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  Fusion is just a tactic to make weak player houses stronger
Posted by: Clockworkers Doll - 01-06-2016, 08:49 PM - Forum: Bug Reports - Replies (5)

So I wake up, grab a plate of pizza rolls, head onto SL2, walk into my player home and---
[Image: 47f8dd752e.png]
[Image: f67b46933a.png]

...Oh.
My player home was merged with a dungeon.
No idea what caused this, but I got it fixed with little to no damage. This probably shouldn't just be brushed off, however. On a bigger scale, this can possibly ruin entire floors, if your place has very detailed flooring and walls anyways. Doesn't pwn furniture, luckily.

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  Youkai Overlays
Posted by: Trexmaster - 01-06-2016, 04:29 PM - Forum: Bug Reports - Replies (1)

Install causes Youkai overlays to remain after battle.

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  [Board]Dormeho Battle Tournament
Posted by: Rendar - 01-06-2016, 12:13 PM - Forum: Sigrogana - Replies (3)

Another poster is put up!

[Image: crossed_swords_clipart_by_adamwaymire-d6wvs5n.png]

Quote:Greetings once more from the Dormeho Battle-Arena. We will be holding a tournament on [OOC Date: Saturday, January 16th, 2016 4PM CST]. It shall be a Group fight, Three on Three. Bring your mages, your dagger dancers, your knights, the arena shall test them all. The basis will be three on three fighting in a bracket system. There will be a loser's bracket, so Two Eliminations to be knocked out entirely. There is an extensive rule set as well, failure to adhere to these rules will result in your entire team being disqualified. To enter, each team must put up 2500 Murai. The prizes are as follows.

1st Prize: 3 Full Upgrades to your weapons! ((OOC: We upgrade any item you have to its maximum. Whether it's 10 star, or not))
2nd Prize: 2 Full Upgrades.
Third: 1 Full Upgrade.

OOC Note: This is divided however your team sees fit among yourselves. If there are any raremetals left over, an IOU is issued and you can come to me later to redeem it.


OOC INFO
January 16th, 2016 4 PM CST
Dormeho Battle Arena
Rules Listed Below
Participation may vary
Entry Fee of 2500 Murai per team

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  Dear God Arbalests
Posted by: Rendar - 01-06-2016, 10:46 AM - Forum: Balance Fu - No Replies

Okay so. I've been deciding to test how stupid Arbalests are. And, lo and behold? They're pretty god damn dumb. Not gonna lie.

The only way to effectively beat them, is with shittons of dodge. Because then they can't land their horrendously painful attacks. butttt. At that point, they can't actually harm you! Against Tanks, they shred them (even more so if they have rampaging, or are equipped properly). Hell, I even used a spirit mirror in my test fights (admittedly in a battlefield that had quite a few obstacles). In a 1v1, Archers are nigh untouchable. If you aren't a Martial Artist with Kip Up, they're even more so. Why? Because...

Pulling Shot > Cripple Leg. That will gimp any dodger trying to dodge, even more so if they're a tank trying to get at you because they simply won't have the movement.

What follows up that? Just spam shooting them. Re-applying Cripple Leg/Arm/Other Statuses as needed. Enemy get too close for your comfort? Just Blowback cannon them (or heavy tackle if you're that kind of arbalest). It has about a 70% chance to stun the opponent, send them flying back, AND deal tons of damage. What happens if you got stunned? You sit there, sobbing to yourself. What happens if you didn't? You limp towards your opponent. Only for them to inevitably reload accel > Blowback cannon your face once more. Hell, if you did get Stunned, they can Pulling shot you at their earliest convenience, and proceed to gimp you even harder. To the point where, even when the stun does end, you'll only have 4M (or 3M).

Sooooo. Now that we got the "DUH REN WE ALREADY KNEW THIS" out of the way and Psych's inevitable "SALT" comment.

I tested this on myself. I've come to the conclusion that, yeah, Arbalests are stupid OP.

How do we fix it?

I'm really not sure. Nerfing their damage isn't the way to go, though.

I have a few suggestions, though.

*STUN no longer lowers POSITIVE status effects, instead it prolongs them whilst stunned. (This will make knockdown immunity last longer).
*BLOWBACK CANNON stuns or KNOCK BACKS, not both.
*When becoming unstunned, automatically end KNOCKED DOWN status.
*Arrow Change skills take a turn to go into effect.
*Long Draw maybe makes attacks that benefit from it cost 1M, but costs 0M itself. (Makes an Arbalest only able to attack twice with a bow, even with Fleur).
*Put a cap on range bow range maybe? Not having Gust Arrows and Longdraw stack for absurd amounts of range???

-------------

Discuss the stupidity that is Arbalest and the possible ways to change them to be more... balanced.

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  [Board]Dormeho Battle Arena
Posted by: Rendar - 01-06-2016, 07:52 AM - Forum: Sigrogana - No Replies

A flier has been posted on the Cellsvich, Dormeho, and Tannis bulletin board, detailing a new area!

[Image: tumblr_inline_n7izr0zPt91s2c7j8.jpg]

Quote:The Dormeho Battle Arena is quite a bit better than the bland arena in the Badlands. While you can't fight 'goonies' here, you can have a fun time with combat that forces one to think tactically and take advantage of the terrain to win. It is located in Dormeho. Two houses ahead from the northern entrance, and to your left.

Currently there are three fully functional arenas to choose from. Urban, Wilderness, and River.

OOC: 2 Houses from the top on the Right

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  Wo-where? [Woki's buff missing]
Posted by: Snake - 01-06-2016, 07:31 AM - Forum: Bug Reports - Replies (6)

Woki's buff seems to be not working, not even if you charge up your Ki to 10, or 30.

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  Rampaging enchant
Posted by: Fern - 01-06-2016, 03:51 AM - Forum: Bug Reports - Replies (6)

Rampaging is not increasing its duration or LV upon making more attacks with the same weapon.

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  Housing Battle Ideas
Posted by: Rendar - 01-05-2016, 11:28 PM - Forum: Suggestions - Replies (2)

Could there be a way to toggle floor tiles to be dense? Or for them to slow a target down?

I'd really love more customization for housing to create combat arenas that are actually kinda nifty and have battle effects. (Ice being slippery, Water being difficult terrain) etc.

If nothing else, the ability to make water tiles dense is fine.

Edit: Oh yeah. Can we give "starting position" squares for a fight in a house battle arena? That'd be really neat and make it a ton easier to have 'parties' of people clumped together instead of thrown all the hell around the map with some people being clumped, some not. Thanks.

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  Lore Questions: January (2016)
Posted by: Neus - 01-05-2016, 09:19 PM - Forum: Lore Questions - Replies (13)

This is a new topic for Lore Questions because the old one was about 26 pages. The format is roughly the same, but some guidelines;

1) Try and format your questions appropriately. As in, make it easy to read and answer.
2) Try and limit the number of questions you ask per thread. I don't mind answering them, but don't get crazy and ask me 20 things, especially if they require detailed answers.
3) Try to avoid asking extremely specific questions, such as 'Did anyone ever die of food poisoning in Cellsvich?'. Answering these is difficult, because not everything is set in stone, so giving a definitive answer on it not only restricts me in the future, but it might influence other players' character concepts that involve it.

That said, if you have any questions, you can post them in this thread! I will post answers at the end of the month/start of the next one.

Thanks! (And yes, if you had questions from the previous topic that I didn't answer before I closed it, you can post them here, but remember the formatting guideline.)

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  The Fight Within
Posted by: Mivereous - 01-05-2016, 04:50 PM - Forum: Bug Reports - Replies (1)

[Image: SLnPAas.png]

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