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Versatile

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  Why We Play
Posted by: MakeshiftWalrus - 06-04-2017, 07:58 AM - Forum: General Discussion - Replies (11)

In light of recent events and posts made on the forum, I thought it reasonable to write up my own post on something we only crossed over, but never went into proper depth with. We're all people of different cloth, with different wants and visions of how the game should function. And while some might group together in light of their desires, even then, each individual has their own sense of what exactly they want out of their experience. This is why I invite you all to expand our collective knowledge of each other openly, instead of sitting in our own circles and slinging mud back and forth.

No opinion is wrong here, but please keep everything positive and understanding, even if your beliefs contradict another's. Remember, it's better not to comment on a post at all than to be a jerk about it.

The controversial question of 'Why we play?' is one I thought long and hard about given the recent attention Trex's own thread got. Why do I play? Is it my obligations as a guard? The many hours I spent grinding on my characters to get the most optimal setup out of them? The many relations my characters have with other people? It was hard, at first, to discern between the reasons I laid before me. On one hand, I hated leaving all that effort behind I'd done on my characters, but I realized I didn't care much after the Reckoning hit. Obligations with my characters came next-- I hated to abandon them, or end them, where I could, but here too I found myself unable to say it was the reason why I stuck around.

I enjoyed the PvP-aspects of the game. The thrill of turning a match around, but I began to see it grow stale with meta-builds and super efficient setups with few weaknesses. Builds made to win, are infinitely less fun to play against, or as, for me. Now, I very rarely PvP at all, despite my past success.

So I pondered long and hard, until I reached the conclusion that it wasn't the game itself that I stuck around for. It was two specific things that kept me coming back to this game, despite the times I tried to pry myself away. And they're likely the two reasons I shall continue to stray back into these layers of the sky.

The first, was the people. And as contradicting as it sounds when I say that I love the people of SL2, but hate the community, that's what it is. Collectively, Sl2 is a giant piece of gobshite, divided into different groups and sects. At its worst, each group tries to back stab each other at opportune moments, throwing fits and hisses at others for not following their way, but at its highest, the people here can be amazing, justifying the cliques people cling to with excellent RP and opportunities for growth. It was here I gained some of my best friends today. And those are friends I would see to the end, outside of the game. The individual person can. And certainly do, mean a lot to me.

The second, however, was the potential SL2 had, as a community, as a game and as a platform for RP and growth. I still see such potential, despite how the community in my own opinion, has grown lazy. Many expect to be fed events. And while many others embrace the idea of creating narratives, it often results in others getting annoyed. Being someone whom previously story boarded and hosted events within the community and aspires to do so again, it makes me disappointed to see bench sitting so large an issue. Something that initially made me pick up the creation of my own narratives for others.

These two points became the primary source of why I kept with this community and continues, today, to be my anchor. It isn't the game, but the people and what I personally make of my own experiences with the tools I'm given. We, as a community, should strive to do the same, but try to get better at understanding each other and what we want from the same game.

Because as I said previously, we've all got our own ways we'd like to see the game run. Be it casual RP, hardcore RP, PvP-centric or some other crazy wicked idea. So let's talk. Let's find out why we, the community, play the game.

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  Paper Body
Posted by: Fern - 06-02-2017, 07:44 PM - Forum: Bug Reports - Replies (2)

The skill Steel Body from Black Knight does not remove the status caused by Buster Cannon.

[Image: db372db8e1.png]
[Image: 0c819a71a8.png]

A more detailed explanation would be that a player character was struck by Buster Cannon, causing their Physical Defense to be reduced to 0%. However Steel Body didn't remove the Phys. DEF reduction status when it was used.

I imagine this occurs because Steel Body might only affect statuses that drop your DEF (as in the stat), but I could be wrong. If that's the case, it should include Buster Cannon in the mix, for the sake of consistency and balance.

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  A gigantic thread in an attempt to revise Youkai.
Posted by: Raigen.Convict - 06-02-2017, 07:41 PM - Forum: Balance Fu - No Replies

Ideas for a Youkai revamp. We lower the scaling on their offensive skills to 200% but in return give them more utility to make them feel more like
they have their own identities as well as allowing Bonder AND Grand Summoner to allow them to naturally have 7 momentum. In doing this this we
will also limit youkai summoning to only a single youkai per round. Also granting power to Summon storm as now it's more valuable to get six
youkai out at once rather than spend 6 rounds summoning compared to the original 3 rounds. This will also draw some power away from Fast Offense being so destructively strong.

I know this idea isn't perfect, and some numbers may be odd but this is simply a rough draft. Ideas, feedback, and polite criticism is welcome, but just be civil about it.

Beast:

-Byakko: Basic attack stat scale 90% str 30% luc. Damage type:Slash.
Lvl 60 stats:
Str 45
Wil 25
Ski 40
Cel 45
Def 15
Res 15
Vit 30
luc 45
Fai 5
Gui 35
San 30
Apt 0

Passives:
-Seal of the West:The owner of this passive skill gains additional strength and Luck dependant on their position relative to the western wall of the battlefeild: West wall bonus +10. minus 1 per tile away from west wall down to 0 minimum. (The Summoner only gains +3)

-Tough CoatSadcannot be evoked unless installed) The gaurdian of the west is used to the pains of battle, yet has an aversion to water. Gains a 20% slash resistance but has a 35% water weakness.

Actives:
-Primary skill: Thunder Claw: Reaches out with a thunderous claw to strike an enemy within two range for physical lightning damage using the users lightning attack.

-Secondary Skill: Roar: (cannot be evoked unless installed)(3 round cooldown) Releases a mighty roar within three range that increases the users strength by Byakko's level/10 for 3 rounds and deals physical sound damage equal to 360% of the users sound attack with a chance to fear based on the users status infliction chance.

Base move: 6 Tiles.

-Kilkenny: Basic attack stat scale 90% str 30% fai. Damage type: Slash
Lvl 60 stats:
Str 45
Wil 30
Ski 40
Cel 45
Def 15
Res 20
Vit 35
Luc 40
Fai 35
Gui 30
San 5
Apt 0

Passives:
-Beast Hater:As a vicious creature that has a disdain for others of its own kind, the owner of this skill gains an additional 5% damage dealt to all Beast and Kaelensian race enemies.

-Tough FurSadcannot be evoked unless installed)Kilkenny has naturally adjusted to battle with other clawed beasts. Gains 25% slash resistance and a 25% water weakness.

-Etherial woundsSadCannot be evoked unless installed)basic attacks from the owner of this skill steal FP = to Kilkenny's level/6, critical hits double this. (minimum:1)

Actives:
-Cats ClawBig Grineals Magical Slash damage to a single target in 6 range using the users Light attack and steals Fp equal to Kilkenny level/4.

Base move: 6 Tiles.

-Firefox:Basic attack stat scale 120% Str Damage type: Fire
Lvl 60 Stats:
Str 45
Wil 20
Ski 40
Cel 45
Def 15
Res 25
Vit 30
Luc 40
Fai 5
Gui 30
San 5
Apt 0

Passives:
-FirefallBig Grinuring movement this unit leaves behind cinder tiles that deal physical fire damage equal to Firefox level/6

-FirebodySadcannot be evoked unless installed) Absorbs fire damage. 50% Water weakness.

-Flaming clawsSadCannot be evoked unless installed)Basic attacks from this unit have a chance to inflict burn Lvl (half of Firefox level) for 2 + (1 per 30 firefox levels) rounds with the chance based on the users status infliction chance.

Actives:
-Will o' Wisp: Summons a wisp within 1 range that will head for the nearest target and attempt to detonate at the start of a round when within one range for Twice firefox's level fire physical damage that ignores Fire Absorbtion.

Base Move: 6 Tiles.

Mystic:

-Carbuncle:
Basic attack stat scale: 50% Wil 50% Str 30% Luc Damage Type: Blunt
Lvl 60 Stats:
Str 30
Wil 40
Ski 25
Cel 35
Def 20
Res 20
Vit 30
Luc 30
Fai 5
Gui 40
San 5
Apt 0

Passives:
-Positive Thinker: Due to an air of naievity, the owner of this skill gains 10% darkness resistance

-Lucky BreakSadCannot be evoked unless installed) The carbuncle is a well of good luck. There is a chance based on half the carbuncles luck that critical hits will become vorpal strikes.

-777: (Cannot be evoked unless installed) Should the summoner own 7 youkai contracts including the carbuncle, the carbuncle gains + 7 to all stats excluding Aptitude and Sanctity. (this effect applies to the summoner but only gives +3)

Actives:

-Primary Ability: Ruby Beam: Deals magical earth damage to a single target in 5 range using the users earth attack with a chance to blind based

on status infliction chance.

-Secondary AbilitySadCannot be evoked unless installed) Coin Flip (3 round cooldown): Flips a coin to decide an enemy's fate. HeadsConfusedteals luck from the target equal to Carbuncle's level / 6 (or until the target hits 0 luck) for 3 rounds. Tails: Casts Ryemei on the target that's guaranteed to crit.

Base move: 5 Tiles.

-Phase Python:
Basic attack stat scale: 80% Str 40% Luc Damage type: Pierce
Lvl 60 stats:
Str 30
Wil 20
Ski 40
Cel 50
Def 5
Res 15
Vit 25
Luc 40
Fai 0
Gui 40
San 0
Apt 0

Passives:
-Vile Mastery: Phase Python gains a resistance to poison equal to 30% + level. The summoner only gains 30%

-Etheral SpeedSadCannot be Evoked.) Phase Python gains additional evade equal to level and a 50% chance to gain a version of evasion with a level of 30 upon being hit by an attack that does not use a hit check.

Actives:

-Primary Skill: Phase Fang:performs a basic attack that deals additional damage equal to half of Phase Pythons level with a chance to poison with a level equal to Half Phase Python's level equal to the users status infliction chance. And if the user is in the tile the target is facing they teleport back to the tile they began the round on, if behind them they will teleport behind another target at random if there are any. The poison chance is increased by 50% if directly behind the target.

-Secondary Skill (Cannot be evoked unless installed) Slither Mastery: This skill has a passive and active component. Passive:Owners movement

becomes teleport. Active: Instantly removes all movement impairing effects on the owner of this skill.

Base Move: 6 Tiles.

-Sazae Oni:
Basic Attack stat scale: 80% str 40% ski Damage Type:pierce
Lvl 60 stats:
Str 20
Wil 25
Ski 35
Cel 15
Def 25
Res 25
Vit 45
Luc 20
Fai 0
Gui 50
San 0
Apt 0

Passives:
-Painful Accuracy:Incredibly accurate and knows how to strike sensitive areas. Gains an additional Sazae Oni level/3 damage for kick and kick skills. Sazae Oni gains additional critical equal to its level.

-Sea farer(Cannot be evoked unless installed.): As a wanderer of the sea and an illusionist, Sazae Oni is immune to water damage and has 25% wind resistance, but has a 40% earth weakness.

Actives:
-Whirlpool: Deals magical water damage in a 3 range circle around the user using the users water attack that draws all enemies hit 1 tile towards them.

Base Move: 4 Tiles.

-Terrasque:
Basic attack scaling 80% Str 40% Def Damage Type: Earth

Lvl 60 stats:
Str 40
Wil 30
Ski 30
Cel 30
Def 40
Res 15
Vit 30
Luc 20
Fai 0
Gui 25
San 10
Apt 0

Passives:
-Skitterscale: Covered in light carapace Terrasque gains 10 armor and 10 evade.

-RegrowthSadCannot be evoked unless installed)A powerful regeneration. Terrasque regains 2 hp per round, doubled when below 50% hp. If installed this regeneration is cut in half.

Actives:
-Shatter Beam: Fires a beam from its chest that reduces enemy Defense and Resistance by 2 + (Terrasque level/5) for 3 rounds and deals earth physical damage using the users earth attack.

Base Move: 5 Tiles.

Night:

[spoiler]-Lilu:
Basic attack scaling 80% str 40% Luc Damage Type: Blunt

Lvl 60 stats:
Str 45
Wil 20
Ski 40
Cel 30
Def 20
Res 20
Vit 25
Luc 35
Fai 0
Gui 35
San 0
Apt 0

Passives:
-Nightshade:Grants the owner of this skill an additional +5 to strength, skill and Celerity at night (hours 18 - 6.) (only +2 for the summoner)

-Bipolar CharmSadCannot be evoked unless installed) Gains 15 critical and 25 hit v.s. charmed targets.

Actives:

-Primary skill:Wink:A charming spell with a wink, targets an enemy within 1 range and has a chance to charm them based on their level compared to Lilu: >5 levels of Lilu: Will always fail. Within 5 levels of Lilu: Has a chance based on status infliction chance.

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  We lost the Feed again!
Posted by: Raigen.Convict - 06-02-2017, 05:36 PM - Forum: Suggestions - Replies (4)

So, remember how we weren't able to properly use youkai in Castles? Well we also can't join battles inside of them either. It's the same issue, the camera being stuck inside a wall so you can't see anything. Can we get a fix to this somehow?

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  One-off characters
Posted by: Autumn - 06-02-2017, 02:54 PM - Forum: General Discussion - Replies (8)

It happens more and more frequently as of late but it seems to always have been a thing, I am referring to of course the creation of characters that are villainous and only serve the purpose of being killed in some fashion in front of people and in front of the guard force, this has always been a bit of an issue but never one worth raising until now.

Last night, I think something got to me though, a situation occurred in the middle of Cellsvich, so called vampire hunters, a group that the guards have dealt with before, decided once again to attack Cellsvich, and once again each person in the group of vampire hunters was likely a re-purposed character for the sole purpose of providing a fight for players to interact in, this would normally be fine but it seems as if this group had no definitive leader, just a death wish, quite literally, they did this as a form of suicide.

I am not very impressed with wasting my time on this, to expect a conclusion worth a damn about the vampire hunters or a conclusion about anything really, I guess the only real reason I'm bringing this up is because this happens very frequently, where it seems like something important is happening only for it to have a really shitty conclusion with not much gain or mystery about it, investigations only going as far as "We only did this cause we wanted to kill ourselves."

I don't know why I made this thread, mostly I am angry over a lack of meaningful conclusion on any part, forgive me for what I'm about to say but who the fuck even cares about the death of a masked man who is just re-purposed from another character so easily, because they'll be repurposed back into the original character the next day like nothing even happened.

As an ending piece, this is mostly in reference to a sudden mass of characters who are repurposed from other characters created by other people (in a very obvious fashion, down to the very same build), in turn it starts to diminish the impact of actual villainous or nefarious organizations, cause there's one around the corner for everyone who decides they also want to attack Cellsvich this day.

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  A new point of view that might break the game
Posted by: Snake - 06-01-2017, 08:54 PM - Forum: Suggestions - Replies (13)

[Image: 0747aaf82e0f401c97dcb8f409d8c50e.png]

Can the area covered show your scaled stats? It's a hassle to be needing to check your real scaled stats against Jammers every time you're spending points.

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  [QUE] Thundershocku!!! [Guile vs Redgull question]
Posted by: Snake - 06-01-2017, 07:32 PM - Forum: Bug Reports - Replies (2)

Does Guile affect Redgull's Lightning critical damage, or is it only limited to the Fulgurmancy's sub-talent "Ampage"?

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  Stylish Defense
Posted by: Lolzytripd - 05-31-2017, 10:39 PM - Forum: Balance Fu - Replies (7)

Defense seems realllllllly strong in stylish.

In stylish everything is made weaker and costs -2m, but theres no repeat action.

Defense still applies full armor and phys def to damage -after- its been scaled down by stylish, multi round guns do literal 0 damage.

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  Sparring Legs
Posted by: Lonestar - 05-31-2017, 10:28 PM - Forum: Suggestions - Replies (5)

I've seen this happening multiple times, even with me sometimes, but fleeing a spar can be a pain due to the lack of stats (LUC/CEL) to do such, thus, they spend multiple rounds trying to flee with no success.

So the request is pretty simple: Can we have 100% Flee Rate as long as the fight is a Spar?

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  Dungeon Room Sizes
Posted by: Trexmaster - 05-31-2017, 07:34 AM - Forum: Suggestions - Replies (1)

As I've mentioned in the past with one-tile hallways, they make life miserable whenever they spawn, but in moderation they're bearable.

Sadly sometimes the RNG spits out a dungeon that's 90% one tile-wide, and this is especially awful when it happens to a static dungeon (because you're stuck waiting eight hours to get a better one).

The 'rooms' generated with only one tile of width are extremely annoying to navigate, especially in dungeons where the distinction between wall and door is hard to make (crypts are notorious for this, black doors and fire altars suffer this to a slightly lesser extent).

So what I'm asking is: Can we get the tile width increased to two or three tiles to avoid this happening?

As far as I know, when pixel movement was introduced (then taken away) the tile width minimum for dungeon rooms was increased--making this no longer an issue, so it -is- possible...probably.

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