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  [3.00] Phoenix Talon not counting as Enchant-class
Posted by: renowner - 07-11-2025, 02:25 PM - Forum: Bug Reports - Replies (1)

Phoenix Talon says that it "Enchants your kicks." This lead me to believe its an enchant-class skill. Despite this however Prolong isn't affecting it at all. Either it shouldn't say it enchants your kicks or it should be considered an enchantment, I think.

[Image: 67df6bf3d8.jpg]

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  Blessed Enchant Suggestion
Posted by: Poruku - 07-10-2025, 11:04 PM - Forum: General Discussion - Replies (4)

Now counts as a casting tool for Mercalan-domain spells

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  [3.00i] Shush
Posted by: AkaInuHime - 07-10-2025, 04:26 PM - Forum: Bug Reports - Replies (1)

The trash can(?) button in the top left of the skill/win quote window doesn't actually delete any quotes.

[Image: vpqge7.png]

Edit: Another weird thing I just noticed, certain characters, " for one, during the textbox animation go letter by letter through the html &#34 ; notation before suddenly snapping to the actual character once it's finished. Here's an example of it midway through, both in the menu preview and in-battle textbox.

[Image: 251gzh.png]

[Image: lp898a.png]

One more small thing, I don't know if it's meant to function, but I can't get skill quotes to work with Instant Guardian, trying both Instant Guardian and Summon Izabe as the skill name. (The latter works with normal summoning but not the autosummon.)

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  More merciful Show Mercy
Posted by: Snake - 07-10-2025, 02:31 PM - Forum: Suggestions - Replies (1)

The skill works as intended: when you use Show Mercy, it applies a status effect, and on their next turn, the target chooses whether to flee or stay and fight to the end.

However, I'd like to request a small change to make the roleplay intent behind the skill and trait more consistent.

Make the Show Mercy status's acceptance condition a guaranteed 100% chance if the target is at or below 10 HP. In return, while they are under said Show Mercy status applied by you, your attacks (and damage) can't reduce their HP below 1.

Similar to how Tekagen or Kiddy Gloves behave, but only toward the Show Mercy target.

This would allow the trait to reliably activate based on player intent rather than RNG, and would prevent situations where a player accidentally kills someone they meant to spare with that random Riposte, item effect, status effect or field effect that is completely out of their control.

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  Shinobi class feedback
Posted by: Snake - 07-10-2025, 01:53 PM - Forum: Balance Fu - Replies (9)

Not really much to discuss here. For a damage class, Shinobi is quite lacking in that aspect. For its utility, the duration of things is quite chained down. And for its Mage-Melee hybrid deal, the magic part leaves some room for improvement.

Kenpo skills don't have enough scaling for its damage to keep things interesting with Combination Fighter of Kenpo Master. And Shinobi lacks a basic hitting skill to let it extend Combination Fighter within its own class. (This is only relevant, because Combination Strike exists. There is no synergy between Kenpo Master and Combination Strike.)

Ninjutsu spells have very shortened range and a weird scaling of Elemental ATK that influences said range, which limits you to your stat distribution. And the cooldowns are quite boring to tack on.

Genpo skills don't last long enough to make an impact, being only 2 rounds at worst for its debuffs. And the numbers being very tame too. (10% is the most powerful debuff I've observed, for something that either lasts 1 effective round, or 'until your next round'.)

Furinkazan has numbers of SWA reduced to as little as 50%, god damn. The coolest thing about the class, deals absolutely no damage and once again, its effects last as long as an "until next round" or "2 rounds".

The obvious aside,

I don't want to overwork or complicate my observations about what hopefully a few of everyone have noticed, so I'll try to be brief about what may need to be changed. At least scaling-wise or a small change in its effects, so behold:

Quote:- Slash Moon
It should be changed into a Basic Attack in an AoE around you. As is, this is just a worse and noisy Heaven Kick.

- Habari Tori
+2 Range for Shukuchi. 110-130% SWA.

- Hyakuhachi Rengeki
Can crit by default.
Animation should repeat twice, given it ends before the attack concludes. Just a nitpick.

- Ryusei Ryugeki
120-140% SWA.

- Bone Breaker
Damage should also ignore protection. The LV should be much higher given this only lasts for 1 effective round. So tentatively, LV15/20/25.

- Ryumai Suikan
Spell's cooldown should be 2 rounds. 
The "Recover FP equal to LV when you successfully evade an attack (once per action)." should be LV*2. As is, it barely refunds its own cost.

- Kan Saiganki
The Rock Pillars should last 3 rounds.

- Kokuhaku Kagedan
Spell's cooldown should be 2 rounds.
The Fire ATK should be 110-130%. LV should be 5/10/15.

- Akihono Tobitoro
Lingering (Fire) should be 3 rounds.
Burn should be 4 rounds. (It's a critical hit, so.)
The Fire ATK should be 110-130%. LV should be 5/10/15.
Total Shuriken for bonus effects should be 2/2/2. I don't see anyone running a full Shuriken build for this alone, unless they stop being Tool-tags.

- Arashi Sanseiken
Spell's cooldown should be 2 rounds.
where crit, boss man? coolest skill ever and doesn't crit
The Wind ATK should be 100-130%. LV should be 5/10/15.

- Kagebunshin
Is this really necessary to be a 3 Rank skill when all it does is reduce FP costs?
If so, Sneak and Kage Bunshin duration should both scale from Rank like, 1+Rank LV.
Or get a new effect, that additively increases the chance of Parry happening by 5/10/15% until your next round.

- Usuake
Confusion should be 4 rounds. (It's a critical hit, so.)

- Kiomite Moriomizu
To activate this with the Shinobi class alone, you'd need to Invoke a certain Elemental Art that summons a Nest, which is a lot of momentum investment. By the point you obtain this buff, it'll likely be way too many dodges you missed, and you'd be at low HP by then. And even then! It only lasts 3 rounds at worst. 
The LV could easily be 4/8/10. Base Duration should be 5, and amped by Earth ATK.

- Mahi no Miwaku
At least Ultra Instinct/Tsukuyomi was done right. I got no real feedback about this, as it is one skill that may not need to be changed. It does deserve being 2 rounds for its effect, given how significant that is. THIS, is a great example of what a 2-round duration should be like.

- Kaicho Kaisu
(Rank * 25) + (Rank* 2 * Tiles Absorbed) = Which is a maximum of 147 HP healed. Compared to the current 111 HP. Just slightly below the damage from your average critical hit from a duelist's basic attack.

- Swift Grab
Seems good enough. I don't personally use it, though. 
Wonder if you could make it so this can critically hit (once every 5 rounds) and refund 1M for the purposes of a full Combination Fighter Bone Breaker combo. Not necessary, but would be funny.

- Shinobi Step
Why does this exist when we have Shukuchi, Kagebunshin, Crane Hop and many other better options? Give something more to it.
Like for example, after a Shinobi Step, you activate Riposte until your next round.

- Invoke Elemental Art
Eh, seems fine. Sadly as is, it feels like a mandatory usage of a White Spirit. Wish it was not so, but no way to retroactively fix this problem, and this might also be an unpopular opinion. So leave it the way it is.

- Sensui Shippu
Seems fine too. The duration is short but it's intentional. The only change worth considering is lowering the momentum costs from 3M to either 2M or 1M (but a higher cooldown on this, if so). That way it's more a safety net than a guard-tier investment.

- Furinkazan
Love the aesthetics. But anything that spells 'damage' coming out of its effects is a hillarious tickle on enemies. You do all of the cool handsigns, charge up, and release this powerful myriad of elemental power-- only to deal a crippled 50% of your SWA, and some Elemental ATK that barely compensates it.
Don't forget that damage reduction is not only the %, but also Armor/Magic Armor. The receiving end of damage will always take at least half of any intended damage. So basically, only 25% of your true attack potential will be the damage caused by this, roughly speaking.

- Hand Signs
Pretty cool, no changes needed.

- Assassination Art
Wish it had a better animation, like throwing black shurikens towards the enemies (the ones from Akihono Tobitoro, but black).
The damage's a tad lackluster. If it could be a base of 5% of their Maximum HP + whatever else and its bonuses, it'd probably be a bit more significant for Back Attacks.

- False Target
PEAK. THIS IS PEAK.

- Kenpo Master
PEAK. THIS IS PEAK.

- Concealed Weapon
Eh. Quite insignificant, but it's only 1 point so it's whatever. Would be nice if it was +10 instead.

- Formless Form
PEAK-- Okay, not so much fanfare, but you don't know how significant it is to have -10% FP costs to movement skills has been amounting to letting me dash another time, or not get shafted so harshly by Repeat Action's penalties.

- Gear Mastery
I still don't understand how this works, so I just assume it makes item belt skills and abilities deal more damage.

- Shuriken Wrap
That's a kunai. >:c

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  Blazing Sol's FP costs
Posted by: Snake - 07-10-2025, 12:35 PM - Forum: Balance Fu - Replies (1)

I know this skill is hated and all, but its costs and cooldowns were a little overkill. 

It took me trying to use it a couple of times to see how massive its costs are for the benefits.

It costs 50 FP to activate (a cost attributed with map-wide techniques, invocations, transformations and so on), then 15 FP per round to sustain (up to 3 rounds total). That’s a minimum of 65 FP and a max of 95 FP. After that, you lose all your Sol Charges and can’t use this skill again for 5 rounds.

Think about it for a moment. You first need to spend rounds to charge up your Solsphere, then at maximum, assuming they didn't get consumed by any other effect you'd more immediately need, then this skill drains a chunk out of your FP, and holds your stacks at gun point until the duration of the effect is over. All while Solblader has no FP regen tools, and sure, while FAI gives you some FP, the class is also meant to scale with LUC for Lightning ATK on an alternate use of it, which does not help with that aspect whatsoever.

Wall of Light style is very limited on mobility. It can't afford to reposition every turn just to keep Holy Aura up, given how every single point of Momentum matters for them, and Flash of Light ignores the condition entirely by spamming Roundtrip to refresh Holy Aura, thus making this skill irrelevant for that style in particular.

I get that the nerf was to rein in Speed of Light, but that's been handled now; especially after the (v3.00) changes to Combination Fighter. This skill which is the only saving grace for Wall of Light now feels like collateral damage and may need to be readdressed whenever there's room for it.

Here's my suggestion for a tweak:

>> Lower the cost from 50 to 25 FP.
>> Remove the over-time FP costs. Replace it with "Every round, deals 15 protection-ignoring Light (or Lightning) damage to yourself and all enemies in 3 range." I'd rather this cost HP than FP to upkeep, since Solblader has a heal either way.

Reevaluate if Speed of Light is even a problem anymore post-CF tweaks. This skill shouldn’t still be this costly due to outdated balance issues.

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  Undeniable Toughness & Stat Investment
Posted by: Snake - 07-10-2025, 11:05 AM - Forum: Balance Fu - Replies (6)

Undeniable Toughness currently costs 30 base STR, 30 base WIL, and 80 base VIT — totaling 140 base stat points just tossed away from your build. In comparison, Undeniable Innovator only costs 80 base APT. The cost is heavy, but at least you can still build something around it.

With Undeniable Toughness, that's unfortunately not possible.

Toughness gives you up to two revives, but with severe drawbacks: debuffs to healing, damage, momentum, and reduced max HP. It's not a comeback tool unless your opponent lets you idle for 3 whole rounds — which, in most cases (especially against NPCs), they won’t.

Innovator, on the other hand, offers broad gameplay flexibility at the cost of about 20 stat points in scaling. You still get to shape your build, with some minor (or sometimes major) trade-offs in damage, hit rate, crit rate, crit evade, damage resistances, HP or FP.

The problem with this new Undeniable is, undeniably (heh!), the cost.

You're forced to invest in three stats, STR, WIL, and VIT, which may not align with your build, just to access a trait that doesn't even guarantee a turnaround. Compared to Innovator, which costs 80, the 140 spent here is incredibly steep and restrictive.

Just to put this in perspective, out of a total 240 stat points:

  • No Undeniables (your average build): 20 VIT + 36 APT = 56 points spent → 184 free (23% used)
  • Undeniable Innovator: 80 APT + 20 VIT = 100 points spent → 140 free (42% used)
  • Undeniable Toughness: 80 VIT + 30 STR + 30 WIL + 36 APT = 176 points spent → 64 free (73% used)

That’s almost triple the investment of a normal setup, and 76 more points than Innovator — a full 31.6% of your total budget gone just for the trait.

My suggestion:
Reduce the STR and WIL requirements to 10 each, while keeping VIT at 80. This would bring the total cost down to 100 points, still a significant investment, but far more balanced and (hopefully) comparable to Undeniable Innovator.

And to set the path for any future additions to not be so nutty heavy on stat investments.

I don't think giving your opponent a difference of 30 Character Levels for 2 scuffed comebacks is fair.

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  v3.00i Kensei Hidden Cut doesn't trigger Blood Taken
Posted by: Fern - 07-10-2025, 08:52 AM - Forum: Bug Reports - Replies (1)

As the title says, Hidden Cut won't grant you the Blood Taken status even if the weapon used for it is enchanted with it, despite it doing physical damage and the description stating it's physical damage in general.

I'm main-handing a Bloodtaking Hisen if it's relevant, the hidden cut effect is its potential.

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  [3.00i] Icky Veil
Posted by: Rendar - 07-10-2025, 07:50 AM - Forum: Bug Reports - Replies (1)

Bloody Fang's Ichor Veil absorbs 76 Sound damage!
Resist! Bloody Fang takes 0 Sound magical damage. (Detonation Rift / Bloodthorn Executioner Blade)
Bloody Fang's Ichor Veil absorbs 69 Fire damage!
Bloody Fang takes 0 Fire magical damage. (Detonation Rift / Bloodthorn Executioner Blade)

Ichor Veil is currently taking full damage from a Kickback style attack. Deto Rift should've done 7 damage and 10 damage here.

Instead it destroyed the entire Ichor Veil.

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  [v3.00i] Misty Start
Posted by: Autumn - 07-10-2025, 06:08 AM - Forum: Bug Reports - Replies (2)

Misty Dimension doesn't apply sneak to you from Auto-summon (the GS one), afaik Auto-summon does trigger almost all summon related passives and does cost FP so I think this should apply, I only noticed this now cause I didn't receive camouflage.

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