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DickFog 2 thick |
Posted by: Rendar - 12-22-2014, 11:20 PM - Forum: Balance Fu
- Replies (3)
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Wild Huntsman says "(Oh man I was worried it'd be a race to dickfog.)"
Wild Huntsman chants "Stand your ground and fight into the grave..."
So, this raises a valid point. Why does this 'fog' persist over the entire battle field. Why can a tornado, or other Sylphid spell, not clear away a 'section' of it? This would be really neat for 'shifting' the battle field to your favor.
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RP-Friendly Combat System |
Posted by: Rockabye - 12-22-2014, 08:00 PM - Forum: Suggestions
- Replies (49)
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All debating on these suggestions will be in the thread itself. This post is updated only with newly introduced ideas.
This is a thread (open to all) to suggest things that would make the combat system more RP-friendly. As it is it can be metagamed to high hell and back, and in a role-playing game I view that as somewhat of a problem. I'll start off with some of the worst offenders.
Hit/Crit
I don't believe you should be able to see these things on an enemy when you target them. You shouldn't instantly know how well an opponent is able to evade your attack until you attempt it. I recommend changing this to a system that tells you how much you hit or missed by, but only after the attack is made. Damage is in kind of a gray area to me, because you might be able to tell how well armored your enemy is by looking.
Movement Range
Same as above. You shouldn't be able to see the movement range of other characters just because they open their movement grid. I've already seen movement range metagamed ICly when the person who opened their grid ended up not even moving. Rather than this, I recommend the system tell you how many spaces an opponent moves when they move, so you can have an accurate view of how far an opponent can move, but only up to the amount you've seen them move so far.
Level
Stop letting other people see this. It's caused nothing but problems so far.
Setsuna
Change the effect to not show skills, and instead show stats relative to yours (whether they're higher, lower, or identical.)
Turn Timer (Sarinpa1)
The ability to modify turn timer, for those that prefer lenghtier and more in-depth roleplays. Sure, common courtesy exists, but it's hard to willingly end turn for someone to do what they wanted to do in the RP, especialy because status-effects.
Armor Ratings (Rendar, Sarinpa1)
Perhaps as some sort of an "Armor rating" thing in description showing unarmored/light/heavy?
Encumbrance Display (Rendar)
Example (in the status window?):
"This person looks to be able to carry their weight in battle just fine!"
"This person seems to be weighed down a bit but doing just fine!"
"This person is weighed down so much by their gear they shouldn't even be able to move properly..."
Modifiers (Maikito)
Mechanation Traits: Mechs should have some sort of trait that allow them to see normally unseen statistics, maybe not all of them, but some of them at the very least.
General Traits: Traits to analyze an opponents range of movement after moving, their known skills, and other various things could also be introduced perhaps.
GM Powers - Should be able to circumvent all of these above mentioned features for the sake of stopping bug abusers. If bugs -do- arise.
Record Erasure (Ryu-Kazuki)
As a Trait, maybe?
Everyone else, have at it.
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Red Cape |
Posted by: Rendar - 12-22-2014, 07:17 PM - Forum: Balance Fu
- Replies (2)
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This really needs to only proc once per fight as someone who heals them self above the threshhold still retains their FEAR immunity, and can still be at full health with the immunity. It leads to lots of shenanigans and rather bullshit scenarios for certain characters that rely on fear to hit things.
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House not Saved |
Posted by: iDarkCara - 12-22-2014, 04:37 AM - Forum: Bug Reports
- Replies (8)
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Yesterday [12/20] I moved my house from Chatrunga to Cellvich. I was able to successfully move and redo the banner and go inside the house and change things. Upon logging in today, I spawned outside of my house, but it's now an open house and won't allow me to claim it again despite having the ticket. I also cannot teleport to my house from the teleport house [i have the teleport ticket] and it's no longer in Chatarunga.
I had a bunch of items and furniture inside the house as well. Using those item placer things ;;
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Loot Game 2 Stronk |
Posted by: Rendar - 12-21-2014, 09:22 PM - Forum: Bug Reports
- Replies (1)
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Whenever you win a fight and get an item from it, combat stays active for quite some time, then takes you to the result page.
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Buffing Calling |
Posted by: Chaos - 12-21-2014, 09:01 PM - Forum: Suggestions
- Replies (4)
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Calling is a 3M skill that will move someone next to the user.... Only if they're Hellspiked.... with no other advantage to it.
Considering this is also a boss's move, I think we should give this thing a buff. Here's a few ideas:
1. Calling costs 0M.
2. Calling also inflicts Fear, Hesitation and Immobilize for 2-3 rounds.
3. Calling also inflicts unresistable Darkness damage equal to level.
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Spirit Masochism |
Posted by: Rockabye - 12-21-2014, 08:14 PM - Forum: Bug Reports
- Replies (1)
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The darkness damage from Spirit Pain is applied to the Hexer rather than to the opponent:
Spirit Pain! Barghest begins to attack Monte Ainsworth, but is possessed by a spirit and attacks themself!
Aletta Ainsworth takes 56 Darkness damage.
Barghest attacks Barghest with Ghost Bite and hits them!
Barghest takes 29 Pierce damage.
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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.
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