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Skullcat's massive bias | Priest Thread |
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Posted by: Skullcatrons - 06-13-2024, 12:20 AM - Forum: Balance Fu
- Replies (6)
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Once again I am asking for priest reworks (two years after previous thread found here.)
For new readers, and people who have never felt the grace of God (Literally playing Priest). I'll basically list out every skills, their current issues, and the perspective of priests. If you're here to complain about heal-bloats, go kill Ray instead.
Priest is a class that have no main-class advantage, and therefore easily allottable choice into subclass option with no real consequences.
Half the skills that Priest have to offer are generally lackluster, and you may be surprised to have points left over.
And a firm reminder that Priest remains to be the most solid stat-stick class that exists.
So now that it's been two whole years. We'll discuss the changes that Priests have received during these time-period. They are:
Long-term cure have been fixed.
Treatment skills SP cost went from 5 to 3.
Divine Shower have been nerfed to have three round cooldown.
Divine Judgment is upgraded to make person vulnerable to Antithesis, Blessed, and Holy Enchants. Also loses Elemental ATK * LV.
Blackened Faith Passive.
Stave of Restrain Nerf.
As per-usual. This will list out all the current skills, their current flaws or so. Note that some of the skills have been upgraded to better condition compared to before.
GOOD
Priests' abilities that have been considered generally a must-have, or strongly considers.
Staff Mastery
The Staff Mastery haven't been nerfed, buffed, or modified. It still grants you +10 effective stats increase if you have 5 staves equipped to your item belts. While you're sacrificing access to potions, bombs, gems, and so goes on. 10 more stats allow for more build flexibilities. It remains the best part of Priest no matter what.
Piety
Effectively a stat-increaser passive like most classes tend to have. Having more faith is always nice to have. Allowing you to spend less points into that stat specifically.
Detailed Care
Detailed Care have remained Priest's massive supporting potential. Often the constant whining, complaints and frustrations as it amplify the healer's healing potential when the party is within one tile radius of that healer. It have remained the crux of the core healing center for long as it had.
Malmelo
This spell have never really deviated, or fell out of favor with Priest as a whole. It still uses Scaled FAI/2 up to rank cap*6 when healing HP%. More effective on high HP party-members, otherwise not so great when using it on dodgies. It's still good spell overall, and have not been modified since then. Still have 7 rounds cooldown.
DECENT
Priests skill that are very nice to have in practice, or useful to kit. But not sought after right away.
Strong Legs
As previously stated in last thread. It's worth if you're first to go and you're within range to cure a companion's knockdown. This is more favorable now that it have received a SP squish. Allowing you an option to take it without agonizing too much. Combine this with Longterm Cure, and you can keep your companion from ever seeing knockdown ever again for seven years (turns). The problem is, if you're not first, you're last. And this will never be helpful.
Divine Shower
Divine Shower is mapwide damage. No longer spammable as it used to, it had been placed off it's glorious throne. But it is still good skill to have in possession, and far better as an opener rather than something that you sit back, and spam to oppress the enemy constantly. Even with three round cooldown, it is still decent skill.
Judgement
In previous thread, this used to be kind of garbage. But with changes done to it. Holy, Exorcism, and Antithesis effectively being effective against Judged character. This skill have received a good quality of improvement. The downside is that people will still run away if they know you're going to judge them. So having Blink, or some movement skill that won't break your invocation to slap it on them is still required.
Sanctuary
This spell haven't received any serious changes. And still remains a decent ability for Priests to utilize to deny AOEs, and so goes on. Though with implementation of Ruler who have Rookstar that can destroy their Sanctuary spell, it actually doesn't affect them much because Rulers don't play Sigrogana Legends 2.
Okay
Priest skills that aren't that very great, or impressive but you could take them either because there's no better alternative, they're niche, or not that bad.
Holy Spark/Shine Ray/Needle
These three offensive skills have not been altered in any real way for Priests. They are still expensive to cast, hence why you need so much FP to play this class.
Purify Poison/Cool Burns
While they've received SP reductions, and with longterm cure fixed. They're not as bad as they used to be. The real answer is why would you actually take these. They have stave variants, and the major factor determining whether or not you want these is SP cost. But then taking staves would give you 4 stats. So why would you want these?
Mercalan Mist
You'll earn hateful ire of that one guy who really, really hate mercalan mists for some reason. But Mercalan Mist haven't been modified since last thread, and after some consideration, truthfully serves it's purpose less. Most dodgies don't actually need the mist. The regenerations are not that impressive, and not many people play Lightning mage especially since Evoker got changed massively.
Garbage
Skills that you shouldn't take, but someone out here will for some bizarre reasons or very specific build.
God Rod
God Rod is mainly used just to allow you to spelledge Monk's Priest stave, and few rare un-spelledged staff sub-tag of spear weapons. But you'll almost never find yourself using these outside of Monk's Priest staff.
Gentle Torrent
This is debuff round reduction spell whenever it travels over an ally. Problem is, it stops when it hits an enemy. So this spell requires positional to line up your strike, and hope the Torrent will ride over your ally to reduce their debuff by one round. the SWA isn't that impressive. And it's three round cooldown. Just use Water Pillar for water damage.
Mercalan Tenets
Yeah. It's still the same. It's garbage. Why would you give up battle belt slots that gives you stats just so you gain some FPs giving someone healing consumable? Why? Why? Why? Why? Why? Why? Why?
Shine Knight
Oh it's better spirited. Oh it's absolutely worth it. Oh it's so good. Believe me bro. I'm totally not coping, chugging fourty pound of copiums. I swear on my mother! Okay but seriously, if Protect Skill get fixed in Solblader release. They might become okay. Just that they still sucks with that heavy momentum investment. But then we're treating them like weaker metalaegis at that point.
Lmao no yeah no
I didn't ask for this.
Goddamn 'Dark spells' sympathizers.
I will find you.
I will steal your chocolate milk.
And you will not stop me.
Some of the problems still remains. And while there are improvement. We still have circled back to same issue we've had before. The skills that are good to us, are still good and the skills that are bad slightly improved, but still remain unattractive due to other things. Mercalan Tenets gives you 15 FP per healing consumable used, which beggars the question why the hell would you not just chug blue potion which gives you 45 FP each and you can spam that far more than just expending one SP. You also don't wanna give up your skill-points to grab treatment skills because there are stave alternatives, and they can do job just fine, barring the fact that they won't have immunities but it's not really an issue or it doesn't really matter.
Gentle Torrent still remains garbage at best.
Shine Knight still remains a player-bait skill, and while Protect changes may see prospect of their viability, I still don't have high hope for them.
Devocation still exists in this iteration somehow.
God Rod does not make me cast with Shinesword still.
And Elves remain an objective reality that isn't wiped out by the superior theno masterrace.
Obligatory Priest thread post. None of you will read this.
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| Character Sprites: Icon limits |
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Posted by: Trexmaster - 06-12-2024, 06:19 AM - Forum: Quality-of-Life (QoL)
- Replies (1)
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Very simple suggestion.
Remove the restrictions on icons from the same 'category' so we can have multiple gloves/torsos/certain facial hairs/whatever.
For example: Almost all torso items cannot be used with another item in the torso category. There are some exceptions like the newer split-part torso icons, but for the most part almost all torsos share this restriction of one only.
This was a thing pre-layers and never got changed to let us fully take advantage of being able to tinker with layering for icons that could potentially work well together if they were allowed to be used in tandem (i.e. the partial gloves + gloves, various forms of facial hair).
Though the sprite system itself could use some love this doesn't seem like it'd break anything to adjust. Hopefully. Maybe. Probably. God only knows.
If it's a concern of having too many icon parts there could be a hard limit set.
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| More Bard Suggestions Because I Hate Myself |
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Posted by: Rendar - 06-11-2024, 07:40 PM - Forum: Suggestions
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I understand that Performer is supposed to be the Bard Buff class... but as it stands.
I genuinely never have a desire to use Bard songs. They cost 20 FP. They give +2 to stats (so long as I'm singing), in 5 range. And also give (Rank*2) buffs elsewise. Hit/Evade, SWA/Crit, EleAttack/CritDmg, EleRes/Crit Evade.
These all sound good on paper. Until you realize that they last 3 rounds. And the only way for them to last longer is to play Performer. And then you always have to be within 5 tiles of your allies. At all times to give more of these buffs. Which post-engagement in fight? Generally won't happen. Ever.
The only comparable thing I can even compare Bard Buffs to is Curate's Mass > Invigorate. Which costs about as much FP, but lasts 8 turns. And you can move it to target outside of a diamond 5 (or 6) on yourself.
How to try and work on Bard songs?
Make them Diamond 6 in X range, allowing you to always target yourself in them. BUT also being able to direct it so you don't always have to be the center of attention.
Furthermore, proccing the Singing Status-- or even just playing another Bard Song, will refresh the duration of ALL currently active bard song effects you have on targets that get the new song by 1-2 rounds. Allowing for it to be possible to actually keep it up. This could be kept to base class Bard songs, or be changed to also increase Bard Songs from promo classes. So a Performer can raise all of the buffs and Warmonger's Drums and help refresh their base buffs. Or a Darkbard can Pyrotechnics, Crazy Riff, etc and refresh their bard songs.
3 turns for a buff like that is straight up something I so rarely use that I only have it used whenever I proc Dawr of Defense whenever I Unholy Diver. It's genuinely awful.
Second Set is awful. It's awful to use. It's awful to actually get up and running. It takes 15 turns baseline if you're double-dipping every turn, or 30 if you're only using 1 bard song a turn, and you end up doing 300 damage to your team to heal 450 with some very weak buffs. I suggest Second Set have a 50 HP base heal, with 3 hp restored for every Dark Hype. Putting a full 300 Hype at 950 HP restored (which, in actuality) is 650 hp. Is this a lot? Yeah. It is. Is it very rewarding for surviving a long ass fight and getting to max hype? Yeah. It's literally Hype. Priests can get 2 malmelo's in that timeframe and not have to hurt their teammates to get that. Curates can get 4-9 grafts off in that time too without hurting their allies. If this is too much of a buff? Make it 2 per 1 hype (max heal is 350 hp), and change one of the effects on Dark Hype (200? 250?) to also heal targets from 0 HP and get them back to the field without the Badly Beaten debuff.
tl;dr
Bard Songs should have 6 diamond in X range
Bard Songs should refresh the Base Class Bard Song status durations.
Second Set feels bad for everyone. Cherry Blossom does it's job 3 times better whilst also hurting your enemies. Please change Second Set.
Please. I'm begging you.
Edit: Not all of these changes should be implemented at once. And Second Set's Shitton of Changes definitely should not be viewed as something you put in all at once. Just turning it from a button that you press on C/D for 150~200 hp heal into something you actually want to build up.
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| [v.2.87 v3] Balrog Fire Warriors |
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Posted by: Snake - 06-11-2024, 07:29 PM - Forum: Bug Reports
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While I'm not sure if it is a bug or an unintended side-effect of the code used for this, Fire Warrior copies the appearance of a defeated enemy, INCLUDING its current visual effects like 'Fear' or 'Titan Gale', so the resulting copy is very weird and cluttery visual indication of what it is supposed to be.
This also happens to Carbuncle statues when they die.
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| Balrog On-Death effect indicator |
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Posted by: Snake - 06-11-2024, 06:25 PM - Forum: Suggestions
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A simple request to make it better for me and other people to see an enemy got converted into a Fire Warrior:
- Make it so it plays the animations: Fire Whip on them, followed by Piercing Link's Chains, once the Fire Warrior is created.
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| Craftable High Rarity Drops |
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Posted by: Trexmaster - 06-11-2024, 08:18 AM - Forum: Suggestions
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As it stands it feels like you wasted a shot at a 9* if you roll one of the several craftable ones as a drop.
Or any other rarity really, 8 and 9 just hurt the most with how infrequently they pop up.
While there is some merit to random dropped versions in some cases, outside specific drop pools you'll almost never want to get a non-weapon craftable item drop.
There's a whole lot of ways this could be tackled.
My suggestion would be to have dropped 8-9* rarity items break down into a new material that can be used to make 8-9* items of your choosing. I'm thinking a 5:1 ratio. Could slap on a murai sink, too.
A similar system could be used for 10* items to give less desirable 10*s purpose though 10* farming isn't as problematic. Usually. It'd just be nice to provide additional avenues to obtain heavily contested 10* sources by burning through the massive pool of 10*s rotting in banks because no one wants them.
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| Removing Item Belted weapons from Menus |
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Posted by: polly - 06-11-2024, 05:14 AM - Forum: Quality-of-Life (QoL)
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Exactly as the title says.
Item belted items still show up in item breakdown + pawning menus. While if you are careful, you will generally not have any problems with this. But it's still a bit unnerving that items on your item belt just pop up there. Feels like it's one misclick away from getting yoinked out of your inventory without warning. Removing items from these menus (by treating them as equipped) would be a good QoL change.
Also, item belted items unequip whenever you change your equip list. Not the main complaint, but that would be a nice change as well.
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