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Neus
[3.03g] Water to Wine Cre...

Forum: Bug Reports
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1 hour ago
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» Views: 30
Neus
[v.3.04 v7 (Test)] Shadow...

Forum: Bug Reports
Last Post: Neus
1 hour ago
» Replies: 1
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Neus
[3.03g] Theno's Dread

Forum: Bug Reports
Last Post: Neus
1 hour ago
» Replies: 1
» Views: 25
Fern
v3.03g Goblin Giant can d...

Forum: Bug Reports
Last Post: Fern
1 hour ago
» Replies: 2
» Views: 6
Tana
The Elephant In The Room:...

Forum: General Discussion
Last Post: Tana
4 hours ago
» Replies: 19
» Views: 1,007
Rendar
[3.03g] Rapid Kick DR Byp...

Forum: Bug Reports
Last Post: Rendar
10-30-2025, 10:41 PM
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firehawk11
Corn beats Chicken/Meat P...

Forum: Suggestions
Last Post: firehawk11
10-30-2025, 02:40 PM
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» Views: 43
Poruku
Mage Defensive Enchants

Forum: Balance Fu
Last Post: Poruku
10-30-2025, 12:03 PM
» Replies: 2
» Views: 83
firehawk11
!0*s and Korvara

Forum: Balance Fu
Last Post: firehawk11
10-30-2025, 11:54 AM
» Replies: 3
» Views: 107
Autumn
[v3.03c] Rock Myself

Forum: Bug Reports
Last Post: Autumn
10-30-2025, 02:17 AM
» Replies: 2
» Views: 709

 
  [v3.03c] Accel Shinken
Posted by: Autumn - 09-30-2025, 04:05 PM - Forum: Bug Reports - Replies (1)

Shinken's new targeting range doesn't trigger Flash of Light's passive unless you are within 1 range of the Solsphere.

Now this is identical to before the range indicator change for Shinken, but it might be confusing now that Shinken shows 5 range, this is functionally identical to just using Roundtrip on the Solsphere.

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  Age Request
Posted by: PopTheater - 09-30-2025, 03:20 PM - Forum: Character Applications - Replies (1)

Request: I'd like to play a human character at ten years old. Her height will be 4'7".

Purpose of this request: There's a short storyline I wanna roleplay, and playing an actual human child feels more right for the story than a more common abandoned homunculus plot. Part of this is me wanting to give more mundane but active storylines to Telegrad, since I consider that its strongsuit.

Details: I'm intending to play a temporary character just for a short storyline; a lost little girl who needs adventurer help to find her home, for it to later come out that she's been abandoned by her parents, and give the characters involved a chance to find a proper resolution to her situation. The character will have absolutely no combat potential and not involve in anyway with events, mechanical combat or dungeons or any danger level whatsoever. I expect to play her for only two to five scenes total, but if something more involved happens I'll not deny the chance of making her a more frequently played character.

She'll also be an Ender Lilies playby and super shy so she cute AF!!!

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  Darkness Tile Opacity
Posted by: Kameron8 - 09-30-2025, 01:26 AM - Forum: Quality-of-Life (QoL) - No Replies

Can darkness tiles be made more transparent during ability targeting, like Smokescreen tiles currently function? The eagle-eyed youth might be able to easily discern what happens in them, but I can't.

[Image: GrUJMgR.png]

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  Youkai Clarity
Posted by: Kameron8 - 09-30-2025, 12:17 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Because Youkai can be renamed, recolored, and regalia'd to look like pretty much anything, can we add a small note at the end of the Youkai's name to denote what it actually is mechanically when it's summoned?

For example: 

1.  Should I hover over my opponent's pitch black dragon named Sugaar, it instead shows as Sugaar (Chun).

The install status already tells players what Youkai is actually installed in this manner, and the silhouette does not use regalia icons for the physical animation of install, so I am led to believe regalia-based trickery is not intentional.  As it stands, although it's not substantial, it is currently a minor benefit in combat to use a donation item to obscure your Youkai.

This feels counterintuitive to the spirit of donation items.

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  v3.03d Firebird Kagero doesn't activate against Avalanche Strike
Posted by: Fern - 09-29-2025, 06:23 AM - Forum: Bug Reports - Replies (1)

See title, situation occurred when swinging Couloir at Shinobi's Avalanche Strike from the front. I had 24 feathers.

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  Fun Screenshots
Posted by: skull1129 - 09-28-2025, 10:13 PM - Forum: General Discussion - Replies (10)

Hi, I just wanted to make a forum dedicated to fun and silly in-game screenshots I ended up taking for the game. I think I've been taking them for a while for about a month during the downtime where I've been too busy to properly play, so I thought it might be a fun little community thing if everybody was able to join in on the fun.

I'll post some of the first ones I made, and probably post some more whenever I feel like it or as they come along! I do hope other people can contribute as well, though! I mostly just wanted to share some silly fun with the community.

Bird Sacrifice
   

Boat Murder???
   

Cliffside Chaos
   

egg
   

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  Time-Wasting Travel
Posted by: Miller - 09-28-2025, 09:37 PM - Forum: Suggestions - Replies (17)

I've felt compelled to make this thread, one of my biggest gripes with Korvara is not what you'd expect it to be. Travel as it currently stands is nothing but a time waster that doesn't progress the game whatsoever.

Tongue in Cheek Example:
https://files.catbox.moe/ujiycx.webm

Why is this the case? Eight minutes for a round trip of the main loop isn't so bad right? Well... Eight minutes of having to actively press an arrow key or click around the screen can add up over time! Here's a few points of mine against it.

Point 1: Travel does not serve any purpose after a certain point.

What do I mean by this? Well, normally travel in games is to facilitate the exposure of a player to different mechanics or locations of the game while on their way. Let's say you're traveling from point A to B, if you came across a mob that was high leveled towards a fork that was Point C, you'd probably make a mental note of that for later; same for any harvestable material along the way. SL2 does have this to a degree.

But this only serves a purpose for your first few times through these new areas, which is why MMOs and other games often opt for a fast travel system that's designed to be accessible after you've traveled through these areas once or enough times or systems that encourage players to hang out in these areas, like random events which spawns mobs that give exp. (Black Beasts are a good example, albeit a disruptive one at times, while I prefer if we didn't have anything that could actively disrupt ongoing RP; they are an incentive to travel)
Point 2: Limited Fast Travel
SL2 has fast travel, to an annoyingly limited degree. You need to unlock Greater Sending (The Crystal Upgrade for fast travel) for each character and even after that it's limited to 1 per 8 in game hours. (56+ minutes roughly) This number can actually vary based on lag or potentially even longer if an EM decides to freeze the clock. Nothing against the EMs of course. There is a means of increasing this limit up to 3, but doing upgrades per character can be a time consuming endeavor. (which, while I disagree with the pricing on the later stages; they're not inherently part of the issue)
Point 3: Lack of easy travel encourages people to stay in specific areas.
Often people will cite that travel encourages people to RP, which is actually true to an extent. When people are often traveling and exploring, they're more prone to stopping somewhere and talking to someone about their experiences. Exploring is a key word here, because often travel mainly occurs out of necessity, not curiosity; which often leads people to going to specific spots as fast as possible due to having time constraints or just wanting whatever thing they're up to, done as soon as possible. Of course, there's always outliers to this. But how often have you heard someone bemoan that they had to travel across the map to deliver something or make a trade with someone? I'll assure you that the average player on this game has probably heard it dozens of times at least. Sometimes players even avoid bothering with RP because they're too far away, I've seen a few cases in recent times where someone didn't want to travel to Autumn Hills to RP because it was annoying to get there.

With that said, if people don't want to potentially waste 2 minutes per city trip, it's more likely they're inclined to bunker down and put up an LFG while playing something else or only check their immediate vicinity for roleplay.
Point 4: Travel is repeated hundreds of times across the year.
Have you ever counted how many loaves of bread you ate in your life? But no seriously, I've had to travel at least a few thousand times over the years to reach my destination. To put it into perspective, the average Telegrad to Meiaquar trip is likely two minutes long at least. Basic math should point out if you repeat this action enough, let's say just a 100 times. That's 200 minutes wasted, this is ignoring the possible factor of lag. Now this is just considering town to town trips, imagine how long it could take if you factored in each dungeon's travel time?
Point 5: All of SL2's Travel is 'Active' travel, not 'Passive Travel'
What do I mean by 'Active' Travel and 'Passive' Travel?
Active Travel is something I would consider as needing most of your attention if not all to reach Point A to B
Passive Travel is something I would consider as needing zero attention to reach point A to B.

An example of passive travel would simply be a caravan that opens up every minutes to take passengers and all you have to do is wait there to reach the next destination.
Now that I've complained (I could bring up more reasons or address counterpoints if need be); 

How exactly would we address or alleviate this issue?
Suggestion 1: Change Deeper Sending
Deeper Sending is the crystal upgrade and one of the two only means of fast travel in the game with the other being largely irrelevant. Currently it's limited to 1~3 uses per eight hours. What I would suggest is to change each upgrade to be the following:
Deeper Sending (1)
Allows you to warp to any 1-20 dungeon in the game for free, ignoring the teleport cooldown.
Deeper Sending (2)
Grants 2 Teleport Charges / Allows you to warp to any 20-40 dungeon in the game after the teleport cooldown for a fee which doubles after each use.
Deeper Sending (3)
Grants 3 Teleport Charges / Allows you to warp to any 41+ dungeon in the game after the teleport cooldown for a fee which doubles after each use. (Higher base price)

Suggestion 2: Add unannounced and announced events on the map.
There's absolutely nothing inbetween point and A and B besides a few sparsely laid out bundle of resources here and there that's not relevant to everyone. Which is why I suggest adding in random events you can sometimes come across that are neat. Travel should be rewarded or enable roleplay if you want to include it as a mechanic.

Throw in fishing events at the Autumn Hills, toss in random meteors that can be harvested in worsong. Throw in random surges of activity in the wastes beyond the wall defense. Toss in bosses that show up in certain areas of the map randomly that can give solid drops if you do them. Plenty of ideas you could do for this, but I'd stress that it's best to avoid anything that could randomly disrupt RP without warning like the initial draft of Black Beast attacks on G6.

Suggestion 3: Add in MMO Boats.
No seriously, having a free/less expensive means of travel to specific parts of the map that might be annoying to get to would be huge, let me idle on a ship and talk to people who come aboard. This was always one of my favorite little things in MMOs that was lost in recent years due to the need to keep attention spans. Don't make it just travel either, you could have fishing events on board or locations only accessible by the boat. Long travel times is less annoying if you can open up a second game or roleplay on the side while you wait.


TLDR; Travel is near pointless and hinders roleplays more than it enables as it currently stands, please make it more worthwhile to do or alleviate it.

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  Post-Server Reboot Login Prevention
Posted by: Kameron8 - 09-26-2025, 08:20 PM - Forum: Quality-of-Life (QoL) - No Replies

Would it be possible or simple to implement something like a 60 second restriction on loading a character (much like when the server is about to reboot) directly after the server comes back up?  Right now you have to play a mildly inconvenient game of roulette with how long you've waited, with loading too early resulting in loading your character in as a blank soul and requiring a relog.

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  can couloir not be affected by farshot penalty
Posted by: Fern - 09-26-2025, 02:28 AM - Forum: Quality-of-Life (QoL) - No Replies

can couloir not be affected by farshot penalty so that there's no need to put talent points in this for spear builds?
talent points feel very tight as is and idk it just feels very unintuitive to have to spend talent points on wind read to make sure you're not losing hit rate on ranged couloir
[Image: fOLYdzv.png]

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  Mastery of STR Crit
Posted by: Autumn - 09-25-2025, 01:29 AM - Forum: Balance Fu - Replies (7)

I think it'd be neat if Mastery of Weapon arts instead treated all the weapons it affected as having STR as a main scaling stat, fully intended to utilize STR crit as that exists now. It would play into the theme a bit better since you'd be allowed to use all weapon types effectively on a STR build, while also allowing some weirder niche builds like using a tome to Critically Strike with.

I bring this up because I believe it would be cooler if I could use my STR to Crit with a Balrog, as it is a STR weapon anyway, I'd personally prefer to have that instead of 15% extra STR scaling. It would probably also make it so that you can lower the intense Talent Point cost this trait has.

I also think it'd just be better for the game instead of it just being a Fire Mage's mandatory 25 Talent Point investment, the STR crit change wasn't around for when Mastery of Weapon Arts first existed, and now can serve as a fun purpose for the trait.

Thank you for reading.

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