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Flanking changes.

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  Status Description Links for Prayer Tools
Posted by: Exxy - 01-07-2017, 06:00 PM - Forum: Suggestions - Replies (3)

Would it be possible to add a text-link similar to how "About Accessories" or Weapon Statistics works for Prayer Tools? The main reason being to help discern what the Prayer Status is earlier-than-later for those who haven't memorized them or bought them.

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  Teleport Traps VS. Click-to-Move and You
Posted by: Exxy - 01-07-2017, 05:45 PM - Forum: Suggestions - Replies (4)

NOTE: I'm assuming this is an unintended feature and not a bug when making this thread.

Currently, if you trigger a teleport trap after you've been queued to move to a location via click-to-move you don't change pathing (and continue going towards the destination).

Can this be changed to cancel the click-to-move queue? It seems to literally make teleport traps a mute point.

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  Armor of really dull nails
Posted by: Autumn - 01-07-2017, 04:35 AM - Forum: Balance Fu - Replies (9)

[Image: 0b4418cc0b.png]

Since GR, a lot of people have gained effectively so much more HP, and since the introduction of fang face shield this item really pales in comparison, and it's your Torso slot item, arguably the most important slot other than weapon.

Could we possibly see a small buff to this item? Perhaps bump it up to 10 or 20 unresistable pierce damage when attacked by a basic attack?

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  Holy shit, slow down lucky boy! [Lucky Shell vs Quickdraws vs Normal Guns]
Posted by: Snake - 01-07-2017, 02:32 AM - Forum: Balance Fu - Replies (4)

Don't want to say much, because I still like the 'rising game' of Lucky Shell and it's pretty fun to fight against the clock. But there's a small setup which is a major offender on this neat and unique gameplay. And the way Multishot has so many counters it hurts my fingers to even request this one, so, this is the setup that shouldn't be forgiven:

Quickdraw + Quickdraw.

While you 'normally' (with two Handguns that fire 4 shots) you get a maximum of 12 shots with Fleur (15 if Akimbo), with two Quickdraws, you can reach over 24-26 Lucky Shell LV in one round. Which makes the second round LV 48, that can be chained into an Overcharge to multiply this 48 * 2, and make you lie on 96% chance to deny damage from any sources. Even Poison.

As I said, I don't have 'anything' against it, but I'd like to see this getting slowed down, such as capping the amount of Lucky Shell LV you can get from shots at the maximum you get with a normal setup, which is 15 per round.

Then there's another request. Since Lucky Shell LV can go beyond 100 and pretty much stack forever, can 'any' direct damage they take reduce the Lucky Shell's LV by 10, and if the damage is nullified, LV 5? So this makes another way to make this 'arm wrestling' more entertaining for atleast one of the parties.

If this all is too much work to implement, can the 'Lucky Dodge' make more sense in a way? Such as not nullifying Poison's damage, Burn's damage, Lingering damage, Strangling Etacof's damage, Raging Flame's damage and pretty much every sort of after-round damage/status effect damage, like Snake Dancer does now?

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  *Public Service Announcement* Bugged Quick-bar skills.
Posted by: Raigen.Convict - 01-06-2017, 08:03 PM - Forum: Bug Reports - Replies (6)

Certain skills and abilities when placed in the quick access bar at the bottom of the screen for battle and used specifically FROM there cause various issues. I personally now have a bonder that has a permanently bugged install due to this.

Steps:
1: Have a single youkai and place 'Install' in the quick-select bar. I specifically placed this skill at slot 9
2: Use said skill in battle by hitting the 9 key or clicking it.
3: You now have a bugged character and a glitched out version of install with no visual overlay, no name, and the effect simply says 'Install' without mentioning the youkai's race.
4:You can also summon the youkai still as normal while this false install is in effect.

I have also heard various reports of Basic attack skills bugging out using this as well including something along the lines of gun based weapons gaining the range of a 'Jackhammer'.

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  Solar lance spear!
Posted by: Shujin - 01-06-2017, 05:54 PM - Forum: Suggestions - Replies (15)

[strike]

Quote:- Ghost's Ghostwind spell FP cost changed to 20 + 1 per Rank (from 12 + 2 per Rank). Swords and axes are now valid casting tools for this spell.
Can we have this for Curates Solar lance skill aswell? With Spear as valid casting tool, for more spear action.[/strike]

Yeah, I got confused by the Icon, can we have the inner circle of the skill Icon turned blue, so it is visible that it´s an actual skill?

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  Pocket Sand
Posted by: Snake - 01-06-2017, 02:22 PM - Forum: Balance Fu - No Replies

Pocket Sand is weak, the duration is not enough and the skill can only be used once per battle to make a crucial opening without any extra bonuses and Blind doesn't work at all in this Autohit meta, so, since Blind is probably getting gibbed too thanks to Slydria's 'oh god finally' post:

Can we be able to 'reload' it after a cooldown?

Example:

- Use Pocket Sand (Blinds enemy) [3M]
- 3 round cooldown
- Use Pocket Sand (Refills the pocket with sand) [3M]
- Use Pocket Sand (Blinds enemy) [3M]
[...]

Or a better idea, make it do a static and poke-worth amount of physical Earth Damage, (25% [Earth ATK] physical Earth Damage) and if your enemy resists Earth, the reload cooldown is increased from 3 to 6 rounds.

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  [QUE] Certain skills and Immobilize
Posted by: Autumn - 01-06-2017, 08:35 AM - Forum: Bug Reports - Replies (1)

Hirazuki and Kagekiri are still not effected by Immobilize, still being usable while under the effects of immobilize, is this intended?

Shuukuchi is still able to be used while immobilized, this allows travel by Geldoren and Light Tomahawk, is this intended as well?

If not, can this be fixed?

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  Latto's ART CRAP POST EXTRAVAGANZA
Posted by: Latto - 01-06-2017, 07:24 AM - Forum: General Discussion - Replies (4)

For posting the shitty SL2 related art that I take way too long to finish. This is Shou's playby of 2B, Elenore.

[Image: 74e67ced01c397fccc958acf769df6d7-daue9ey.png]
Next up will be Mavis. Stay tuned as I take another decade to complete her picture.

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  Evoker Again
Posted by: MegaBlues - 01-06-2017, 03:31 AM - Forum: Balance Fu - Replies (3)

I've noticed that Mage and Evoker have some strange costs, notably, Rye and Ryemei.

Rank 4 Ryemei and Rank 5 Rye both have the exact same damage scaling. 100% Scaled Weapon ATK and 110% Lightning ATK. However, Ryemei costs twice as much, for some reason. The only difference is that Rye requires Redgull to critically hit, but Ryemei doesn't, and has a chance to inflict Interference when enchanted.

Could we see Evoker's damage scalings get a pass-over? They often deal less damage than their Mage counterparts, or even Hexer (70/70 Scaling is higher than 100%), have a ridiculously high FP cost, and often require enchantments for unique effects, where other skills and moves don't.

i know i've beat this topic to death and am probably infamous for it by now, but really, evoker needs a thematic change because aside from overload and isenshi it's objectively inferior to other damage-dealing magic classes

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