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  Desperado Medidas
Posted by: Soapy - 12-29-2016, 07:20 PM - Forum: Balance Fu - Replies (2)

Desperado skills kind of suck. It would be cool if they didn't.

To keep up with the increased damage/HP across the board since GR, Nitrogen Drop could stand to gain 100% Scaled Weapon Attack in addition to the normal power multiplier.

Wild Ride is, and always has been, one of the weakest skills in the game despite being even more situational than Execute. Bumping it up to 100% SWA and having it not cure the Knockdown would at least put it on par with Lead Storm.

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  House Bug, literally.
Posted by: FiresTFS - 12-29-2016, 06:23 PM - Forum: Bug Reports - Replies (11)

I had an Asago House Ticket on a BYOND Key. (Character A) Over the time I found it would be more useful to one of my characters on another Key. (Character B) So I tried to trade it. It worked, yes. So I took it back on (Character A) to remove the furniture, etc. I could remove most of the things. But there was one donation item I couldn't remove.- An Automatic Housekeeper.

Now I know not all donation items had this issue as I also had a Fun-O-Gram which I removed successfully. I tried everything to remove it, taking all other players out of the house, relogging, moving out then moving back into the house entirely. Nothing could remove the Automatic Housekeeper. So I said [beep] it. I moved out of the house and transfered the Asago House Ticket to (Character B). Then I found out that I had a bigger problem on hand.

I couldn't build anything into it. The house was entirely into the void, every single tile of it was black. All I could do was change the border, and that's done without touching the map. It acts as if someone unauthorized to build was in the house if you use click movement. I'll provide a screenshot if you would like.

In the end. If the issue cannot be fixed, I want at least a (THIS IS AT DEV!) 800 Asagorian Refund if possible. (500 for a new house ticket + 300 for another Automatic Housekeeper). Thank you for your time.

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  About Evasion - Taking lessons from other games
Posted by: Ranylyn - 12-29-2016, 05:27 PM - Forum: Suggestions - Replies (7)

I don't know if this thread is a topic about evasion or a suggestion for a new class. I simply wanted to share my experience from another game that had a really cool evasion mechanic that I feel could be adapted into SL2. I'll leave it up to the discussion to decide what direction to take this in.

Game: Dragon Age Inquisition Online Multiplayer
Character: Isabella

In DAI, rogues came in two types: Twin Daggers, and Archers. The dagger rogues are honestly kind of berserker-like; high damage output but frail as hell. Unless they have barriers from a mage ally (DAI has no magical healing; mages instead cast temporary barriers enemies need to break down - think of them like Painkillers in other games) dagger rogues are one hundred percent dependant on attacking from stealth, or they just die. (Unless you were like, really clever with traps and such; and while there were skills to quickly move and all, but you can only set so many skills and using those ate away at offensive options.)

Enter Isabella, a dagger rogue without Stealth. She instead had something much, MUCH better.

Depite having the usual two daggers, she had a third weapon at her hip: A miniature crossbow. This crossbow would mark targets, and dagger skills would then consume those marks to give her stacks of "Evasion." She could hold a maximum of three stacks, and would either lose one when getting hit, or could consume them with a powerful attack. An attack that triggered an evasion stack would do no damage, effectively making her still frail as hell in the hands of an inexperienced player, but potentially solo god material in the hands of a master, as she could survive hits that would kill any other character outright, if she had even a single evasion stack handy. You just had to micromanage her stamina and skills.

I was thinking that a similar mechanic could be implemented in SL2, if done right. Part of what makes Evasion so powerful is how you can stack Evasion with Defenses. So why not some kind of mechanic that builds up stacks of something based on tactical play, but in exchange basically makes you take double damage if you don't have them saved up? I was thinking we could call it something like "Cunning" and have it represent staying a step ahead through tactical decisions.

- If this was implemented as a change to rogues, we could make traps give Cunning if triggered, or something similar. Or perhaps something similar to Archer's Trap Mark, with different skills giving different amounts of cunning when consuming marks.
- Alternatively, it could also potentially be an idea for a duelist promo, to stick with the "mark with one weapon, consume with the other" mechanic that inspired this post.


Anyways, just a random thought since I'm planning to replay DAI soon.

(DAI Multiplayer also has a really fun musician mage I could make a thread about, too, if people wanted to see a bard class that actually plays music as a mechanic instead of only knowing a bunch of preset songs like any other class has skills and spells.)

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  Sarah's Icons
Posted by: Sarah54321 - 12-29-2016, 05:26 AM - Forum: Submissions - Replies (18)

[Image: 95572a4553.dmi]

I got bored and inspired at the same time, so I made some random items. Use them at your leisure if you'd like, or don't. They're honestly kind of meh to me.

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  Defective Attack
Posted by: Autumn - 12-29-2016, 02:40 AM - Forum: Bug Reports - Replies (9)

Basic attacking with your main hand won't work at all when basic attack is set on your hotbar, tested with a wo-dao.

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  SL2 Version 1.72
Posted by: Neus - 12-29-2016, 01:17 AM - Forum: Announcements - No Replies

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!

1.72
Reputation System - Added a new system for reputations with various locations. Currently this has a few effects, most noticeably that you may pay slightly more or less at inns, blacksmiths, and shops depending on your reputation, but may also prevent you from using certain services if your reputation is too low. This system will be expanded in the future.
- Tannis now has a town marshall.
- Hexer's Wretched Oil Earth and Darkness scaling reduced to 20% + 5% per Rank (from 50% + 5% per Rank).
- 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.
- Demon Hunter's Matador skills now deal magic damage (otherwise unchanged).
- Wound infliction notifications are now in a slightly red text to help them standout.
- Optimizations to skill selection and action list generation/lookup. (Let me know if you experience any issues with battling, skill selection, your skill lists or missing skills, etc.)
- Self-Service in the Maintenance talent now applies fully to the main hand weapon if the sub-weapon has no durability damage.
- Randomly generated battlefields are now slightly smaller to help facilitate faster battles.
* Bug Reports
- Landmarker sub-talent was not applying for the full duration.
- Activating skills from the battle bar was inconsistent with skills like Copy spells and should be have uniformly now.
- Flame Jetwing was behaving incorrectly when used by Jhunn itself.
- Mayelia was proccing way too many times when removed from battle.

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  Reputation Debug Message
Posted by: MegaBlues - 12-28-2016, 10:32 PM - Forum: Bug Reports - Replies (1)

You begin working to repair the damage. (Double-click it again to stop.)
With plenty of effort, the damage has been repaired successfully.
Gained 49999 Experience Points.
7.2>40
Your reputation with Dormeho has increased from 7 to 7.2.

Got this after working to repair a battle scar in Dormeho. Further attempts do the same thing, with the new reputation being placed in X>40.

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  [QUE] STATUS
Posted by: Exxy - 12-28-2016, 11:27 AM - Forum: Bug Reports - Replies (2)

Most of the information is provided in the screenshot and shortly put: I have no idea what this Dialog Option is for.

[Image: 7e37c60fc99e4ed1a92f5212ed133457.png]

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  Reputation UI
Posted by: Kavoir - 12-28-2016, 07:50 AM - Forum: Bug Reports - Replies (2)

When killing black Beasts the message starts you from Zero. The tracker itself works fine
[Image: 5f6dd6e54d.png]

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  Rogue/Archer Traps
Posted by: LatentSparrow - 12-28-2016, 06:14 AM - Forum: Balance Fu - Replies (16)

I'm sure not a lot of people have taken the time to talk about Traps because of how inconvenient they are. So! I would like to know what you all think of them.

Scaling: 50% Elemental ATK (+10% per Rank) + 100% GUI
I feel like the damage output for traps is just too low, even considering how hard it is to get someone to trigger them without Hand Trigger (Hanging, Side/Sillcut, Boxer in general Cry and Teleportation Movements). I was thinking of bumping up their scaling to match most other skills to have 80% Elemental ATK (+10% per Rank) OR having some type of Bonus Damage implemented.

Perhaps addition effects (Fire Trap having Cinders) or some type of unresistable damage may be too much. There are 7 Skills pertaining to Traps (5 in rogue, 2 in archer) and they are just taking up space it feels and are definitely not worth the -25% Element Resistance from badges.

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