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Orkam Drespam |
Posted by: Chaos - 01-10-2017, 02:39 AM - Forum: Balance Fu
- Replies (20)
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On paper, this skill is a rather important clutch for Boxer: Without it, a Boxer is permanently outplayed by anyone who can step two diagonals away. However, in recent times, players have taken to using this skill as a one-trick pony, constantly spamming it (in combination with Nachbeben) in order to not only damage a whole enemy party, but also prevent anyone from approaching a far-away teammate.
This admittedly brain-dead setup is brutally effective, capable of pinning down an entire team and constantly bombarding them with little to no counterplay available for the other side. Yes, Orkam's range depends on Sturm LV, but it's not too difficult to hit a solid range within 2 rounds.
I've been a constant defender of Boxer's unique balance, but I think this spamming of Orkam Drehen is completely ridiculous, and needs to be dealt with ASAP. My initial suggestion is as follows:
-Orkam Drehen gains a 2~3 Round Cooldown.
Unfortunately, while this will keep Orkam from being spammed to death, this will gut Boxer's mobility to the point where it's laughably easy to out-zone the Boxer. Which is why I also want to suggest this:
Quote:Sprint
5 FP / 3M
(Boxer Skill; no Sturm generated)
The Boxer dashes to a location within range (based on Rank), maintaining their Schwarz Sturm LV in the process. However, you can't use any Geist Schritt skills for 1 Round afterwards. (Sprint can't be activated while under the effect of a Geist Schritt.)
Rank 1: Range: 6 Tiles
Rank 2: Range: 7 Tiles
Rank 3: Range: 8 Tiles
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[Gold] Attack on Caravan |
Posted by: Shujin - 01-09-2017, 04:23 PM - Forum: Gold
- Replies (13)
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Rumors have it that recently the number of succesful raids on caravans towards Oniga have been increased. Business people and caravan guards alike seem to be on their toes, fearing some sort of bigger organized group behind it. While serval people were injuried during the raids, no one seemed to have been killed so far.
In response, several wealthy businessfolk have started to look for strong adventurers, promising generous amounts of Mura in exchange for the protection of their shipments.
OOC:
If you are interested in trying your luck as one of those adventurers, in form of a mini-event, feel free to reply here on the forums.
Best with around which times you are avaiable(Timezone, days, etc.) so we can come up with a date. Have fun!
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Sazae-ohno |
Posted by: Stenzio - 01-09-2017, 12:18 AM - Forum: Bug Reports
- Replies (4)
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Alright, my first time really trying out a summoner! During my time attempting to grind two of them, suddenly my Sazae-Oni stopped being summon-able. It lost it's name, only showing the momentum cost to summon it and not the FP cost to do so. I attempted to get other Youkai, and both old and new ones I obtained all were summon-able, save for any other Sazae-Oni I obtained.
If this can be fixed somehow; this is the account it is on: F_iggy_pudding.slot3 - Nori Mortemer is the characters name.
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SL2 Version 1.73 |
Posted by: Neus - 01-08-2017, 09:30 PM - 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!
1.73
New Race Board - Updated the appearance and functions of the race board. Existing characters can click them in an Asago building to see the updated look, or to brush up on their racial knowledge.
- Rogue trap duration changed from 3 rounds to 2+Rank rounds.
- Sarashi Gi's critical bonus is no longer shown on the character screen while out of combat.
- Magnetize now gives a bonus to Hit equal to half of its LV, up to a maximum of 50.
- Bloodhunt's Hit bonus is now equal to 1 per 2% missing HP (instead of per 1%).
- Blessed's Hit bonus is now equal to half of your Scaled FAI.
- Focused Mind's Hit bonus is now equal to 3 per Rank (from 5 per Rank).
- Magnet Shell's basic effect duration changed to 3 rounds, level changed to 3 per Rank.
- Bright Shell's bonus effect now creates a Light Shaft at the target's location for 3 rounds instead of applying a status effect.
- Aerial Attacker's hit bonus changed to 5 + half of your Scaled SAN (from 100% of Scaled SAN).
- Bright Bishop's Glowing status LV changed to 5 * Rank (from half of damage dealt).
- Zugzwang's Hit bonus changed to 3 * Rank (from 5 * Rank).
- Flanking bonus is now halved if no other allies are within in melee range.
- Flanking bonus is also halved if not attacking the enemy from the location directly behind them. (This stacks with the above and vice versa.)
- Distortion's Evade bonus changed to 10 + 5 per Rank (from 10 + 10 per Rank). Duration extended to 5 rounds.
- Green-Scale Tunic's Evade bonus changed from 1 Evade per 1% missing FP to 0.5 Evade per 1%.
- Thousand Stab's scaled stat bonus is now 100% of the scaled stat (from 50%).
- Hirazuki, Kagekiri, and Shukuchi are now classified as movement skills (and are thus prevented by Immobilize).
- Trade requests that time out now say that they do instead of saying the request was denied.
- Added a few missing Darkwood Manor tiles to the DISCer.
- Adjusted the base STR and STR per level of Super Shark enemies (such as Fangs).
* Bug Reports
- The battle bar was showing the incorrect FP cost for skills in some cases.
- Certain items were adding to the incorrect stack when they shouldn't have been.
- Warning Shot could not be used with mutated weapons.
- Biography files were not being removed when a character was deleted.
- Jetpack was letting you land on top of other units.
- Caravan NPCs could spawn on the same tile.
- World events should no longer start if reboot messages have begun showing.
- Only magnet-based pull effects were applying Astral Belt's damage.
- Healing Glow wasn't able to target allies when used by converted Delvers.
- Talents could be increased beyond normally limited values.
- Claret Call was not being reapplied in certain cases.
- Special attacks weren't working when used from the battle bar.
- Teleport traps now cancel your click-based movement.
- The quest inside of Darkwood Manor was causing issues if you already had a certain item by the time you began it.
- Professor Pink's Laboratory is a little bit wider now to help with the new race board interface.
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[QUE] Specter Deflector |
Posted by: Soapy - 01-08-2017, 08:46 PM - Forum: Bug Reports
- Replies (3)
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How is Metalaegis' Reflector supposed to function, exactly? It seems really wonky, and knowing how it's intended to work would make it far easier to point out what about it is actually bugged.
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Magnetic Flux |
Posted by: Soapy - 01-08-2017, 08:40 PM - Forum: Suggestions
- Replies (1)
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I'm fairly certain Magnetic Shield's redirect effect used to be applied earlier in the attack check, but that seems to have changed, possibly with the rework to Protect.
I know this is a very specific thing that only matters in certain fringe cases, but can it apply earlier on, before other effects (like Protect) kick in?
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Unconscious + Mysterious |
Posted by: Kameron8 - 01-08-2017, 08:30 PM - Forum: Balance Fu
- Replies (5)
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Can we be given an indicator when someone is at 0 HP when they have Mysterious equipped? I don't think anyone is mysterious enough to feign life, as long as their team is also alive. Either a message in the combat log, a change to the battle ring coloration, anything at all?
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