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  Double Dragons
Posted by: Autumn - 04-20-2019, 09:39 PM - Forum: Suggestions - Replies (2)

Given that Ryart and Bai Kai are both dragons in Onigan legends, is it possible for their prayer buffs to be interchangeable similar to the Kaelensian god Sect? Allowing you to change between Ryart and Bai Kai without losing God Loyalty?

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  Blind Bite
Posted by: Victorious Razor - 04-20-2019, 04:05 AM - Forum: Suggestions - Replies (2)

So, Banquet has a hit penalty when it's not applied directly from behind.
I'd like a change to the projected hit when it's highlighted to reflect said hit penalty. I don't think it's fair to go, "yeah, you have a 130% hit chance on this attack" only for it to completely miss because of some RNG when I'm expecting a hit. Just died and lost 11k murai over it, when I was certain I'd be fine.

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  [v2.0.1b] Redtail Status Achieved!
Posted by: Lewdcifer - 04-20-2019, 02:14 AM - Forum: Bug Reports - Replies (2)

[Image: RedtailAscension.png]
(Player classes were deliberately obscured.)

Force Feed, through a cookie effect which procs the quote 'Fortune favors the bold', can grant players a fortune level of their own. This persists between battles and cannot change akin to a Redtail's, remaining in the obtained level. Reboot eliminates it. As per the normal function of this cookie effect, the fortune level is random when given.

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  Pinball Game Over [v.2.01b]
Posted by: Snake - 04-19-2019, 10:33 PM - Forum: Bug Reports - Replies (1)

Pinball Strike tends to permanently displace the Youkai once you jam an enemy towards them from the north or south, and they perform their 'bash' animation and sound effect. At the end, they're left like this:

[Image: unknown.png]
Done from the north to south. Displaced downwards.
[Image: unknown.png]
Done from the south to north. Displaced upwards.
[Image: unknown.png]
[Image: unknown.png]
East and West works about the same, always leaving the Youkai half-to-one-tile back away from their default position.

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  Crafting Battle Traits
Posted by: Miller - 04-19-2019, 08:27 PM - Forum: Suggestions - No Replies

I've been playing around with an idea in my head. But what if we had traits that grant abilities that scale mostly off your crafting levels?

For example(Names obviously and required stats obviously subject to changing entirely);

Crafty Blacksmith (Battle) - 15 Guile, 10 Strength, Metalworking Level 2
You are an expert of utilizing your craft in the midst of the battlefield. Grants the 'Emergency Swap' skill, allowing you to trade out one weapon part of your choice with another.
Emergency Swap - (6M - (Metalworking Crafting Level / 2 ) ) Three turn CD (or once per battle)

Note that this is more of an example than an actual suggestion.

I figured that scaling off crafting levels would be relatively easy to balance as they're limited and require some effort to raise. So in the example above, the lowest momentum would be 3 with legend inks.

Thoughts and suggestions for something similar to the one above? It'd be a neat way to make crafting skills like tailoring slightly more relevant.

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  Attention please! *crickets* (v2.01b)
Posted by: adamkad1 - 04-19-2019, 06:29 PM - Forum: Bug Reports - Replies (3)

Attention please does not work most of the time, and when it works, the youkai turns in the exact opposite direction
Before: https://i.imgur.com/oEDdmhu.png
After: https://i.imgur.com/KwNtUgc.jpg
After using conduct: https://i.imgur.com/Ik09fnD.jpg
Youkai page: https://i.imgur.com/zR9Hg38.png

Bonus: Youkai gain xp from killing prinnies? https://i.imgur.com/osdNjJp.png

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  Offhand Oncrit
Posted by: EenKogNeeto - 04-19-2019, 10:15 AM - Forum: Bug Reports - Replies (2)

What happens: When using certain on-hit weapons, and most on-crit weapons in your offhand, your main-hand weapon can apply the effect as if it were that weapon. Example being: Atlatuas Abaniko applying silence, Guitar doing AOE sound damage, so on and so forth.

What should happen: Only applicable if you actually hit them with that weapon.

Not terribly much to say about this one, it's easily repeatable with Abaniko and some other weapons, while other weapons don't seem to do it. Might just be a missing flag or something on some weapons.

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  [Immobilize] Sand, Vines, Thorns, and Seeds
Posted by: EenKogNeeto - 04-19-2019, 04:35 AM - Forum: Balance Fu - Replies (15)

Issue: Immobilize prevents all movement skills meaning most classes can't do anything but guard or end turn if they don't have blink, which is probably fine, but it currently can be infinitely re-applied for the duration of a fight.

Suggested solution: Apply the same kind of immunity as Frozen has been updated to have, and allow one to spend some momentum to struggle free from the binding/sand/roots/etc

Important consideration of this change: Grapple applies immobilize, but personally I don't feel it should proc this resistance, you'll have to decide for yourself whether or not people get extra slippery after a single grapple. - And the self immobilize inherent to grapple probably shouldn't be prevented by it regardless for obvious reasons.

Secondary consideration of this change: Legume bonders/summoners would be slightly disadvantaged by this if they proced it on themselves, which could be resolved by making Ingrain usable regardless or something.

Words:
Basically, every few weeks someone shows up and does a bunch of fights at the arena with immobilize spam, most often its blacksand sometimes its a seed sniper/thorn shooter and maybe someday someone will be a mad lad and make the even heftier doriad version of it
Half the builds get to do nothing in response and have to just IC surrender because they can't use any of their skills or do anything since its all flagged movement or they can't reach and it never wears off. Leading to copious amounts of free-flowing salt for very understandable reasons.

And that's just in spars. Imagine if it happened to you in a serious battle that could end with your character injured or dead? Having been unable to do anything mechanically while they kill you would be very sour indeed.

End:
Honestly, it's been needed for a very long time, it's been a constant issue but never truly annoyed anyone enough to ask for it to be changed, due to its rarity as a build and the simple fact that after the first time people just know not to fight against that person.

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  Aquarian Race
Posted by: Snake - 04-18-2019, 07:31 PM - Forum: Suggestions - Replies (7)

Name: Aquarian

Type: Corrupted

Lore: The sea is a completely unexplored new world. Around the globe, only the surface and the shallow waters are ever known. But recently, a few different, humanoid beings have been emerging from the salty waters around Dormeho. The strange language they used was unfamiliar, but with time, both Dormehans and Aquarians could understand each other and learn more between themselves, and further hint about an unexplored, unreachable kingdom underseas.

Aquarians are very similar to human beings, but of course, they are a vast species. A few have very notable differences than others, such as scales, black sclera, fish-like parts or blue skin, while others are nigh-similar to humans if not for their gills.

It is barely known that any changes on Iahsus may have an influence on them too, but such is to be seen yet...

Base Stats:
STR = 2
WIL = 4
SKI = 6
CEL = 5
DEF = 3
RES = 3
VIT = 8
FAI = 0
LUC = 5
GUI = 2
SAN = 0
APT = 2

Reference Pictures:
(Right Click and 'View' to make it expand to its normal size.)

[Image: wallhaven-372660.png]
[Image: unknown.png]
[Image: 1994f5b0357aac6033b8380294198d3c.jpg]
[Image: unknown.png]
[Image: __original_drawn_by_yi_lee__918a9fa00455...9cff2f.jpg]

Racial Passives:

Seafaring Creature
Belonging of the seas, Aquarians gain a 15% Fire/Water resistance, but being unfamiliar outside it, they suffer a 10% Earth/Lightning/Ice weakness. Both effects are reduced by your Scaled SAN, to a minimum of 0.

Diving Prowess
Aquarians are extremely well-adapted to performing underwater tasks, but not much for anything else. Physical Stamina costs for Diving are reduced by 3, but increased by 6 for any other labor.

Racial Traits:
(PS: Traits should be what will define their main difference, no Aquarian is the same as another, most of the time.)

Shark Bite
(Only one Aquarian Racial Skill can be chosen.)
Shark-like Aquarians have deadly, extremely sharp teeth and a blood sense. Targets an enemy within 7 (-1 per 3 Scaled SAN, min 1) range, moves up and bites them, inflicting (Scaled STR) unresistable pierce damage that may inflict Lingering Damage for 3 rounds (LV = Character Level - Scaled SAN). (3 round cooldown)

Siren’s Song
(Only one Aquarian Racial Skill can be chosen.)
Siren-like Aquarians have enhanced vocal chords, which they can use to enthrall their foes. Targets all enemies in a 6 (-1 per 3 Scaled SAN, min 1) range circle and may inflict Charm (LV = Character LV/2) and Confusion for 3 rounds. (3 round cooldown)

Ink Shot
(Only one Aquarian Racial Skill can be chosen.)
Squid-like Aquarians have ink sacks hidden in their mouth or hanging over their tentacles. Targets a 4 (-1 per 3 Scaled SAN, min 1) circle in 5 range and fires a jet of ink in their eyes, inflicting Blind and Soaked for 3 rounds. (3 round cooldown)

Wave Caller
(Only one Aquarian Racial Skill can be chosen.)
Mermaid-like Aquarians are excellent at magically controlling water. D-Rank Invocation. Summons a tidal wave in a wide horizontal line that moves forward until the edge of the field, pushing them over along and dealing Water ATK (Character LV*3)% as Water magic damage. At the end of the push, every enemy damaged will be inflicted with Soaked for 8 rounds.

Slippery Scales
(Only one Aquarian Racial Skill can be chosen.)
Eel-like Aquarians have a body covered in slick scales that conduct electricity. Grants them a 50 (-5 per 1 Scaled SAN, min 0)% chance to reflect Lightning damage and +30 Evade for the purposes of triggering Evasion.

==============================================================================================
==============================================================================================

Final Considerations: There has been 2 attempts at having a sea-faring race, none were even glanced at given the game had worse worries to be addressed by the time. This will most likely be the last stand of them, and a more recent too since both were done for about months ago.

The goal with an 'Aquarian' race is to make something that can fit multiple themes, so carbon-copy races in the future are avoided when in the end, just one or two different racial skills would be the best solution to avoid more future nuisances of people going 'Only a Siren? But what about Squids?' or 'Only a Squid? But what about Sharks?', you get my intention there. (Mainly, to reduce the case of Grimalkin and Felidae, Reaper and Appertaurus. They're about the same race but with a different name/base stats.)

As for 'why Corrupted?', the reason is because we did not have any new Corrupted races for about four or five years. It would be nice to get a newer one to the fray. But Aquarian fits about the same for 'Other' too, if that makes more sense than Corrupted.

For icons, I don't think they'd need much, and more things could be added to their Racial Icons in the future. For now, they could be seen as just 'Normal Humans with gills', but gain more add-ons over the course of time, when people move their lazy fingers to help.

As for what is written above on my pitch. That, if unbalanced or whatever, can be changed around to fit SL2's current balance better. I don't mind if some of the proposed things are implemented or not, that should be up to the Developer's sane choice.

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  Quickdraw ain't that quick anymore.
Posted by: renowner - 04-18-2019, 07:05 PM - Forum: Bug Reports - Replies (3)

So this is a pretty random bug that I only noticed today, after using a slightly older character.
[Image: 7a9a91e4d8.%5Bimg%5D]png[/img]
As seen above the quickdraw item is supposed to give you +11 (Half ul, of 22, durability was only boosted +4) celerity for determining turn order. And this was indeed the case in the past.

[Image: 8613cf509a.png] This is my celerity
[Image: ff99608b01.png] This is my opponents. (Said it was 56.6 scaled)

Despite this I never moved first in the round. Tested over multiple battles. Both using item swap and starting the fight with them equipped.
Even if the celerity given was affected by the soft cap, i should've still been moving first, so the weapon seems bugged.

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