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Forum: Quality-of-Life (QoL)
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  Full Capacity
Posted by: Autumn - 03-07-2019, 10:29 PM - Forum: Balance Fu - Replies (10)

The Capacity talent line is rather annoying when doing your talent points, like the Marksmanship thing from before, there's no way you can max out the tree ever, even with all 10 points spent into it you'll end up a few SR short of being able to max it out, leaving you usually empty of the Recycle tree or the Depth tree.

A nice quality of life would be to bump up Capacity's sub talent points from 1 to 1.5 per point, allowing people to max out the tree should they want to.

A similar change was made to the Marksmanship talent, bumping it from 1.5 to 2 because there wasn't nearly enough points to ever fill it out, despite being an important talent.

[Image: 7RbHCw3.png]

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  Magical Weapons - The Sparkening Cutie Potential
Posted by: K Peculier - 03-07-2019, 02:34 PM - Forum: Suggestions - Replies (11)

Okay so. All the magical weapon series for melee gets this 3M Potential that makes them sparkle and has a cute sound effect and makes the melee weapons ranged.

And the ranged attacks shoot stars/rainbow beams/hearts.

That is all.

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  Total Control, except Partial
Posted by: Lewdcifer - 03-07-2019, 02:54 AM - Forum: Suggestions - Replies (3)

It'd be very nifty if the Total Control setting had an option to make it only apply to player characters, so that the party leader can control characters who disconnect and so on.

Monsters being on auto-pilot is nice, and having to switch the option on and off every time can get annoying.
But I'd understand if you kept it like that.

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  Overhead (Buildings)
Posted by: WaifuApple - 03-06-2019, 10:33 AM - Forum: Suggestions - No Replies

Using the house building system as is, we are capable of changing walls to floors, if we want to, which is nice. However, there is something I'd like to suggest, which, application wise, would work really well for cave systems.

The suggestion is to allow a way for floors (or walls turned into floors) to be put above the player's sprite via some means, so they can walk under them. There are other applications, but it would allow us to connect rooms like in this image, so we can make our places look even better.



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  More help for Bonder!
Posted by: Senna - 03-05-2019, 11:36 PM - Forum: Balance Fu - No Replies

NOW THEN! About small/Okay adjustments for Bonder class Youkais! I'm mainly all about the Youkais actually being worth something, like GS. I've already suggested a way to help with it's survivability here http://www.neus-projects.net/viewtopic.p...603#p35603 however it's time to make some suggestion for the Youkai's strength.

In my eyes, Grand Summon is the class that's all about strength in numbers while Bonder was all about power in only focusing on one to three youkais. Basically quality (Bonder) vs quantity (GS)

But if we're talking about the differences, GS has more going for it than Bonder--To the point you're better off using that class over Bonder OR even using engineer over Bonder. It's not because of status or anything, it's because the Grand Summoner class has different ways to utilizes its Youkais comparing to the other.

TL:dr

I have a small list of stuff that could put Bonder Youkais on the map again. So people don't simply run Grand summoner over it; allowing the players to actually choose between Bonder or Grand Summoner.

First -

Quote:First suggestion: Letting Spiritual Bond passive increase all Youkai to 60 instead of just the bonded.
Reason: With the current scaling damage wise and so on, having the level 45 youkais aren't more than a way to buff up yourself via Synchro Summon. They die too fast to really do anything other than that.
Conclusion: It'll help with their survivability, allowing them to be a little more impactful on the battlefield considering you only have two aside from the Bonded Youkai to work with.

Second -
Quote:Second Suggestion: Reduce the FP cost for fast offense (By half maybe) and reduce the momentum bonus for Bonded by 1 as the trade off.
Reason: The ability itself IS good, yes but the cost is the reason why it's not used. The 50 FP cost just so the Youkai could act upon summon sounds good on paper but in an actual battle, PvE, it's not that great. It'd only be good IF Bonder had alot of Youkais under their belt to work with which they don't.
Conclusion: It'll allow the ability to be a more reasonable skill for the FP cost considering the strength and the amount of Youkais you'd actually be able to get out before they die.

Third -

Quote:Third Suggestion: Synchro Summon needs a mini rework. Increase the Duration by +3 on bonded Youkai and if the player only has one Bonded, whenever it's summon, it and the player gains permanent Duration whilst increase the Youkai's stats bonus by 4. This last until the Youkai dies or until it's unsummon. As for the player's SS stats if the that happens, it resets three rounds.
Reason: Bonder(s) Youkai, shouldn't they be strong? At least strong enough to rival the number and tactics GS has to offer. It'll provide them with strength, giving them some capability to hold their own.
Conclusion: A buff to the Bonded Youkai, helping them with their 'quality'. This lets their presents be known outside of 'Share joy' and 'Share pain'.

Fourth -

Quote:Final Suggestion: A small bonus on Two Souls Beyond - Reduce the Bonded Summon momentum by 1 and increase it by 1 each time a bonded Youkai was summoned. And if the user only has one Bonded Youkai, the FP to sustain it would be reduced.
Reason: The bonded Youkai shouldn't cost three momentum just to get it out on the battlefield since the class itself revolves around that(those) Youkai. And in the heat of battle, finding the momentum just to get them on the battlefield isn't as simple as it seems without running away and hoping for the enemy to grant the opening. Especially in PvE currently.
Conclusion: A reverse Grand summoner passive but with bonded Youkais instead. The lower cost FP will make up for the little FP regeneration the class itself has to offer. (Ritual Sword isn't as viable as it sounds since it's a basic attack base technique.)


I'd like to see what the others have to think about these suggestions/Balancing and if you guys have anything you'd like to add to it, disagree with or changes. It's all about making Bonder class Youkais worth something more than just another way to hurt the player.

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  Combo F-f-f-fail!
Posted by: Shujin - 03-05-2019, 06:09 PM - Forum: Bug Reports - Replies (2)

Kazekiris combo effect does turn you around, but it does not ignore evasion.

Guess no more infos needed, as that should be easy enough to reproduce.

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  Lets talk about Bonded Youkais real quick
Posted by: Senna - 03-05-2019, 03:15 PM - Forum: Suggestions - No Replies

Okay so, before anyone flips their shit; I'm taking about Bonder Class, Bonded YOUKAI, not what it does for the player but instead the [i]YOUKAI[/i].

Firstly, its to my understanding that summoning the bonding Youkai can make or break a fight base on your build. Although the class can reward you for just install the bonded Youkai, summoning it out on the battlefield on the other-hand can hindering you severely if the enemy knows what they're doing. In a sense, you're better off using the other two youkais the class offers (Or just switching to GS)

It's more tied into the fact that without share pain active, the youkai can die within one to two rounds and WITH share pain active, it only increase this by one-two more rounds but can inflict large amount of damage onto the player. (Unless they bonded with certain Youkais)

TL:br

My suggestion to this; Bonder class exclusive - A passive made to help with the creature's survivability so it can actually fight along side the player without it only causing problems.

Quote:Option the Bonded Youkai gets before they're allow to put points into the passive - Pick between Defensive Type or Evasion Type (Can't be changed unless the player LEs or resets via fruit)

[Insert Passive Name here]: After Selecting the type wished for the bonded Youkai, the Youkai gains these bonus whenever they're on the battlefield and standing in a certain range (3-4 squares close to the player).

Types

Defensive - Whenever the Youkai is within range, it gains 25% of the user's Phy/Magic reduction (No battle bonus/technique/buff applies to this reduction). This effects doubles if the player only has one bonded Youkai. (Of course the soft cap/deplete should still be in consideration to prevent certain Youkai from reaching very high levels of tankie)

Evasion - Whenever the Youkai is within range, it gains 25% of the user's Hit/Evade (No battle bonus/technique/buff/Weapon applies to this bonus). This effects doubles if the player only has one bonded Youkai.

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  It's Mr. Mime!
Posted by: PantherPrincess - 03-05-2019, 07:37 AM - Forum: Suggestions - Replies (8)

I've been thinking Spellthief could use something a little extra considering the CD on all stolen spells seems to hold you down for a little while.

Copycat - Copy or rather mimic the last skill used this round or last round by an enemy. The rank and duration of said copied skill depends on the user you copied it from and you do not keep the skill in your pool at all. This skill cannot lock any user's skills during the whole match unlike it's spell counterpart. Has a 2 round cooldown.

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  O spirits, I beseech thee...
Posted by: Lewdcifer - 03-05-2019, 04:16 AM - Forum: Suggestions - Replies (1)

Currently, spirits only spawn on specific locations - those being on Dormeho; Tannis; Cellsvich's western, northern, and eastern housing areas; Darkwood Manor; Oniga, etc. - and despite what it looks like, the spots where they spawn in aren't that numerous.
In a server with many players, getting the spirits we want can be hard because sometimes we're not the only ones hunting for them.

This thus leads us to the suggestion for this thread: more spirit spawns should be added to the world, especially to areas which have none.
Currently, the revamped Cellsvich has no spirits anywhere; given that it's a very large map, there's plenty of locations to make spirits spawn in, especially in its cemetery.

Other locations which could have spirit spawns added to them include the Arena, Voilegard, Shrine of Bai Kai, Law's End, etc.

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  Overlaying Issues
Posted by: Autumn - 03-05-2019, 02:16 AM - Forum: Bug Reports - No Replies

The graphic used for overlaying enchants (The silver/yellow/red etc. glow) will overlay any other overlays currently attached to your character, which can lead to some really funky looking graphical issues, such as the glow overtaking an entire box displaying damage numbers, large overlays like Ki Awoken and Geist Schritt, Lantern Bearer's lantern auras, etc.

I assume somehow this isn't intended, but if it is let me know.

Replicating is simple, use any enchant and any skill with a large overlay attached to it (Like mentioned above)

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