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QoL changes for pets, please |
Posted by: Ahalaniel - 05-19-2017, 02:29 PM - Forum: Suggestions
- Replies (2)
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Pets could use some love and updates. From what I can tell, in the recent major "touching up" update the game got, pets were forgotten about. Here is a small list of things I would like to see implemented to help polish pets, in order of my personal opinion on their importance;
1) Please, please, please give us the option to set face icons for pets. This is so vital, I assumed it was an option present and I just couldn't find it. I was surprised when I was told it's not possible! For something that can be fleshed out with its own profile (and be a major part of a character - like what I'm personally working on currently) I was really crestfallen to see I'm stuck with the pet's icon next to its name for pet-say/pet-emote - which is very off in resolution in the chat window, completely off in quality, and just doesn't fit at all. It is very jarring when trying to play the thing.
2) Can pets get the same fancy, polished profile window that players get? Even if it's optional. All of my time spent playing this game was spent seeing very pretty profile windows, and the plain, solid-fill-background pop-up window that pets apparently get was a very jarring drop from that quality. If I double click on Jammers in the arena, they get the nice window - so pets can too, right?
3) Pet aliases, with appropriate toggle switch?
4) Being able to double click free roaming pets to see their profiles (like you can with players) would be nice.
5) Can the pet name cap be a little more lenient? You're not allowed many characters currently.
6) A HUD icon for pet toggling?
[strike]7) I'm not sure about this one, but are pets remembered and resummoned upon login? If not, could their summoning status be remembered and re-cast when logging in?[/strike] Nevermind, this function already exists.
This would greatly improve things, even for people with run of the mill, non-sentient pets. I was really disappointed with my pet kit purchase this morning - it feels more like I bought decoration for my character icon, rather than the actual pet/companion I was hoping to make.
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Voilegard: A Village Expanding |
Posted by: Cat15 - 05-19-2017, 03:43 AM - Forum: Sigrogana
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Flyers are posted on message boards in major cities in Sigrogana advertising several opportunities for work within the relatively young village of Voilegard.
As the village seeks to continue to expand its economy and open up larger trade with the rest of the Empire, many farmers and tree cutters are still sought. No prior experience is required, and housing is provided to those working the public farms in employment to the village.
(The IC specifics can be found in game. There is a 'public workhouse' and farm in game on an extra level of the town hall with bedrooms given out to PCs who take this work. An actual system of pay might be worked out in the future, and will be mentioned in a future post if it's established. For the moment it's purely IC.)
An experienced leader is also being sought to act as one of the Lieutenants of the Voilegard Militia. Militia Captain Joshua Jonas should be contacted regarding the position.
With the growth of the remote village, a number of various tasks have begun popping up for willing adventurers to undertake. Such job listings will be posted on the message board in front of the town hall, and may be inquired about with the mayor.
(A quest event is planned to take place every few weeks, pending on availability. These will typically be relatively short one-offs, although multi-quest story lines are possible. Individual events likely won't be posted on the forums, but will be announced and posted in-game on the message board in front of the town hall player house, in the lower right section of the village.)
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Suggestion to the Community |
Posted by: Yashatari - 05-18-2017, 08:02 PM - Forum: Suggestions
- Replies (16)
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As the title says, I'd like to suggest something to the community.
We spend most of our time in Cells or the Arena, None of the other towns get all that much attention, Here's where i'm going with this...
I'd like to see other players stay in other towns for a couple ingame hours.
Let's say you teleported to Lispool to clear that lvl 70 crazy bdp, After you finish you just teleport back to cells to go afk.
Here's where the suggestion part comes into play...
After we finish a BDP, We return to the nearest town and wait 1-2 IG hours to use the teleporter. Gives a bigger chance to bump into other players if they go there, It'll give other towns some more attention and give us as players more reason to stay, explore and interact with the world.
The way i see this, We are too physically or mentally exhausted to go through the mage guilds portal. I'm unsure if this makes sense with the lore, But hence why it's a suggestion.
I'd like to see new hang out hot spots, More people in other towns.
Oniga, The resturaunt, eating food after a long expedition.
Lispool, The church, see more priests at the church.
Dormeho, Near the fishing area, spending their time with a non lethal activity.
If we can make these new hot spots a thing, Don't the rest of you think we can make the world seem more lively by our selves?
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Leveling out VIT |
Posted by: Chaos - 05-18-2017, 05:25 PM - Forum: Balance Fu
- Replies (29)
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Ever since SL2 began, VIT is the main provider for a character's HP. In the old, RNG/growth-driven stat system, it accounted for 71% of a character's base HP and 100% of stat-based HP, each point granting 5 HP, and good growths for VIT were placed into the more physical classes, which typically boosted the more physical-oriented stats alongside.
Fast forward to the Great Reckoning and its allotted stat system. VIT accounts for 54% of a character's base HP and 77% of a character's stat-based HP, each point granting 10 HP at default, and beyond the influence of the soft cap, anyone can fill up VIT to whatever number they desire.
I believe there is a problem here. If you take a look at and the past and present samples, you'll notice a major difference: Whereas the old system made VIT more likely for certain setups compared to others, the new system leaves VIT completely open to all builds. Due to this, all builds are roughly equal when it comes to potential HP, allowing the squishy back-row wizard to take the same amount of punishment that a heavily-armored bodyguard can. Additionally, due to the nature of the allotted stat system, it places the vast majority of base HP into a single stat, demanding a minor percentage of the 210-point stat pool in exchange for a large amount of HP.
In light of all of this, I've come to believe that, while having 13 HP (per point) split among various stats is not a bad idea, putting 10 of that 13 into VIT makes it too easy for just about every single build to achieve solid durability. This is why I want to suggest the following change:
VIT will only give 7 HP per point.
STR will now give 3 HP per point.
And to answer some obvious concerns:
Why are you throwing some of VIT's +HP to a blatantly offensive stat? STR is rather binary: Either you use a STR-scaling weapon and pump it up, or you don't and you can (almost) safely ignore it. Due to various bonuses to Inventory Weight and Battle Weight, STR's secondary effects have had minimal impact to anyone who doesn't already have STR determining their damage in the first place. STR is also a very physical stat: A vast majority of melee weapons require STR in various amounts, and by default, most of those weapons have 'melee range'. (The ones that start off with a greater range usually have minor STR scaling)
Not to mention that STR is the only stat that doesn't already:
1. Confer powerful, offense-oriented secondary effects (I.e. increase Critical, grant Elemental ATK across the board)
2. Grant a defensive effect, such as damage reduction or status resistance
You are literally ruining builds with this suggestion. Going by an Average~Above Average standard for VIT allotment, you'd see roughly 90~100-ish HP lost for builds that don't bother with putting any points (directly) into STR. I highly doubt that builds are going to be ruined by this suggestion. At most, it'll make a few nerfs for high-damage skills/setups more necessary, and tank mages may have to include another stat in their setup to optimize HP.
In addition, it becomes possible for a few potential builds to rise up, since the nerf to VIT opens up the possibility of sacrificing the stat without completely ruining a character's HP. (though it certainly won't last longer than a build that didn't dump VIT)
(Number crunching involving the idea of dumping VIT with this change in mind
You're forgetting about the other defensive stats, scrub. While DEF/RES both pitch in damage reduction, each of them only covers one type of damage. (DEF = Physical, RES = Magical) VIT goes up against any and all damage. Yes, FAI/LUC could potentially stop big criticals, but no matter how much DEF or RES you have, they are still damage control, so your HP is what ultimately determines how many big hits you will survive. Not to mention that higher HP means more gained from any healing effects that base themselves off a percent of your maximum HP.
Let's also not forget that while there are various ways to get around DEF and/or RES, your only options for dealing with someone that sports some 1.0~1.2k Maximum HP is inflicting Cursed Wounds from either a specific weapon or a specific tree of skills in a certain class. This and the logic above is why HP bloating is an effective option, and a part of why I'm making this suggestion in the first place.
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Touyaa shuriken Snowflake |
Posted by: Shujin - 05-18-2017, 04:27 AM - Forum: Suggestions
- Replies (2)
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Well after a long search of one of those beauties, and the first small disapointment (It being a 6* instead of 7* like the other Shuriken I have seen and so destroying my bow mutation dreams.)
I grinded it up and used my 6 Chimera eyes to unlock the skill, assuming it´s nice after seeing how AWESOME the Acid shuriken is. It´s really amazing.
And damm was I impressed at how umipressiv it is! But I guess it deserved the name "Snowflake".(yes, I am salty!)
![[Image: 484be91f9db7d5cd3678c5e8a493aa71.png]](https://i.gyazo.com/484be91f9db7d5cd3678c5e8a493aa71.png)
Yes, and it´s also bugged, but I didn´t bother making a Bug topic for it, cause the effect itself should be changed in my Opinion. But I can do so if you wish.
So the effect is litterally Ice point(same range and ice spread if it wasn´t bugged atleast, right now the hit box can´t move outside of the max range and only creates 1 ice tile on the selected field.), without:
-Damage
-Push effect
-Ice point which can be used for a lot of strategy things.
-No further combo abbilities like Ice point Guard/Greavers
So I tried to think for what you need this and the only people that might use this Shuriken are: Verglas, Evoker and Rouges. But each of them has FAR better options to spread ice (Ice trap, Ice point, Ice magic...duellist with Freezing can do even more)
So I can´t even think of a use for it. While on the other side we have the Acid Shuriken effect:
![[Image: 4883dc6c6f27b3032bb44d56cba775fe.png]](https://i.gyazo.com/4883dc6c6f27b3032bb44d56cba775fe.png)
This skill is amazing and alot of fun, which is why I even decided to bother with the ice shuriken! It litterally turns half the map into a poison swamp but here what exactly it does:
-1 basic attack in each direction (aka 8) with increased hit chance.
-creates 8 random flowers (can be very nice for doriads)
- Turns hald the map into a poison swamp level 25 (It´s actually only 24, It seems to only count UL level instead 1+UL) Which deal damage on move/push and per round
-Inflicts poison lv 20 which is in normal means 60 damage per round, based on infliction chance.
So can we please change the effect to something cool? I mean it´s a high end thing that needs Chimera eyes to be unlocked, on a not so impressive weapon. Ice tiles are already pretty weak tiles on their own, since they are easily avoided.
So I am fine with whatever really...It could also just pseudo copy Tamaki shuriken, and get they rank upped to 7, without flowers and stuff...Than it would be pretty cool already since it also uses the Frostbite effect it inflicts , even if not unique. But right now it´s really a huge waste of Chimera Eyes.
Or maybe a single target skill where you shower the enemy with a Blizzard of ice shuriken!
Stop stepping on my feelings with the ice weapons, Dev Q.Q Yukijin/Fenri scaling hurts my soul already bad enough, so salt aside...But please change it to something more useful and awesome.
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Not-so Godly God Rod |
Posted by: Selfish Gene - 05-18-2017, 12:18 AM - Forum: Suggestions
- Replies (9)
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Hello everyone, I hope you're all having a great day/evening and whatnot.
I wanted to throw this suggestion out there in hopes of bringing more appeal to curate classes (mostly LB). I was wondering if the idea of having "God Rod", the Priest staff casting skill, be transferred to Curate instead. In its current state, you can only use staves as casting tools if you have Priest as one of your classes and it's strictly limited to Mercalan domain spells. As such, people who wish to use Lantern Bearer are strictly limited to using tomes, even though they have two skills that benefit from being staves/polearms (Imbue Strike and Skyhigh). As such, if you go destiny curate, the only Lantern Bearer spell that will benefit from God Rod is Phoenix and the rest will have their damage drastically reduced without a tome.
I propose that "God Rod" become a Curate skill that either:
1. Allows you to use any Curate/LB/Priest spell with a Staff weapon.
2. Allows you to use staves as a casting tool altogether.
What are your thoughts? I'd like to hear them so we can discuss this and see if it's a viable change.
tl;dr
The Priest skill "God Rod" should be a Curate skill that lets you use spells of any domain so that Lantern Bearers can benefit from it as well.
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Chunder Tiles |
Posted by: Raigen.Convict - 05-17-2017, 08:15 PM - Forum: Bug Reports
- Replies (2)
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Chun's cinder tiles when it is unsummoned by any means will turn neutral, allowing allies to be burned on them as if they were enemies.
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Inner Weaboo |
Posted by: Autumn - 05-17-2017, 03:43 AM - Forum: Balance Fu
- Replies (13)
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Kensei autohits don't exactly feel very satisfying to use, it feels like they should be on the same level if not a little bit more useful than soldier autohits, could we perhaps discuss the idea of buffing these skills a fair bit?
Through scaling fixes or through some utility, or perhaps better interaction with sacred art, lets discuss.
Here's my idea, sacred art increases the scaling of a kensei skill by 35%, and turn the damage type into the element of the skill. (Hirazuki becomes fire damage, Toiken becomes wind damage, etc.)
Perhaps some visual FX tune ups to accompany sacred art, what do you think, feel free to suggest any other thoughts.
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