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Item Check for Knockdowns |
Posted by: Autumn - 03-21-2025, 06:55 PM - Forum: Balance Fu
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Knockdowns are very powerful in SL2, but I would also they're critical to exist to reasonably handle hyper damage threats and healer threats in teamfights. Still it is undeniable that denying your opponents up to 3m multiple times a fight, and that's mainly the abuse case, multiple times a fight. The Quadrapedal is good at mitigating the effects of KD but I don't think it suits everyone, there should be a more generic controlling option too.
Silence in a sense is a very similar status where you are forced to use momentum to need to deal with it generally, but Heron Feather at least mitigates your opponent's choices in the matter, an item that is 1:1 heron feather's effect would not work for KD however I think, so I have another idea.
I believe there should be an item, a shoe slot, an accessory or whatever have you that increases the immunity you gain from being cured of KD by +1 round, this would make it so that you aren't denied 3m constantly, as that is most of the frustration of KD is when it's spammed from the likes of Demon Hunter or Paragi Shuriken for the most part.
In Summary: There should be an item that gives +1 round of KD immunity, likely on an accessory or any other fitting slot.
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Lightning Crit Revert |
Posted by: Ray2064 - 03-21-2025, 02:44 PM - Forum: Balance Fu
- Replies (2)
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Hiiii
uuuuuh
Now that Impure Element is dead, can lightning crits be reverted to how it was before the change? (Percentage of Lightning ATK) As it stands, the change was only really marginal for casters at bests (and i say this while playing a lightning caster, i think i'd lose some damage from this) , while SWA attackers (I'd say that's a struggling archetype but you can't even call it that I'll be real) mostly ate shit, since the current iteration of Lightning Critical is a multiplier to damage instead of a bonus, with the problem being that base damage is....lower on skills to begin with.
It ALSO doesn't really help that lightning critting without Highwrath can be kind of difficult to begin with, so for SWA attackers, it's a....low-chance, low-reward kind of thing? Either way, the nerf was made with a context that no longer applies in mind, so it makes sense to be reverted, imo
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Magical Girl Dinner |
Posted by: Autumn - 03-21-2025, 03:19 AM - Forum: Suggestions
- Replies (4)
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If there's one weapon line I think is in need of some fun potentials to sprinkle around and use, it'd be the Magical Moon line of weapons, with only the Fist and Shotgun currently possessing a potential currently I think that these could all use some neat fun potentials to use, notably these weapons got buffed very slightly by the STR change to crit so that they're plenty useable now as a true spellblade weapon.
I find this fun, but to help them feel less bland and less "Why would I run this", I really feel like they could be just as useful as Magical Comet is. I won't make any explicit suggestions, but to convey my thoughts at the very least here's what elements I think fit each of the weapons:
Magical Comet: Ice (Here for list completion sake)
Magical Moon: Water
Magical Photon: Lightning
Magical Star: Wind or Dark
Magical Meteor: Earth or Dark
Magical Sun: Fire
Of course, it doesn't exactly have to be this way, but these are just my thoughts on what I think are fitting.
If you consider adding potentials to these I will be a very happy camper
PS: Magical Girl transformation would be a funny bonus
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[2.96d] Alternate Attack Styles |
Posted by: Rendar - 03-18-2025, 12:25 AM - Forum: Bug Reports
- Replies (1)
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Things that have HP, and are breakable (Druid Plants, Runes, etc) are targetable by Druid's Wildshape Secondary attack.
The attack, however, does not activate or go through.
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The Black Suck |
Posted by: catabur - 03-17-2025, 09:35 PM - Forum: Balance Fu
- Replies (6)
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Right now, I don't think Black Drain is really that great.
It's -10 SWA for the enemy, +10 SWA for you, but it relies on you having to have used Black Wind and then using a base Soldier skill. However, this is all at max level and unless you're abusing Thousand Stabs then you'll only slowly crawl your way up there. It's 6M, around 30 FP, and depending on your weapon it could take you multiple turns to get the full effect of it.
I would propose increasing the max rank to 20. With Black Drain LV 20, you would be countering Two-Handed which fits the defensive nature of Black Knight quite well. If a 20 SWA increase for BK seems too much then it would be simple to change how much SWA you get from it: Black Drain LV/2.
Furthermore, increase the Black Drain LV you get from a singular attack to 3. Alternatively, make it so Basic Attacks also count as giving Black Drain.
So, the Skill ranks would look like:
1 Point: 7
2 Points: 14
3 Points: 20
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[Version 2.97 v3 (Test)] Final Flare and its consequences |
Posted by: MultiWonder - 03-16-2025, 07:00 PM - Forum: Bug Reports
- Replies (2)
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Nine times out of a ten, using an offensive spell that realistically should work with final flare does not.
In cases like this, the spell is counted as used and therefore removed from your list but does absolutely nothing (or plays the animation but does nothing)
I provided a list of offensive spells that do not work properly (or problems for those that do)
My hopes here is to allow for either those spells to NOT be used up by final flare or for them to properly function to give Final Flare a bit more flexibility.
I will state that these are not ALL the spells I could have tested given how many there are to steal. I may also provide updates here for any notable offensive spells I get my hands on.
The list is as follows:
Air Pressure (Animation plays, nothing happens)
Wind Slasher (Does nothing)
Ryemei (Animation plays but nothing happens)
Fulgur of Duplicity (Nothing)
Rectifer / Black Static (Animation plays but nothing happens)
Famiuga (Nothing)
Geo of Crumbling (Plays animation, no damage)
Aero of Disaster (Plays animation, no damage)
Needle (Does nothing)
Dancing Water (Does nothing but likely isn't even bugged given the space the tentacle would spawn just isn't valid)
Water / Stone Dragon (Works, but spawns the projectile one extra tile ahead from where you're facing, which makes it inconvenient for melee range builds)
Frigid Formation (Does nothing but wields special requirement so I'd ignore it)
Riagri (Nothing happens)
All Lanternbearer spells, except Focused Beam for whatever reason
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