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Absolute Death (Not letha...

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[3.01] NOT MY BOY

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where the fist shuriken?

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  Material Conversion Kits
Posted by: Slydria - 11-24-2016, 08:06 AM - Forum: Suggestions - Replies (8)

Now I know this isn't a new suggestion but it'd be greatly appreciated if such a thing existed.

One-use craftable kits which would swap a piece of equipment's Material with another valid one. (I.e. Metal can only be swapped with Metal.)

Ideally, they'd be made at the Tool Creation menu. (Either using Tool Creation or the related Craft, i.e. Metal Conversion Kit could be made with Metalworking.)

They'd have a relatively low base difficulty but the difficulty varies based on the Material used, just like how it is with making Weapons. This would also save on having to make 20 Kits for each material instead of simply 3 Kits for the 3 material types.

As for the crafting costs, it would be say 5 of the Material you want to turn it into and then an assortment of miscellaneous crafting reagents. If this is too easy then perhaps we could consider a new rare crafting ingredient, maybe which isn't found in the usual way. (A rare placement in dungeons, like how fountains and fairy rings are?)

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  Wild Rash
Posted by: Rendar - 11-24-2016, 05:41 AM - Forum: Balance Fu - Replies (4)

Wild Grass is overbearing and ridiculously OP.

Like. To the point of giving 7 turn immobilize to someone, and then with turn shenanigans because their cel was close to mine, i proceeded to perpetually immobilize them.

I don't even have SKI to immobilize people.

They couldn't fight back whatsoever (due to lack of ranged options) because of a L distance away.

Either make Wild Grass' duration half of what it is (or cap it at 4 or 5)... or give people the ability to STRUGGLE free of their bindings. STR+1/2 LUC vs WIL+SKI*2 or something check. Iunno.

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  An audible error
Posted by: Autumn - 11-24-2016, 04:25 AM - Forum: Bug Reports - Replies (5)

Although not entirely significant, Leporidae have -16% sound resistance, not -15% it looks like.

[Image: 47335680af.png]
[Image: ceca6fcde6.png]

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  So about the house timer thing (Discussion)
Posted by: Ranylyn - 11-23-2016, 09:52 PM - Forum: General Discussion - Replies (1)

Let me be blunt: I was recently away due to losing the internet for 2 whole months. During the first month of my departure, the house clearing timer was implemented. While I was able to get a message out to the people who also use the house (I mean, they were the ones who contacted me in the first place,) I was not able to access SL2 from Public WiFi to retain the house. I was fortunate enough to reclaim it once I returned, since no one wants houses in Chaturanga. Sure, there's actually open houses in every city (I did not check the Shrine, though) now, but it's jarring to just... relocate a few doors over, you know?

Overall, the house timer is definitely a good thing. I was just wondering if anyone else had the same kind of concerns as I did when I was 100% going to return but just losing the house because of circumstances outside my control. And, if so, if there should be any way to extend the timer (Such as if the owner personally left but a lot of people still use it, etc) such as by enabling Builders/Bouncers to count as owners for the sake of the timer, etc?

Anyways, I'm not trying to bring about change. I was just curious if anyone else had any concerns at all.

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  Field Medic
Posted by: Filthyfrankster - 11-23-2016, 07:01 PM - Forum: Balance Fu - Replies (5)

Field medic is nice for a straight up heal.
But you'd think treating someone on the spot like that, you'd probably do a bit something more than just slap a band aid.

My suggestion is field medic also treats 1 negative status effect on the person you're treating, if the battle-item that is needed is on your belt.

Such as applying a bottle of liquid courage on the person you're treating if they're feared and you have the item on your belt.

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  The forgotten skill- Insulate
Posted by: Shujin - 11-23-2016, 04:53 PM - Forum: Balance Fu - Replies (11)

[Image: 9c0b7a3320c2428d90c0dab06da6debd.png]
Insulate in itself is a skill that ever, since it was released, I never saw being used at all.
I myself, with my bunch of 8123132 Ice characters, never saw a use in it either, because 30% Ice resistance for 3 rounds in exchange for crippling one of your turns is pretty useless. Mainly because it´s Ice resistance. Any Ice user who wants to rely on Ice damage either has IC to give 50% ice weakness or Winterbite. Insulate is not able to help against any of those cause Winterbite kinda simply hard counters it, making it flat out a waste of 3M and in case you are hit by IC, the last thing you want to do is sitting there using 3M to slightly reduce the damage coming your way.

(not triggering ice tiles during the duration is also kinda pointless on that class, since you have better options to avoid them. Like Shukichi, Crane hop or any other of the movement skills.)


So overall, while interesting in itself as a gimmick, it´s useless in praxis. So how about we make this skill actually useful?

Like we could make it a Passive/Active

Passive:
When equipped you can gain passively Rank*5% Ice resistance and rank*2 Ice Atk.

Active:
You gain additional Rank*5% Ice resistance and rank*2 Ice atk.

benefits from permafrost.

This way it´s use in power is comapreable to the enchantment buffs, even when still slightly weaker, and it doesn´t feel like a huge waste to use since you atleast have it open for a while, given you have put into permafrost.

I think that could make the skill actually good and give it a place for certain builds.

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  Legendary Heroes, newer aspects
Posted by: Autumn - 11-23-2016, 08:35 AM - Forum: Suggestions - Replies (18)

Could it be possible to get new legend aspects for Guile and Sanctity? It's impossible to reach 60 scaled SAN or GUI on some races due to the lack of these aspects, and it just makes sense to have them alongside every other stat.

At the most on most races you'll get 59 scaled SAN, which is 1 shy of 60, an aspect would fix that.

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  [Banditry] Caravan Raids
Posted by: Ranylyn - 11-23-2016, 08:30 AM - Forum: Suggestions - Replies (5)

I realize this'd be a lot of work to implement, but I think it could be cool for RP purposes:


It'd be cool if the less law abiding players could raid the caravan.

- Profit could be based on any number of variables. It'd need to be pretty good to outweigh the consequences, though.
- The caravan crew would escape and report the incident to the guards. This would alert Player Guards (Specifically Chaos) and render NPC guards hostile towards the attacker. For example, if these people then attempted to enter the Arena, they would need to fight off the NPC guards. (This would also help slow down the Bandits in question, allowing the player guards more time to catch up with them.
- If they lose to NPC guards, they lose nothing, but respawn in a cell. It'd be up to Chaos to look at if they're a repeat offender and the severity of the raid.
- The caravan can hire NPC guards or player Deputies for defense depending on how much profit they're making.

TLDR version: Elder Scrolls up in here.

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  Hot Potato Auto Post-battle Re-Equip
Posted by: Ranylyn - 11-23-2016, 03:58 AM - Forum: Suggestions - Replies (5)

Meant to post this a long time ago. Forgot. Never saw anything about it in the update notes. Assuming it's unchanged.


Hot Potato is actually more useful for grinding than you might think, for the following reasons.

- Constantly re-stealing common spells to make up for the three you just lost.
- Emptying a hand for either Empty Palm or Two-Handed after that burst.

But the downside, besides the obvious "It breaks?" It STAYS unequipped after the battle. Some party leaders won't want to wait and start moving right away - and if you go into the menu to equip it, they bitch at you for getting the party back attacked because it restricted the party's movement. Nobody is happy with that.

Could it just be re-equipped automatically?

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  ATATATATA!!! WAHT-- Oh god my FP! [Regenshauer's cost vs efficiency]
Posted by: Snake - 11-22-2016, 11:06 PM - Forum: Balance Fu - Replies (1)

[Image: 7e7ca4fe378242efaf108e1de0ea60b6.png]

This skill alone doesn't have any special interactions with Nachbeben.
This skill doesn't ignore Evasion. This skill doesn't ignore Wraithguard. This skill doesn't ignore Guard. (all should count as 'methods of protection'.)
This skill doesn't give any extra Schwarz Sturm points, and 'needs' it stacked to actually do more than 16 damage.
This skill's damage, alone, is tops 16 Physical Damage.

Why does it have such gigantic costs, when it does nothing special but a few jabs that ignore DEF, but in the end is just Matador food or Green Tunic FP leeching straw?

Now look at these FP costs from Asura Fist:
[Image: f014445855c9445586312fdc184eaf75.png]

Damage is Weapon and Elemental ATK dependant, not a flat.
It gives 2 Schwarz Sturm points per use, can be double tapped for a free 4 Schwarz Sturm stacks if the enemy doesn't resist Dark.
Costs are minimal.
Ranged blast.
Magic damage.
Activates Nachbeben.
Damage increases a LOT the more stacks of Shwarz Sturm it has, which is easy to obtain due to the 'bonus' this has.
???

Can we have Regenshauer's base cost reduced by 10, and Asura Fist's base cost increased by 10? FP costs are also a method of ensuring balance, remember!

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