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  Kagero doesn't hurt? [v2.07b]
Posted by: Senna - 08-07-2019, 09:10 PM - Forum: Bug Reports - Replies (1)

So, turns out Kagero is still a little bugged. I've notice it before but I can confirm it now. It doesn't do damage at all despite their reduction and the user's elemental power.

Quote:which takes the attack in your place and explodes, dealing elemental magic damage equal to 100% of your elemental ATK to all enemies in 2 Range of that location.
[Image: 9c5eea0d69a96468b2f9c3887fa37eef.png]

The user's wind: [Image: 3269498dd3ab4c343fbadff79b872c3b.png]

The rest of the passive still works, however, just the elemental damage part doesn't.

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  SL2 Version 2.07 Update Notes
Posted by: Neus - 08-06-2019, 07:35 AM - Forum: Announcements - No Replies

[smcf=body]New Promoted Class

  • Firebird, a new Duelist promoted class, specializing in spears and movement, and using magical feathers to cause explosions, was added.

New Traits
  • Arrow Catcher - 20 SKI. Your hand-eye coordination is excellent, allowing you to catch things easily, such as arrows. When you are attacked by a Bow weapon and evade the attack, there is a 75% chance for you to catch the arrow; if you do, all Bow weapons you have equipped recover 5 Durability. If it was an elemental arrow, you also gain a stack of that type of arrow, provided you don't have any elemental arrows active.
  • Ruled By Emotion - 20 WIL. Your emotions constantly get the better of you. While inflicted with Fear, your Hit against the inflictor is decreased by additional 10, but your Evade is increased by 10 against all attacks, as you are trying to protect yourself. Conversely, when you are angered, your Scaled Weapon Attack increases by 15, but your Armor is lowered by 15, as you are less concerned with such things. (You become angry when an ally is defeated, when you miss a basic attack, or when an enemy inflicts a luck-based status effect on you. When applied this way it lasts for 2 rounds, and cannot be reapplied during that time.)
  • Arcane Tattoo (Lust) - Arcane tattoos are often used for the speed at which they can be invoked. -1% Maximum HP. At the start of battle, consumes 10 FP and has a chance to inflict all enemies with Charm LV 15 for 3 rounds. If you have the Lovely Face trait, the success rate is increased by 10%.
  • Meat Lover - Food Lover trait (only 1 can be selected). Meat dishes are the best, no comparison. When eating a food that contains meat or fish, the HP Regen, FP Regen, and Duration are all boosted by 2.
  • Green Lover - Food Lover trait (only 1 can be selected). Nothing beats greens. When eating a food that contains vegetables or fruit, the HP Regen, FP Regen, and Duration are all boosted by 2.
  • Loud Person - When you speak, you do so with a rather loud voice. The range of your say and shout are increased by 3 tiles. You're also hard to shut up, to the displeasure of others, granting +10% Status Resistance versus Silence effects caused by monsters.

New Item Potentials
  • Eresh
  • Thief Blade, Highway Axe, Pickpocketers, Hold Upper, Pilfer Spear
  • Combat Magnifying Glass
[/smcf]

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  Great Reckoning Relic
Posted by: Eldecrok - 08-05-2019, 10:16 PM - Forum: Suggestions - No Replies

I would like to propose a few upgrades to the Prism Gem, and its components. We have a few options.

Option A: +10 Damage for a domain of magic for one spell.
Similar to the Spirit Mirror, this option would proc only once. Simple enough, the only problem would be for something like Exgalfa, which we could limit to the first Fireball, or even just divide the damage over the spell duration, or even just apply it at the end. I recognize though, that multi-type spells (Holy Spark, Scarlet Twister), benefit a bit more from the Prism Gem than others. Even so, I think this might be a viable option.

Option B: Extra Status Resistance to one instance of a status effect.
This would be a bit new, but this option shouldn't be too hard. It would function a lot like Arcane Tattoo (Warding), but for the specific status effect.
Fire -> Burn. Ice -> Frostbite. Wind -> Lingering Damage. Earth -> Magnetize. Light -> Blind. Darkness -> Poison(?).
Edit: We could just give immunity to this specific status.

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  Let's talk Firebird. (I lost my feathers.)
Posted by: Tamaki-Kun - 08-04-2019, 02:46 PM - Forum: Suggestions - Replies (6)

Here I am, writing a suggestion thread. I can't help it, you know. I love the class a lot.

The tldr of this is: Please give Firebird the Monk equivalent of Supress Ki for their feathers. They lose them so easily just by moving and are vital to its identity.

So we've had a bit of time to mess around with the class, I think it's due for us to make suggestions on how to improve the quality of life for it. Or buff it, I guess...

As it stands, it's all too easy for us to lose our magical feathers, and way too hard/inefficient to gain them.

Currently, Firebirb has three ways to gain feathers:

Quote:1) With the Preening innate. By ending your turn, you gain feathers equal to your momentum during the end turn.
2) Wind Flourish, a 3m utility move that causes the target to come to you, assuming they're not 1 tile in front of you, or to get pushed back by 2 tiles. In addition to this, you also gain feathers by 2 + rank(a max of 3), so that's 5.
3) Boon of Apus, an innate that gives you +15 feathers after using 1 of each offensive, defensive, supportive, and utility skills.
Note: Boon of Apus counts skills outside of Firebird, as well. That means Wraithguard counts as a defensive skill, sidecut an offensive skill, etc.

Now that we got the whole 'where/how do you get feathers so I can fly and turn into a real bird?' part, let's get on with how many skills/things you can do with them! I won't go too deep into detail here and merely list which skills use them, since this is a suggestion, not a guide.(Mods pls don't slap my wrist if it seems like it is.)

Here are the skills, how much feather they want, and what they do with them.
Quote:1) Lift Off. 5 Magical Feathers. Creates a 2 range circle filled with feathers.
2) Falcon (Pawnch!) Strike. 3 Magical Feathers. Causes all feathers on the battlefield to resonate and explode. Assuming you have 3 feathers left after the 6 range dash. So this is effectively a 4~9 feather move if you want the feather effect.
3) Feather Veil. 10 Magical Feathers. Gives you +25 evade and status resist for 5 rounds.
4) Burn Away. 5 Magical Feathers. Targets an ally that's not you, and deals 30 protection-ignoring fire magic damage to them. It then strips away impurities and reduces the duration of the longest negative status effect caused by an enemy by 3 rounds.
5) Riser. 2 Magical Feathers. Targets an ally, yourself, or an enemy in 1 range and makes them airborne.
6) Roc's Rise. Minimum 4, maximum 12 magical feathers. This is basically kip up but not free. Reduces the momentum needed to get up from a knockdown by 1 per 4 feathers.
7) Kagero(the firebird skill, not the shuriken talent). 4 Magical Feathers. Causes you to (nothin personnel kid) teleport behind the enemy when you trigger a counterattack on them, leaving behind an elemental copy of yourself at your previous location before teleporting. It then explodes, dealing elemental damage to all enemies within 2 range of it by 100% of your elemental attack.(Whether it be fire, wind, earth, lightning, ice.)
8) Anything that moves your character. This is the biggest issue here, as even teleporting(unless it was fixed) causes you to lose one feather each tile you move. Basically any skill or spell that moves you, you lose one feather per tile that you move..

Whew. NOW that THAT's over with... Firebirb could use a bit of help to manage its feathers. So I propose a few ideas:
Quote:1) Giving the Magical Feathers passive skill a toggle that makes it so you don't use your feathers by moving your foot once in front of you. Much like Monk's Suppress Ki ability.
2) Giving our Preening a bit of a buff, much like how Monk can use Power Up to get their Ki to 30 with 7m (Note that they also regain 50~ FP to boot, so I don't see an issue with this buff for Firebird.)
3) Give it 3 feathers per turn, much like Monk's 3 Ki per turn(doubled if main classing Monk).
4) This one's far fetched, but I'm throwing it out here regardless. Give the skills that don't use feathers, also give feathers. i.e. Pierce Linker giving +1 + rank level.

Honestly, I'd personally go with 1, 2, and 3. Considering Monk exists, I'd like Firebird to have the same kind of management as Monk does.

That's it for now. Feel free to correct me on whatever information I got wrong, or post your own ideas! Or both!

Please hear me out Dev.

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  Ohno Firebird! it reveals me! [v2.07]
Posted by: Senna - 08-04-2019, 02:01 AM - Forum: Bug Reports - Replies (1)

Soooooo, It, there is a funny feature with fire bird and stuff like Create Shade. Whenever create shade is used, the feathers from fire bird is shown below the shade, giving away the the hidden's character's location.

[Image: 890ac2341992912288ed9219a6d1392b.png]

After

[Image: 160213780a4e6b14cc83b9c6fa3fc3c4.png]

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  [v2.07] Whispering Falcon
Posted by: RedtailPinny - 08-04-2019, 01:06 AM - Forum: Bug Reports - Replies (1)

The Roaring Falcon skill gives at max +15 sound attack to all allies in a 5 circle radius. However, the buff doesn't seem to be applying the +Sound Damage portion, nor is it being applied when the effect goes off and hits an enemy: It only uses the attacker's base sound attack. It's also being mitigated by armor/resistance, though I'm unsure if that's meant to happen.

At the same time, the buff doesn't expire after it gets used, meaning for five rounds the first attack anyone with the buff does deals extra sound damage. The tooltip suggested this wasn't the case, so perhaps clarifying what the skill does is needed.

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  [v2.07] Everyone loves magical feathers
Posted by: RedtailPinny - 08-04-2019, 01:04 AM - Forum: Bug Reports - Replies (1)

Magical Feathers are suppose to deal Class level +5 magic damage that ignores armor. Currently though they're only dealing 5 damage, meaning that either the clause for class level isn't there, or it isn't being brought up at all.

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  [v2.07] Nest Flight (Or lack thereof)
Posted by: RedtailPinny - 08-04-2019, 01:02 AM - Forum: Bug Reports - Replies (1)

Currently, Nest Flight has two clauses: One, you jump into a plant field object and gain X evade, or you become airborne. You don't gain any of the evasion for jumping into a plant field object (I tested by jumping into a flower spawned on the battle map), but you also don't go airborne, meaning the game knows you're suppose to be triggering the Evasion boost, not the airborne boost.

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  [v.2.07] Valley Stilled
Posted by: Autumn - 08-04-2019, 12:10 AM - Forum: Bug Reports - Replies (1)

Valley gale seems to be bugged to not give any guard levels no matter how much momentum you spend on the ability, though it still deflects bow/gun attacks as expected.

I tested this by simply using it and checking the guard level, which was listed as blank and there was no description for the status either, as if it expired as soon as I used it.

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  [v2.07] Force Push (Object Pushing)
Posted by: Miller - 08-03-2019, 11:06 PM - Forum: Bug Reports - Replies (1)

As of the latest update; pushing objects (only tested on rocks) does not seem to be working properly. Using Cyclone Spear or Air Pressure leaves the rocks left in place despite the fact they should be moved by said skills.

https://i.gyazo.com/19842ffcf9d25a0728a2...e47342.mp4

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