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Bows
Forum: Balance Fu
Last Post: Poruku
4 hours ago
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Chimera Hit
Forum: Balance Fu
Last Post: Poruku
Yesterday, 08:28 PM
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Himari Izumi: Special Wea...
Forum: Approved Characters
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[v3.03c] Summon Drizzle
Forum: Bug Reports
Last Post: Autumn
Yesterday, 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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[Korvara] Jun Zhang - Spe...
Forum: Character Applications
Last Post: Lonestar
09-21-2025, 06:57 PM
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[v.3.03c] Dark Shield Ene...
Forum: Bug Reports
Last Post: Latto
09-21-2025, 08:49 AM
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The Typo Thread
Forum: Bug Reports
Last Post: who
09-21-2025, 07:49 AM
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[v3.03c] Engineer MAP
Forum: Bug Reports
Last Post: AkaInuHime
09-21-2025, 01:59 AM
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Pocket Sand (Rogue)
Forum: Balance Fu
Last Post: Poruku
09-20-2025, 07:02 PM
» Replies: 6
» Views: 1,007
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Curate Class Line |
Posted by: WaifuApple - 07-07-2019, 02:58 AM - Forum: Balance Fu
- Replies (13)
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Something that has always been an issue to me with curate as a class is that a lot of its balance is made completely down to the tenants (that can and will be completely ignored in some cases) and the general goodwill of people not to heal in spars to keep things fair (and from dragging on). But while I have no problems with the healing itself, nor even problems with the damage itself, I come to find myself having a problem with how they can be combined with no detriment to one or the other if you use both.
The offensive skills of Curate and Priest can hit pretty hard. Needle into another move of light damage like shine ray can hit you hard, just like any class. But unlike most other classes, this damage is often supplemented by healing that gives amazing sustainability. And my problem is the potency of these two when used together.
While this may sound ambitious, I'd like to propose a suggestion of balance to the offensive and defensive capabilities of the class. A nerf to both damage and healing (numbers are not my strong point though). But just straight nerfing both wouldn't be good for the class. My idea for balance goes further than that:
Pacifist Boon would return healing back to the norm so long as it was active (affecting all classes). You'd essentially force yourself into a supporting role for the sustainability you could normally hold up alongside the damage you would have had otherwise. Dealing damage would therefore cut healing back (but mean you'd be able to switch from pure healing to a mix but not go back in that match.)
On the damaging side, there are some who might choose to go full offense. In that case, a skill opposing pacifist boon could exist. So long as you don't use a curate healing skill, your damage will return to the standard damage we have now. When you do use one, though, you return to mixed, cutting your damage capabilities once more.
Whatever happens, I just feel that allowing their combination of heals and offense to be so easy for them is no good for balance. But I also want to keep healers as a potent force (every good team should have a healer because that's how you balance teams). Feel free to weigh in and suggest alternatives.
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Off position talent menu |
Posted by: GenixSS113 - 07-06-2019, 07:42 PM - Forum: Bug Reports
- Replies (2)
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As the title implies, the menu for talents when you click the talents is off position. So if you click the square for swords and go over to archery, it's still swords until you click the text that says archery. It's a bit annoying to deal with and is fairly minor. I'd rather have it fixed and out of the way. This bug affects all pages in the talent section.
https://i.imgur.com/ZHOEvaK.gifv
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Essence Count on Stat Screen |
Posted by: Aqua - 07-06-2019, 05:47 PM - Forum: Suggestions
- Replies (1)
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It's as the heading states. It would be nice if the Essence count for vampires was visable outside of battle, giving vampire players chance to keep track of when they are full essence or not without going into battle.
Prehaps something simular to battle weights and Inventory size display. I purely think this will be a good addition in allowing Vampire players to know their essence outside of battles.
And no i don't mean the stats it gives when essence is got just for further clarification.
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my Dumbass idea's thread. |
Posted by: Kiranis - 07-06-2019, 01:23 AM - Forum: Suggestions
- Replies (8)
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Solider skills no longer are locked to a particular weapon
Curates Holy Arrow and that water skill i can never remember the name of benefit from excel crash
Summoners get "the contract" innate
Give Duelists an axe skill or three.
.1 Power Break basic attack dmg deals 1+rank durability damage 3M
.2 Engrave Deal basic attack damage three times in a row range is exactly three spaces away 6M
.3 Clash deal basic attack next basic attack you are dealt triggers voltiger twice 3M (balance pending)
give Excel Crash a better way to charge charges or retain them when you attack? (difficult to balance?)
Buff the kick skill. maybe as MA/monk/verglas/whatever passives. t's a fun skill and needs some love.
Soliders
In addition to unlocking their weapon requirements (yes im aware of DH )
Thousand Stab
1. If spear works as is deals a bit of extra damage
2. if axe deals more damage over less attacks
3. if sword hits the target directly behind the target (hey just like DMC)
Roundtrip
1. f Axe 5 range hits 3 squares hits all targets once for normal basic attack scaling
2. if sword works as it currently does
3. if spearpulls targets into the path but doesint hit them will hit them on the way back.
Similar effects to other solider skills
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Shopkeeper Bug (Stall) |
Posted by: BlackLynx3 - 07-05-2019, 08:15 AM - Forum: Bug Reports
- Replies (1)
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Allright, so this is my current problem. I am unable to utilize the auto shopkeeper which I have for my stall that I rent. I will outline what I can and cannot do with it.
What I can do:
-Rent Stall, and place or unplace an automatic shopkeeper at rented stall. Thus far, the bug does not seem to effect this.
-Open the managing window. I can view what I have in the store, and that's about it. I can also double click on the shopkeeper itself and view it as a customer would.
-Open the purchasing menu (Green menu for reference), and purchase items. I have tested this, and the bug also does not effect this as far as I can observe.
What I cannot do:
-Interact with the Managing window (That's the black menu for reference). This is where my main issue lies. I cannot Add, Remove or change the Price or Position of any given item in the stall via the managing menu. The Managing window is acting much like a Read-Only file if that makes sense: I can view everything but touch nothing, in essence.
-Place in a Global Bank. That in itself appears impossible as I cannot put it there manually.
This of course poses an issue. If I cannot restock my Shopkeeper or access the manage window, it means I can't change prices or add or remove items I am selling. I do not know if this issue has been posted yet, if anyone else is experiencing this problem, or if it has happened before, but it is certainly unresolved as of this writing. I humbly request an investigation on this. Thank you for your time and patience, talk to you soon. Screenshots and pictures pending requests if needed.
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Hedge Cutting (Battle Map QOL) |
Posted by: WaifuApple - 07-05-2019, 12:11 AM - Forum: Suggestions
- Replies (4)
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I'm sure we've all had it happen many times. You spar in a place with no hedges at all - say the arena, a town with no custom map, or a player house (with no donation item). All of a sudden, there's a hedge. Where did this hedge come from? Who knows? But all I know is there are situations where it shouldn't be there.
So, if possible, can towns, player houses, and the arena work to maps that don't have a random chance to spawn bushes that get in the way of combat? It's often a detriment to your strategy when a bush appears where there'd be no reason for it to.
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W-what is this!? Venom Drive Buff Suggestion?! |
Posted by: iStabOreos - 07-04-2019, 11:31 AM - Forum: Suggestions
- Replies (4)
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WHY YES!! It is my loyal SL2 player, it is I the master of air and riding Airide or iStabOreos as many of you know me by! What if I were to show you, no, NAY present you with my findings of why this elusive skill known as Venom Drive should be buffed for your Lizard Sex needs and kinks alike.
Now before I get to the nitty gritty of things lets take a look at Ki Awoken, and yes good viewer who's reading my ramblings, this to both annoy and inform you of why this needs to be. Ahem.:
Stats while poisoned.png (Size: 10.38 KB / Downloads: 1083)
Now this is where we're at without anything and now here we are looking at the stats with Ki Awoken, and you'll see the difference, that's clear, as it's supposed to be as shown here:
Stats with Ki Awoken.png (Size: 10.57 KB / Downloads: 1091)
Now~ this is where we get to the big meaty claws of where this rambling has been. Venom Drive is just a flat bonus of strength, and considering how it shouldn't be like this I'm suggesting we don't make it into a flat mod. Allow me to explain it a bit deeper, BACK TO KI AWOKEN-- Ki Awoken raises your base stats (for the lamemans out there, it brings up the threshold before diminishing returns starts to kick you in the teeth with the force of a Vorpal Fern): (Oh right if I haven't been clear, from top to bottom, it's stats without buffs, stats with ki awoken, and stats while just poisoned) (I should note this is only a lvl 17 poison.)
Stats without buffs.png (Size: 10.29 KB / Downloads: 1079)
What I want from this buff is for Venom Drive to raise your base strength by the modded amount, because honestly, it's pretty damn worthless especially with the advent of changes we've been having with the races as a whole, plus this would make WTs differ from being...worse Shaitans and them going back into their lanes.
This has been iStabOreos, sneaking into your house to take your box of double stuffed Oreos hostage. (I'd also like to give a shoutout to Ignatius for giving me this idea because when you start to look at things from a critical eye it kinda starts to all piece together and this dood really did help me.)
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Biblethump (Book Smack) |
Posted by: EenKogNeeto - 07-04-2019, 08:27 AM - Forum: Balance Fu
- Replies (7)
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This one's more contested than a lot of balance threads, largely because its very situational: Requiring a hit check and you to act before the enemy for anything to happen due to how momentum reduction parses.
But when it does work: you reduce someones momentum by 2 no-matter what they are wearing or what their stats are. Meaning for most builds - You just lost an entire action with no counter-play or cooldown. The only limitation being your books durability.
It also can be followed up with a knockdown skill to eat someones entire turn, leaving them with only 2 momentum and nothing they can do aside from guard if they aren't a MA. ...Even more situational of course, but very painful to experience regardless.
My proposed change is simple and in theme with similar effects (Dizzy punch): Reduced effect when wearing light armor (Only -1 maximum) and no effect on heavy armor.
This allows it to still punish doomwalls in COMC as a mage while making it not quite as effective against fully armored black knights. After all - It's just a book.
Open to other thoughts, An idea was Flatfoot but ultimately I decided it just wouldn't make sense to have a skill that requires a hit check apply something to make hit checks easier.
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