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  I see what you did there
Posted by: Autumn - 04-27-2019, 04:39 AM - Forum: Bug Reports - No Replies

A long time ago a change that occurred to vision blocking mechanics (like smokescreen or white prison) that allowed them to block out the name plates of skills used (Such as HSDW and Charge Mind), but for some reason that does not occur anymore, likely due to some bug.

To replicate:

1) Place a White Prison wall or Smoke Screen line in front of you any distance.
2) Observe a monster or player use a skill and the nameplate at the top of the screen still appearing.

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  Sear-n better days
Posted by: Autumn - 04-27-2019, 01:28 AM - Forum: Balance Fu - Replies (6)

I remember a long time ago back on the cusp of the Evoker rework Sear used to be extremely good, but that was due mainly to explosion at the time, as it knocked enemies back through 100% fire ATK cinders, nowadays its barely worth a spell.

Compare Sear to spells that fulfill similar roles like Holy Spark, or explosion, which have much bigger damage and possible range.

[Image: XiPbl3s.png]

100% Fire ATK scaling is simply not enough, and I'd love for it to be bumped up just a bit, I think 130/140% Fire ATK at max rank would be reasonable considering its an AoE that is much much smaller than Explosion's minimum range.

And I do understand that cinders are in play here but the built-in class interaction with Explosion has since been tweaked, so it requires an alternative method to start knocking people through said cinders, it possibly wouldn't even be that bad considering that most people play footsies with evokers for a very good reason.

If a damage buff is not in the stars then I'd like to hear if there's anything else that can be done for the skill, its not worth using CM'd or un-CM'd in most cases currently.

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  Legend Extension, extensions!
Posted by: Shujin - 04-26-2019, 11:15 PM - Forum: Suggestions - Replies (9)

I know, no one like the endless grind (except for me apperently), but as someone who usually just plays very few characters but focuses on them, I feel like I haven't been really progressing much on them gameplay wise for over 3 years. Sure they went along with the changes, slightly changed stuff with the change of classes but so did everyone else, so it wasn't really progressing in that sense...And since I still have 7 Inks to put nowhere, I thought HEY why not adding some few more Extensions. So we can all suffer a bit longer...Together!


Knowledge:
- Max 3 Ranks (or 5 even?): Increases Skill Pool size per rank by one. (Can be useful for most people or useless for others.)
- Max 1 Rank: Increases Item drop rate +25% (similar to Deja Vu, just for drops, should stack with lucky enchants and probably with others with this ink-trait)
- Max 1 Rank: Increase money drop rate +25% (Cause why not.)

New Category: Luminary Devotion
For Devotees of their Element and increases the power of your star sign, though ONLY during Prominence months (or doubled during those? I don't want to make it too strong, though it's inks so maybe fair enough?) only one can be choosen.
-Max 3 Ranks for each starsign: increases the coresponding stat and elemental atk +1 per rank.
Also no starsign 3 ranks: increases power of basic attacks +2 (so there is an actual reason to go non elemental starsign)

Fate: (simply updating the list)
Fated Enemies (Iceblood)
Fated Enemies (Insects)
Fated Enemies (Possessed)

Profession:(I guess I drop it here? Might be a new category all along)
- Max 5 Ranks per baseclass: Increases the max level of the base class and all promotion classes +1 per rank (goes well with Skill Pool increase and finally alows people to reach level 40 on classes, even numbers.)


Transformation: (Human Only)
Basically just allowing a Human to switch between his sub races. Mostly as a way for Characters that created before Alstalsian/hyoyain/Dormehan were selectable races to switch to it, when they RP'd coming from there.




This One I am super unsure about, and actually lean to not adding at all:
Max Rank 5: Each rank costs 5 inks. Increases maximum level +1 per rank.

I don't think it's needed, and think level increases at this point should be tied to special tasks, that are very difficult and rewardning, instead of just grinding it up again. Like defeating special bosses or something. It shouldn't be easy for sure, thats why I'd be okay with it only when the grind for it is really hella difficult, and 13 LEs are certainly a number. Masochistic and character loyality reward mentallity and all that.

The other should be fine though, I think?
Might also be a good time to add new "kill 100"- Quests, and maybe make them renewable aswell.

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  Vampire Tweak
Posted by: Victorious Razor - 04-26-2019, 04:52 PM - Forum: Balance Fu - Replies (8)

In the lore on the Wiki, it says Vampire blood holds no nutritional value for other Vampires. With that being said, could it be made that Vampires don't give other Vampires any essence upon using Banquet on them?

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  Cursed Allies
Posted by: Autumn - 04-25-2019, 11:04 PM - Forum: Bug Reports - Replies (1)

In a hilarious turn of events, curses granted onto allies cannot be transferred at all, not even to an enemy hitting them.

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  Regular Katana 1*
Posted by: Miller - 04-25-2019, 04:07 PM - Forum: Suggestions - Replies (1)

Presently there's only one 1* Katana in the game as far as I'm aware. (Wooden Katana/Bokken)

Can we potentially have a metal alternative?

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  Firthrower 'Sub-Attack' only.
Posted by: Deja Vu - 04-25-2019, 02:22 AM - Forum: Bug Reports - Replies (1)

Firthrower is glitched.
The only attack you can make is 'Sub-Attack', which seems to have the description of a basic Sub-Attack: *"Perform a basic Sub-Attack (). This attack can miss and critically hit, and also uses 1 durability. If your durability is 0, the weapon will be weaker, and much more likely to miss."*

Upon using this Sub-Attack, it performs an explosion animation with no damage. If you get the Special Attack 1 trait, you can use headshot which seems to function normally.

I have so far had the ability to replicate this bug 100% of the time, and have tried re-logging, respec-ing my traits, once with Special Attack 1 trait and once without.

Edit: Race is Mech: Agile-Type



Attached Files
.png   fragerh.PNG (Size: 79.87 KB / Downloads: 873)
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  Let's Miragetalk about Miragewalk
Posted by: Kameron8 - 04-23-2019, 05:02 AM - Forum: Balance Fu - Replies (17)

I believe the Miragewalk enchant provides far too much potency for the up-time it has. With a base duration of 3 turns, and the ability to refresh it with cheap skills (Shukuchi, Cobra stuff, etc) or outright attacks (Hanging, Retreating Swipe, Flip Shot, etc), it essentially just provides a permanent bonus.

The obvious comparison to make here is with Disengage -- which costs 3 skill points, 3 momentum, 15 FP, and a 3 turn cooldown to provide a 45 HP heal and 45 evade.

[Image: toCNZwY.png]

Miragewalk grants 55% of the evasion Disengage does, often costs either one momentum (or three, when performing an attack or ability you would WANT to do anyway), has no cooldown, and costs no FP. The sacrifices for taking this enchant are either 20 FP and HP, or half damage from cinders.

[Image: Lh9qe0m.png]

Nearly everybody with any evasion runs this enchant due to how trivial it is to gain the effects of it. Waiting it out is not an option, and punching through it is equally improbable with the current balance of Hit vs Evade. In the event this is stacked with Disengage, there is no feasible way to hit that character. This would be fine, of course, if the delay between these windows of power was anything meaningful. I suggest a cooldown be added after the effects of Miragewalk expire, such that it cannot be reapplied the turn after it was removed. This would provide a bare minimum of one turn to try and counterattack.

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  Torrential Downpour in Southern Areas
Posted by: Exxy - 04-22-2019, 06:49 PM - Forum: Bug Reports - Replies (2)

Current Version: v2.01b

It seems for whatever reason, when you enter the last five-to-ten squares of a map while it's raining you can notice a change in the texture of the rain (it's worth noting this happens with every map from what I can tell but I haven't verified it with Cellsvich yet). I'll provide screenshots below:

Normal:
[Image: 0qd40oB.png]

Near Southern Border:
[Image: 6lTcOxL.png]

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  Prism Jewel Plus
Posted by: GSM - 04-22-2019, 05:18 PM - Forum: Suggestions - Replies (2)

Simply put, the Prism Jewel never sees any play, and seems to be a forgotten item entirely.

Whilst the individual items themselves give a single stat atop their meager +2 Power to a single domain, the strangely statted Prism Jewel only supplies +2 Power to 6 very specific domains (Nerifian, Mercalan, Sylphid, Isesipian, Huggessoan, and Mercalan). It doesn't carry over anything special, and doesn't have much going for it. Unlike Prism Jewel, the Chimera Bands actually do see some, if infrequent use, due to its incredible stat increase across the board, as well as retaining a weakness to make it more interesting of an item.

While I do want to see the Prism Jewel get use, I think giving it the Plus treatment will net in it being a more interesting item, if only as a gimmick; what I suggest is an item for those that want to run more than just a few elements in their spell pool.

Quote:Prism Jewel Plus

Materials: Metal / Remains
Item Effects:
+1 STR, +1 WIL, +1 SKI, +1 CEL, +1 RES, +1 VIT
+10% Power to all Spells, regardless of Domain.
-10% FP cost to all Spells, regardless of Domain.
Does not halve your Power when casting a Spell of a different Domain type to your Tome's Domain type.

Reasonings:
-The +1 to 6 different, thinly spread stats will prevent people from using this item all of the time, and raw stats alone will not win you a fight.
-The +10% Power is mostly more of a modern effect in line with the tome fans, though the six specific domains from the original Prism Jewel didn't make much sense on their own, so I'd rather opt for it to increase to all domains- it's only a marginal increase, but larger than two.
-The -10% FP cost is mostly an added bonus for upgrading this frankly bad item all the way, which this will do quite literally nothing to some spells and decrease the FP cost by 5 at most, unless you use something with more than 50 base FP costs, which is extremely uncommon.
-The final effect is more to encourage multi-elemental casting, since by the wording of the "About Tomes" section leads me to believe power is halved when your Chapter type is different from the spell's domain, which frankly happens often anyway.

Thoughts?

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