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Portable Science Quit |
Posted by: Slydria - 08-19-2015, 02:09 AM - Forum: Bug Reports
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When using the Portable Science Kit, if you try to access the Enchanting and Breakdown options more than once, the next time you try, they'll stop working.
Trying to use Breakdown a second time will show the text instead and while clicking the Enchanting option a second time won't change anything.
This seems to 'reset' if you click the text before trying them a second time, but it's a little annoying anyway.
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Monoclassing Idea: Unique Innates |
Posted by: Poruku - 08-18-2015, 06:48 PM - Forum: Suggestions
- Replies (5)
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Greetings, I play Sigrogana from time to time and have never been to the forums, but I made an account especially to introduce an idea that was discussed yesterday. It is about how monoclassing in Sigrogana Legend is bad in almost every way compared to multiclassing. I understand that multiclassing is a great thing, but if you give people the option, why not make all options a path that can be followed without being seriously handicapped?
With that in mind, I participated in a discussion yesterday about how to make monoclassing not suck, and the idea was that changing how monoclassing works or giving bonuses through traits was not the way to go. Instead, it was discussed that all classes needed to have their own bonus for monoclassing, most likely coming in the form of a sort of innate skill that you get by default (Without spending sp).
In this way, it would somewhat make up for the innates and bonuses a subclass gives you, without draining your precious sp or trait points.
Such bonuses would apply to all classes, including base classes. The idea is that base classes would recieve a passive that is a lot more general, while advanced classes would recieve a skill that almost changes how the class works, in a way that wouldn't be over the top, simulating the strength of having an additionnal set of innates and skills.
An example of this would be, maybe, giving the soldier class an innate that, say, would allow him to regenerate an additionnal 1% of his health per round, as well as allowing him to never suffer from penalties from any armour or weapons.
While, on the other hand, Black Knights could get a buff at the end of their turn if they did not walk this turn. That buff could be an increase to defenses, coupled with being impossible to move from that spot by external sources. In addition, enemies surrounding the black knight while the buff is active need to pass a roll to know if they can escape his "towering presence". It would encourage the use of skills like hanging and towering to move around, maving it feel more like a chess game.
These ideas are obviously not polished, but I think you can get the idea. Basic innates would be about granting an overall buff to the class, while the advanced class innate would bring another level of depth to the playstyle of the class.
Thank you for reading! I'd be glad to discuss and make this whole idea better. (altough I'll be gone for 2 days)
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Turn-Based Themes |
Posted by: Sawrock - 08-18-2015, 05:38 PM - Forum: Suggestions
- Replies (4)
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This is a suggestion for a setting that, if every player in a battle has it set to "on", it makes it so that the turn player's marching band plays their theme, and when it switches to the next player in the turn, it changes to the next player's theme as well.
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σύνθεσις |
Posted by: Soapy - 08-18-2015, 03:10 AM - Forum: Balance Fu
- Replies (8)
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Yet another Ingrain nerf thread.
It's a non-mitigable 180 difference in HP per enemy for the cost of 8 FP and 3M that can only be stopped by one of the rarest status effects in the game.
It's also completely unavoidable if the user happens to be slower than their opponent(s), which I already suggested changing but was ignored.
Ideas:
- a. Lower the range of Synthesis to 1.
- b. Lower the range of Synthesis to 2 and the drain to Level/3.
- c. Lower the drain of Synthesis to Level/4.
- d. Make it actually apply on the user's turn and not the start of a round.
don't ignore my post #420
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Parting Shot does not respect Akimbo |
Posted by: LadyLightning - 08-18-2015, 01:30 AM - Forum: Bug Reports
- Replies (2)
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Using Parting Shot with a pair of uncustomized Ryesers results in 2 shots, the round value of the Ryeser.
Should it not result in three shots, the third coming from the offhand Ryeser? After all, Parting Shot is a basic attack skill.
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Intelligent Discourse: Rogue |
Posted by: MegaBlues - 08-17-2015, 08:35 PM - Forum: Balance Fu
- Replies (6)
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Here's a thread about everything wrong (and right) with the aforementioned class.
Please be civil, and avoid derailing the topic, as well as referring to the class in conjunction with other classes, as each class should be able to stand on its own.
Also, please keep in mind that as a base class, this class should focus less on pure power, and more on supporting its multiple promotions.
Potential topics: Evasion, Traps, Steal, Pocket Sand
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