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Black Knight Checkmate and Sudden Death/Zugwang |
Posted by: firebird496 - 08-09-2018, 06:19 PM - Forum: Balance Fu
- Replies (5)
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Checkmate should not have a 3 turn cool down or any at all. Maybe I'm not experienced enough, however plenty of other classes have skills that can do just as much as checkmate (if not more) with zero cool down. The only, maybe, pro that checkmate has other moves is the fact that it applies on-hit affects which I'm not sure warrants a 3 turn cool down.
Sudden Death and Zugwang is another weird thing. I'm thinking we should combine them instead of having them as different moves, by that I mean keep the dealing less damage triggers an effect and the effect would be +5 power and +15 hit, maybe adding in that if they're already feared then you get the bonus without needing it triggered. The reasoning for this is basically it feels like an odd combo. You don't exactly when enemies feared (at least not me) when you want them to hit so that you can proc Prophylaxis. Personally my hit isn't that great so dodgy enemies require auto-hits or Prophylaxis, but if they're feared and miss me, I'll miss them right back. Seems odd to me.
All just a thought though and I'm not that experienced in the game.
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Unresponsive Enemies |
Posted by: Yark - 08-09-2018, 07:28 AM - Forum: Bug Reports
- Replies (4)
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Forward: This is not a severe or game-breaking bug, as far as I can tell.
If you are in a dungeon and walk down - or presumably up - stairs while simultaneously initiating a battle with enemy mobs, the mobs on the next floor will not recognize your presence and will not even patrol.
That wording may be a little clunky so let me clarify:
- Be in a dungeon
- Go down stairs while a new battle is starting
- End the battle and appear on the next floor
- Enemies on this floor do not move or respond to your presence
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Destiny Tarnada |
Posted by: Akame - 08-09-2018, 03:13 AM - Forum: Bug Reports
- Replies (3)
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When you're destined, the tarnada's vydel is forced to be stuck at rank 1 since you can't access the Evoker class. I'm assuming this isn't intended, and is supposed to be treated at rank 5 always like copy spells?
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Weird Ban |
Posted by: Yark - 08-07-2018, 03:09 AM - Forum: Unban Requests
- Replies (1)
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Game you were banned from: SL2
In-game name (key): Ourico
Reason you were banned: Not sure. I was chilling in jail for a while just talking in OOC. Then when the server rebooted, I was banned.
The length of the ban, if you know: It doesn't tell me.
Who banned you, if you know: No idea.
Why we should unban you: I didn't break any rules, to my knowledge.
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Fleeing Rules |
Posted by: Dystopia - 08-07-2018, 02:40 AM - Forum: General Discussion
- No Replies
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Due to the recent shenanigans of several parties and a lot of problems we've had in the past, be it from ignorance or a deliberate attempt to evade consequences, we've come up with some new rules regarding fleeing fights.
Please keep in mind that agreements between both parties that don't follow these are still applicable, and moreover that
this system is not a tool to be used for petty grudges or any general malice.
They are as follows:
- Fleeing a fight means you must leave the situation entirely once completely successful.
- There's a limit of 2 groups of up to 4 people trying to stop someone from fleeing. (Eight people maximum.)
- People who were part of one group cannot participate in another group’s fight involving the same target.
- Ideally, the party members should be made apparent either ICly or OOCly before the battle takes place.
- In densely populated cities/areas, you must wait five rounds to flee from the first battle, and ten rounds before fleeing the second battle.
If you flee before this time, you will be warned and potentially have your fight either redone or suffer an automatic loss.
- The fleeing party will have to decide between leaving their downed members behind or making another flee check (with adjusted modifiers for the party composition change) to try and save them. If they succeed, they may rescue their friend. If they fail, the remaining members must fight again without the downed members.
- When attempting to rescue a KO'd party member, individuals may only carry one person at a time.
- Declare your intent to flee before fights, any fight done without this intent being plainly known will not be considered as one of the necessary fights before being allowed to flee.
For out of combat fleeing, opposing d20 rolls are used for each group involved, in addition to modifiers based on the group size and the location.
*Wherever your house is ICly located, use the related number on the chart as the modifier.
* Kaelensian Pursuers also gain this bonus. Umbral Runners gain a further +4 at Night Time.
** Kaelensian Pursuers also gain this bonus.
If the pursuer(s) get the higher roll, a fight takes place, if the runner(s) get the higher roll, they get to escape.
In instance of a tie, the runner(s) can opt to change to a relatively nearby location and the pursuer(s) can follow and then new opposing rolls between the tied groups are made.
After the fight, if the pursuer(s) win, the runner(s) are at their mercy. If the runner(s) win, they flee the scene.
If the runner(s) opt to not fight, it will be considered an automatic loss and they are at the pursuer(s) mercy.
In the case of multiple groups intended to pursue, both pursuing groups make their rolls, the one with the higher result will get to fight first, followed by the second group if the first group loses.
Reroll in case of a tie between pursuer(s) if it would be a successful result against the runner(s).
If one group of pursuer(s) fails and another succeeds, only the successful group can fight them at all.
A second group can be formed before or during the first fight and be on standby to intercept, however only up to two groups can intervene against the runner(s), if the runner(s) succeed to flee or are victorious over the first pursuer(s), a second flee roll between the second pursuer(s) and the runner(s) can be made and resolved. To reiterate; no more than two groups can try and catch a fleeing party.
In the case of multiple runner(s) that aren’t affiliated (if you’re together, you should be partied up), only one group can deal with a situation at a time. You must pick which runner group to pursue. If you’re in a large party, you can, for instance split your groups into two in order to nab two runner(s). Otherwise, a completely untargeted group can flee unopposed.
For group size, the modifier is mostly self explanatory, the group gains a +1 bonus per additional person in the group, up to 4 members. For one person, this means no bonus, for a group of four, this means a bonus of +3 to their result.
For location, it is determined based on where this is happening. Generally speaking, populated areas like Cellsvich are difficult to escape from but isolated places like forests are easier to escape from. Only the fleeing parties' total is modified by this.
Example:
If you have any questions, comments, or concerns, feel free to ask in-game or in the public SL2 discord: https://discord.gg/SvBYGRB
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