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  Ivy binds doesn't interact with earthen black spirit
Posted by: Flun - 06-26-2024, 05:03 AM - Forum: Bug Reports - Replies (1)

Ivy binds makes the enemy count as a plant race for the users effects that would influence that if they're on plant tiles, which works good for ranger and such. It however doesn't apply the damage boost from earthen spirits to someone if they're on a plant tile.

ranger already can use earthen spirits to boost damage to enemies with cherry blossoms on them, so i feel like this would still be decently ok to fix, as getting plants under an enemy isn't all too easy for most builds, so it isn't just a way to get a bigger number easier

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  Ruler Automaton Energy Changes
Posted by: Autumn - 06-25-2024, 09:08 PM - Forum: Balance Fu - Replies (1)

After playing Ruler/Bonder, I found very little reason to use the Ruler summons despite it being beneficial to do so for my torso enchant at the time, mainly the problem I had is that the class takes far too long to set up and even when you do, the automatons feel like a pain in the ass to manage their resources with, a lot of the strength of the class is throwing out Rook Automaton and just letting it sit still and cover you while you set up, cause it doesn't really consume a lot of energy this way and can just sit still and chill, and let seal of fortunes power it up.

There should be more reason to use the other pieces, they're not efficient when it comes to energy because they consume it on every single action, it doesn't feel very good for a knight to sit on Seal of Fortunes for 4 rounds and then consume it all because they decided to use the 1m movement + Royal Fork + Threaten all in 1 turn. Likewise when an automaton runs out of energy and consumes it's seal of fortune its hard to come back from that, cause if you grant Seal of Fortune again its gonna consume the buff before the energy it grants on the next turn, it just means you can never fall below 1 energy if you wanna keep them up in a stable state.

I don't want the class to become overpowered by any means and what I am about to suggest nerfs the Rook automaton's playstyle a little bit, but it is kind of a necessity I feel like, so here is what I am proposing that automaton energy is changed to:


Quote:Ruler Automaton Energy Change


-Automatons are now changed to consume 1 energy per turn instead of per action.
-Automatons now require 1 automaton energy to perform certain signature skills. (Royal Fork, Threaten, Rookstar, Bladed Queen)
-Seal of Fortunes now gives 2 automaton energy when expiring early.



These 3 changes should make it so that it takes considerable energy to do the important things that the automatons are able to do, but also make it so that taking basic actions is a energy-neutral exchange when they are under the effects of Seal of Fortunes, additionally it also makes it so that if Seal of Fortunes does expire early and is  consumed for energy, it gives them a burst of energy to hopefully allow the Ruler to recover with.

I would play this class far more as a very chill experience if these changes were to be considered, thank you for reading as always.

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  [2.87 v3] Hot Lips and Fire Boost
Posted by: ForgottenFate - 06-25-2024, 04:33 PM - Forum: Bug Reports - Replies (1)

[Image: 3ca0ea9158bea78178a2c363a55742d0.png]

Enemy Hot Lips are granting Fire Boost to their opponents, even on miss, without Confusion, etc.

I'm not sure if this is intended but I'm pretty sure mobs don't intentionally help their opponents.

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  'Housing' in Korvara.
Posted by: Caboozles - 06-23-2024, 04:48 PM - Forum: General Discussion - Replies (38)

One of the points of Korvara that has been contentious at times- some liking it, some disliking it- has been the lack of player housing.

I've considered myself a critic largely because I don't think people need to hide away in their private corners for RP and I (initially) believed it created healthier public RP.

But I think there's currently a bit of a conundrum where some people have access to these private quarters and others do not. Places like the Duke's or Don's Manors, Geladyne's Castle, etc. have given some people access to private quarters.

It has gone from public to private privilege, benefitting only the few.


I don't think the solution is inherently opening up a housing district so EVERYONE can have a house, but I think there need to be more 'empty houses' where people can spend an RP or two having some private RP that they'd do anyway in a different spot, or can claim for those whose RP involves office work or jobs, even if but temporary.

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  2 CHAINZ, er, tails
Posted by: caliaca - 06-23-2024, 02:57 AM - Forum: Approved Characters - Replies (1)

BYOND Key - PlayersDownInHell
Character Name: Isabella
Request Type - Character Appearance

I wanna play a 2 tailed felidae. We have some lore support for this in the fact that inter breeding between races have passed down small, secondary traits before. This is pretty much it, just 2 tails.

It's mostly to support a playby: https://cdn.discordapp.com/attachments/1...878f2b4d2b&

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  Change Bone Binds to make sense.
Posted by: Mikuel - 06-22-2024, 07:44 AM - Forum: Suggestions - Replies (3)

Okay so... With the tome parts being a thing now, I started taking a look into them... And one specifically got my attention. The bone binds:

+3 Weight, +5 Critical, Upon casting a Huggessoan spell, if any enemies are in 2 Range, the bones rattle and attempt to inflict Fear them for 2 rounds. [1 round CD]

Now, it doesn't seem bad at first glance but lets go into the issue: Critical boost for tomes has two uses: Basic attacks and any mutation shenanigans.


WHY does the part that has effect to interact with huggessoan spells also increase your critical rate when that does nothing for the hugge?

Sorry for putting this bluntly, writer is tad sick. Feel free to ignore the topic or enlighten me of uses for this part.

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  toggleable obedience
Posted by: FatherCrixius - 06-22-2024, 04:23 AM - Forum: Balance Fu - No Replies

give spiritual tattoo : obedience the toggleable passive treatment

this would be cool and let you do cool things less obtrusively mechanics wise; such as shapeshifter avoiding specific transformations (without making it 0 friendship) or youkai that will auto unsummon / uninstall on the end of turns.

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  [v2.87 v3] Various ranger bugs
Posted by: AkaInuHime - 06-21-2024, 08:43 AM - Forum: Bug Reports - Replies (1)

[Image: 2mh0ze.png]
You can use annorum wind runner to get into walls. It doesn't seem to check collision with terrain or enemies at the final tile when using it, like you'd expect compared to how sidecut works.

Also, forest fiend's description says it lets you target a tile, but it doesn't actually let you use it on a tile without an enemy on it (which would be useful for destroying plants like cherry blossom, as well as lining up the annorum aoe to hit multiple targets).
(Also, the annorum version doesn't display a circle when you're selecting where to aim it, only a single tile. Not strictly a bug, but it seems off compared to how, for example, charge mind rye shows the full aoe area).

Using frigid arrow on an ally standing on a rain trap damages them.

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  Character - Request for Transformation
Posted by: owarinohebi - 06-20-2024, 04:34 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Mizutsunes
Character Name - Tatsuya Nakahara
Request Type - Skill Interpretation
Request Details - ONLY when character in question is using the Hexer Class . The idea is basically an interpretation of the Death Knighting ability. Instead of filling the individual purely with malevolent spirits, it fills him with all of the negative, "Feral" rage he has in him, and manifests in the form of Darkened Armor. Character Race remains Hyattr, though only Character Appearance (and height, standing up to 6'5 in this form instead of 5'5) actually changes (displayed by icon changing and Orb of Illusion). Character is put in a Frenzied/Berserked state (RP only, no mechanics involved), but can be taken out of it if anger is quelled, or character is killed or rendered unconscious. Upon character reaching 0 HP (in a PVP fight obviously) in this state, the transformation ends, the character is rendered unconscious, and returns to normal. Out of combat, this gives no extra abilities other than what spells he has/Death Knighting provides. Sentience still (mostly) remains, though within form, character is continuously communicating through deep snarls and growls instead of words.
Specific Request - Character Enrage/Berserking state interpretation of Death Knighting that is allowed to be displayed out of combat.
Reason why you are making this request (if applicable) - I just wanted to play around with a different interpretation of Death Knighting! Wasn't sure if it was able to be done without an application, so I threw one in as a just in case measure.
Roleplay & Lore supporting your request - Hexers deal with negative emotions as well as dark spirits. I thought it would be fun toying with the whole negative emotion aspect of Hexing.

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  shapeshifter again lmao
Posted by: FatherCrixius - 06-20-2024, 02:24 PM - Forum: Bug Reports - No Replies

[Image: yFt7PGo.png?ex=66758c95&is=66743b15&hm=8...77b1863fa&]

Phase fang is not refunding the 1M it used to on v2.88v5. I believe one of the solblader changes caused this, as it was still working not too long after Sol appeared on test ser.

[Image: u4KO9Ly.png?ex=66758c95&is=66743b15&hm=f...&height=96]
[Image: GPYQ7cy.png?ex=66758c95&is=66743b15&hm=e...&height=36]
[Image: 5xDZdjc.png?ex=66758c95&is=66743b15&hm=1...&height=50]

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