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  My Taser, My Love
Posted by: Egil - 07-17-2016, 06:48 AM - Forum: Balance Fu - Replies (7)

[Image: ixkD0An.png]

That's currently how that shell works. It's the most underused shell because all it has to offer is damage, while every other shell has some sort of meaningless effect that can be applied in certain situations. Frankly, Chain Shell isn't worth setting up for with Overcharge nor firing off with normally. Thus, I propose a single change:

Quote:Bonus: (2*Bonus Effect Power)% chance to inflict Stun

At Rank 5 Charged Shot and Rank 5 One Overcharge, this creates a 24% chance of stunning with an Overcharged Chain Shell instance along with an above average amount of damage, which is comparably weaker to an Arbalest's Blowback Cannon (If their sub-weapon is good) but is still viable since it does not take as much setup or luck as a Soldier's Charged Strike Turnover. I believe this would give the shell usage without making it OP, as becomes a high-risk, high-reward shell.

Thoughts?

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  To Infinity and Beyond
Posted by: MegaBlues - 07-17-2016, 01:27 AM - Forum: Bug Reports - Replies (1)

It seems as if you're able to put more points into a stat past 80, to a limit.

Not sure what this limit is, but the stat I did so in was Strength.

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  Vampiric Poison {Racial Bug}
Posted by: Fern - 07-17-2016, 12:56 AM - Forum: Bug Reports - Replies (3)

[Image: 84190f5535.png]

You can use your previous racial skills after going Vampire via Legend Ink. In Wyverntouched's case, this is reproduced by equipping Poison Bite then going Vampire. Unequipping Poison Bite as a vampire makes it disappear forever, so I just assumed it was a bug.

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  Disabling clean up of scars during Black Beasts attacks
Posted by: Filthyfrankster - 07-17-2016, 12:19 AM - Forum: Suggestions - Replies (17)

Simple enough.
New players and veterans alike, they're determined to clean up scars instead of actually assisting in the attack.
And by that, I mean. Soloing a clean up of a scar and taking away a huge amount of EXP from other players who're actually fighting.

The fix?

"You feel like a coward repairing scars during the middle of THE ATTACK."

Wait until the attack is over before you dedicate time and attention on cleaning up, ya goofs.

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  [REQ] Cellsvich
Posted by: Egil - 07-16-2016, 11:51 PM - Forum: Mapping - Replies (1)

From what I gathered, a lot of people are unhappy with the current state of our maps, which don't entice people enough for anyone to go anywhere beyond the arena unless it is for grinding. The community seems to be particularly discontent with our capitol city, with claims of it being bland, small, and generally unappealing for substantial RP. So, I'd like to remake Cellsvich and possibly make new cities for Gold and Kysei (heh, Kysei) in order to create more roleplaying opportunities and discourage people from only grouping up around the arena.

1. Would major changes be acceptable w/o breaking IC?
1a. Size increase? (it is the capitol, after all)
1b. Theme change? (ie yellow brick road instead of grey)
1c. Structure change? (ie all the player houses in the back while the hub of the city remains front and center)

2. Any tips on what would make the job easier?
2a. A way to switch from dense to non-dense on tiles easier
2b. A better explanation on how to set up player houses and warps in general

3. Any requests for what could be added?

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  Crippled Skills
Posted by: Egil - 07-16-2016, 08:58 PM - Forum: Balance Fu - Replies (10)

Rank 5 Cripple Arm: 28 FP for -5 STR/SKI for 3 rounds
Rank 5 Cripple Leg: 28 FP for -5 CEL/Move and -15 Kick DMG for 3 rounds

Not only are these two skills too costly for their mediocre effects and lowered hit with them, but they do much less damage than a basic attack. See:

Quote:--- ROUND 0 ---
One-Eyed Male's turn.
One-Eyed Male's turn.
Critical Hit! One-Eyed Male attacks The Black Knight with Sniper Rifle and hits them!
The Black Knight takes 61 Pierce damage.
The Black Knight takes 11 Ice damage.
One-Eyed Male recovered 2 FP.
One-Eyed Male's turn.
The Black Knight's turn.
--- ROUND 1 ---
One-Eyed Male recovered 4 HP.
One-Eyed Male recovered 2 FP.
The Black Knight recovered 2 FP.
One-Eyed Male's turn.
Critical Hit! One-Eyed Male attacks The Black Knight with Sniper Rifle and hits them!
The Black Knight takes 11 Pierce damage.
The Black Knight takes 11 Ice damage.
One-Eyed Male recovered 2 FP.
One-Eyed Male's turn.
Critical Hit! One-Eyed Male attacks The Black Knight with Sniper Rifle and hits them!
The Black Knight takes 11 Pierce damage.
The Black Knight takes 11 Ice damage.
One-Eyed Male recovered 2 FP.
One-Eyed Male's turn.
The Black Knight's turn.

The first shot is a basic attack and the latter two are Cripple Arm/Leg. Their damage doesn't factor in the stat scaling of your gun/bow at all, which makes them even further useless. Thus, I suggest:

A) Revert their effects back to LVL x 3 for CL's CEL debuff and CA's STR/SKI debuff, leave everything else be
B) Buff the damage of CL/CA and make their effects last 5 rounds instead of 3

Thoughts?

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  Arm of Steel!
Posted by: Egil - 07-16-2016, 08:48 PM - Forum: Bug Reports - Replies (4)

Cripple Arm doesn't stop the victim from using Guard despite its' description saying that it disables usage of anything in the Hands slot.

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  Dungeons
Posted by: nico - 07-16-2016, 11:24 AM - Forum: Suggestions - Replies (5)

Some black door dungeons have mazes with corridors a tile in width. Depending on the type, some black door dungeons (Crypt, IIRC I think there was one more) suffer from "door looks like a wall" syndrome. Not to sound like a shitbaby, but black door dungeons aren't fun to traverse. Desert dungeons are great because their open room gimmick lets you skip the room-to-room/corridor-crawling dynamic that 90% of dungeons have going on.

I doubt this will be popular, but I think black door dungeons should have smaller floors/less rooms. They're a chore to go through, and anything alleviating the slog would be nice.

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  Scaled Treasure
Posted by: MegaBlues - 07-16-2016, 12:36 AM - Forum: Suggestions - Replies (1)

With how stats have been reduced overall, can we get treasure chests and doors adjusted to be more possible at higher levels?

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  Cobra Dancing
Posted by: Rendar - 07-16-2016, 12:23 AM - Forum: Balance Fu - Replies (8)

As it is right now, Cobra is one of the strongest innate abilities in the game. Not only does it give tons of free mobility options that cost next to nothing (or actually nothing), but they also get a healthy amount of damage mitigation that is overwhelmingly broken against certain classes that make it a super hard counter to everything. The only thing it isn't really a hard counter to is certain things like multi-hitters, or even a mage.

While the stance itself has a few counters (Blind, Teleport moves, Knockdown) these are counters to it's dodging aspect. This doesn't deal with it's RATHER OBSCENE mobility the class has. Here are a few proposed changes and I'll explain why below in quotes.


PROPOSED CHANGE LIST

Leaping Lizard costs 3 Momentum when no enemy is adjacent. 1 Momentum if you're adjacent to an enemy.

Quote:As a whole, this skill isn't horrendously broken except that it provides certain things get obscenely weird. It makes getting close to a Cobra bad, and staying away bad. There isn't anything inherently bad with it, except it allows for being able to flee anytime you are anywhere near the border of a map... and by anywhere, I mean within 7-8 tiles of it. This will make it so that a Leaping Lizard/Burn Up (skyburn)/Gain Air > Winged Serpent costs 2m. Which means it still is *basically* crane hop but longer range, and combos into itself as a class. It also gives a sort of nerf to auto-hits that was much needed.

Winged Serpent costs 1 momentum to use (without repeat action), and it's range is decreased from 7 or 8 max to 6.
----The 1 Momentum Cost is negated if used in Conjuction with Leaping Lizard.

Quote:This one was iffy. Winged Serpent on it's own was devastating. However comboing it with other things made it somewhat silly. My initial suggestion was just going to have things that make you airborne cost 2m, but it'd be bad for development to their class/race as a whole. So I decided that instead of making them cost. Make Winged Serpent cost 1M. This will make a full Leaping Lizard > winged Serpent cost 2M or 4M. Both of which work extremely well if the class gets a critical, they can have a full 6m to do their stuff.

Sub-class Demon Hunter loses ONE of it's dodges from Cobra.

Quote:Should be fairly straightforward. One of the most overpowering things about this class is you can just sub-class it and get a ton of benefits. We nerfed Matador when it was overperforming in the subclass. Cobra should be getting the same treatment.

If you have the GUARDING status or GUARD BREAK, you cannot Cobra Dodge.

Quote:Cobra is about being light on your feet to dance around blows. Before, we made GUARDING make you lose evasion% equal to your guard level. This is just something that needs to come up again as a whole. Whether it's in the form of LVL*3% chance to fail, or just utterly negating the ability to cobra-dodge whilst bracing for a hit. I'm indifferent. It needs to change, badly.

Please read over this and post thoughts below. Thanks.

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