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Once per round...really? |
Posted by: Lolzytripd - 12-21-2014, 06:52 PM - Forum: Balance Fu
- Replies (5)
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I get that spark drive going of 6-12 times per round is a bit overkill
but just once
a single damn time
thats too much of a nerf gunners will no longer be able to pve at any form of an efficent manner.
I suggest
spark drive goes on a cool down of 2 after procing, that cool down goes down by 1 per crit.
so every 1 in 3 crits is a spark drive
OR
just reduces spark drives scaling to 10/20/30/40/50% instead of a guaranteed 100% of the time.
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SL2 Version 1.07 |
Posted by: Neus - 12-21-2014, 06:23 PM - Forum: Announcements
- No Replies
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[float=left] [/float]There are many emotions that could drive an individual to learn magic. The desire to protect another. To defeat an archenemy. Wishing to gain power. These are all common drives to become anything one aspires to be like.
And then there are those who simply hate. Those who want to get back at someone who wronged them, want to bring someone off their high-horse, to make them look disgraceful. For these types of mages, the school of thought and study often changes, which is where Hexers originate. To be more specific, the magic of 'curses' and 'hexes' originate on Egwyn.
During the dawn of civilization on Egwyn, the Grimalkin were often the subject of prejudice due to their hair color, some going as far as exiling them, thinking they were a bad omen. This left many Grimalkin feeling scorned, and with their natural magic potential, they developed curses, which make those affected suffer some misfortune or poor health. As the world began to grow aware of each other, so too did the nature of the Grimalkin's curses.
Hexers utilize dark energy (because it is not only painful physically, but attacks the mind as well) and these curses, and while they are not the most powerful mage, they are exhausting to deal with. Hexers also call upon the grudge of spirits, amplifying their anger with magic, and letting them harm the living. This often puts them at odds with the Geistritter, who seek to contain the damage spirits deal to everyday life.
1.07
Added - A new promoted class for Mage, the Hexer, has been added.
Added - 5 new donation items have been added, some based on suggestions. - Portable Smithy Tools - Lets you use forge, weapon customization, and weapon upgrading from anywhere.
- Furniture Planner - Increases the maximum limit for furniture by 25 each. (To a maximum of 125 additional pieces of furniture.)
- Small/Big Box of Mirror Shards - Gives you 5 (small) or 12 (big) Mirror Shards on use. (Will not give you duplicates of the same Mirror Shard in a single use, but can give you ones you already have or have unlocked.)
- Box of Bad Fruit - Gives you 1 of all the respec fruits.
Adjusted - Absolute Death has been changed to only affect physical damage, and the boost in damage is now 5% per Rank. The duration has been increased by 1 as well.
Adjusted - Bodyguard will now only trigger its damage reduction if the damage taken exceeds your current HP.
Adjusted - Drowned Woman's damage reduction skill is now halved if she is installed.
Adjusted - Spark Drive and Thunder Drive can now only trigger once per round.
Adjusted - Power Gradiation's Momentum cost is now 4.
Adjusted - Lantern Bearer's lantern spells and Focused Beam have had their FP costs and FP scaling changed to reflect their power better.
Adjusted - Youkai now cost an additional 1 FP to maintain for every 5 levels they have obtained.
* Bug Fixes
- Fixed a bug where Youkai, etc. would not move towards enemies.
- Fixed a bug where shop stalls without a shopkeeper on them would lose all of their hours upon a reboot.
Click here to learn how to install and play the game!
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!
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[Doriad] Wild Fast |
Posted by: Rendar - 12-21-2014, 12:56 PM - Forum: Balance Fu
- Replies (11)
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So, Wild Grass immobilizes a target for 1 turn, or 2 if they're faster and... this seems really, kinda lame? One entire subset of people have a summon that actually gets a BUFF from doing that, and if they don't want it anymore, they can just unimmobilize, it lasts for 1 turn so you spend 3 M and move away and your opponent, usually, can just go "Well I'll just haunt/blink/sidecut closer!" Or if they've got Heaven's Kick, they'll just fly across the map and smack your ass because the immobilization didn't .actually. matter.
Can Wild Grass be changed to something less sucky since there is a bow, which on a crit, immobilizes you for 2 or 3 rounds? Bows, I should remind, that pretty much crit everything they ever want besides a BK with good luck. Change it to 2 rounds, or 3 if they're faster to make it atleast somewhat fairer.
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RoboCat finding you awesome profile pictures.Template inside |
Posted by: RoboCat - 12-21-2014, 07:03 AM - Forum: General Discussion
- No Replies
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Hi everybody I'm a guy who likes to help people do stuff for the most part. So feeling like I have not been doing enough around here, I'm bringing my old thread from a past RP game over to this forum to help players who cant seem to properly visualize their characters for whatever reason bring them to life! Through pictures, that I go through possibly some of the dirtiest sites to find for people who don't want to go to said sites.
Here's the template. I'll PM you my results and will expect a reply on how well I fit your character expectations.
Code: Race:
Gender:
Age:
Height:
Build:
Skin Color:
Hair Color:
Hair Style(short, spiky, long, drills(lol), twintails etc.):
Eye Color:
Three words to describe their persona:
Flashy?(Sparkles and explosions ect.):
Magic or Weapons?(which kind of magic/weapon(s)):
Anything I did not ask for? If so what?(like 'o hes only got one eye' or 'he's got horns', ect.):
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Purging Flame |
Posted by: Dinogun - 12-20-2014, 08:35 AM - Forum: Bug Reports
- Replies (1)
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For some reason it's not showing up in the alchemy table/portable science kit. I have all the necessary materials(I think) to make it. I even tried the enchant items to make it but it still won't show up. Are we able to make it or not?
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Fleshing out ideas for Guilds and RP stuff |
Posted by: Daisuke - 12-19-2014, 09:49 PM - Forum: Suggestions
- Replies (2)
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"[url=http://neus-projects.net/viewtopic.php?p=2259#p2259' Wrote:Neus ยป Fri Dec 19, 2014 3:30 pm[/url]"]
There might be something here, but keep in mind that the opposite end of the scale isn't always better. When people have too much influence, the game becomes like Eternia, where it becomes difficult to even play the game if someone 'in power' feels like ruining your day. I want the game to be able to be enjoyed by everyone.
That said if you have any ideas that could work well with that desire, that you post them in the suggestions forum.
So the main issue I think people have with implementing guilds is because it seems more like just a list of people with the same goal forming a team (and there's no reason you can't already do that). However, keeping the above quote from Dev in mind, I believe there's a way we can implement a guild system that isn't just a list of people on paper and more of a way of influencing the world in RP.
And this would be by making them more official and both RPly requiring approval from some in-game authority figure (whoever the emperor has looking over Cellsvich) while OOCly requiring approval from some admin. These guilds would have a main purpose that clearly benefits Sigrogana in some way and doesn't overlap so much with other guilds that you've got 2 guilds doing the same exact thing (so there could be a trader's guild -they'd sell miscellaneous goods-, fishing guild, adventurer's guild, smithing guild, etc).
They would be well-known and immediately popular if it fits their theme. So it would be implied that anyone that doesn't live under a rock knows about every official guild and even if there are only 1 or 2 actual players in the guild it's also implied the guild is filled with NPCs.
The system I'm thinking of would be where you have Guild Halls located in each major town similar to Asago Buildings with the main Guild Hall located in Cellsvich (so there would be certain features you couldn't access unless in the main guild hall such as registration or creating a guild). Along with the approval of an admin/gm/somethin, in order to register a guild you'd need at least 3 or 4 other people willing to join your guild (they'd have to be in your party similar to how you join a group match at the arena) and you'd need some Guild deed item thingy that's given to you by an admin or dev or something (like a house certificate).
Features for guilds could be:
A shared bank for the guild. You can deposit and withdraw items and murai freely unless a there's a restriction set by the guild leader (such as recruits being only able to store things while a rank higher than that can withdraw things) and there would be much more bank space compared to a normal player's bank (and you can purchase more bank slots for your guild).
A shared guild shop. These shops would function like a player owned shop and anyone in the guild would be able to put an item in and set a price for it (the guild leader would able to choose which ranks can put stuff in). These shops would be different because they'd be set up for an indefinite amount of time (hey there economy, how you doin?)
A guild house (maybe). I'm not too sure about this one but it's an option -shrug-.
Guild Perks. When making the guild, you get to pick a permanent perk for your guild to help your guild excel at whatever it's intending to do (so there's some incentive to make a guild and join one). Perks could be something along the lines of
Specific crafting bonus: You pick a craft and you could either get increased exp for that craft or an additional skill level when doing that craft (maybe both?)
Super Haggler: It's like Haggler but you get to stack it with Haggler. Haggle. (go go team merchant)
Combat bonus: You get increased exp after combat for both your character level and your class level.
Fishing bonus: You're more likely to find large fish and there's a chance of not consuming bait when you get a catch
Super Harvest: It's like Harvest but you get to stack it with Harvest.
So basically tl:dr, I'm looking for a way to promote meaningful RP (so you can actually have an impact on something in-game) and I'm thinking official guilds in RP can help achieve that goal (emphasis on this for a sec, topic is for fleshing out this idea to make it more in line with this theme, not a "we need guilds rite nao" topic). If anyone has more ideas and stuff, throw them in this topic.
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Black Knight Ideas |
Posted by: MegaBlues - 12-19-2014, 05:51 AM - Forum: Balance Fu
- Replies (15)
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At the moment, Protect doesn't do anything to stop Autohits, which I think is pretty silly. So here are these quickly thought-up ideas.
Also more stuff since I found some chess terms I liked.
(Some of these may be slightly strong, but, as Evokers are the definitive Nuke Mage, Black Knights should be the ultimate damage sponge, physically.)
(Passive)
Interpose
An improved method of shielding allies from harm. Grants Damage Resistance based on rank when Protecting an ally, along with extraneous effects based on Rank.
R1: +8% Damage Resistance when using Protect; +1 Protect Range
R2: +8% Damage Resistance when using Protect; Protect now intercepts Auto-hits.
R3: +8% Damage Resistance when using Protect; +1 Protect Range
R4: +8% Damage Resistance when using Protect; Protect now intercepts harmful status effects.
R5: +8% Damage Resistance when using Protect; Protect now invokes the Black Wind.
(Toggle: Passive)
Interference
Sacrifices the Black Knight's defense to halt an onslaught, relieving pressure. When Guarding, there is a chance based on Guard Level plus a bonus based on Rank to retaliate against attacks made in Melee range, dealing Blunt damage and dropping the attacker's momentum to 0. This skill may be toggled on or off.
R1: Success Rate: 1.2(Guard Lv.)%; 10 + 15% Def
R2: Success Rate: 1.4(Guard Lv.)%; 15 + 30% Def
R3: Success Rate: 1.6(Guard Lv.)%; 20 + 45% Def
R4: Success Rate: 1.8(Guard Lv.)%; 25 + 60% Def
R5: Success Rate: 2.0(Guard Lv.)%; 30 + 75% Def
(Toggle: Passive)
Perpetual Check
Constantly keeps projectile attackers in danger, reducing damage from Ranged Attacks while advancing upon them. Upon receiving damage from a Ranged attack, the Black Knight moves one square towards the attacker. If adjacent to the attacker, the damage reduction is doubled. Damage reduction is increased based on rank.
R1: 4% Damage Reduction
R2: 8% Damage Reduction
R3: 12% Damage Reduction
R4: 16% Damage Reduction
R5: 20% Damage Reduction
(Innate)
Zwischenzug
Surprises the opponent with sudden, unexpected threats. Grants bonuses with movement, if Black Knight is the main class.
R1: +1 Move
R2: +20 Hit if the user's position has changed this round.
R3: Increases the range of all long-ranged Black Knight and Soldier skills by 1.
EDIT: Changed Interpose R4.
EDIT: Changed Interference's rank bonus to be multiplicative, not additive.
EDIT: Changed Zwischenzug R3.
EDIT: Interference's Defense scaling is now proper.
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Soundtrack |
Posted by: Ryu-Kazuki - 12-18-2014, 09:25 PM - Forum: Suggestions
- Replies (5)
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Just for fun. I like some of the music in game, boss fights and all. Could we start unlocking some of the tracks through story progression possibly? It'd be a nice little idea and can make some situations ambiatic.
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