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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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SL2 Version 1.78(a~c) |
Posted by: Neus - 05-17-2017, 02:32 AM - Forum: Announcements
- No Replies
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Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!
1.78
New Weapon Potentials - Added weapon potentials for the following weapons: - Hisen
- Rexys
- Forgrint
- Grandovyn
- Monk-Priest's Staff
- Tamaki Shuriken
- Touyaa Shuriken
- Bakaga Shuriken
- Verglas' Ice Point Greaves ice magic damage on kick changed to 5 per Rank (from 2 per Rank).
- Effects that remove from battle, such as Grandupper, will now knock away anyone standing on the tile upon returning to battle.
- Improvised Weapon and Weapon Change can no longer be removed by dispell effects (such as Null Shell).
- Graality's on-hit effect property updated to reflect what the status actually does.
- Nighthunt's on-hit effect changed to -20% SKI for 2 rounds (from -10 Hit).
- Huge Blade has gained an additional effect; +5 Power.
- Pink's starting chest now gives 10 Rusty Pickaxes (non-tradeable).
* Bug Reports
- Golden Eyes was still providing unconditional immunity to Blind.
- Overworld scaling wasn't being updated when dropping into a battle on the overworld map.
- Waraji item description wasn't updated.
- You could walk off into the abyss at a certain point in the dinosaur graveyard.
- Shine Knights had an aura that hit everyone on the battlefield.
- Asago's Race Boards could not be used to view races.
- Heron Feather wasn't working against certain special silence status effects.
- Lucky Shell's status level was not being halved upon triggering Lucky Fortune.
- Arcane minibosses were not dealing magic damage with their attacks.
- Winged Serpent range was 1 tile too short.
- Kouenjin's weapon potential skill, Crimson Lotus, was not functioning.
- Lead Storm wasn't respecting Ambidexterity settings.
- Protective Paper Charms were not dropping.
- Weapon shifting tomes were counting as projectile attacks even when changed to a non-Tome form.
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Heavy Equipment - Non Arbalest Benefits |
Posted by: Ranylyn - 05-16-2017, 06:53 PM - Forum: Suggestions
- Replies (5)
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I'm going to cut to the chase: With the exception of two-handed, there's zero benefit to using heavy gear unless you're an arbalest. And of course, Arbalest makes two-handed either impossible to use, or is a waste of a class if you're not using a bow.
Honestly, that just seems really weird to me. With people clamoring to make more weapons scale more heavily with strength for the sake of balancing the stats more, why is massive gear that murders your BW just not rewarded at all? If anything, most very heavy gear isn't even really any good.
In response, I've come up with a few traits to benfit massive equipment a bit more, since you need to pump strength to use them effectively. (Or be a dullahan, I guess.) Not expecting any of these to be implemented as-is, but I can see them working with a few tweaks.
Trait: Wall Crush
Prerequisite: 30 Strength, Two Hand Rank 5
"How do you parry a boulder hurtling towards you at high speeds? You don't. When two-handing a weapon with 30 weight or more, this trait nullifies parry skills such as Eviter or Checkmate, unless the opponent has the Immovable Wall trait."
Trait: Immovable Wall
Prerequisite: 40 Strength, 40 Defense
"With armor THAT heavy, you can plow through any punishment without getting pushed around. When wearing armor with a weight of 30 or more, become immune to knockback, and ignore the effects of Wall Crush. If armed with a shield, Guard Break lowers guard to half effectiveness for several turns instead of disabling it completely. (If Guard is obtained through any other means, such as skills or accessories, Guard Break works as normal.)
Trait: Sweeping Strikes
Prerequisite: 20 Strength, Two Hand Rank 5
"As a cocky warrior once said, "Keep lining them up, and I'll keep cutting them down." When using a two-handed melee weapon with two or more range, gain the "Sweep" attack to hit in a line equal to the range of the weapon, as several enemies get in the way of your swing simultaneously. Performing a sweeping attack confers +10 bonus hit, but lowers the damage dealt by 10, before reductions."
Trait: Overwhelm
Prerequisite: 40 Strength, Two Hand Rank 5, Wall Crush
"When your weapon is too large to be considered anything but a massive chunk of metal, how does anyone shrug it off? When two-handing a weapon with 40 weight or more, half of all weapon damage dealt is delivered as lingering wounds, limiting your opponent's ability to heal and get back in the game."
Trait: Juggernaut
Prerequisite: 70 Strength, Two Hand Rank 5, Overwhelm, Immovable Wall.
"YE GODS, LOOK AT THAT! When carrying a combined total of 70 or more weight between a two handed weapon and armor, the mere thought of needing to deal with you becomes unnerving. Every blow you deal gains a chance to cause Fear, and every hit you shrug off gains a chance to cause Hesitation Level (Total Battle Weight before Reductions/4.) Bravery Talents have no effect against the Juggernaut."
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In light of the server's Ransomware issue |
Posted by: GSM - 05-16-2017, 01:00 PM - Forum: Suggestions
- Replies (7)
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FOR THE LOVE OF GOD, BACK UP FILES BI-WEEKLY.
I have to remake two or three characters again from scratch from the "two weeks rollback" worst case scenario. I'm sure a bunch of other people made characters within this time period, too.
If file back ups are refreshed twice a week, the damage will be far less cataclysmic. People are going to have characters wiped, Asagorians removed, and houses wiped clean. But if this happens again, we should be prepared for it and not be destroyed once again.
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