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Latest Threads |
Pickaxe Selection
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[v3.01f] Mid-Battle Crash...
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[v3.03c] Work Work
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[3.03c] Icon offset when ...
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Bring Seiryuu Back
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Himari Izumi: Special Wea...
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[v3.03c] Summon Drizzle
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[v3.03c] Rock Myself
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The Economy and You
Forum: Suggestions
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09-17-2025, 04:46 PM
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Blotch Evasion
Forum: Balance Fu
Last Post: Autumn
09-17-2025, 03:40 PM
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Ouch my poor toes |
Posted by: Autumn - 12-08-2017, 04:00 PM - Forum: Bug Reports
- Replies (1)
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Critters will retaliate pierce damage on mutated fist weaponry.
to reproduce:
Mutate a fist into anything else
Attack a critter
Feet somehow hurt.
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Kaboom |
Posted by: Akame - 12-08-2017, 12:42 AM - Forum: Balance Fu
- Replies (18)
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Mage's Explosion skill needs at least a 2-3 round cooldown to stop the consistent tossing people over cinder tiles for 300+ damage a turn because they can just double tap it in one round. It's just too deadly when used with sear's charge minded cinders, or even regular cinders.
Maybe just cinders themselves need to be looked at? :?:
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Ghost OP buffs omg nerf |
Posted by: Snake - 12-07-2017, 05:04 PM - Forum: Balance Fu
- Replies (8)
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Just a small thread in response to a Bug Report, minor but significant changes that might spice it up a little bit how a Ghost is seen in combat. And giving them the roles of gravediggers.
Claret Call:
- Increase Claret Call's damage to 3 per rank, from 2.
Dark Imbue:
- Keep the hit how it is.
- Increase the Dark damage on-hit from 2 to '5 per rank'.
- Increase the buff duration from 3 to '2 + (rank)'.
Red Rain:
- Increase the HP cost from 10 to 20.
- Make it reduce the duration of enemy Unmarked by 1.
- Make it increase the duration of enemy Claret Call by 1.
- Add red rain animation?
Graveyard:
- Increase the range of everything related to this skill to 1+(rank), from 3.
- At the end of the round, enemies with 0 HP and within range of the gravestone's effects will receive a debuff [Rest In Peace/Dread/Buried], which keeps them from recovering HP/FP for revival purposes, [Rest In Peace/Dread/Buried] lasts for (rank * 3) rounds.
PS: Rest In Peace/Dread/Buried are placeholder names. You may be a bit more creative with it if you want.
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Yet another Grand Summoner/Bonder Rant-- Suggestion |
Posted by: Raigen.Convict - 12-06-2017, 10:28 PM - Forum: Suggestions
- Replies (4)
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Grand Summoner and Bonder, though they both involve Summoning Youkai, one is good at summoning rediculous numbers while
the other is good at utilizing fewer, strengthening those few a bit and making the summoner better at combat while they
are nearby. Because of these two completely opposing styles, it's hard to balance out Youkai. A suggestion I have for this
problem is that Grand Summoner gain some support based interactions beyond a one range stat buff. Granted the buff is nice, the lack of range on it is very crippling in the heat of battle causing it to be -very- hard to consider worthwhile as using either the Youkai's momentum moving towards the summoner or Summoner using their momentum to move to the youkai to use it isn't so great. And using Encourage after auto-summon isn't so nifty either due to Youkai's naturally low movespeed. Especially if the Summoner is slower than the target, due to Encourage lasting three or four rounds if I recall its bonuses will only last for approximately two to three usable rounds depending on the celerity of the battle participants.
If not much else, I suggest at least a range increase on Encourage, and perhaps a way to turn this effect into an area of effect based bonus for youkai, and then something to help increase their movement speed. These two things alone will help the class immensely to feel more like you're commanding a team of reliable other-planar beings. As far as how much of a movement buff I'm asking for, 2-3 tiles is enough, considering the median range i've deduced for youkai skills is 4.
Before people ask about Bonder. I do still have a few ideas. For starters, Aliagmato and Ritual Sword are very lackluster in appeal compared to Infernal Summon. I feel that giving Ritual Sword bonus damage when used would help make it at least worth considering over Infernal Summon. If not this, then make it 3 momentum instead of four so at the least it can be used more than simply once. Its single bonded youkai effect is fine as it is.
Aliagmato on the other hand instead should give the youkai a bonus to hit and crit when used, but not the summoner. When using a single bonded youkai, THEN the summoner gains this hit and crit bonus during it. The fact it's 4M means it can't be spammed for hyper damage, as such it needs to be great when used. Another thing is a number of youkai have elemental basic attacks meaning elemental resistances on top of their generally low strength is a factor in how this skill can be used unless someone takes the three beast race youkai, or two and another fire type which even then, fire is generally well resisted.
I can feel comments coming on saying "But you use priest as a support for Grand Summoner you should be fine?? Maybe you're just bad and whining." Sure, Priest has good support like brighten for magic resistance and on hit damage to melee attackers, Sanctuary for a protective zone, Quickness for a movement bonus and Graft/Malmelo for healing skills. Granted Malmelo is half hp to summoned units. But at the end of the day most classes support -themselves- with the skills they have. Not everyone wants to be a light-slinger when using youkai just to be able to support them well. At this point it feels -necessary- to slot in some kind of support based class with Summoner classes just to use youkai and tactician, while it can be effective with its movement bonuses and granting them gaurd, doesn't do much beyond that for them unless you can set up the magic boosting formation and actually get targets to stay in range long enough for youkai to be moved into position to attack. Without them being killed or hit by some status effect, same for yourself.
Even Engineer bots' best support comes from engineer itself like bashfix and overcharge. In conclusion, I just wish to see more skills that interact directly with Youkai from Grand Summoner, the class that's supposedly an advanced level Summoner, and a bit more variety in choosing which attack skill to keep from Bonder seeing as how Infernal Summon is the clear winner in most cases.
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Claret Conned |
Posted by: GSM - 12-06-2017, 09:18 PM - Forum: Bug Reports
- Replies (8)
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I don't know whether this is intentional or not, but a character with max ranks in Claret Call as a Ghost while wearing a maxed out Bloody Palms will only have the Claret Call from the Bloody Palms proc, and will not be boosted at all by Ghost's Claret Call.
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On the topic of guns |
Posted by: Autumn - 12-06-2017, 01:08 AM - Forum: Balance Fu
- Replies (27)
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Guns don't really do damage anymore, the most they're used for is single shot utility as a sort of supportive role, I'd like guns to be able to do damage again but in a way thats not causing them to rely on power too much like before, so that we do not see cases of guns simply being overbearing due to stuff like ryart's blessing and corbie's aerial combatant
I think because that power got fixed in the basic attack formula, guns have seen a large decline of use, but if they were to simply be caught up to standard weapons in terms of scaling (like bows for instance) they'd see a lot more use.
I have compiled a list of all the current guns with sub-par scaling, and adjusted their scalings to fit in line with bows and other guns that do see wonderful use right now, such as Tarnell and Corvis Cannon
Guns
Handgun - 110% SKI, 3 Power, 1*
Autopistol - 100% SKI, 6 Power, 4*
Shotgun - 100% SKI, 12 Power, 4*
Spirit Hunter - 50% SKI, 40% SAN, 8 Power, 5*
Hold Upper 50% SKI 50% GUI, 6 Power, 5*
Excel Sniper - 75% SKI, 16 Power, 6* (matches other excel line weapon series)
Yin - 100% SKI, 10% RES, 8 Power, 7*
Yang - 100% SKI, 10% FAI, 8 Power, 7*
Jackhammer - 75% SKI, 22 Power, 9*
Moonlight Mercy - 85% SKI, 17 Power, 10*
Quickdraw - 50% SKI, 40% CEL, 5 Power, 10*
Thats about all the guns that I can think of that require tuning.
What do you think? They'd even likely be considered wonderful sidearms that don't require magic gunner with these sorts of scalings.
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Lore Questions: December (2017) |
Posted by: Neus - 12-03-2017, 01:15 AM - Forum: Lore Questions
- Replies (15)
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This is a new topic for Lore Questions because the old one was about 26 pages. (No, I will never stop copying this part.) The format is roughly the same, but some guidelines;
1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.
That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.
Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)
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Base Class Poll |
Posted by: Rendar - 12-02-2017, 01:29 AM - Forum: General Discussion
- Replies (10)
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As the thread name suggests. What do you think is the 'strongest' base class, and why?
I'm mostly curious, and wanting to see if people actively avoid classes that are broken. (Like how I try to avoid MA/Duelist because they're so strong).
Put your vote/why down below!
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Monoclassing. |
Posted by: Inconspicuous Kitty - 12-01-2017, 02:48 AM - Forum: Suggestions
- Replies (7)
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Okiedoke, so there's like, this one mechanic of the game's classes that's pretty nice in concept, but in actuality, see's very little use. There's probably a couple things, but the one I'm talking about is Monoclassing.
One of the cores of Sigrogana Legend 2 is it's classes, and how you can mix two of them along with chosen skills in them, combining it with items and parts and everything - to make something unique to you, diverse. If you want to be more focused when it comes to classes, there's Destiny, which locks you to a certain set of promotes based on the base class, but doesn't leave you just more restricted, it increases your level cap.
Then, there's Monoclassing. There's a few perks for it. Additional skill slots, stat point benefits, and for Monk, you get some extra ki. Okay?
...Well, in a lot of scenarios, it usually takes - at least for me - two classes to be needing those extra slots.
The stat point bonus is a total of around eight more than others get. Which can be nice, but it's not very strong compared to when you can go another subclass and potentially get up to fifteen additional points (lookin at you, Verglas, Priest, Lantern bearer-)
And for Monk, 6 isn't quite potent enough. But what Monk does I believe is the right direction to buffing Monoclassing - expanding on an important attribute of that class.
So like Monk does, increasing the ki rate if you monoclass it - perhaps that monoclass number could be increased from six to nine, the capacity double, or both.
Monoclassing Black Knight could consider Black Wind always being active.
Monoclassing Bonder could make all Youkai considered your 'sole' youkai - so you get the full benefit of stuff as long as you had only three bonded, as if they were your only one.
Tactician could perhaps not lose rank upon taking higher than 5% damage.
Trickier stuff, like Ghost, could get a multiplier on their innates, perhaps.
Stuff like that. Obviously, what would go per class is worth discussing, and I don't expect what I specified to be a part of it, on merit of being wrong or too overpowered - those were just examples on what I think could be a decent direction to go to Monoclass, which I think, is worth a discussion.
[also for those crazies that wanna monoclass base classes like soldier maybe it could make soldiers regen percentile instead of flat idk]
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