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Sheath sword quality of life |
Posted by: Lolzytripd - 04-04-2017, 03:45 PM - Forum: Suggestions
- Replies (4)
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there are two quality of life additions I'd like to see for sheath sword
-It doesn't automatically end your turn if used with more than 3m.
Look people aren't dumb enough to attack you, this doesn't matter for pve, but for pvp it'd create synergy that is just begging to exist between Kensei and hexer with forced attack. Sayakensa sheath, akujin, and cursed katana's cry out in nonsynergistic pain.
-Can be used for less than 3m, but doesn't prepare a quick draw.
This would make hidden cuts actually worth being used when you consider how weak it is incomparison to just attacking.
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About Zerans |
Posted by: Snake - 04-04-2017, 12:46 AM - Forum: Balance Fu
- Replies (5)
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I was fiddling around with Crown of Heaven and noticed something peculiar. This passive can be fully ignored by methods that bypass armor/magic armor. Can this be changed? Or become some sort of 'mini-matador' for both Physical/Magic Damage?
Something like 'Reduces all damage taken by 3 + 1 per 8 Scaled SAN', and they'll be an 'okay' race to put Sanctity on, and get their own 'gimmick' as 'the race to counter multi-hits'.
And maybe a new passive that makes them turn and face any enemies that attack them, if the enemy is above 50% of their maximum FP.
I can rarely see Zerans, or reasons to play them.
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Eviter |
Posted by: Grandpa - 04-03-2017, 08:22 PM - Forum: Balance Fu
- Replies (20)
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Tanking, while more difficult to do now, is still something prominent through various other means. Eviter is a big offender of that for a few reasons. For one, just about anyone can use it. And while that usually would be a good thing, there's no real downside to doing so (especially in the case divine weapons). That's a free 50% less damage if people attack you from the front, which most people won't now because things like Eviter and Stalemate exist. Unless of course they're some form of ranged, or a fist user. Or they go for the classic serial buttstabbing. All of these could at least be partially solved through a few changes.
The first, changing Eviter to 5 per Rank + 50% Scaled CEL and when successful, reduce damage by the Weapon's Current Durability% (or 40% if Divine). This would make Eviter a bit more difficult to get, make it a little bit less effective unless you build for weapon durability, and make it more in line with the other parry skill (Stalemate). The goal here is to take another method of DR away from people trying to stack as much DR as possible, while keeping it for those that would need it (IE, dodgy characters/various DPS characters).
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DR Stacking (again) |
Posted by: Autumn - 04-03-2017, 07:47 PM - Forum: Balance Fu
- Replies (24)
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Ever since Great Reckoning, stacking DRs has been pretty powerful, as we all saw with the recent tank nerfs, and a while ago I put up a thread on how powerful stacking DR can get.
A while ago when I made a thread about this, we came to a conclusion that some DRs such as Evasion, Wraithguard, etc. get halved effectiveness in your off-class, and while at the time that seemed to work, it didn't work too well when DEF/RES became DRs in great reckoning, because it still allows people to stack Wraithguard/Evasion and other stuff, however recently a form of DR Stacking was smushed out from interacting too well in the form of Stand off and Weir Konnen.
Here's an idea
Wraithguard, Evasion, Indomitable are fully effective if you are using them even if the class is your subclass.
Wraithguard, Evasion, Indomitable all become defensive knowledge skills similar to Stand Off, Weir Konnen.
And finally, since proper BKs got hit really hard just to prevent boxers from rising up to nigh unkillable levels, we could probably bump BK's damage resistance back to where it was because right now its just a worse wraithguard.
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SL2 Version 1.77 (a~d) |
Posted by: Neus - 04-03-2017, 07:49 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!
Black Beast Raid - Added a new event that occurs if a Black Beast attack is finished with at least 60 packs defeated. This event contains high level enemies and a new unique reward; Chimeric Eyes. This raid event may be expanded in the future, and more raid events will be added over time.
Weapon Potentials - Added a new system. Weapon potentials are unique skills that weapon items can have; if it has one, it will be shown in the item description. To unlock this skill, you must first fill up its EXP gauge. Once it is full, you can take it to any Blacksmith for unlocking. To do so, you require a number of Chimeric Eyes equal to its Rarity. The potential skill will then be considered as active in your skill pool if the weapon is equipped in your main hand. Currently, 13 weapons have potentials. More will be added over the next few updates.
- Deadly Smile scaling changed to 50% STR and 50% WIL.
- Priest's Divine Judgment range increased to 8 (from 6).
- Martial Artist's Weathered Body restriction of armor + magic armor now only applies to the base armor and magic armor (so upgrades, etc. no longer count.)
- Martial Artist's Phoenix Talon now does magic damage.
- Boxer's Schwarz Sturm bonus damage per level reduced to 5% per level (from 10%).
- Boxer's Korkenzieher minimum range increased to 2 (from 1). (1.77d)
- Hyattr's Fire Breath now deals additional damage equal to 100% of Fire ATK if you have Destruction Energy active.
- Arbalest's Buster Cannon now reduces Phys. Def to 0% (instead of DEF to 0).
- Verglas's Ice Point Greaves now do magic damage.
- Battles that do not inflict wounds (IE spars) are now designated by battle indicators showing two wooden swords.
- Character Destiny for classes now acts as an unlock condition for all promoted classes of that base class. (Meaning, at class level 20, you'll unlock all promoted classes for it without needing to do anything else.)
- Raijin stat scaling changed to 30% STR, 30% SKI, 40% LUC (from 60% SKI, 40% LUC)
- If your player debug is turned on, you can now fight a prinny at the Statue of Memories. (This option added to make it easier to test certain things, at request.)
- Black Beast's defeat animation sped up.
* Bug Reports
- Aerial Razor's Defense reduction LV was incorrect.
- Eviter can no longer be used with bare fists.
- Weapons could fall below 1 durability minimum.
- Non-category religions weren't resetting upon praying to a new god.
- Cinder LVs were not being boosted by Hyattr's blessing.
- Hikari's quests could be unlocked in parties without completing the previous quests.
- Caravan speed was messed up.
- Danger zone displays were only showing one tile.
- Ankle Bite, the Sliding Zombie monster weapon, was dealing Blunt damage instead of Pierce damage.
- Quickness was a little too quick, giving more Move than intended.
- Negotiate wasn't checking to make sure the status effects it removed were negative, only if they were caused by an enemy.
- Ice Point Guard's changes didn't stick.
- Horned Black Beasts weren't counting for defeat black beast requests on lnet.
- Rare red treasure chests were a bit too easy to unlock and detrap.
- Staff of Forging wasn't showing the name of the target in chat.
- Max HP was being determined by your base SAN rather than your scaled SAN.
- Withdrawing items from banks could cause issues with item use/etc.
- Fox and Bird Coin's prayer description was blank.
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Golden Eyes bug |
Posted by: Autumn - 04-03-2017, 07:46 AM - Forum: Bug Reports
- Replies (4)
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Seems that Kaelensians under 20 SAN still get immunity to blind despite not having enough to get the immunity.
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Potential Unleashed |
Posted by: Kameron8 - 04-02-2017, 10:39 PM - Forum: Suggestions
- Replies (4)
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Can we have a toggle for the potential skills that are passives? The new elemental Katanas, for example, turn the damage type of Hidden Cut into something else alongside an awesome bonus effect. But if we have Absolute Death up, or are squaring off against someone with enormous Res and %reduction from the element, we might want to go back to the original. Once we unlock the weapon, it's completely impossible to go back.
If that's too much flexibility in combat, possibly putting the passive in our skillbook so we can choose when to go in with/without it?
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