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More dumb class ideas because boredom. |
Posted by: Ranylyn - 10-01-2015, 02:49 AM - Forum: Suggestions
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All of these ideas are based off of classes from other SRPGs, because why not. Deliberately keeping values (FP costs, power, etc) vague to avoid balance discussions; just throwing the basic ideas out, basically. Because I was bored. I figured, who knows, maybe one of these might spark an idea for something a class Dev was working on was missing, or something.
Puppeteer
(Inspired by: Doll Masters in Ogrebattle 64, Engineers in Natural Doctrine)
The puppeteer builds golems out of metal, and deployes them in battle. The strength of the golem is directly proportional to the amount of metal spent to build it. If a golem is destroyed, it must be repaired either by more metal, or for a costly fee at a Blacksmith. The Puppeteer spends their own Momentum to control their golems, so every movement is a calculated gambit. Different metals would result in different golem stats, such as a Galdric golem being agile and a carapace golem being more durable but always moving last. Skills would include Golem-specific actions, the ability to repair the golem, and passives such as Protect from the Soldier Tree (for the golem) etc.
Synchronizer
Inspired by: Zenji from Lost Dimension
The Synchronizer has no power on their own. They link up with allies and borrow their powers and skills for themselves. The Synchronizer shares healing, buffs, etc, with their linked ally, but again, is not capable of much of anything on their own. I guess the only feasible way to really make this a thing would be to require it to be monoclassed, but it's a neat concept at the very least.
Confiner
Inspired by: Marona from Phantom Brave
Youkai can be disobedient little shits, at least since the inclusion of the friendship system. However, by linking a Youkai to a mundane object (read: battlefield terrain, like boulders or flowers) the Youkai don't exactly have the freedom to bugger off of their own will, and can't stray too far, preventing suicidal charges. Summoning a Youkai in this manner costs a flat FP cost up front with no upkeep, and the summons last 2-5 turns based on loyalty, and effectively limits the youkai to acting like a turret instead of charging into melee range.
Psychometrist
Inspired by: George from Lost Dimension
Psychometrists read the risidual thoughts left over in objects. From a combat apppication, it means that every blow you land accumulates points that represent reading your opponent. These points are then consumed to power other functions, such as Defense Reduction and Species-Killer effects. Unlike Ki or Essence, these points are applied to he target, not the user, so hitting Target A 3 imes will not give any bonuses vs Target B. Basically, think of it like a combo system where you lead off with normals into very powerful skills that are useless unless the combo is built up first. More of a boss killer class than a dungeon runner.
Sniper
Inspired by: Snipers from XCOM: Enemy Unknown/ Within
By using a move to designate an ally as a "spotter," the sniper can use that ally as a targeting point at the expense of Criticals. For example, if the Sniper has a 6 range gun/ bow, and an enemy is 14 spaces away but is within 3 spaces of their "spotter" ally, the Sniper can take a longshot at normal accuracy, but with the complete and utter inability to land a critical hit at that range. Considering Guns and Bows are fairly heavily Crit-Based, this trades significant power for significant versatility. (Crits can still be landed in the Sniper's "Normal" range.)
... okay, that's enough boredom for one post. Now I'm bored of this post. BRB going to be bored somewhere else.
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Only 4 Star Service |
Posted by: Slydria - 09-30-2015, 09:02 PM - Forum: Bug Reports
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Automated Housekeepers don't gain the Tool Creation menu when upgraded with Portable Smithy Kit/Portable Science Kit.
They also don't let you purchase cheap ingredients when upgraded with the Portable Cooking Kit but I suspect that's not a bug and was intended.
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Not everything portable. |
Posted by: Kavoir - 09-30-2015, 05:54 PM - Forum: Suggestions
- Replies (5)
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So the description of the Automated Housekeeper is that you can apply anything portable to it. I naturally went Yay Dev added in house mirrors finally. But it turns out that list does not include portable mirrors, once again(See The "Placeable Mirrors" topic) you can make them cost 100 Murai but it would be nice to have that feature in player houses. So can you try to do something with that? Please.
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Hexed Hexers |
Posted by: Trexmaster - 09-30-2015, 02:54 PM - Forum: Bug Reports
- Replies (6)
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Hexer spells don't scale with any stat anymore, and they target DEF instead of RES.
I'm unsure if other classes were affected like this, but, Priest seems to be fine.
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SL2 Version 1.38 |
Posted by: Neus - 09-30-2015, 05:08 AM - Forum: Announcements
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[float=left] [/float]
This week has some new 10* inclusions, but it's a little light, because the dungeon this time is space! Space only has 3 enemy types, including the boss, which means 3 items. We have some other things to make up for it, at least, including two new maps, courtesy of your friendly neighborhood GMs. On to the patch notes!
1.38
New 10* Equipment - Added 3 new 10* rarity equipment items that drop from level 61 and higher space dungeon enemies, as well as the boss of the Space dungeon, Spatial Ravager.
New Static Dungeon - Added 1 new static random dungeon to the north-eastern part of Oniga; Desert Polaris, which is a level 65 space dungeon.
New Locations - Two new locations have been submitted and added. - Fort Arjav; Courtesy of Black Chaos X, this is a prison-styled fort to the west of Cellsvich.
- Coastal Cove; Courtesy of Slydria, this is a small, coastal area near Dormeho with 2 player houses that I imagine will be snatched up before half of you finish reading these notes.
New Tool Item - A new Tool Creation item, the Parasite Removal Kit, can now be crafted.
New Donation Item - The Automatic Housekeeper has been added to Matsuri's donation shop.- By default, this spawns an NPC that can be used as an inn and repairs weapons. Both of these incur the normal fee.
- Can be further upgraded to include new functions if the original buyer also purchased any of the Portable series items from Matsuri's shop. (Note: The buyer of the Housekeeper must be the same as the buyer of the Portable items in order to be upgraded with their functions. Items lent out in trades won't count!)
New Experimental Fonts - Added a new font to the overworld display bar as well as the quest title and description in quest logs. Please post any feedback you have about them in Suggestions.
Adjusted - Dragon swords (Narcus, Ensui, Kirosh, Setsuna) and their unique visual overlay is now only applied in battle.
Adjusted - Desert dungeons now spawn more walking monster types and the total pool of enemies for them is mixed together.
Adjusted - Kensei active skills, except Wazabane, now use the Power formula. This means the damage can be influenced by status effects and skills that increase general Power, such as Upgrade, Aerial Attacker, and so on.
Adjusted - Kensei's Sakki, Touki, Kenki, and Yomidori are now flat values instead of percentages.- Sakki is now -15 Critical Evade at max rank, but is doubled if the target is Marked for Death.
- Kenki is now -15 Hit at max rank, but is doubled if the target is Feared by you.
- Touki is now -15 Evade at max rank, but is doubled if you are under the effects of Absolute Pace.
- Yomidori is now -30 Hit at max rank.
Adjusted - Kensei's Katana Master is now +2 Power per rank (up from +1 Power per rank).
Adjusted - Renamed Jammer Tunnels to Cavern, Goblin Tunnels to Tunnels, Abandoned Castle to Castle, Phantom Crypt to Crypt.
Adjusted - Shift+Click now attempts to turn the lock for player house doors; ctrl+click now knocks on the door.
* Bug Fixes
- Yukionna's Frostbite now deals physical damage as it describes.
- Characters will now get up out of their seats when a battle starts, preventing odd pixel offsets in battle.
- Parasites now drop items instead of nothing ever.
- Dungeon clear bonuses should now be functioning properly, allowing you get full clears.
- Towering enemies no longer have odd visual effects hanging from them.
- Arena matches now obey the player's death animation setting.
- Goblin Tunnels and Desert dungeons can now spawn at level 70 as intended.
- Gigantys's attack range can now be modified by Huge Blade and Gigantic enchantments, and the sub-attack now properly receives its bonus damage.
- Arbalest skills that check the weapon's weight now properly take all factors into account.
- Forced Move can no longer stack mobs on the same tile.
- Nitrogen Drop's range is now as equal to your gun's attack range, instead of the range + 1.
- Spatial Ravager now has his exclusive enchant as a possible equipment property (previously, Rampaging enchants would not generate from him).
- Effects that trigger on enemy defeat will only proc if the target's HP was above 0 (fixes multiple procs if the target is brought below 0 HP mid-way.)
- Shopkeepers should now load properly onto offset stalls.
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'ur scared' 'no i'm not' |
Posted by: Chaos - 09-30-2015, 12:49 AM - Forum: Bug Reports
- Replies (7)
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'X has been frightened!' messages will display on a 'successful' Frightened infliction, even if the person in question has Fear immunity. (I.e. Shaitan)
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Stat clarity |
Posted by: Autumn - 09-29-2015, 06:17 AM - Forum: Suggestions
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Is it possible for a menu to appear if you mouse over or double click on a stat in your character window to tell you exactly what the stat does (Defense = physical damage reduction, critical evade) As it might help out players understand exactly what the stat does.
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