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Sea Wyverns |
Posted by: Rendar - 11-30-2023, 03:19 AM - Forum: Approved Characters
- Replies (3)
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Applicable BYOND Key - SatyrChaser
Character Name - Orso Rossi
Request Type - Racial Deviation
Request Details - A subspecies of Wyverntouched
Reason why you are making this request (if applicable) - Expanding upon the already written lore of SL2 by adding in an extra layer of lore that other players can build upon in the creation of the Sea Wyverntouched subspecies.
Notice: If this requires some touching up / approval from Meiaquar / Drezdin on the fact that Sea Wyverns and Frost Wyverns are likely predominantly in that area, I can speak with them and help iron it out (especially since they're working on Meiaquar lore atm!)
Specific Request - New subspecies of Wyverntouched that have slight alterations that aren't mechanical, and only usable in RP. For right now, simply Sea Wyvern born Wyverntouched, though other species (as listed above) would be interesting to have in the future should others wish to expand upon that.
Reason why you are making this request (if applicable) - Wyverntouched are born from Wyverns, and from what lore we do know we know of one specific variation. Which is.. interesting, but in fantasy lore there are a TON of different wyvern types. Forest Wyverns, Swamp Wyverns, Sea Wyverns, Frost Wyverns, and Sky Wyverns (which is what we generally have here in Korvara). I'm specifically wanting a subset of Wyverntouched to be born to Sea Wyverns, found in the northern Meiaquarise lands.
Sea Wyverntouched are still of the good omens vibe that the normal are. Fishermen or sailors at sea witnessing them considering it a blessing and the like-- and their kin on seabound vessels are a boon for fighting off illness, plague, and the like. Ontop of this, Wyverntouched of the Sea variety would gain access to a few somewhat more unique 'abilities' for RP purposes only.
Enhanced Swim Speed: They're just good swimmers.
(Higher San) Tails: Their tails are more aquatic in nature, lending to aiding them in swimming.
Underwater Breathing: Sea Wyverntouched are likely able to breathe underwater through potential gills, or through a racial mutation that allows them to convert the water into breathable oxygen for themselves.
Specifically speaking, these will be the exact same Wyverntouched racially with their poisonous bite and poison resist, and RP wise this will give them no benefits versus water damage or the like.
Roleplay & Lore supporting your request - As this is not necessarily a full-on revision or requiring of Roleplay, the only necessary thing listed here will be the Lore. Which, as stated above, is more-or-less pertaining to other fantasy settings in which Wyverns call a wide variety of areas their 'home'. Seeing to things like Frost Wyverns, Forest Wyverns, and even Sea Wyverns-- this would more-or-less make the baseline SL2 Wyverntouched derived from the Mountain/Sky Wyverns, allowing the variations of Wyvern's to be a bit more wide spread.
Sea Wyverns, in this particular instance, are primarily found within the Sea. Calling the briny depths their home, and occasionally living on land as a 'human'. Their progeny are capable of breathing underwater (or at least having a vastly expanded ability to hold their breath. This is, really, no different than the Theno that RP being able to breathe underwater). Alongside that, they are better at dealing with the pressure of the Depths, able to go deeper without a Diving Suit (Similar in terms to the Water Snake adaption Nagas get), and all around more adept with water.
Mechanically, this will provide no differences (unless Dev sees fit to add more WT traits to compensate for this. Which I am more than fine to spitball)... but RP wise it would allow for them to be better suited to the Naval profession, capable of going beneath the water to repair things and the like.
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Remove Boss Immunities |
Posted by: MothEnthusiast - 11-28-2023, 12:00 PM - Forum: Balance Fu
- Replies (8)
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Title. Bosses get immunity from, to my knowledge, charm, fear and confusion. Probably more than just that, but I'm not certain. Now, this isn't really a case of 'oh that's too strong!' so much as it is a case of unnecessarily shutting down certain build components. A charm-based build is inherently going to get to use less of their kit against a boss than someone who just smacks for big damage.
A hexer has no reason to go Death Knighting against the big bad (even though transforming seems like something you'd WANT to do against your strongest enemy) because their main passive is useless. Note, I'm arguing for removing BASE immunity for bosses universally. In its place, I'd suggest more fine-tuned resistance passives on a case-by-case basis, similar to what the [REDACTED 100] mobs have. A +75 charm res and +50 confusion res for Alraune, as an example. Make it challenging, but not impossible. This also lets mobs that have OTHER reasons to be immune (Spectre Knight fear immunity because undead, as an example) shine more uniquely.
Basically, this is just to make it so there's a PVE reason to run every build, instead of just arbitrarily telling a BK/Ghost he can't be scary, or a Performer that he can't be (magically) charming.
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A new use for Devocation |
Posted by: Autumn - 11-28-2023, 07:51 AM - Forum: Balance Fu
- Replies (4)
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Devocation has become an obsolete skill since the Invocation talent now prevents you from losing your invokes from being broken basically ever, though there is one exception to this, skills that force break invocations.
I believe Devocation can be targeted towards that instead, and any future effects that are similar, I propose that the skill allow you to resist invocation breaking effects at a FAI% chance, similar to old where it had a purpose by actually giving you heavy resistance to having invocations broken, this was to further emphasize them having the only C rank invocation in the game.
This skill hasn't done anything since 2016
(https://neus-projects.net/forums/showthr...3#pid15523)
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SL2 Version 2.80 |
Posted by: Neus - 11-27-2023, 09:03 PM - Forum: Announcements
- No Replies
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2.80
Battlefield Circles - Added Battlefield Circles, and Temporary Battlefield Circles.
- These are interactive objects that you can use to start multi-party PvP battles with up to 12 different parties.
- Various parameters can be adjusted for these battles, including things like Max HP/FP Multipliers, Damage Scaling, etc. (Temporary circles can be right-clicked to do so, while permanent circles can be interacted with normally.)
- Temporary circles can be spawned anywhere by clicking a new HUD button. They will disappear when the creator leaves the queue.
- Permanent circles are sandbox objects that can be crafted via Construction. Additional map selections can be added to them by crafting Cartographer's Memory items and fusing them with the circle. (As a heads up, both the circle and memory items are a bit expensive!)
- Due to the expensive nature of these items, permanent circle items cannot be attacked, nor can they be dismantled by anyone except their placer (or a GM). When dismantled, all Cartographer's Memory items fused with it will return to that person's inventory.
- If someone has placed one in an undesirable or disruptive spot, please notify a GM. As with all sandbox objects, abuse may lead to your inability to utilize these features.
Event Tools- Encounter Tool:
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- Added a button to set Battle Modifiers for your encounter.
- If Target Mode is active, when you apply an encounter, it will include all of the player characters inside of that same battle. (Including yourself! Be careful. Note that you will still need to click on a specific player as the initial 'apply' target.)
Crystal Terminal Upgrades- Added 4 new Crystal Terminal upgrades called Crystal Cartography (I
- IV). These allow you to craft Cartographer's Memory items for use with Battlefield Circles.
Support Shop- New Item; Profile Package 2
- Adds new customization options for your character profiles.
- Backgrounds: Brick, Celt, Dirt, Forest, Forest (Grey), Grass 1, Grass 2, Grass 3, Ice, Ice (Grey), Spatial, Water
- Portrait Borders: Esteemed 1, Esteemed 2, Esteemed 3, Esteemed 4, Simple (Petals)
- Profile Borders: Books, Books (Border), Books (Grey), Crate, Crate (Grey), Fog, Fog (Border), Ice, Ice (Grey)
- Patrons with active patreon tier benefits now have increased inventory size and bank storage slots. +10 for Tier 1, +20 for Tier 2.
Map Requests- Duyuei Battlefield Update (Courtesy of Autumn)
- Vale Roads & Construction (Courtesy of Autumn/Slydria)
- Meiaquar Hospital (Courtesy of Slydria)
- Geladyne R&D Renovations (Courtesy of Slydria)
- Duyuei Arena (Courtesy of Slydria)
New Items- Added 3 new equipment items.
- Added a Grindylow Plushie as a drop from Grindylows. (Courtesy of Frozen)
Soldier- Charging Strike; Now treated as a separate status from Charge, allowing you to gain Charging Strike effects even if Charge ends prematurely. (It will still end Charge, however.)
Dark Bard- Power to the People; Effect now takes into account Shadow Moshes on the same tile as yourself.
Bonder- Heaven Below; LV increases by 2 per round (instead of 1). LV is decreased by 1 upon taking non-field, non-status, non-bonus damage (instead of removing it completely).
- Grand Finale; Now boosts Heaven Below's LV by 3 if active when it is triggered.
Items- Heart of the Lion; Effect now also cleanses Fear statuses when triggered.
ETC- Battle indicators can now be viewed from any distance away, but in order to request to join a battle, you must now be within 2 tiles of its indicator.
- One Time Chests for Lorelei, Moon-Mirror Shield, Tetra Gauntlet and Flower-Wreathed Shoes now include a recipe card to craft them. If you have already obtained these chests, the recipes will automatically become available after you have unlocked Crystal Cartography II at a Crystal Terminal.
- Battle system now capable of supporting more than 2 parties at a time.
- When loading your character, you are given the same 'walking monster grace period' that you get when leaving a battle, meaning monsters will not ambush and engage you the second you appear.
- Fixed a bug where the Abandoned Mine battle map wasn't showing.
- Fixed a bug where youkai enhanced by Parted Pain would leave enemies at HP higher than 15% when dealing damage.
- Fixed a bug where Distorted Beat was applying when songs other than Bard base class songs were played.
- Various forum bug fixes.
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v2.80 Wasp don't like your tone |
Posted by: Dezark - 11-27-2023, 06:38 PM - Forum: Bug Reports
- Replies (2)
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I put this in the wrong spot, whoops--
The new instrument tome that summons a insect when you play music has a interesting effect with dark bard.
If it summons the vector wasp, and it hit by kickback damage it passive will target the DB and it will ignore the fact it on a team with them and attack them as if it were a normal mob.
easy way to recreate is
1. Play Dark bard
2. Have the whistle spawn a wasp
3. Kickback damage from Dark bard buff when song is used
4. Be marked by wasp's passive, and attacked because of it.
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An Opposite to the Shine Sword |
Posted by: Crystal232 - 11-26-2023, 09:46 PM - Forum: Suggestions
- Replies (4)
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Shade Sword - An equal opposite to Shine Sword in every way.
70% STR/40% Res
Comes with a curse.
+2 WIL/RES
Potential Skill - Death Knights, a C-Rank Invocation that just summons 1~2 Death Knight(s) which could scale like the Shine Knights skill based on UL.
It's not needed, but rule of cool dictates it'd be neat.
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[2.80] Passive Parry Problem |
Posted by: Rendar - 11-26-2023, 08:43 PM - Forum: Bug Reports
- Replies (3)
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Eviter is able to be toggled on and off.
Know no Pain and Stalemate do not receive this benefit, meaning that if you have both equipped, you can never toggle between which you would rather be using at any given moment.
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Ghost SP crunch |
Posted by: Ray2064 - 11-26-2023, 08:02 PM - Forum: Balance Fu
- No Replies
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Title is self explanatory.
We got stuff like Dark Imbue and Blood Spells being 5 entire Skill Points on-top of the class having about 20 points worth of no-brainer passives to grab from- it's not so bad if you don't use a martial weapons and are only interested in the skills, and eventually Wraithguard, Gravestone and EI, but if you do, it's kinda just really expensive.
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[2.80] Soul Reboot |
Posted by: Rendar - 11-26-2023, 05:04 PM - Forum: Bug Reports
- No Replies
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If you log in too quickly after a reboot, you'll spawn in half loaded. Requiring you to relog again.
YOu can achieve this by using .reconnect after the reboot and getting to the main screen before even dungeons have spawned. Doing so will end with you doing the >25/50/75 load.. and then spawning into the world as a soul.
Some kind of delay on loading a character until the world is fully loaded might help.
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