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  House Interior Disappearing (again)
Posted by: Kyameaku - 05-19-2016, 04:32 PM - Forum: Bug Reports - Replies (8)

So, I moved my house so that I could deposit my House Ticket into the Global Bank because I needed it on my other character. Aaaaand the same thing happened to me that happened last time. That being that my entire house interior went missing.
I am unsure if that is supposed to happen since I was switching it to a different character or if my house just seriously hates me.
The key it's under is Kyameaku in slot2.
Thank you for your time!

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  Stylish? Nah.
Posted by: Egil - 05-18-2016, 12:07 AM - Forum: Suggestions - Replies (8)

Let's replace Stylish between players with other types of battle, some of which could be location-locked. ie

- Near Lispool, have a battleground where you can play 'King of The Hill'. At Round 3, the entire field save for an area the size of a sear will be stricken with hail and snow that will damage and cut down the move of those caught in it every round. This lasts until the fight ends.
- In Chaturanga, set aside an area to play 'Checkmate', which requires atleast two people in each party. One person in each party becomes 'The King', which doubles their health but makes them unable to do anything except move (Felidae's would be annoying, but consider it a challenge) and forfeit from any place on the field. The game ends when one party's King is defeated.
- Any fights started in Law's End will not distinguish between parties. If two parties of four start a battle, then all eight are able to attack one another or remain in their original parties as they please- hence, friendly fire and mid-fight backstabs are entirely possible here. In Turn Order, everyone's icons would be surrounded with a grey outline instead of a purple or blue one.
- Requesting a fight from someone around the arena would give you the option to challenge them to fight in the actual arena, which would only be possible for one on one confrontations (no one would be able to hop in mid-fight, and forfeit would be possible at any time from anywhere).
- A true alternative to Stylish, available from anywhere, would be Crazy. Three separate parties would be able to participate in a single fight, and would work by having one party receive two crazy fight requests within thirty seconds, which would bring all three parties into the same field and have each party grouped together in one of four quadrants instead of trying to split them into three parts of the map and fucking over whoever spawns in the middle.

Thoughts?

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  Class Idea
Posted by: Raigen.Convict - 05-17-2016, 11:34 PM - Forum: Suggestions - No Replies

So, I was just dinking about with my thoughts then SUDDENLY... I get the idea for a mage promo that works like this... You choose a SINGLE element... and then the skills will work around ONLY that element, and each chooseable element has a style, something like demon hunter... Like Fire Style and Ice style, I know Verglass is like this with ice but, this could be the magical alternative. As far as skills, one that I thought of was a skill that targets a single enemy, and negates their resistance of the chosen element so that they take full damage from it, annother to negate their immunity/absorbtion but that'd be like, a D rank invocation possibly for fairness. What do you all think? Help with ideas here since this only came as a spark of inspiration.

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  Roll over and grind.
Posted by: Raigen.Convict - 05-17-2016, 07:08 PM - Forum: Suggestions - Replies (4)

So, not sure if there's a thread about this or anything pointing out why this ISN'T implimented yet, I haven't seen much on it so I'll be the bold one to ask. Can we allow youkai exp to roll over towards multiple level ups since they dont use traits and such or talents for their growths so early leveling goes easier with them? It doesen't impact Late game at all, but it makes leveling them quickly at early levels easier.

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  I am impervious to magic!
Posted by: Autumn - 05-17-2016, 06:56 PM - Forum: Balance Fu - Replies (8)

with 2 res, as long as I maintain distance from an evoker, currently there's little counterplay an evoker can do against a spellthief, and by little, I do mean there's very little an evoker can do if there's a spellthief in the enemy's party, if only because of Spell Snatch, or snatch spell, I can't tell which, but it's the one where you queue up a status effect, negate magic completely and steal it from the enemy.

All I ask for is a simple change, the skill itself already provides you with stealing their magic ability and limiting them from using it again for the rest of the battle, I believe this skill does not need to negate damage completely, a spellthief hard counters evoker just by existing, and that's not okay.

Instead you should take either:
1) Full damage
2) Reduced Damage based on rank. (Rank*5 would mean you would only reduce the damage of the spell used by 25%, etc.)

Discuss/Agree/disagree.

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  Unban Request
Posted by: Radvarius - 05-17-2016, 01:58 AM - Forum: Unban Requests - No Replies

Game you were banned from: Sigrogana Legends 2
In-game name (key): Dna man
Reason you were banned: I have no idea. I just got on one day and I was banned for some reason.
The length of the ban, if you know: Unsure.
http://prntscr.com/b4y2mf
This appears every time I log on.
Who banned you, if you know: I don't know.
Why we should unban you:
If I was banned for something I did, I'd remember it. But I sincerely have no idea what's going on.

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  !SEEKING TENANTS!
Posted by: Tsundere - 05-15-2016, 10:41 PM - Forum: Sigrogana - Replies (2)

Several large posters (handwritten on parchment scrolls) have been stuck up on noticeboards and poles around the continent of Sigrogana--mostly in Cellsvich, but not limited to. A few can be found in Tannis and Dormeho.

[Image: uzwrMCA.jpg]

(OOC: If you're going to respond, go ahead and do it in this thread if it's an l-net message, else just seek out Tepid Individual. If you just go up to the house, while ICly the character probably should be there, I'm probably not.)

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  Lantern Bearer Discourse
Posted by: Rendar - 05-14-2016, 04:35 AM - Forum: Balance Fu - Replies (4)

As of right now, no one actually bothers to use Lantern Bearer in a PVP (or even really PVE) meta. It's largely an unused class because of frequent nerfs to it, and there just being outright better options (See: Priest). With the advent of the main class skills, this became even MORE apparent and made less people actually want to play the class because.. you could get +5 to 2 stats.. or you could get 10% DR/10% Extra damage.. etc. This, while not being the only thing, quickly made it undesirable. To top it all off, the people that might want to use it after the inevitable Priest Sanctuary nerf... Simply.. won't. Why? Pacifist Boon is absolutely useless if you want to provide stat bonuses to your allies alongside rather supportive skills. It's to the point that even if I wanted to play LB, I still wouldn't because other classes got main class stuff (or sub class nerfs). The idea behind this is that it allows for Lantern Bearers to get a bit more sparing with their SPs (instead of going "I GOTTA SPEND 30 SP TO GET THESE GUYS TO MAX RANK AND THEN FIVE MORE TO GET ETERNAL FLAME AND... I can't get anything else..." which is what it currently is.)

This will make it more akin to a "Magic Gunner" in regards to their auras, and will revamp "Eternal Flame" into something different, but vastly better.


FLAME AURAS

Quote:As of current, the flames all pretty much break your pacifist boon should you use it. Which sucks, a lot. This change will have it interact with "ETERNAL FLAME" (now coined "INVOKE FLAME" or some such) in entirely different ways. Namely in that it will no longer have 5 SP to max out each flame. Each flame will be one sp each. That's it. On their own however, they are largely useless on their own, but spell thief could probably just use the old versions or some shit. Iunno. These "Auras" will cost 0M, 0FP, and might even just be classified as "SKILLS" or something. Who knows. I sure as hell don't, but they'd be useless on their own for a Spellthief to steal. So who knows. I sure as hell don't, specially since if they cost 0FP, they make it easy to give 3fp to errybody with capacity. SO WHO KNOWS. DEV CAN MAKE IT WORK


ETERNAL FLAME

Quote:Right now this is a 3m skill that makes your flames give +5 to all stats should you actually be capable of fitting LB as a main class into your repertoire(IE: Never). The planned change to this is a bit of a doozy, but one that will ultimately benefit this class as a whole during the rework. It will remain at 3M, and have set FP costs throughout that are inline with what the auras are now (rehash old code yo). It is also a "Shifting" spell. In that it's DOMAIN and "REPEAT ACTION" momentum are different based upon your aura, so you could do typhur eternal flame twice and it cost 7m. Or you could do Typhur Eternal Flame > Altera > Eternal Flame and it cost 6m. With this, you could balance them out to all have the same FP and POW, but if you want variation, just use the old code alongside the auras.

What both of these changes do is make it so you're not spending 35 Sp just to max stuff out, and get more 'choices' with the class as a whole. I hope you enjoy looking over these, thoughts and comments below.

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  ...But I'm Not A Wrapper
Posted by: Soapy - 05-14-2016, 12:20 AM - Forum: Balance Fu - Replies (2)

This is a two-part suggestion to bring a little more sense, balance, and variety to the currently stale armor meta.

1. An armor's defense should apply against attacks by guns (divided by rounds). This makes high-defense armors better at actually reducing physical damage.

2. Half of an armor's magical protection should be used for status resistance. This makes high-protection armors better at actually defending against magic.

I don't really have the time to give more detailed reasons why, but I'm sure someone else does.

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  One shot overwhelm
Posted by: Autumn - 05-13-2016, 11:05 PM - Forum: Balance Fu - Replies (19)

One overcharge has been a really strong passive for a very, very long time, I believe long ago it's intention was to make shotguns stronger, when introduced with one shot wonder, the innate, which in a sense, it really did make shotguns really fun to use, and this is balanced by a shotgun's typically low range.

And then people started rolling out excel snipers and jackhammers, with very large ranges with this passive, and that's how it is extremely overwhelming, meeting a sonic shell or celcius shell that does over half your health in damage within 7 or 8 range of any gunner.

The damage could be subsided by hitting those 2 shells or excel sniper, But multishots would suffer from that kind of change to those shells, its the utility of every single other shell as well, so instead of hitting multishots by toning down the shells, instead I believe it'd be a smart idea to hit the passive instead, while still giving the same damage to shotguns

Proposed nerf:

One Overcharge: Changed to 3 rank passive, +1/2/3 shell/bonus/high charge power, this will hit guns such as Excel sniper and jackhammer, which already have the benefit of having range and/or AoE

One Shot Wonder, +5/10/15/20/25 shotgun damage, along with +1/1/2/2/3 Shell/bonus/high charge power for shotguns specifically, this is of course balanced out by shotguns not being able to charge up, their low range, and generally low crit rates compared to sniper rifles.

Any thoughts?

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