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A Call to Arms |
Posted by: Chaos - 04-21-2016, 03:35 PM - Forum: Sigrogana
- Replies (12)
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Across Sigrogana, the word is being spread-- the Lair of the Necromancer, who has sent hordes of undead to the Arena in the past, has finally been located. While the villain tries to rest, they say, the Guards will look for as many adventurers as possible to get into the Necromancer's Lair and bring down this recent evil once and for all. To those who inquire, the Guards have specified a certain time where this final raid will commence.
OOC INFO
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Livin' on a Prayer |
Posted by: Raigen.Convict - 04-21-2016, 02:31 PM - Forum: Bug Reports
- Replies (4)
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Pray when its 'mini sanctuary' effect happens, literally kills your previous sanctuary for a smaller one, can we get that to not happen? It's a little annoying for your good sanctuary to be ruined by an okay one.
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Elemental aptitude |
Posted by: Shujin - 04-21-2016, 01:43 PM - Forum: Suggestions
- Replies (5)
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This is a discussion thread.
The idea is quite simple. If you devote yourself to a single element you happen to become strong against this element, and you are able to use it like no one else, in theory.
So we have elemental resistances, and stacking the resistance via differnt equipment slots MIGHT get you to 100%+ Elemental resistance making the element useless against you for the most part, that pretty cool for a Gimmick! But what if you have like 115%Fire resist?
I was thinking that maybe we could make it so, that if you happen to have a resistance number over 100% you get everything over it as Aptitude which would flat out increase all damage of that Element by that percantage to a maximum of I think 25%?
So in the above example all fire damage that character deals would get +15% damage. Maybe even FP cost reduction of all skils based on that element(Maybe even stuff like blazing shinken) by the same number?
I think this would reward gimmick characters that devote themself ICly to an Element, which is usually not really effective, and mages could get a skill that works like that "If you have magic of only one element in your skillpool you gain for each spell 5-10%(?) Resistance to that element" As a way to fight against resist stacking of other people. That wouldn´t really help when two full fire mages fight each other...but hey! It works against the slightly stacking people to just get a resist message.
(Immunity or absorb of a certain element does not count as anything, it has to be resistance)
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Aerial Eraser |
Posted by: Autumn - 04-21-2016, 01:35 PM - Forum: Balance Fu
- Replies (26)
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Aerial Razor seems to fall under the same pretense as Nitrogen Drop or Needles from before, in which that you can spam this skill to win any match guaranteed, it does a considerable chunk of damage, lowers defenses, and right now it can be compared to Sharenzan before it's nerf as well, in which the skill does way way too much damage..
I've seen this skill alone hit up to 180 damage with no damage amplifiers, and can hit 2 times per round, and reduces your defenses..
I hope I get a fair bit of support on this..
Whichever suggestion you like more of the two I thought up, which seem agreeable.
1. The skill's momentum cost is upped to 4.
2. The damage received at the end of the line is only upped by 1.25x
Discuss on which option would be better? Or bring up one you may think is better.
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Vampire growths and you |
Posted by: Autumn - 04-21-2016, 10:13 AM - Forum: Suggestions
- Replies (13)
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Is it possible that when creating a vampire character, you can select the growths of a race that can turn vampire? Similar to how Air would let you select destiny on character creation to save on spending an ink later? I thought this might be a cool idea, and saves on grinding just a teensy bit, and that teensy bit goes a long way.
List of races that can turn vampire atm:
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SL2 Version 1.56 |
Posted by: Neus - 04-21-2016, 09:26 AM - Forum: Announcements
- No Replies
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[float=left] [/float]
This week is rather light but believe it or not, it's been something that's been on 'the list' for a while, but I never got around to it for a variety of reasons. Clinics are a way for healers to get some EXP outside of combat. There's currently only the one in Dormeho, but if people respond positively to this sort of thing, I could see adding more elsewhere or having similar 'activities' that aren't medicine related.
Your success rate is determined by your Curate level, your Alchemy skill (talent/crafting both count), and if you're an elf or not. If you aren't any of those, don't be surprised if you fail a lot!
As for what's coming next, I'll probably look to the recently posted player survey for some ideas.
1.56
Clinic - Dr. Gorri's clinic is now willing to accept help from PCs in treating patients, most likely due to the unrelenting Black Beast attacks.
New Goblin Icons - Goblin Giant, Goblin Shaman, and Red Gorgon have gotten some updated icons, thanks to Shujin.
Adjusted - Aliagmato has been adjusted to attack first, then move, similar to Sill/Sidecut in the last update.
Adjusted - Silent Prayer R3 now gives the caster immunity to Silence for 2 rounds if it cures a Silence status.
Adjusted - Mercenaries now receive HP and FP regen from their employer's active food at the end of battles.
Adjusted - Crane Hop and Rabbit Leap are now followed by Watchful Eye.
Adjusted - Crane Hop now costs 2M.
Adjusted - Death Gaze Unmarkable duration reduced to 2 rounds, now deals 15*Rank damage.
Adjusted - Skip now displays a '...' over you while you are skipping your turn.
* Bug Reports
- Incise using daggers now deals increased lingering damage as advertised.
- Enemies in the arena can no longer attack bystanders if they have a weapon with a long enough attack range.
- Paintings now break down into the default object type (ore) instead of doing nothing.
- Vampires now have the Naga tail icon part in their racial section (for all those vampire nagas out there).
- Associates controlled via total control now properly interact with movement-abandoning traps.
- Golden Lockpicks and Pickaxes can be sent to the global bank as intended.
- Adjusted Papillion wing layer again.
- Ghastly Barghest can now be controlled (for real this time).
- NPCs can now properly receive the effects of inate skills they have.
- Whynesfelt should be applying its status and affecting monster skills appropriately.
- Expanding Ice wasn't allowing you to use its effect unless you had your own ice sheets on the battlefield.
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Expanding Ice Followup |
Posted by: Kameron8 - 04-21-2016, 03:59 AM - Forum: Bug Reports
- Replies (1)
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You are unable to cast Expanding Ice unless you have your own ice tiles down, despite the change that allows you to leverage your allies' ice tiles. Testing is easy: Grab a teammate, have them chuck down some ice tiles, and Expanding Ice will still be unable to be casted until you place down your own tiles.
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Dualpower |
Posted by: Ranylyn - 04-21-2016, 03:15 AM - Forum: Balance Fu
- Replies (4)
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At first glance, Dualpower seems nice. You can use bad/mediocre Str/Will growths and a good Skill growth to still be decently effecient with a sword or a tome. It almost looks like Tactician could potentially be a good hybrid class. And it was probably intended to, considering the obvious inspiration many aspects of the game take from Fire Emblem.
Except that's not how it really works. At all. Let me just break down of Dualpower's flaws.
Skill scaling takes priority. Soldier skills scale with 100% Str. So dualpower doesn't do sweet jack all to help Retreating Swipe, Shinken, etc. As such, dualpower is only usable with basic attacks, and tactician basically only has access to autohits on it's own. The tome is actually kind of laughable considering there are a grand total of zero tome skills in the whole game, so you can't even subclass something to get anything beyond a basic attack going with Dualpower.
Let's get real, here. Dualpower's use is to get FP back for hitting in PVE with your tome despite levelling as a class without good will growth. Really. Seriously. And many people don't even sink the 5 SP into that because it's a rather underwhelming benefit. it's not a bad benefit to have for prolonged PVE, sure, but it doesn't even fully cover the order you likely used that same turn. At best, it might let you hit a gorgon's fire weakness and bypass it's high defense. or you could have just used a gun. Which Tactician does naturlly get access to without talents.
Sure, I get it, it's a supportive class. But a curate is also a supportive class and you still see those tearing things apart. And a tactician won't always have allies to do the fighting for them, either. It may not suit their IC sensitivities to use summons, for example. So I really do think Dualpower could use some tweaking. Especially since that 10% exp bonus could make the first few LEs go faster until you're ready to properly build for more competitive stats.
I'd like to propose the adoption of one of the following changes. Maybe both if they won't be overpowering in unison.
1) Allow Dualpower to at least function with Soldier Sword Skills.
2) Raise the FP recovery on"according to plan" to make it actually worth attacking with a tome.
That's about all I need to say on the issue. Tactician does have other issues needing addressing as well, of course *coughFieldMediccough* but one thing at a time.
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