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Flanking changes.

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  Volume control
Posted by: Raigen.Convict - 06-18-2017, 06:19 PM - Forum: Suggestions - Replies (4)

So, as an addition to someones profile can we have a volume control so we don't bass blast people's eardrums out?

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  Paper weights
Posted by: Autumn - 06-18-2017, 12:28 AM - Forum: Suggestions - No Replies

Now that paper exists as a material type for some accessories, do you think the following accessories can be change to be paper compatable?

Goldie Fox Autograph
Goldie Fox Poem
White Seal
Blue Seal
Red Seal

And I don't know if I'm forgetting any here, these are all available at the casino so I think they default to metal.

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  Item Belt changes related to Potions
Posted by: Snake - 06-17-2017, 02:56 AM - Forum: Suggestions - Replies (2)

The changes on Item Belt were a little too impactful on those who don't bet on Curate to be supports in combat, such as Engineers who make use of potions to help their allies. While this solved the problem with Healing potions almost completely, it was a ''Sturm Shriek'' in the gut of 'Item Belt supports', because the slots are now way too limited to the point it's impossible to balance between having healing potions and the other ordinary potions, such as Liquid Courage, or Mind Enhancers, not even being an Engineer with the Toolbelt innate skill.

I've discussed it a bit with some people and came to a thought, also including the fact that it was said that Bombs are supposed to not work like Potions, at the usage part, they consume from your inventory, instead of from the Item Belt, right? That means it is still possible to revert the changes to specific items. So there's what I think it would make everything more fair for non-Curate supports:

Quote:Can the changes made to the Item Belt only apply to Healing items, such as Stabilizer, Regenerative, Hi-Potion (and their Prescribed versions) and Sal Volatile?

Or, if this is not so appealing, there's also another proposal for this, since Engineers were the only ones who took the heavy hit here due to those changes to the Item Belt, just to give their theme of 'multiple usage' back:

Quote:Can the Engineer's innate skill 'Toolbelt' be changed to +2 slots per rank, instead of +1 per rank, and at max rank, it reduces the Momentum cost for using Items by 3M (minimum of 1M)?

Whichever seems more fair, I do think this should be looked at. Supporting shouldn't be limited to Curate only. I'm not fond of the second proposal myself and would rather just see the changes only applying to Healing potions, so supporting via Potion use can stay intact and strong, especially in big combats where you need to dish out help to 3 other party members as an engineer.

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  Double Turning - Initiative stat
Posted by: Autumn - 06-16-2017, 11:59 PM - Forum: Balance Fu - Replies (38)

Double Turning is a term thrown around that basically just refers to suddenly gaining more CEL than your opponent so that you suddenly go ahead of them in turn order, and getting double turned kind of sucks.

Getting double turned usually means that your opponent is now in the prime position to unleash a full combo, maybe even two on you all at once, which is all it takes to kill you sometimes, or at least inflict serious damage, and when you suddenly get outsped due to Rising game, and then you suddenly receive a Hit Hit Ether Invitation to the back and die, you almost feel a bit cheated when it happens, because there was little reaction time.

What I propose is a stat that makes this sort of thing a bit more fair to everyone, and possibly opens more design space, such as unique racials, easier to implement items and traits.

An out of battle stat called Initiative that is tied directly to your CEL, your CEL = Initiative, not only this but certain talents and items grant initiative as well, to sum it up:

-CEL No longer counts for turn order, but instead turn order is decided at the start of the match/round according to all combatant's 'initiative stats.

-Initiative will not increase in battle, in battle CEL modifiers will not effect it, however out of battle CEL Modifiers will effect Initiative.

-Certain talents such as 'first move' from Preparation, and certain items such as Quickdraw will increase the out of battle Initiative stat, instead of increasing your 'celerity' in terms of turn order only


I hope this suggestion/balance change will be considered, as I feel it will make some life or death situations in combat feel less unfair under certain circumstances.

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  Macabre Culture
Posted by: PantherPrincess - 06-16-2017, 08:52 PM - Forum: Bug Reports - Replies (1)

Accessories made of dragon remains don't seem to get the +2 elemental atk. I've tested it by taking the item on and off and nothing changes. This seems to only work for weapons and armor, is that intentional? Because the description implies all equipment.

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  A true Shine Knight holds his ground
Posted by: Nanovelich - 06-16-2017, 07:16 PM - Forum: Bug Reports - Replies (10)

This is a rather simple report that can be summed up easily.

Shine Knights lose their turn if they use Movement as their first action.

With 6m to use and Movement costing 3m, a Shine Knight's turn immediately ends upon using Movement. This doesn't happen with Attack, the only other move they have available.

Needless to say, this completely cripples Shine Knights being useful without remaining fully in place.



I know this is happening for certain though. I don't believe debug provides anything meaningful to tell about momentum costs, at least to my knowledge, but I will attempt to gather it soon.

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  Fire Bork
Posted by: Raigen.Convict - 06-16-2017, 06:46 PM - Forum: Bug Reports - Replies (3)

Channel Destruction on Hyattr is not functioning properly, none of its effects are activating, as tested just now.

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  Shine Knighting
Posted by: PantherPrincess - 06-15-2017, 10:52 PM - Forum: Suggestions - Replies (29)

I think it'd be really neat for Priest to get a transformation skill like Hexer except the opposite. Rank D Mercalan Domain Invocation +10 to all stats at rank 5 is a give in as for the skills something along the lines of Holy Light - +10% increase on healing spells, Blessed Lance - Throw a lance made of light to 1 target in 6 range dealing light magic damage based on your scaled faith. The lance will stay in your opponent for 3 rounds increasing damage to possessed and undead enemies by 10%, Sanctified - While standing inside a sanctuary, all bonuses from sanctuary are doubled.

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  Raids when?
Posted by: Raigen.Convict - 06-15-2017, 06:57 AM - Forum: Suggestions - Replies (2)

Will there ever be raids for Jammer Queen and Krabboid King like SL1? Or Lemegeton Bosses?

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  A serious request to everyone, from Ranylyn
Posted by: Ranylyn - 06-15-2017, 04:11 AM - Forum: General Discussion - Replies (2)

Most of the regulars probably know, by now, what I can get like when I'm off my antidepressants. I come to SL2 as escapism but occasionally bring too much tension and frustration with me, and can become unpleasant to deal with OOCly.

I've been trying something different: Instead of coming to SL2 to calm down, I'm coming to SL2 while I'm still calm, to stay calm, and logging off if my mood worsens. So far, I think it's going well, as no one's called me out on my mood yet. I've been off the meds for about a month, and this is when my mood is usually at it's absolute most toxic, but I've been doing fine.

I just want to put an earnest request out there: If you see that I'm actively acting angry to the point that I'm rather testing to deal with, please let me know. I don't want to subject anyone to me at my worst, and I'd much rather simply log off for the day if it seems that my mood is going south.

Thanks in advance. And I'm sorry that I need to ask this at all. I simply want to be transparent about my desire to take responsibility for my own moods without seeming like I'm using my condition as an excuse. It doesn't matter if I'm medicated or not: I'm me, and I want to put forward a me that isn't met with scorn and disdain.

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