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  Death to my House Interior
Posted by: Kyameaku - 11-27-2016, 02:02 AM - Forum: Bug Reports - Replies (3)

So this has happened again, the same as the last two times. All of my furniture has disappeared in my character's house. It wasn't near the time of a reboot and there hadn't been any lag. The only that that happened before I entered it again was that the server crashed for a moment. Other than that, I have no idea!
Thank you for your time, again!
Key: Kyameaku
Slot:2

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  Shot Down
Posted by: Soapy - 11-26-2016, 08:18 PM - Forum: Bug Reports - Replies (2)

Damage forecast for guns is off enough to consistently show up as negative, at least with my quickdraws.

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  Monk Fu
Posted by: Lolzytripd - 11-26-2016, 06:21 PM - Forum: Balance Fu - Replies (6)

Monk needs an retool

Monk was one of the first promo classes released in sl2 and it has some glaring downsides when compared to other martial arts classes.

I'm now going to go over the points I feel need tweeked

Ki's cap- It should be raised...ideally to 50/60 this gives more room to balance effects vs ki costs.

Starting Ki- A passive skill to put SP into that starts you at the beginning of a fight with ki, it could scale 5/10/15/ect cut off at whatever the balancing point should be.


Monk offensive skills- They lack in scalings (which is a staight forward fix ) and synergy
*Setting sun ideas -chance to apply a burn always, Spits out a line of fire and cinders with ki
*Dense thunder and Sky chariot- could use elemental impact.
*Dragons gale- Fine
*Terrastrike- Destroys tile effects within range
*Kadouha- Give it elemental impact to change its Elemental scaling and damage. (flaming hadouken)

Aid http://www.neus-projects.net/viewtopic.p...amp;t=3945

Body of issep-fine

Solar flare- Rework this whole thing, make it a screen disabler, anyone facing you cannot see anything at all for a turn, screen goes white, lengthy cooldown.

Powerup-scale it to match new ki cap

Serpent strikes- this is fine with a higher ki cap for two distinct reasons, Fists have the lowest base crit damage, building crit defense is easier now.

Otherwise Adding new abilities to go along with changes like these would be good...


also highly controversial, but I'd like to see interactions between urawaza and monk skills.

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  RENTing Aids
Posted by: Rendar - 11-26-2016, 11:30 AM - Forum: Balance Fu - Replies (4)

Title aside, Aid is currently a skill in Monk's repoirtoire that restores the target's HP by your Scaled WIL.

This is a very poor healing move on it's own, and won't actually ever be utilized outside of generating ki and moving a few squares at once. While, normally, I might be fine with this, this is sad. Why is it sad? This is a class built around Ki. You are managing your ki level through your attacks utilizing ki, your resistance utilizes ki... Why is Aid an exception?

Aid, right now, is used at the start of a fight for a monk... Generate extra ki.. then just left alone. I'd like to see Ki have added benefits if used whilst at certain ki levels (on other folks), but also have it's heal bonus increased.


The healing will change based upon your current ki level.

0-9 = Scaled WIL
10-19 = Scaled WIL*2
20-29 = SCALED WIL*3
30 = SCALED WIL*3 + Revive

However, these effects are halved if used on yourself ( in return, you gain additional KI for using it upon yourself). This will, at 40 scaled will, make a fully charged aid provide 120 health to an ally, and revive them. OR, 60 health to yourself and give 6 ki. (Numbers are a WIP, and subject to change.)

It could, also, possibly gain a ki usage cost if you use it on an ally instead of yourself of 3-6. Meaning that you can only get one revive in that way a round. This method will also save it from needing to have a cooldown dropped on it.. because the skill, itself, stops such abuse. A person can, technically, use it twice a round at 30 ki to recover SCALED WIL*6 health (or scaled wil*3 for yourself). However, this burns Momentum, FP, and ki. A resource that is needed to actually use the skill itself.

There's plenty of other ideas that could come up with this, but I feel like this would be a very interesting mechanic to change Aid up, considering no one uses it except at the start of a fight to build up ki faster than POWER UP

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  Non-Magical Heals
Posted by: Ranylyn - 11-26-2016, 10:43 AM - Forum: Balance Fu - Replies (3)

I was thinking. And we all know that's never a good thing. Please evacuate in an orderly fashion and follow the signs to your local bomb shelter.


Since the GR, some healing skills - specifically, ones that scale only on a stat and nothing else - are incredibly underwhelming. Not only are they weaker than ever due to scaled stats, but damage is also higher than pre-GR as well. They are sometimes not worth the SP at all since they're basically only useful for topping onesself off at the start of a PVE fight before the enemies get close - and you're infinitely better off just getting that back attack anyways. And people PVP near Remedia for a reason.

Don't get me wrong; I completely 100% agree with making heals weaker than the Meta to prevent people from ending up in stalemate tankfests, but heals that don't scale with Spell Power heal so little that a level 1 enemy can outdamage them in just a few hits unless you have good armor/dodge.


I'll outline the non-spell heals below, and my issues (or lack thereof) with them; I'm listing every single heal for completion's sake, so no one goes "What about ____?" I've also included the healing staves since they're class-locked and cost FP, so they're basically skills anyways.


Ones I think are somewhat okay as is:

Aid: This one is pretty okay because of the bonus Ki. The heal itself really sucks but it moves the user and gives free Ki. I have no real issues with it, despite how bad it is as an actual heal, now. While I would not complain with a buff to it, I know some would riot because of how it used to be. Listing it purely for completion.

Field Medic: I also feel this one is okay due to it's revival properties and how the numbers actually get high with tactics rank. While it's infinitely more of a PVE skill since tactics rank tanks fast in PVP, it's fine for some skills to be better for one or the other (See: Overload.) Also listed purely for completion.

Repair: With the exception of medibot, you can redeploy a bot easily, so while repair may not be especially amazing, it's enough to stave off a few turns of wear and tear if the bot is not getting attacked, and if it is, just replace it. When it comes to patching up a mech, though, Mercana is still preferable, if available. And no mechanation should ever use it on themselves since that's absolute trash, just deploy medibot.


Ones I feel need a little bit of a look:

Meditate: The scaling for 6m seems fair at a glance. Until you realize that the "Fear of Death" change in GR means that unless you carry fear immunity, you'll always suffer from nerfed heals when you actually NEED the heals, unless you Cleanse Body, Shukuchi, run away, and THEN Meditate on the next turn (good luck doing this in PVP; most people carry some method of rapid movement or whatnot.) Urazawa's effect has also been decently polarizing, since 200% skill + 25% DR was a lot to deal with pre-GR when getting over 70 skill was plausible and damage overall was lower. Overall, meditate is kinda just okay right now. Worth taking for topping your HP/FP off at the start of a fight, but not so much during. Honestly, the fact that you recover FP instead of spending FP is what keeps this skill usable, presently.

Staff of Miracle/Mending: Staff of Miracle has always been kind of a joke and I don't need to say any more, but the Staff of Mending is another matter entirely. All Healing spells now scale with Faith + your power with your Staff/Tome/Spelledge. Staff of Mending? Wil/2 + Fai. Combined with how only curate classes can use it, it's literally rendered moot by it's own class. Either more classes should be allowed to take staves (Perhaps via Talents/Traits) or Mending needs to have a purpose to exist besides the Priest bonus for equipping it.


Ones I think need a rather substantial reworking:

Tenacity: 3 SP for 3 HP regen per turn? With damage what it is now? This passive is a relic. Either replace it or buff it. Unless you go out of your way to stack all the possible regen in the world (High San/Vit Glykin with Tenacity, Blood Jewel, Blood Flute, and Mercalan Mist or Phoenix Eternal Flame, and spamming Guard when low) none of these pathetically low numbers amount to anything anymore. At low levels, it takes 10-20 turns for the regen to recoup a single blow, and it only gets worse. (Compared to before, how a high Def BK or DH in good armor could reduce most PVE damage to single digits. Was still bad in PVP, mind you.)

Rebound: Amazing in crazies and absolute shit in 1v1s. See Aid, but without moving and Ki. It also consumes ALL marks and makes them unmarkable for several rounds. Due to stat scaling, it's very unlikely to expect more than 50 out of a single consumed Mark. People take 1 rank in rebound for the perk to Rising game and that's it. I think it'd be a much needed buff to the skill if the user SELECTS a single enemy to consume the mark from, for a 60%*Rank Scaled Res heal, or 300% at max rank, (Since it makes targets unmarkable for 2 turns, this is effectively a 3 turn cooldown in 1v1s, and also locks you out of Ether Invitation, Last Chance, etc) In PVE, this would also mean that if you've marked 9 enemies at once in a crazy with bloodsoaked weapons, you can't just heal 450 HP back for 3M, either, while also allowing you to use your other skills on other targets.

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  Item: Gremory's Locket
Posted by: Kameron8 - 11-26-2016, 08:02 AM - Forum: Suggestions - Replies (16)

Just like it's SL1 counterpart, Gremory's Locket would be an accessory that has only one effect.

Immunity: Charm.

I think it'd be welcomed back happily.

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  Stillness, Darkness
Posted by: Slydria - 11-26-2016, 07:57 AM - Forum: Balance Fu - Replies (30)

I feel like Stillness, Darkness gives far too much Dark Resistance.

For instance, a Vampire with 52 Sanctity (which rounds to around 50 Scaled Sanctity for 200 Essence) has a whopping 74% Darkness Resistance without anything else factoring in.

Between items (Carapace and Demonsilk equipment, Voidwalkers, Blue Iron Shield, etc), class skills (Dark Shield, Hard Light w/ Altera, Bask in Light w/ Altera) and other such things (Stamps, Blessings, etc.) getting to 100% is a cinch for a Vampire.

I'd like to suggest that this be halved to 1% per 6 Essence. The Light Weakness would stay 1% per 6 Essence as it already is.

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  Unfulfilled Prophecy
Posted by: Soapy - 11-26-2016, 07:46 AM - Forum: Balance Fu - Replies (9)

Destiny is pretty okay, except when it isn't, because all the good stuff you can now get/equip is main class only.

It would be great if Destiny allowed you to get main class bonuses from your subclass, like a Kensei/Ghost being able to get full use out of Wraithguard.

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  Broken Wind
Posted by: Soapy - 11-26-2016, 07:02 AM - Forum: Bug Reports - Replies (4)

I'm not entirely sure if this is a bug or not, but Fortune Wind's secondary cast will damage and knock enemies back until they're out of range (so up to 3 times).

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  Banding Blur
Posted by: Soapy - 11-26-2016, 06:54 AM - Forum: Suggestions - Replies (3)

Could the 1M refund component of Gradient Blur be changed to a passive -1M cost instead?

This would essentially just make the momentum cost for switching to a stance go 0 -> 1 -> 2 instead of 0 -> 2 -> 3.

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