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  In memory of Profile BGM...
Posted by: Snake - 05-20-2017, 07:12 AM - Forum: General Discussion - Replies (1)

[Image: f0aeea3778ef47729488d9aa7978f574.png]

#FuckBYOND'sIEversion

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  Slow-motion Ryesers [Ryeser bug]
Posted by: Snake - 05-20-2017, 05:15 AM - Forum: Bug Reports - Replies (2)

The on-crit effect of Ryeser (momentum reduction if they don't resist lightning) is not working if your enemy is faster than you, for some reason.

Tested this against a Ghost who was, initially, slower than me. From the middle of the fight onwards when their CEL surpassed mine, their momentum was only dropping when they skipped their turn and let me act first.

Maybe it's acting like Quickdraw, where it only works if your enemy has 6+M? I have no idea.

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  DC in the Bank
Posted by: Yashatari - 05-20-2017, 01:49 AM - Forum: Bug Reports - Replies (2)

http://prntscr.com/f9wqav
Auto Reconnected that had this funky overlay.

I was just in my bank, Thinking over some stuff. I have no clue if this is reproducable, But here you go.

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  Bloody Hell
Posted by: Autumn - 05-20-2017, 01:07 AM - Forum: Balance Fu - Replies (10)

Bloody Palms is a very very popular choice for physical builds involving use of on hits right now, mostly because of how well it synergizes with dealing physical damage.

For example, the most standard build right now is any elemental katana + bloody palms 2hand, you pair this up with 1vs1 and suddenly you have sword builds that deal more damage than glass cannon VA builds about 100% of the time, because Bloody Palms will inflict claret call lv12 and hunted lv12, making you deal a load of damage as a result.

This is not to say that bloody palms shouldn't be an item that synergizes well with spellblade builds, but the current problem is not with spellblades but full physical damage dealers using the on hit of a Sanjin or a Raijin combined with the raw power of 2hand as a talent in order to deal as much physical damage as possible, it's outscaled daggers at this point and I think that's a problem, seeing how daggers are supposed to be the strongest critical dealers out there.

There's a pretty simple change that could help fight the current issue, here's what I propose:

Bloody Palms no longer inflicts Hunted, but instead inflicts a new status that only increases MAGIC damage dealt equal to UL%, this way damage modifiers such as one vs one, voltiger, holy and absolute death aren't combined in unison with this effect to start scaling their damage numbers catastrophically high.

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  PSA: Knowledge
Posted by: Soapy - 05-20-2017, 12:56 AM - Forum: General Discussion - Replies (1)

There's a [tooltip2=it existed from the beginning, really, but we knew less about the world](not-so-)[/tooltip2]growing trend where [tooltip2=whether a learned scholar or an illiterate from Bumfuck, Egwyn]every character[/tooltip2] seems to be an expert on everything from Corruption, to politics, to martial arts, to the pros and cons of every form of smithing, to magic theory, to analytical psychology, to advanced quantum mechanics, to comparing the social and economical effects of living in a communist society against those of a totalitarian dictatorship, and yes, these are all real examples.


This is lazy, immersion breaking, roleplay disrupting, metagaming Mary Sue bullshit that needs to stop. Just because you, the player know someone with particularly spiky gauntlets is someone that was unlucky enough to find themselves in a Dark Zone but tough enough to manage to survive, doesn't mean your character needs to know and be able to preach about the effects and origin of being a Shaitan, the specific ways Iahsus affects them, and so on.

You know what you know because we have access to the wiki, pages and pages of lore questions, and the entire internet to find absolutely correct, unbiased information on whatever you need to know at the simple touch of a button.

Your character does not have an endless encyclopedia of everything ever, bias exists, and [tooltip2=look at game mechanics or lore discussed in OOC on any given day, for example]misinformation is entirely unavoidable whether it be intentional or otherwise[/tooltip2].


If you're some dork with a katana living out in Gold's desert, you shouldn't even know what dialectical behavior therapy means, let alone be able to spout paragraph after fucking paragraph about it.

Similarly, if you're some silver spoon asshat living in the Mage's sector of Karaten, you have no business citing intricate knowledge of the cross-gang politics out in Law's End.


tl;dr: Your character should not know every little tidbit you know, no matter who they are. Especially if they're a 16 year old raised on the streets.

I've mostly seen this happen with regards to information on individual races, classes, the Void, Corruption, and spoken languages, but there's also a lot of it when it comes to [tooltip2=theoretical physics, psychology, etc.]things that few, if any, characters should even know about[/tooltip2].

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  Moonlight is merciful [Moonlight Mercy effect is missing]
Posted by: Snake - 05-20-2017, 12:13 AM - Forum: Bug Reports - Replies (1)

Moonlight Mercy's headshot effect is missing, though the ability still does the instant death by 9999 Akashic damage.

I've also updated both the bullet and the instant death effects at http://www.neus-projects.net/viewtopic.p...016#p25016 for reference, so make sure to give it a look to see if it is still of your taste.

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  QoL changes for pets, please
Posted by: Ahalaniel - 05-19-2017, 02:29 PM - Forum: Suggestions - Replies (2)

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 - No Replies

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)

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)

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 mindSmile

Assuming 40 in stats given:
40 VIT = +280 HP @ 30~35 stat point cost
40 STR/SAN = +240 HP @ 65~75 stat point cost

Dumping VIT for STR/SAN is plausible, but it's a lot more points spent for a lesser amount of HP. Yes, you could throw in Aptitude, but VIT's cost will still be clearly superior to STR/SAN's cost.

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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