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Zwei Style Bug (Boxer) |
Posted by: K Peculier - 11-04-2016, 10:13 AM - Forum: Bug Reports
- Replies (1)
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Using Orkam Drehen after you use Zwei style will proc your own Zwei style. Not sure if this is intended or not but it messes up some combos.
EDIT: After experimenting a bit more. It seems like any self target ability will trigger Zwei style. "Jaded Jerk's Geist Schritt was waiting for Jaded Jerk's Swaying, making it miss the mark!"
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SL2 Version 1.65 |
Posted by: Neus - 11-03-2016, 04:22 PM - Forum: Announcements
- No Replies
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[float=left] [/float]
Like I said last time, this update adds a new class!
As far as the next update, I'm thinking about a few things and have some on my list that I could get to. I may just go through suggestions and submissions and do an update with those. I am also looking into ways to fix the flash step issue, which may involve programming a 'central' control server to send reboots/etc and launch new dreamdaemons as necessary.
New Class - Boxer, a new promoted class for Martial Artist, has been added.
- Adjusted Moonlight Mercy's bullet animation and added a new instant kill animation, courtesy of Snake.
- Magic Gunner's Magnet Shell's Overcharge effect LV is now equal to High Charge Power * 1 (instead of *2).
- Priest's Malmelo now has a 3 round cooldown.
- Lantern Bearer's Phoenix now has a 3 round cooldown.
- Bonder's Healing Discharge now has a 2 round cooldown.
- Engineer's Deploy Medibot now has a 3 round cooldown.
- Chun's Fire Jet's cinder tiles now have a LV equal to 50% of the user's Fire ATK.
- Darkwood monsters now spawn in Castle themed dungeons.
- WIL granted by Sanguine Crest is now reflected in your maximum FP total both in and out of battle (so your maximum FP doesn't change between the two.)
- Extend stat checks are now cached (doesn't affect players but if you notice inconsistencies let me know).
- The diminishing stat cap is now equal to 40+user's racial base+(1 per every level beyond 60)+(Legend Extension effects that boost the stat).
* Bug Reports
- Superiority was applying to allies.
- Ritual scrolls were worthless, Murai wise.
- Headless Knights had the head monster tag.
- Fire Jet and Acid Jet had an incorrect line length.
- The Darkwood map would let you walk off into the darkness.
- Pumpkins couldn't be gathered from.
- Animated Swords created by players were fighting with their fists.
- Miracle Fertilizer was causing plants to disappear on hour change.
- Inate skills for NPCs were not working properly in some cases.
- Asha's respec conversation topic wasn't being displayed.
- War Cry was not working properly with the War Paint religion status.
- Status effect immunity was not protecting against subtypes of that status (for example, Silence Immunity wasn't protecting from Strangle Silence).
- The crate for the Lost Heritage quest wasn't spawning.
- Dagger Dance wasn't working properly with Crash Potions.
- The letter on the ground in the old iron mine wasn't readable if you double clicked on it.
- Hellspike wasn't doing any damage when used by player characters.
- Toggling your alias was not changing your name for things like mouse-overs or right-click menus.
- An issue where anim datums were being stored indefinitely in certain cases has been corrected. (This necessitated a change to Focus, the monster skill, and the Redtail's Fortune Level mechanic. If an issue arises with those, please let me know.)
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!
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That's not your real name! |
Posted by: Autumn - 10-31-2016, 07:03 AM - Forum: Bug Reports
- Replies (3)
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Using the AKA button in your character menu doesn't toggle your alias for your character profile nor when you right click on people, and you'll see their real name instead.
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Runner's expertise |
Posted by: Autumn - 10-31-2016, 03:16 AM - Forum: Balance Fu
- Replies (19)
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Celerity doesn't do a whole lot as a stat when you compare to to DEF or RES.
For one, anyone wanting to make a hitcheck has already geared for that and usually has a 100% chance to hit anyone but a spellthief maybe.
Secondly, DEF and RES are universal, every class (including spellthief) can use DEF and RES, only a select few classes can use CEL and maybe dodge hit checks made against them.
Thirdly, Autohits exist and will wreck a dodgy's day, but they're usually fine vs tanks because again, DEF and RES are universal.
I think a mobility addition is needed for CEL, similar to wind builds generally having a lot of mobility, anyone with CEL should get the same reward, and by that I mean:
Every 15 Celerity you'll receive +1 move
Due to this, it'll really create a gap in the tank vs dodge matchup in terms of mobility, in which matchups the dodgy one will lose most of the time if they're not running a cheesy build or an extremely meta build at that time, and it'd mostly give a bit of breathing room for dodgy people to do their jobs when vs'ing other players.
Any thoughts?
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Cooldowns for Heals |
Posted by: Slydria - 10-30-2016, 08:26 AM - Forum: Balance Fu
- Replies (9)
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So one of the things I find to be an issue with combat lately is how powerful some healing skills are.
Where someone can effectively win a battle through attrition due to having high defense, resistance and HP but also the ability to spam healing skills to effectively mitigate whatever damage they took.
Now when some people can heal over 200 HP per cast and then cast that twice per round, it's incredibly difficult to deal with without Silence or Interference.
Problem is, often with them being Curate promotions, they can just remove Silence. So that really only leaves Strangling Etacof to keep them silenced.
As for Interference, a good portion of methods to cause it use Status Infliction. Problem with that is healers also tend to build FAI for Light ATK and sometimes SAN which both jack up their Status Resistance.
So for reliable Interference against these high FAI and SAN characters, you need either Black Bolt with enough Void Energy, Overcharge Interference Shell or maybe if you're really high on status infliction, a Hexer with a lucky Black Static.
Now, I don't necessarily want to cut down on the healing's effectiveness. No, I think a fairer solution would be to prevent it from being easily spammed, thus cooldowns.
So I'd like to propose the following Cooldowns for these healing skills:
Malmelo - 3 Round Cooldown
This is because it's a map-wide AoE that heals a % of HP rather than Light ATK/spell power based. It's an understandably popular spell for Spellthieves to steal.
Phoenix - 3 Round Cooldown
Phoenix can cover a fairly large area but even moreso it can revive players too. I think it calls for this kind of cooldown.
Healing Discharge - 2 Round Cooldown
Not as strong as the above two spells. However, it is still a good AoE heal and can be spammed currently.
Medibot - 3 Round Cooldown
Only starts ticking down after it is destroyed. (If Salvaged however, the cooldown is 1 Round instead.)
An Overclocked Medibot can heal a grandiose amount. So a smart thing to do would be to push it out of range or just destroy it, right? Well, not really, since an Engineer can just throw down another one. So I feel like a special cooldown would be reasonable for dealing with both the potency and how it's too easy to just put back down.
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Racial Skill View |
Posted by: Trexmaster - 10-30-2016, 01:35 AM - Forum: Suggestions
- Replies (7)
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Now that Racials aren't as simple as they used to be, knowing what they are offhand isn't as easy, and grabbing the info for anything that isn't in your class board requires jumping into combat.
So can we get back the Racial tab -somewhere-, or an equivalent, so we can view our Racial skills outside of combat?
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[Board] Hallow's Revel |
Posted by: Dystopia - 10-28-2016, 02:13 PM - Forum: Sigrogana
- Replies (1)
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A poster has been pinned to the board, a message neatly written beneath it.
Chimera Enterprises is back once again with an exciting new event! Hallow's Revel is a classic All Hallow's Eve party with a twist! We have a Murder Mystery Game for those who like a little good-spirited metaphorical backstabbing and intrigue, a Costume Contest to show off your festive one-of-a-kind look, and even a chance to have a little fun gathering ingredients for a strange concoction. For those looking to relax and skip out on the more active parts of the event, The [strike]Rose[/strike] Witch's Courier Exchange service is making a comeback with plenty of Tricks and Treats to send to anyone you like with any message you see fit!
All the night's festivities might seem hard to top, but our Surprise Finale is guaranteed to be a hit!
We hope to see you there!
Costume rentals will be available upon entry, just in case you need them. The event will be held at Chimera Enterprises, located at the first building in Cellsvich's east residential district. For information on the time of the event, please refer to the above poster.
(Time Zone Reference)
PST: 4PM - 7PM
EST: 7PM - 10PM
GMT+10: 10AM – 1PM
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Everything in my house is missing, HELP! |
Posted by: Poptartu - 10-28-2016, 12:00 AM - Forum: Bug Reports
- Replies (1)
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So... I had lots of nice furniture in my house, multiple floors (four along with base) and all of it is gone now. If you can rollback to when I had stuff in the house again that'd be awesome cool. Thanks dev!
It last looked good on October twentieth around midnight. Before logging out they weren't doing anything but earlier in the night someone bought some things.
Things missing:
28 display items
200k in furniture
4 floors
A house keeper
nearly 500 items in stock in the basement in crates
http://puu.sh/rXWd4/4b73dca86d.png
Right..
Key is: Jenevieve
Character is slot 2: Techno
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Drowning lies |
Posted by: Raigen.Convict - 10-26-2016, 07:26 PM - Forum: Bug Reports
- Replies (2)
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Drowned Woman's second passive is still saying 50% resist instead of the 25% you set it to in the description, for clarity this should be updated soon.
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