, I used Extend Void in this case. Then wait until the next round, move and then attack, observe as charging strike will not apply to your skills (Such as Incise or Shinken) or your basic attack's damage itself.