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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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  [QUE]Desperado and mutated guns
Posted by: Autumn - 03-04-2016, 09:21 PM - Forum: Bug Reports - Replies (4)

In the case of a weapon being mutated into a gun, for example a Narcus, they do not gain any rounds upon being mutated, is this intentional? As this raises a very un-counterable situation for anyone using these, facing a desperado with bullet barrier, as they can reflect 4 swings of a mutated weapon as it does not have any rounds.

For example:
Desperado DH vs BK/MG with a mutated Narcus turned into a gun.
BK/MG goes to hanging in to attack, but the hit is deflected by a bullet.
BK/MG goes to attack again but is deflected by a bullet again.


The mutated gun in question does not gain rounds upon being mutated, so it becomes impossible for it to even get through bullet barrier because the mutated gun does not have any Rounds, thus not counting for eating up all of Desperado's Bullets in Bullet Barrier(or stuff like one overcharge)

This seems more like an oversight than anything rather than a balance issue so I put it in bug reports.

Weapon used in question:
[Image: 4a595d9768.png]

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  Discussion: Destiny Growth
Posted by: Ranylyn - 03-04-2016, 05:43 AM - Forum: Suggestions - Replies (8)

*raises flame shield because holy crap not a single thread of this nature has gone by without me getting flamed*

Real Talk: "Level with one class set for growths and reclass to your endgame build later" does not work with destinies. (Yes, Destinies are optional, but some classes benefit far more than others and I'm trying to offer suggestions to make each Destiny viable in it's own way.) And many classes don't even get growths their skills need. Case in point, multiple classes require Will for some skills and get either none, or at most, 25% from a main class only with no further Style Blending bonus. While, on paper, this may seem like something that many classes desperately need due to a lack of skill points and skill slots, the fact of the matter is that this is effectively a way for many Destinies to become nonviable in PVE, since the RNG is not your friend.

I simply wanted to maybe get a discussion going about possible tweaks to make destinies good all around instead of amazing for some classes (Especialy soldier, mage, and archer) and far less so for others (most notably martial artist not exactly having the most reliable promoted class growths; MA is either tacked on to anything else as a subclass, or reclassed to at high levels, lest your best stats resemble your enemy's lowest.)

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  Lore Questions: March (2016)
Posted by: Neus - 03-04-2016, 01:47 AM - Forum: Lore Questions - Replies (16)

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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