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  [QUE] Pulling Shot
Posted by: Miller - 08-16-2018, 07:33 PM - Forum: Bug Reports - Replies (3)

Currently, Pulling Shot doesn't seem to be working with Cripple Leg specifically. Is this intentional?

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  Ripple dimension 0M
Posted by: Zhoxn - 08-16-2018, 06:04 PM - Forum: Bug Reports - Replies (6)

I do not know if this is already a known bug or not, but stacking ripple dimension to 3 currently reduces the summon youkai momentum cost to 0. Because of this, you can summon all youkai at once in only 1 turn and still have some momentum left.

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  Barefist mainhand count as fist weapon.
Posted by: Shujin - 08-15-2018, 08:39 PM - Forum: Suggestions - Replies (8)

Currently it seems if you have Barefist as your main weapon and a sub weapon equipped, it still counts like you got no fist weapon. Can we have it so that it does count as fist weapon?

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  Diving Criticism
Posted by: Yark - 08-15-2018, 12:39 PM - Forum: Suggestions - Replies (7)

In slight contrast to my recent thread praising increased BDP level and difficulty, I wanted to raise a few criticisms about diving and offer some ideas to improve it.

First, the good:

  • It offers a way to use stamina aside from crafting.
  • It gives more value to the Stamina talent.
  • It encourages more people to participate in the fishing contests.

Now the bad:
  • It has completely devalued most 7* weapons in the game.
  • The scope of rewards seems to be small.
  • It is not engaging in any way; just click a lot.


Regarding the first and second "bad" aspects to diving, my recommendation is to expand the items which can be found in chests. I think the spawn rate for chests is fine, but from my experience you're almost guaranteed to get a 7* weapon or accessory when you open it. Expand the rarity range for weapons and accessories found in chests, maybe from 3* all the way up to 10*, with drop rate decreasing as rarity increases. And to be clear, I'm talking about maybe a 1/1000 chance of getting a 10* item. The point of this suggestion is not to snag more rare items for myself; rather, it is to return value to 7* items by making them appropriately rare, and to be a carrot on a stick for those who are currently uninterested in diving.

"Why would I use the new diving feature? I don't want any stupid katanas."

Versus....

"Wow, you can get 9* and 10* items from diving now? I'm gonna do that every time my stamina regenerates!"

Now the issue of it not being engaging. There's really not much I can think of here aside from maybe the addition of different types of chests. For example, maybe a special kind of chest can spawn which must have its lock picked to open, similar to chests in the overworld. And for those who do not take the lockpicking talent, maybe an additional type of rusty chest may spawn that cannot be opened, but must be smashed; players with decent STR can do this. These special chests could contain items just like the normal chests, but also a small amount of murai and/or sea tokens.

Maybe add some additional random rewards from kelp based on your level of the Gatherer talent, and additional rewards from bones based on your level of the Miner talent. Could even do the same for coral based on the Scavenger talent? Not really sure, and this particular portion of the suggestion is not hugely important. Might just be worth considering.

And one very last quick note on the sea token shop. For the most part, I think it has some pretty good items on offer - particularly the enchants, the diving helmet and the treasure map. But here are a few ideas for other items you could add.

- An anchor (accessory) which grants immunity to knockback, similar to Spiked Treads.
- A seaman's telescope (accessory), which reveals statistics similar to Setsuna.
- A bottle of ancient rum (accessory) which increases evasion but induces poison.

I'm sure the community can think of many more of these, but the effects of the current weapons are... only decent, and very situational.

Thoughts?

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  Dualoverpowered
Posted by: Autumn - 08-14-2018, 11:11 PM - Forum: Bug Reports - Replies (3)

Dualpower seems to be bugged again somehow, it adds 20% of my WIL as scaling for Tomes and 10% of my STR as scaling for Swords, for some reason or another.

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  Comboless Strike Pt.2
Posted by: Autumn - 08-13-2018, 10:01 PM - Forum: Balance Fu - Replies (11)

Referring to my previous bug report, which wasn't a bug according to Dev, Combination Strike does not apply to Basic Attacking skills that fulfill its conditions, I think it should simply because it'd be an alternative to duelist, but not synergize one bit with it, let me explain:

-Combination Strike cannot have synergy with Fleur nor 1v1 from duelist, as both are main class skills, though both Fleur and 1v1 provide a substantial advantage over it, not causing it to be completely equal in power

-Combination Strike would allow more creative basic attacking builds involving fists or even daggers, perhaps even opening crit based builds to something like Martial Artist + Rogue subclasses, or even soldier in some cases.

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  Riagri, Aliagmato, and Ritual Sword.
Posted by: Raigen.Convict - 08-13-2018, 04:44 PM - Forum: Balance Fu - Replies (4)

Some changes to bring these in line and let them be worth using.
Riagri: Launches a projectile 5 tiles in a target direction based on your bonded youkai's element. Second projectile is launched 45 degrees and the third is -45 degrees. If you have only one Bonded youkai this spells power increases by the youkai's willpower and is extended to 8 tiles. Swords Axes and Spears also count as casting tools.
Rank 1: 25 fp 100% SWA + 80% youkai element elemental attack.
Rank 2: 23 fp 105% SWA + 85% youkai element elemental attack
Rank 3: 21 fp 110% SWA + 90% youkai element elemental attack.
Rank 4: 19 fp 115% SWA + 95% youkai element elemental attack.
Rank 5: 17 fp 120% SWA+ 100% youkai element elemental attack.

Ritual Sword: A Slash that trancends normal strikes, lashing out from the ether. Performs a basic attack that deals slash magical damage and summons your first bonded youkai in 1 range of yourself. If you have only 1 bonded youkai it will be summoned at an unoccupied tile in 1 range of the target and basic attack it right away whether already summoned or not.
Rank 1: 3m 15 fp + 5 bonus damage.
Rank 2: + 10 bonus damage.
Rank 3: + 15 bonus damage.
Rank 4: +20 bonus damage.
Rank 5: +25 bonus damage.

Aliagmato: A fancy strike which takes enemies off guard. Performs a basic attack to all enemies in a 5 tile line, moving along it. Last tile must be unobstructed. Upon finishing your dash you will summon your first bonded unsummoned youkai at your current position to dash past the same line and basic attack along it as well, ending at your original start position. If you only have one bonded youkai, you both gain 25 damage, hit, and crit chance during this. And the youkai will be summoned for it regardless of being already summoned or not
Rank 1: 4m 20 fp +2 damage on both strikes.
Rank 2: + 4 damage on both strikes.
Rank 3: + 6 damage on both strikes.
Rank 4: +8 damage on both strikes
Rank 5: + 10 damage on both strikes.

Feel free to discuss the numbers or debate for or against these changes civilly

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  Updating the Kill Consent Rule
Posted by: WaifuApple - 08-12-2018, 02:32 PM - Forum: Suggestions - Replies (12)

The rule protecting characters from being killed without player consent is a useful rule, in my opinion, since it protects players from their characters being killed without good reason, maybe because someone doesn't like them, or wants to get rid of them for whatever reason. That's not what I want to talk about, or suggest, though.

It's become a concern to me that people have ways to completely work around this rule as they please, through another means. People may attempt to make a character unplayable without killing them, as such, by possibly removing all of their limbs, or making them brain-dead, to name some ways that I've heard suggested. This makes the former a problem, still. People would be able to use this tactic to make a character unplayable, maybe just because they don't like them, and want to get rid of them, making the kill consent rule useless.

My suggestion is that the rule could be updated to say "You must have consent from a player to make their character unplayable, through death or other means", to ensure people can't "kill" off characters through other means. When a character's time to die comes, it'll be up to a good RPer to decide... but people forcing characters to be unplayable like this is scary in the atmosphere of this community.

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  Inspiration: Past Midnight, From Shitty Games
Posted by: Eldecrok - 08-12-2018, 07:26 AM - Forum: Suggestions - No Replies

Anyone heard of Final Fantasy Mystic Quest? Yes, that one.

There was this one boss battle at the end of the game, which you can access using this link to be able to learn more about the Dark King.
https://finalfantasy.wikia.com/wiki/Dark_King

If you don't want spoilers, then don't read the link, as it has little to pertain to the actual suggestion.

Similar to how the raid works, we have stages to a boss fight. However, instead of several entities, we have a singular boss that has different states. The concept is easy to grasp, and here is where I use the old Final Fantasy Mystic Quest, and a little bit of a game I won't mention the name of, to give a few examples of what could be done.

These are the ways boss battles can be improved to be a bit more fun.

Example 1: A single battle, with changing tactics.
This would likely be a bit on the code heavy side, but it has already been done at least once with the Shadow Guardian boss at the end of one of the dungeons, where in the middle of battle, they reach a threshold, and move onto a new stage called "Demonic Translation" or something similar. The battle gets a lot more interesting and challenging as the battle takes up different phases, and requires a minor shift of tactics.

Example 2: Multiple battles, without healing other than food items, and various forms for the boss.
The reason why this would also be a valid source for a new type of boss battle is because this boss battle would be able to escalate drastically in form (mainly a sprite difference to indicate transformations) and thus create a bit of tension in the player. An example of this can be found in the URL link, but the concept is simple. The first stage is a simple, dormant state of the boss, followed by various stages of escalation into the final form. This can be seen with a simple, "Egg, Child, Adult Dragon" Boss battle, where the prefix to the name indicates the current stage. Each would theoretically be a separate boss, unlike Example 1, but would allow for complete shifts in tactics that need to be used.

How this would be implemented is beyond me, but I thought I'd rabble on, because some people like it apparently.

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  Swift Cyclone Spear doesn't cancel Life Eater
Posted by: Fishi - 08-11-2018, 03:01 AM - Forum: Bug Reports - No Replies

As the title suggests, the movement caused by being hit by swift cyclone spear does not disrupt a frost tyrant's life eater ability. When I first ran into this, it was when I was fighting a tyrant and a frost troll (might not be the right name, but I'm sure you get the idea). The troll grappled me and the tyrant started casting life eater, my only option was to move the tyrant with cyclone spear. Needless to say, it didn't work, and I lose that engagement.

I later managed to replicate the encounter all but perfectly and recorded it on video, which can be found at the dropbox link below.

https://www.dropbox.com/s/a0etm6xt0h8wpl...e.mp4?dl=0

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