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Phase view pet |
Posted by: adamkad1 - 12-01-2018, 04:54 PM - Forum: Bug Reports
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pet controll camera is a bit finicky in nonopen areas, like player houses or places with walls, like pinks bar, it seems to focus on the center of area, or something
My view-https://imgur.com/a/lR0sjIh
Pet controll view-https://imgur.com/a/DDnHYR6
Pet controll view when moved to side as much as possible (the camera seems to land in wall, letting you see thru it)-https://imgur.com/a/Hu4GPMJ
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Guradian Spirit: Snow Crow |
Posted by: Shujin - 11-30-2018, 04:38 PM - Forum: Balance Fu
- Replies (5)
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Guardian Spirit is an interesting trait but I feel that certain youkai just do a lot worse as one than other. I always felt that snowcrow was weird with it's effects anyway.
Snow Crow for example has no REAL utility in most cases, and is really squishy.
Currently it's skill set is a bit strange as partner as non summoner but could tweaked to be a bit more useful:
Cryser: It increases Str/Cel of the snow crow, both stats are not useful to it however as it neither effects turn order nor it's damage anymore. Not to mention that you even have to hit weakness for it to begin with. So pretty hard to pull off.
Ice Armor:Good skill, but only useable on it's self, but it's so squishy it's barely worth it on him.
Snowfall: It only lasts one turn, its a fast youkai, but if you happen to be faster you can barely use the tiles for anything.(Unless you do weird skip games)
I do not really want all of these, more of a Eihter or basis but:
Cryser: Make it increase Ski/Cel, and make it share the status with it's summoner. OR make it inflict frostbite Level/3 (20 max)
Ice Armor: Make it useable on an ally in one tile range.
Snowfall: Make it last for 2 turns atleast.
There are certainly more youkai that could need tiny tweaks in general since many of them are relicts of pre GR, but I felt snowcrow was one of the most weird ones.
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Difficulty in SL2 |
Posted by: DaiGustoSphreez - 11-30-2018, 01:29 AM - Forum: General Discussion
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I'd first like to clarify a few things before I attempt to talk about SL2s design. Firstly, I've been playing SL2 for a few years now (didn't join the forum until about a year ago), and I've just lurked here to read the proverbial room of this forum. Second, I mean no offense to anyone that reads this post, especially to any mods, GMs, developers with anything I say because some of this stuff is going to come off as harsh. I'm sure the dev(s) work very hard trying to make this game the best it can be and I hope that, if they read this, they take this as a wholehearted plea for change rather than the cynical bashing it's going to come off as. Lastly, before I start going into my main topic, know that this argument is made based off of a forum post titled The biggest problem with SL2 in which the following sentiment was echoed throughout the thread:
Quote:5: Dungeon RP is always a bit weird
I feel like when you group and do content, the RP is always a bit rushed and extremely secondary. You might say a few words when you do a cool attack, or your characters might have a small conversation during battle. Either way, it feels a bit awkward, like RP and gameplay are disconnected. A very minor concern, but I wanted to bring this up.
This means that the core gameplay of the game isn't really good at stimulating rp, which it should be in a game with high rp focus.
Which brings me to the main topic of SL2's design, specifically it's combat design, and I'd like to start out with a question. Is SL2's combat even supposed to be connected to its RP? Now, this might seem like a really stupid question but think about it. So much of the combat design directly opposes this notion. I'm going to focus on combat designs that conflict with the RP setting in this post and how it could improve. For the purpose of appealing to both crowds, because I, in particular, am more interested in the RPG combat mechanics than RP, I will be tackling this from both an RP perspective and a mechanical perspective.
Scroll to the bottom for TL;DR
Right off the bat, let's be honest guys: BDPs aren't hard. You can walk into any level 70 dungeon and have just as easy a time as if you walked into a level 60 one, I would wager that this isn't a controversial opinion to have. People just run Summoner or get a few mercenaries and do the dirty work themselves. Why is this a problem though? Let people enjoy the game the way they want to, right?
Well, from an RP perspective, this causes antisocial behavior. What's the point of going in with other people, who have to waste your time taking their turn when you can just do it all yourself, it's easy alone anyway. Now, I'm not preaching against mercenaries and summoners, my only contention here is that, because the content is not hard, there is no reason to interact with anybody else doing the content. What's the solution? Make the content more difficult. I know Grindylows are not the best-designed mob in this game, but for one thing, I appreciate them if only for the reason that it makes any fight with them incredibly harder as a result and creates the need for a player-character, maybe a support in specific or a mage who can deal an abundance of damage to it from far away or someone who can disable it for a turn or two. Make enemies create dire situations that players can RP around if they want to. Maybe a mob that has high mobility, moderate damage, and always goes after the player with the lowest maximum HP. Maybe a mob that literally eats another player and that players consistently takes %HP damage each turn until that mob is killed. Maybe just make mobs do more damage and have more devastating effects in general, including actual injuries that players can RP.
From a mechanical combat perspective, this is boring. This lack of difficulty has, for me and a lot of randoms I talk to loocLY made the combat horribly unappealing because there is no challenge to it. Trying to do a core boss has no actual weight to it because there is no actual challenge. In RPGs, there's generally a need for support classes/healers but builds like tactician and curate and, heck, even tank builds are made obsolete because there's no actual difficulty that you need to build around. Again, I hate to do this, but you know the situation is bad when Grindylows are the most exciting that fighting in this game has been for a long time because at least then, the fight becomes about something more interesting than hit, hit, pass, hit, hit, pass, sidecut, attack, end turn. Again, solving this problem only takes giving enemies more unique abilities/more power to their already existing abilities. Give regular mobs more damage and more defense at higher levels, make their abilities afflict more lethal/impactful debuffs, bosses at level 60 should not have anywhere near
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Tools of the trade (Thieving Buff) |
Posted by: Autumn - 11-28-2018, 05:29 PM - Forum: Balance Fu
- Replies (1)
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Can the hand slot enchant "Thieving" gain a larger boost to steal chance? Given its specific function and the wide access to powerful nulls lately, I think this would be more than fair.
I think either a +25% or a +50% Boost to steal chances would suffice, this'd open steal/blue steal/spell snatch to most builds should they wish to sacrifice their hand slot enchant for it.
Currently it is a meager 5% steal chance boost, which is pretty poor and only serves use to a build with 45 CEL, which is like no builds.
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Wraiththeft |
Posted by: Autumn - 11-28-2018, 05:24 PM - Forum: Bug Reports
- Replies (1)
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I'm unsure of whether or not this is a bug or not, but it really did seem like it more than anything, if you steal wraithguard from an enemy Ghost, when you yourself are either Ghost off-class or not equipped with Ghost at all, you will only gain a 15% DR instead of a 30% DR from their wraithguard, I'll provide replication:
1) Be versus an enemy with Ghost as main class, and they have the wraithguard status.
2) Use Steal and successfully steal Wraithguard, while you do NOT have Ghost equipped.
3) You will only gain a 15% DR as if Ghost were your off class.
If this isn't a bug I can make another topic instead.
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Ward Enhancement |
Posted by: Raigen.Convict - 11-27-2018, 07:17 PM - Forum: Bug Reports
- Replies (1)
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Apparently the potions meant to increase Resistance by 25% do not function at all as noted by WickedWiccan, they do not remember their forum info and have asked me to mention this for testing as they say they tested multiple times.
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Possible Oracle reworks. |
Posted by: Moku203 - 11-25-2018, 06:05 AM - Forum: Suggestions
- Replies (4)
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Just started having thoughts about Oracles and how they could possibly be reworked for general benefit.
Let me know if any of this is possible or even wanted, looking forward to positive response and helpful critics about why things wont work ^^
Lets start with the GOOD!
Firstly, if it is even possible I think as oracles are farseer's it'd be nice if they had some benefits such as:
Being able to tell how many floors, and how many total monsters (encounters) are in a dungeon when they enter, in the form of a prompt in the chat box (such as corrupted get upon a star color change)
I doubt this is possible but it would be amazing, seeing what players will say before it is said (since they can see the future) :lol: Or even extending the range that they can "hear" making them able to hear mumblers and people off screen to a point!
The ability to always see traps in dungeons or at least a large boost to their range to detect them. (again, they see the future)
Maybe they know how many chests and collectables (IE gather points) are on a floor on entering.
Less of a game mechanic, more of an RP one, but perhaps make a discord group for oracles where people post when they need help in a dungeon or something, and oracles in game need to alert players, rather than everyone knowing someone needs help in so and so dungeon "magically" it'd add a nice RP reason to have oracles around
Onto the BAD EVIL NASTY stuff.
first off, nothing this good comes without terrible repercussions. so lets get those out of the way here.
Oracles are forever inflicted with UNCURABLE Blind status, making them always have -100 hit. it fits with the lore of them having milky white eyes as well!
When an enemy is more than 1 space away from an oracle, the oracle gains a -50 evade debuff as they're too busy focusing on every event around them to dodge. making them terrible for combat.
I know what you're thinking! But they'll just be mages, and wont even need to worry about blind! well I got that covered as well.
Oracles spells cost 50% more focus to cast (can even have a chance to fizzle as their focus is broken by a future event they saw that distracted them)
and on top of that, all forms of FP regeneration will be forever HALVED...as they are constantly expending focus on reading future events. (such as vampire healing only 25% from anything other than Silvermists as an example of Regeneration being cut.)
so say you get 30FP per turn regen from traits and skills, it'd be 15 only. food FP regen would also be halved (so fugu katsu as an example would only heal 20% post battle rather than 40%)
Things like this would make oracles require a party to function, which would be helpful as most of their current racial traits benefit party play. also makes them less combat and more RP oriented.
These are of course just idea's I had, hopefully some of them seem useful.
If you read this whole thing, thanks, you're awesome! All feedback is welcome, so long as it isn't overly hateful
Have a wonderful day.
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Steel Body |
Posted by: Akame - 11-24-2018, 05:02 PM - Forum: Balance Fu
- Replies (4)
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With the change to buster cannon's effect, reducing physical defense rather than defense, Steel body can no longer remove buster cannon's defense-wipe when used.
Can the effect of Steel Body be changed to wiping effects that lower defense and phys. defense?
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