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  Moonblade
Posted by: Trexmaster - 03-10-2016, 11:22 PM - Forum: Bug Reports - Replies (1)

Moonblade's On Hit effect doesn't do anything, or, at least, it's not raising Hit for either the victim or the causer.

The effect is "On Hit: +5 Hit for 2 turns/+10 on crit." but, what happens on hit is it gives the status Moonblade for 5 rounds at 10 LVL on the victim (I haven't tested if it's different at all on a crit).

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  Funeral for Roje Sutia
Posted by: iDarkCara - 03-10-2016, 07:53 AM - Forum: Sigrogana - Replies (3)

A few fliers are posted throughout Cellsvich and Fort Arjav.
[headline=2]Funeral Service for Roje Sutia[/headline]

Where: Tannis. Roje's old house.

[Image: ed9d87c08b.png]

When: You missed it

Why:Love him or hate him. The loss of a Sigrogana Guard is not a light one. All members of the community and surrounding areas are invited to pay their respects to the departed. Light refreshments will be available for a nominal fee.

Roje Sutia passed away a few weeks ago. He will be remembered as a caring individual, fiercely loyal to those he deems friends and his co-workers. He will be missed.

There is a sketch underneath this flier. With the caption, "Most recent drawing we could find of Mister Roje and his former girlfriend."
[Image: 5c8cd3456a.jpg]

The beautiful eulogy delivered at the funeral:

Quote:Greetings everyone. We are gathered here today to celebrate the life of

scholar, a guard, a papilion, and a friend.

To say this is a day of mourning would be only half correct. This is a

day of healing. A chance to honor the fallen. It is said those who

dedicate their lives to others are fools. Those who are not remembered

for how they helped, but because of their action. Their pilgrimage

unfinished. Their legacy all that is left.

I could go on listing all of his acomplishments, his faults, his fears,

his triumphs. But that is not a way to move forward. Roje Sutia was a

kind hearted man. He enjoyed helping those he cared about. He has a

passion for his work, made strides in artifact research and guardship as

well.

This is a memorial. A memorial to his final legacy. Roje was not a hero.

He was not famous. But yet, he impacted so many in his time on this

plane; good or bad. Rather or not history remembers him. Or an

afterlife or not. His life and what he did with it will always live on

with each and everyone of those here today, and those he worked with in

the past.

I cannot pretend to know what brings men joy. Of what drives them to

great deeds. Of what legacies they hope to leave, I know less yet. But I

do know this. Everything happens for a reason. Rather that reason is

clear at the moment, is not seen. Some, it may take years to reveal the

ripple. The loss of a life is a tragic one, I do not downplay that. But

it also a time to celebrate the departed's life.

Roje's physical life has come to and end. And in my generalized

understanding, I would think he would not want people to cry. He want

those who wish for it to have their moment to grieve. And once they're

done, to suck up the tears. And stop that darn crying. Roje would want

you all to move forward. Continuing your path to whatever destination is

laid in front of them.

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  Aid
Posted by: Chaos - 03-10-2016, 01:17 AM - Forum: Balance Fu - Replies (11)

Throughout the history of SL2, this skill has been a three-in-one utility:
1. Solid healing
2. Quick and easy Ki booster
3. Puts you right outside of an enemy's melee range

At the same time, these three benefits have made it one of the most aggravating, abused and imbalanced skills to ever see use in MA's class tree. Here's a few examples of what I mean:
-It enables runaway tactics that screw over anyone without solid range and/or movement options and even those with said options.
-The 3M Ki building present in this healing skill makes Power Up, a fellow Ki-building Monk skill (which is actually balanced), quite obsolete in comparison.
-Enables Golden Glow at a much quicker pace with very little risk involved. (It's quite difficult to pin someone down when they're constantly moving and healing)
-Combined with Meditate, it allows an MA to achieve infinite healing, with a combination of running away, popping Aid, and then using meditate to restore both HP and FP. Rinse and repeat, for there's very little that can counteract this kind of crap.

While this is a pretty good overview of how much damage Aid has done, I'm sure that a lot of people can share more examples (or specifics) about how Aid has generally broke into their house, ate their sweet rolls, stole their wife and blew up the kids.

That being said: How, exactly, can we make Aid respectable? My idea is this:

1. Aid can no longer target the user; it can only target other allies.

While this does not completely shut out the quick Ki-building (given the user has allies to use it on), it does prevent the aforementioned infinite healing, and will leave MA with very little room to play runaway on its own.

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  More varied hand/shoe enchants.
Posted by: Autumn - 03-09-2016, 04:24 PM - Forum: Suggestions - Replies (3)

Currently the variation of enchants for hand slots and shoe slots are not very good, both sporting only 2-3 enchants each, and they're not even that good.

Would it be possible to have a few pre-existing enchants that are never even used(But are still good) apply to hand/shoe slots as well?

Here are a few suggestions:

Hands slot:
Deathwish: Reaper's (increases harvest talent by 1, critical rate by 5%)
Oath Sign: Fated (Increases all stat parameters by 1, cannot be dropped when losing a battle.)
Firejewel: Fireheart (increases STR by 2, increases pyromancy by 1)
Icejewel: Iceheart (increases SKI by 2, increases cyromancy by 1)
Geojewel: Geoheart (increases DEF by 2, increases geomancy by 1)
Windjewel: Windheart (increases CEL by 2, increases aeromancy by 1)

Shoes Slot:
Shadow Hole: Pocketed (Increases packrat level by 2)
Warding Charm: Warding (Increases status resistance by 10%)
Precious Jewel: Jeweled (Increases statistical value of the charisma talent by 1)
Golden Wax: King's (Recovers 2HP every round, which is doubled when at 25% HP)

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  Addition of 'Notable Events' to Updates
Posted by: Kameron8 - 03-08-2016, 11:59 PM - Forum: Suggestions - Replies (10)

One of the primary complaints about the game, whether I agree with it or not, is that it is highly static. Things do not change often, or they change very slowly. Some believe that this is merely the byproduct of players not taking initiative to change things, but the purpose of this thread is not to discuss the validity of calling SL2 unchanging. Instead, the intention is to suggest a way Dev can continually add small (or large, at times) changes to the world every one or two weeks.

The idea is relatively simple: every week, when the game is updated, things that may have changed in the world are briefly discussed. This could range from the political climate of Sigrogana, to large scale events like a Black Eclipse. If Dev does not want to be deal with coming up with something to announce every week, it's viable to create a forum thread for people to discuss and vote for ideas.

Random examples I can imagine:

"Four brutal serial killings in Cellsvich have plagued the town with rampant fear. Few brave the streets when darkness falls, and rumors spread about the involvement of a Vampire. The citizens demand protection from the beings of undeath, and Vampires who are identified -- willingly or not -- are likely subjected to harsh disdain from just about the entirety of the continent."


-Tensions are high in the town of Cellsvich.
-Toleration for Vampires has been radically diminished, due to the recent killings.



"Tarson Guilded has begun renovating the Arena! His great coliseum closed for now, a temporary alcove for the pit fighters of the world has opened up in Law's End instead. He assures everyone it should not take long to be operational once more."

-Arena is closed and cannot be entered.
-A Tarson replacement is moved to Law's End to fight combatants and monsters, maintaining the normal schedule for Fight Day and Training Day. (People just port into the off screen Arena chambers for fights)

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  Expanding On Destiny
Posted by: Kameron8 - 03-08-2016, 08:17 AM - Forum: Suggestions - Replies (10)

I'm making this topic to try and gauge if people would be for or against a subset of the new Destiny mechanic, with an even narrower focus than its parent. To keep it concise, here is the idea.


After selecting a destiny, characters may further spend 1 Legend Ink to place a point into a Fated Path. Fated Paths correspond to a promoted class; for example, one would be able to choose either Fated Path: Ghost or Fated Path: Kensei so long as they already had a point in Destiny: Duelist. The effects of this decision would be as follows:

1. The character's equipped class and subclass will both be the class selected for a Fated Path. Fated Path: Priest characters would only be able to equip Priest and Priest. (Skills from the base class would still be accessible)
2. The character's max level for that class rises to 60, from Destiny's 50. This should grant players the ability to get every -- or at least most -- skills for their one class.
3. The character is given one "Legendary SP." All promoted classes would gain 2 (maybe 3, but this grows out of hand quickly) Legendary Skills that can only be acquired by spending a Legendary SP. These abilities would be extremely powerful, serving to signify the character's mastery of their chosen path.

To give a more coherent idea of how this would function, I added a few random examples below.

Fated Path: Black Knight

An unbreakable aegis, unphased by the toils of blade and iron. All those who dare approach become pawns, marching eternally forward until they are inevitably captured.

Legendary Abilities (Choose One):


1. The Void:

Invoke a limited reality alteration called 'The Void'. The Black Knight is surrounded by a 2-tile range chess board (Including diagonals, for a grand total of a 5x5 square centered on the Knight) for 4 rounds. Enemies in this area cannot cast spells, and cannot use any ability with a movement component. Furthermore, all characters in this area -- friend, foe, and caster alike -- have their Movement set to an immutable 1. This skill can only be used once per battle.

2. Bastion:

Prerequisite: Negation Rank 5.

The Black Knight can no longer be critically struck. Additionally, the Black Wind is no longer invoked: it is treated as a Permanent Duration buff for the sake of Indomitable.

Fated Path: Hexer

A conduit for the spirits and a master of the darker Arcane. Enemies crumple and writhe under the curses and doom brought upon them.

Legendary Abilities (Choose One):


1. Debilitate:

Target one enemy within five range. The target is immediately inflicted with all known and equipped curses, Blind, Celsius LV 5, Fear, Silence, Interference, and Hesitation LV 35 for 2 rounds. This spell cannot be cast more than once per battle.

2. Plague Bringer:

Prerequisite: Dark Invasion Rank 5

The Hexer will always succeed infliction checks, and Hexes may be cast at an unlimited range.

Fated Path: Demon Hunter

A paragon of versatility and style, adapting to any challenges faced. Your love for extravagance is only matched by your love for pizza.

Legendary Abilities (Choose One):


1. Chimera Stance:

Prerequisites: Reaver, Cobra, Matador, and Desperado Stance Rank 3. Pizza Lover Rank 1.

All stances are removed and replaced by Chimera Stance. While in Chimera Stance, the demon hunter may use all skills from every stance, and benefits from every passive at the same time. (Snake Dancer, Know No Pain, Bullet Barrier, Martial Lawbreaker, Combination Fighter, etc)

2. Curtain Call:

The demon hunter unleashes their might in a display of style and raw skill. For 3 rounds, enter an empowered stance based on the one currently being used. For the duration of this skill, stances cannot be changed. This ability may only be used once per battle.

Annihilator (Reaver): All Soldier skills have their FP costs reduced to 0. Furthermore, all skills cost 1 momentum so long as Martial Lawbreaker is enabled. (The first strike deals 100%, then 75%, then the rest 50%, as normal. Attempting to use the same attack twice will result in it costing 4 momentum, also like normal).

Minotaur (Matador): 100% of all damage taken is converted to rage energy. Furthermore, Know No Pain reduces all physical damage taken to 0. Lastly, Stampede's range cap is removed.

Basilisk (Cobra): The number of dodges that can be utilized from Snake Dancer for a given round are no longer capped. Furthermore, the demon hunter is provided immunity to blind and knockdown. Leaping Lizard will always gain the benefits of Enemy Climb, regardless of whether an enemy is within one range, and Winged Serpent's max range is doubled (16 at max rank).

Marauder (Desperado): The number of arrows and bullets that can be stopped by Bullet Barrier is no longer capped, and the radius of Nitrogen Drop is tripled. Furthermore, Lead Storm no longer has a range restriction, firing at all enemies on the map. Lastly, One Punch KO will now knockdown any target struck within 1 range, or any target who is critically hit or airborne (from any range).

These are simply ideas to better illustrate the concept as a whole; they are not balanced at all past my own initial thoughts. Does this ability to narrow class and character focus appeal to anyone else?

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  Roleplay Experience Toggle
Posted by: Trexmaster - 03-07-2016, 05:39 PM - Forum: Suggestions - Replies (3)

Give us the option to not receive RP exp. Other than just throwing a ) or whatever into every single emote/say/wemote/lemote/shout/whatever you make ICly, you can't avoid getting EXP eventually from making posts ICly.

This would really just be for people who'd want to stay at like, level 30 or something for RP reasons. And don't want to bother with the aforementioned work around.

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  Geldorenope
Posted by: Trexmaster - 03-06-2016, 01:21 PM - Forum: Bug Reports - Replies (1)

When using Bare Fists with Geldoren, nothing happens. It lets you input Urawaza commands, but, when the attack should happen, nothing occurs. It still spends FP and momentum, though.

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  Eviter bug
Posted by: Autumn - 03-06-2016, 06:07 AM - Forum: Bug Reports - Replies (1)

It seems that Eviter is proccing for autohits that don't even use the weapon in general, as long as the weapon is equipped

For example:
Duelist is equipped with Eviter and a subweapon
Soldier is equipped with an axe.
Soldier goes to kick the Duelist away with the "Kick Skill"
Duelist will somehow parry "Eviter" despite Kick not being a weapon skill.


This will also happen for most autohits not using weapons, like Retaliate.

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  Hand Triggered
Posted by: Autumn - 03-05-2016, 09:02 AM - Forum: Bug Reports - Replies (2)

Entanglement trap and hand trigger still do not work correctly together, you use the skill and nothing happens, the animation will play but the trap does not go off.

I am triggered by this.

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