Welcome, Guest |
You have to register before you can post on our site.
|
Forum Statistics |
» Members: 835
» Latest member: AnhitaM
» Forum threads: 11,776
» Forum posts: 58,618
Full Statistics
|
|
|
Disaster Overwhelming |
Posted by: Autumn - 12-10-2018, 09:27 PM - Forum: Bug Reports
- Replies (1)
|
 |
The increased duration from Disaster Potential states that Fire Breath will consume the Channel Destruction and Channel Magic statuses, currently fire breath does not consume the statuses, they simply stay allowing you to fire breath multiple times in the very large cone it provides now.
|
|
|
Disgraced rogue |
Posted by: adamkad1 - 12-10-2018, 05:47 PM - Forum: Bug Reports
- Replies (3)
|
 |
Disgraced chivalry causes chivarly to apply from all sides, not just front, i got 4fp for attacking a prinny both from front and from back and i have battle spirits and chivalry (2 from spirits and two from chivalry)
|
|
|
Server Status Report! |
Posted by: BDGoddess - 12-10-2018, 08:34 AM - Forum: Suggestions
- Replies (2)
|
 |
As a sporadic player of SL2, and Byond in general, it's tough to know when the server will be up again or why it is currently down. With some invested researching, I just figured out that Dev was putting in the next batch of traits this last weekend.
Before realizing the next update was coming, I was getting a good thing going on one of my characters and it lowkey stressed me out there's no server status or maintenance post about the said update when all of a sudden SL2 is down for three days straight. On the weekend.
Long story short:
My suggestion is of maintenance posts before the server disappears off the map for a while that is (or isn't) followed up with a completion post. It helps players keep in check of server status and what is happening (i.e. the next trait batch) in a centralized manner. Estimated completion times on these maintenance posts aren't needed but would be extremely welcomed as it would reduce confusion around "why did SL2 suddenly go down? when is it coming back up?" questions.
The maintenance posts don't need to be in any standard format, imo. Even a simple "Trait Batch Patch #4 Maintenance (12/07)" title would do some of us justice.
|
|
|
Create Shade with Cobra turns you invisible |
Posted by: SolAndLuna - 12-10-2018, 01:46 AM - Forum: Bug Reports
- No Replies
|
 |
It's happened by accident in PvP once, as well as the two times I'd tried to recreate it in PvE so far, both with single target attacks that happened to hit the right target and with area of effect attacks. If you're in Cobra Stance while using Create Shade and an attack is supposed to hit you, but you dodge it with Snake Dancer, the shade being targeted is destroyed, but the others stay as if the wrong one was attacked and the character turns invisible until the start of their next turn. Enemies can tell where you are when this happens, but will still attack the other shades if they're closer, from what I've seen so far.
|
|
|
Looks like you got the horns (DH Taunt skill) |
Posted by: Ryuzaki - 12-08-2018, 08:46 PM - Forum: Suggestions
- Replies (7)
|
 |
So, DH is cool. DH is my favorite class by far, as is probably evident by how often I play my 2 main DHs. However, I recalled fighting Kinu a while ago, and she pops off some 100% NotDante lines during her combos, which got me thinking.
Taunt (1m, 10FP, 3 levels)
Show them who's boss, by giving them a witty line after smashing your enemy in the face. Target yourself, and give the enemy a witty line (Which is selected at random from several different lines, similar to Kinu's taunts.) If you've damaged an enemy this turn, they become taunted, giving them a status inf% chance of becoming feared. Any enemies feared by your taunt gain 5xlv% extra damage for x turns (x=lvl)
The quotes could be cocky, witty things along the lines of
"Is that the best you've got?"
"I could do this all day."
etc. There could even be some implemented to do emotes, rather than says.
|
|
|
Stats' Diminishing Returns |
Posted by: Bork - 12-07-2018, 09:49 PM - Forum: Suggestions
- Replies (10)
|
 |
I have thought about this after failing twice on trying to get my stats to have zero diminishing returns.
For those who have no idea what I'm talking about, is when you are putting points on a stat and as you have scaled stats view turned on, you can see it starting to award you 0.9 and below stat points, while you're still wasting 1 SP each time. This only happens at a certain point, when you have added a specific amount of stat points on a single stat and continue to add more and more afterwards.
My suggestion is basically adding a way for players to be able to see when their stat is 1 SP away from starting to get diminishing returns, whilst they are adding points to that same stat. You can't see that it awards you diminishing returns until you finish setting your stats, and when you finish setting them, the only way to reset what you did is to buy a fruit. It could be something like a pop-up saying 'This stat will not give you full returns anymore! Are you sure?' or it could show the diminishing returns while you are adding points with the scaled stats view turned on.
|
|
|
No protecc |
Posted by: Inconspicuous Kitty - 12-05-2018, 01:17 AM - Forum: Bug Reports
- No Replies
|
 |
Well, so I'll get straight to the point: It seems like Protect is probably bugged again.
Yet despite the tests that I've done, even among others, it seems simply wildly inconsistent with it's effects, so I can't quite figure out what the issue was. I had three different instances where the effect has been seen to be different. In the third case, I may have missed a descriptor, but nontheless:
In the first 'test', I really only had myself to work with. I grabbed the fire mercenary guy, Reynes, I believe, is his name, and went to the Arena, pitting up against the Winged Guardian. I simply stood next to him, and in every instance, despite having a shield and being adjacent to Reynes, I did not get any Protect procs, versus both the Guardian's Basic Attacks, nor Raven. They always hit him.
The second, two people helped me out for; I simply stood next to one person with protect active; this is a PVP situation, so I'm not sure if this had an impact or it was another inconsistency, but regular basic attacks were protected from. However, skills that applied basic attacks, specifically Sidecut, were not protected from.
The third instance is less of a test, and more of a consistency thing: Jammer Gammas, when they have protect, appear to be able to defend against autohits, such as Rising Tide.
Regardless of which is a bug or not, Protect is wildly inconsistent over a number of situations. (I was told someone had seen it work with sidecut before, as well.)
I can try to post debug pictures if necessary while trying to replicate all of the scenarios.
|
|
|
Chains Against Sigrogana: Jail sucks, lets make it better. |
Posted by: GameMaster85 - 12-02-2018, 06:21 AM - Forum: Suggestions
- Replies (14)
|
 |
I get it. Jail Sucks. But being realistic in a game where we're supposed to have fun also sucks. Jail is sort of practically an IC Soft Ban. You can't even do dungeons or anything apart of the game because you tried to be an idjit and rob the bank in the middle of the arena. Stupidity shouldn't be solved by soft bans, but instead by in game mechanics. (Or not.) So since I already have ideas for my thing, but maybe Dev can actually help with the problem of being jailed for IC hours or days or mercala forbid months with the same ideas I have.
Suggestion
Let Jail Times be extremely low and more reflect in game time, but add in a new (timed or manually removed/added) debuff that is considered permanent and undispellable that reduces damage, healing, and buff/debuff levels to certain support skills done to all players other then yourself by 90% for the normal amount of time. Essentially, gimp all form of PvP for the captured. Maybe disallow PvP at all or something. (though maybe not the best of ideas.)
This might be hard to implement, but even without a timer this solves the feeling of being soft banned. Even just saying that they're still in jail and OOCly outside makes it better. Maybe just put a leg cuff on them or something. Nullstone Cuffs were already a spicy meatball, so why not.
I dunno man. Who wants to be an the villain when robbing that guy in the forest essentially sends a signal flare to 4 guards down your behind. (Even if it's hidden.) and gives you a mandatory break from playing the character completely?
Supplementary Video
|
|
|
|