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  Mainhand Maintenance: Focusing Down
Posted by: Ranylyn - 12-23-2016, 04:16 PM - Forum: Suggestions - Replies (1)

Let's say your offhand is something you just have for a utility purpose. Something whose durability will never drop. Like a casting tool. Or a weapon purely for the Arbalest to cannon with.

If the offhand's durability is above the point Maintenance can repair it past, can the "wasted" points go directly to the mainhand? I'm getting kind of sick of using Emergency Repairs in every single fight purely because a basic attack focused character had the gall to equip something in it's offhand. Using the aforementioned Arbalest example, they'll be doing a LOT of basics with their bow, and will basically need to carry dozens of repair powder for a single BDP, or run an Ether weapon. Or Divine which is quite frankly one of the biggest bitches to obtain.

Presently:

1 Weapon: 5 points
2 Weapons: 2/2
2 Weapons with an undamaged Offhand: 2/0

Proposed:

1 weapon: 5 points
2 weapons: 3/2
2 weapons with undamaged offhand: 5/0


EDIT:

Before ending the fight:
[Image: 58dc9ea06b2e3c7294dd596860c2b54a.png]

After ending the fight (final hit was with a skillSmile
[Image: b8ea0fac57f0d8f57a2cefe3d482cf2a.png]

... this also made me notice the Custom Grip isn't adding +3 durability like it's supposed to. Brb bug report

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  Talent Scout-Landmarker
Posted by: Shujin - 12-23-2016, 03:13 PM - Forum: Bug Reports - Replies (1)

The talent seems to not work properly.
All that happens when maxed is that the cross turns up on the screen for one "blink instance" then it´s gone The talent says it stays for SR*5 sec however.

Haven´t tested previous levels.

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  More Event Tools for GM's - Dynamic Sigrogana
Posted by: K Peculier - 12-23-2016, 02:17 AM - Forum: Suggestions - Replies (2)

Exactly what it says on the title, I believe the GM's should be given more event tools and permissions.

These guys have been trusted to know their lore and their no-no's for events for a long time so I think its high time we give these guys more than local narrate and global narrate tools to their bag of fun.
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Here are a list of tools/permissions that should be granted to the GM's for events.

1. Spawning of mobs in the middle of battles if it is going too easy/hard.

2. Full control of mobs within a fight as well as the ability to control multiple NPC's outside of fights within a single account for convenience and the permission to move and use their say/emote commands.

3. Similar to how campfire sites are created, GM's will be able to spawn custom icons and edit the text of their 'camp site' on the world map that can teleport players into a custom house of their design to set the atmosphere/battlefield. It is possible that GM's could simply be given the tools of the house editor for campsites to make on-the-fly locations.

4. Able to determine if a battle is a giant/spacey sized map for truly epic battles. Possibly give them a special custom battlefield item tool so that it can be further customized.

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Lets face it. Sometimes things don't go the way as planned. Nobody is perfect, that's alright!

But given from what I have gathered from speaking with players that have organized event ideas with GM's; there are things that we should address.

1. The GM's are human [strike](Probably)[/strike]. It takes them time and focus to be managing every single detail of an event. The more grander the scope of the event is, the more prone it is to falling into some perpetual pits.

2. The players are human [strike](Probably)[/strike]. No matter how much psychology you study you're not going to predict every single move that players are going to make within an event which can lead to something commonly referred to 'railroading'.

This is where the master of the event forces their players into a single given route without much logical reason because this is what was originally planned. In my honest opinion this should never be even considered as a last resort because ultimately the event is for the players enjoyment and not a personal orchestra of your own.

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Now that we've established that both the GM's and players are humans like you and me how can we avoid all the problems that come with it?

We could of course just plan things more accordingly and improvise with what transpires, for this is the true 'fun' that comes with roleplay! You never know what's going to happen but we can certainly have a range of consequences or rewards prepared for the player when it comes to running an event.

It also possible that the GM's may 'enlist' certain players that they can trust to roleplay as 'actors' for their events. Albeit this would require that they both agree that their characters are meant to be roleplayed as antagonists, they should never be one to steal the spotlight from the true players.

Once again, from what I have heard, GM's are not allowed to spawn/level up characters even for the purpose of an event, which is quite confusing to me honestly if the excuse is that players cannot be trusted with power; why did you pick those players that you do not trust in the first place to play an important role? (Please correct me if I'm wrong.)

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I'm open to suggestions and critique. Do you think we should give GM's more precise tools and permissions? Is everything perfect the way it is?

Remember this is all so that we can make the game an even more dynamic and immersive experience!

EDIT: The ability to 'save' and 'customize' NPC's beforehand (Not certain if they can already do this on the fly) -- This has been confirmed to me that they already can do this.

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  Protect Defect
Posted by: MegaBlues - 12-22-2016, 09:36 PM - Forum: Bug Reports - Replies (11)

Protect just plain isn't working for other players.

It seems to function fine for monster mobs who have it, but both for a certain BK I was partying with, as well as Shine Knights, I haven't seen Protect activate once.

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  Food For thought, First Edition:Summoner.
Posted by: Raigen.Convict - 12-22-2016, 05:58 PM - Forum: Balance Fu - Replies (5)

Alright, ladies and gentlemen, it's that time again. With the recent addition of boxer and how it uses skills from Boxer to raise its Schwarz Sturm level, a friend gave me an idea. If Grand Summoner or possibly Summoner in general functioned similar to this. Where The Summoner uses skills from Summoner and its promotions only to buff the youkai and keep them stable through the fight while you act as a sort of battery, supplying them the fuel they need to protect you and stay alive, but the weakness is the fact that doing anything but concentrating on keeping them alive will weaken your maintenance on them and cause them to be easier to take down, like they are now.

Since isn't the whole point of Summoner to be that 'you' bring these creatures in and allow them to fight in your place, keeping you safe while you support them? As it is, Summoner is more like a type of mage that deploys fragile turrets and if they're destroyed you have no reliable means to recover them without sacrificing a large sum of Momentum with Reihou in Grand Summoner and if you're a Bonder, you can't revive them at all and are left with whatever offensive capabilities you have to fend for yourself, while with Bonder being a physical class utilizing both of you assaulting the enemy at once, this isn't the biggest problem. But as a Grand Summoner, losing your youkai is a pretty big deal since not only does it remove a bit of friendship but this also lowers your offensive power unless allowed to recover with Reihou, and even then most enemies won't let this happen with either silence, or knocking the invocation apart.

Most people tend to use a support class like Priest with Grand Summoner but in all Honesty, Grand Summoner should be a support class in itself with both the youkai being helpful offensive partners and the Summoner itself supporting them and possibly allies in a few special ways and be rewarding for sticking with the Grand Summoner and Summoner support skills.

"Okay you've addressed a lot but how do you plan to do anything about it." You might ask. Well my answer is this. We give either Summoner or Grand Summoner a passive that rewards the player for staying with skills from Summoner and its promotions and these rewards either diminish or dissapear when non-passive skills from other classes are utilized. This also encompasses any buffs you activate yourself as well such as 'Painproof' or 'Wraithgaurd'. But skills that activate passively such as 'Pacifists Boon' or 'Auto-Enchant' are fine. One idea i've tossed around for a while is the use of 'Energy Transfer' on your allies besides just youkai and being able to transfer your install to a nearby ally and grant them bonuses from doing this.

"This is starting to sound a little broken." You may say. And that's why it's becoming more of a support class that creates offensive allies to protect YOU rather than being able to zap everyone with youkai spells and defending your precious turrets like it is now. I'm also proposing that we tone down the elemental attack scaling for youkai skills just a bit in trade for maybe the passive effect I mentioned to as the battle goes on to give the youkai ramping power and defense possibly so they don't just all get instantly destroyed in both PVP and PVE. This way, players who rely on being quick and assassinating targets can easily do this since the summoner is still open early in the fight. While characters who get better as the fight goes on with preparation and buffs get an actual challenge instead of how things are now where the summoner could either A. Summon storm and never reach the target due to the generally 5 movement of most youkai coupled with 6 momentum meaning they only move once, unless the RNG of summon storm is nice to you and they appear close enough to the target. Even if one or two do make it to the target, if they're fast, they can dart through them and use positioning to wait them out, if they're durable, they can still move twice and use their durability to tank through the minimalized damage they deal at 40 resistance which is about 90 or so per skill at level 60 and let's not forget elemental resistances.

I also suggest we move Evoking youkai spells to an Installed youkai only so that way there's a depth of strategy to the class instead of just contracting as many as possible in order to shoot all the spells you want like it currently is.

For an example let's say the skill is something like this:

Passive: Grants the Summoner a buff that causes all currently summoned youkai to gain additional Elemental attack, Physical Defense, Magical Defense, Hit critical and status infliction chance equal to LV * 5 % up to a maximum of LV 8 for 40% more in these areas at max LV and if the summoner uses anything that is not from Summoner or its promotions these bonuses disappear instantly. The status infliction chance only raises at half efficiency.

The bonuses start at level 0 at the beginning of the fight and every round that you haven't used anything not from Summoner you gain a LV up to 8. These bonuses are strong but not over-bearing. I left out evade and crit evade, granted no youkai except izabe has ANY crit evade since it'd be a bit -too- much for them to gain that on top of the other things. Maybe though, adding in the side effect that for every youkai that dies, the LV of this passive is decreased by one or two would allow for evade and crit evade to make it into this passive. With the addition of this, keeping the youkai alive becomes a higher priority and gives incentive to summon them in the first place, while also giving the opposition more incentive to destroy them first in place of the summoner WITHOUT give the summoner something ridiculous like the Astral Aegis from Sigrogana Legend the first. (As long as one youkai remains summoned the summoner receives 1/4 of all damage for those who never played it.)

I also suggest lowering the elemental attack scaling on level 60 evoke skills to 310% of elemental attack. This being a thing makes them less of a threat early, but as the fight progresses causes them to hit 350% elemental attack essentially making them slightly stronger than they are now.

This would also probably warrant a look at the rest of the skills in Summoner and its promotions accordingly, Soul Chains for instance I feel could become much more than it currently is, as it is it's a nice set up skill for only one purpose. But if Soul Chains became capable of ally AND enemy use, it'd be useful as a support skill AND an offensive skill. Transferring your install onto a nearby ally to grant them the effects of install and maybe use Energy Transfer to replenish a bit of an allies focus reserves in trade of your own, bringing a completely new concept to the game. Just food for thought and maybe some discussion for everyone.

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  [Que] Grandupper Vs Summoner
Posted by: Shujin - 12-22-2016, 05:03 PM - Forum: Bug Reports - Replies (9)

Is it meant to make their summons vanish when you Grandupper someone? Looks more or less like an oversight since the way how GU removes you from the fight.

What I mean is:
Summoner has youkai out-> Summoner get granduppered and is out of screen->Turn switch to the off screen turn and the youkai unsommoned.

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  Modernizing Enma's
Posted by: Kameron8 - 12-22-2016, 01:12 AM - Forum: Balance Fu - Replies (31)

Enma's Summons really needs to see a shift to Great Reckoning scaling. There are very few abilities in existence that do less damage than Enma's, which is a map wide 100 damage execute for 9 momentum and 50-70 FP. I won't throw out number suggestions because I feel it'd be better for Dev to pick something that makes sense, but changing the damage type to Akashic and having it interact with %health are popular suggestions.

Just to make sure I'm not being vague, Enma's Summons has the following issues:

- Huge momentum investment.
- High FP cost.
- Low damage.
- One of the most resisted damage types in the game.

Even before the GR, when health pools weren't as massive as they are now, this skill was not good. It has not aged well, and really needs some love.

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  Hexer Curse Revamp
Posted by: Kameron8 - 12-22-2016, 01:08 AM - Forum: Balance Fu - Replies (6)

After the Great Reckoning, curses that aren't Fellels/Plisafs took a big hit to their usefulness. In order to bring back the level of impact that we should be seeing from them, I suggest that curses be shifted from static stat reductions to percentages.

For example, Frailty of Credwa would be changed to reduce the afflicted individual's DEF and RES by 10%/20%/30% of the target's current values, instead of 2/4/6. This allows people to hinder important stats without also driving other archetypes (-12 strength on pre-GR mages) into the negatives, as we saw with the previous iterations that took away 12 from the respective stats.

Although Fellels and Plisafs are not necessarily included in this scaling change, I can only stress that they need cooldowns introduced. The 'humble fumble' is fantastic at what it does, but the sheer efficiency of the skill momentum-wise is staggering. Depending on spirits or items, you can be looking at 3, 4, or 6 attacks missing before you hit, and once you do hit you repeat this entire process. Without something like Dagger Dance, you can view this as 75%, 80%, and 85% damage reduction based on how many attacks you hit versus how many you have to whiff.

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  Dangerous beasts
Posted by: Snake - 12-21-2016, 11:44 PM - Forum: Suggestions - Replies (4)

And can we have an alternative announcement about Black Beasts? Sort of like some sort of symbol next to Iahsus and the name of the city being attacked. Because some people can just like, log in after a world announcement has been made, and be oblivious about the attack.

(Plus, it gives you another IC way to know if one city is under attack.)
[Image: 8ce2388a6a6046e9b34e2b93bfa5eeb8.png]
(Stuff gets highlighted, like when you have points to spend on something.)

*click*

[Image: 2fb7d16ecd3343d19e9a909053900712.png]
(There it is, under Iahsus.)

Alternatively, If this is too much work, can we have the counter being announced to the world by 10's? Sort of like:

*counter at 10*
World: The fight in (city) rages on, 10 packs of monsters have been defeated!
*counter at 20*
World: The fight in (city) rages on, 20 packs of monsters have been defeated!
*counter at 30*
World: The fight in (city) rages on, 30 packs of monsters have been defeated!

(Obviously, with an option in preferences to turn the 'Black Beasts counter' off.)

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  Out-of-battle jammer facings
Posted by: Ranylyn - 12-21-2016, 08:18 PM - Forum: Suggestions - Replies (9)

Jammer mobs have been annoying to many people for a very long time.

- Your party excels in back attacks? TIME TO GET LUCKY! (Due to server lag, they've often changed facing before you can get behind them if you're trying to get them as they move for a guaranteed back attack.)
- Your party excels when it can start from afar and set up? TIME TO GET LUCKY! (You need to move around them until they see you if you want to guarantee YOU don't back attack them, which can leave YOU in a position to GET back attacked.

Can we PLEASE have SOME kind of indicator for their facing, outside of battle?

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