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  Absolute Death is Underwhelming
Posted by: Deja Vu - 12-15-2023, 09:49 PM - Forum: Balance Fu - Replies (4)

Right now, Absolute Death's effects and passive extra strikes are flashy, but otherwise useless. The little 35 damage to targets is just not as good as Absolute Pace and Absolute Fear.

I would like to see this effect buffed. Such as Lingering Damage, Applying On-Hit, or Qualifying for Sheathe Sword's Hidden Cut proc.

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  The Spirit Problem
Posted by: Rendar - 12-15-2023, 07:16 PM - Forum: Balance Fu - Replies (10)

Spirits are notoriously either really good or quite literally just 5 extra damage (if that). Some skills go from 120 ele + 100 swa to 130 ele + 100 swa. Which isn't that much.

Meanwhile, other skills go from giving you 300+ extra hp to giving you 400+ extra hp. Not all skills are created equally in terms of spirits, and instead of saying "Lets just remove spirits", it's probably best to just touch up on the especially egregious ones that are, for all intents and purposes, insane whenever spirited.

Wraithguard: 300 hp > 400 hp
Second Set: 150 hp base > 200 hp base
Rain Trap: 1 extra tile (This is all around just a difference between it and other traps. Why? idk.)
Hell's Beating: Crit: +15%, Sound Damage: +30%, Hesitation: +5 lvl
Cherry Blossom: 10% extra earth attack, +50 on the global heal
Gentle Garden: Extra 60 hp on the heal (in most cases)
Pied Piper: Less that spirited Pied Piper is a problem, and more getting 50% DR pre-defenses is actually a problem. lvl 48 charm is insane.
Idol Step: I will actively hate this ability for ever. Gets an extra step.
Mass: 1 extra size
Rescue: 1 extra tile (This is mostly just insane with enhanced Mass)
Water Tentacle: +20% water attack (done every round for 10 rounds)
Brine Blade: Can get wonky. +20% water attack on every melee attack for basically the entire fight
Refreshing Flow: Everyone loves having 60 HP regen instead of 45 HP regen.
Needle: Extra needle, 48% light attack scaling.
Blink/Swap Position: Both get extra range, which makes them kind of insane but alright sort of.
Jetpack: 1 extra tile of range
Bash: Becomes 0m
Hanging: +1 range (more hit / tile traveled)
Haunting: +1 range
Forced Move: Bigger.
Winged Serpent: +1 range (but like. What else would putting levels into this do?)
Pinball Strike: I don't think literally anything in the game should have an eight tile knockback. Seven tiles is already borderline insane on a teleport.

I'm almost certainly missing other classes having wildly insane Spirited potential that I didn't notice, but I went through the list of classes on the test server and checked what I saw what really stood out amongst the "+10% elemental attack" crowd. +10% SWA is, generally, more than +10% ele attack.. but it's generally in the same vein, and therefore alright in my eyes.

Realistically, the answer is "just make spirits equalized" or "Just make spirits a slight buff, rather than an extra skill rank".

Though, spirits as is, for certain classes, is just insane value for.. taking like 7% more damage maybe if someone's running a specific build.

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  Unnamed - Chimera appearance/ability
Posted by: Toffee - 12-14-2023, 07:22 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - ChewingToffee2
Character Name - No Name (undecided)
Request Type - Chimera appearance, ability
Request Details - A deformed Chimera that's unable to move on its own and lacks any magical abilities is given an exoskeletal prosthetic that grants him movement, though no super strength or any special abilities beyond that.
Specific Request - I'd like to make a Geladynian Chimera with a very deformed appearance that uses a nutcracker-styled suit of armor to be able to move.
Reason why you are making this request (if applicable) - I've been dipping my toes in Geladyne with an eventline, and now that that's over, I'd like to give it a proper try. I brought my idea to meebo, who plays the current Director of R&D, and an idea she had for an exoskeletal prosthetic lined up with my character concept. So this could serve as a prototype of sorts.
Roleplay & Lore supporting your request - The Director, Vael Volkova, has intended on working on a suit to help support someone's body. Creating a homunculus that can't move without it would be a good measurement of its effectiveness.

The homunculus' deformities will result in a skinny frame with contorted, almost skinless-looking flesh (though its skin is just discolored). Only one eye is functional, with the other being covered by the growths on its face. Its mouth is partially segmented with bits of melded flesh.

The suit is large, standing at around 7 feet tall. Its mouth can open up to reveal the head of the homunculus. There are many limitations, both physically and mentally. A lack of dexterity, aversion to water that causes the suit to temporarily lock up, and total absence of stealth. Mentally, there would be side-effects, such as developmental inhibitors that affect problem-solving, negotiation, vocalization, and an increase a potential and propensity for violence.

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  All Handguns have less than 10 Power, and are underwhelming.
Posted by: Snake - 12-13-2023, 07:50 PM - Forum: Balance Fu - Replies (4)

As the title said. All handguns, not most, not some. ALL handguns have less than 10 Power. Which makes Akmedis a hard counter to them, even if they scale purely on GUI. Since handguns lack a high base critical damage like daggers do, the torso pretty much counters the entire weapon class. The problem's not really the torso, just the design of those weapons, which could get a little touch-up.

I have a few pitches regarding it:

- Akmedis could only work against melee weapons for the -25% critical damage effect.

- All Handgun-types could be amped to a range of 9~12 base Power.

- Extended Grip should grant +2 Power, +2 Rounds and +2 Weight.

- Since most Bullet weapon parts have more drawbacks than benefits, I think they could be more unique in their effects. A few ideas in particular to each type goes as:
>> Aerodynamic: Guarantees the first Glancing Blow roll will be positive.
>> Piercing: Ignores 25% of the enemy's PDR and Armor.
>> Hellround: No need.
>> Scatter: +2 Rounds.
>> Silver: No need.

I really don't like how Handguns are so vulnerable to Evasive (handguns have poor accuracy) and Tank (it can reduce your damage to 0, no matter how high you stack it) defensive options. It makes the archetype of an Akimbo gunner suffer a lot, and you can't even properly use Rampaging due to low base power.

Back in the old days, guns were the de-facto counter to tanky builds, since evading them was extremely easy. And still is, mind you! But right now, the archetype does not have anything good going for them, aside single-tapping people with an Excel Sniper, or getting oodles of SWA from a Boulder Jackhammer.

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  [2.80v3] Bloodstained Flute dark damage effect doesn't proc on Dark Bard offensives
Posted by: Fern - 12-13-2023, 08:33 AM - Forum: Bug Reports - Replies (1)

Bloodstained Flute's bonus dark damage effect will not activate on:
Detonation Rift
Raid the Rafters
Hard Note
Fatal Finale
Obey Your Master
Crazy Riff's Pyrotechnics Trickery

Will work on:
Pyrotechnics (done raw)

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  Face Icon Custom Display
Posted by: MegaBlues - 12-12-2023, 08:50 AM - Forum: Quality-of-Life (QoL) - No Replies

Requesting that we be able to set ourselves how many rows and columns each page of the Face Icon pop-up displays. Would make it possible to organize your layout much more cleanly.

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  QoL Mat. Kit Description Change
Posted by: Crystal232 - 12-11-2023, 08:19 PM - Forum: Suggestions - Replies (3)

I'm sick of being able to read what Enchants do, but not Mat. Kits. Update the description to the Mat. Change Kits to tell me what the Material gives! I will be forever generous with this one change. I'm sure many would be happy with this especially whenever new materials come along.

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  Hey let me axe you a suggestion.
Posted by: iStabOreos - 12-11-2023, 07:33 PM - Forum: Suggestions - Replies (11)

THE DAWN OF A NEW WORLD IS UPON US LET US REJOICE AND GET SOME CHANGES HERE FOR THE BETTER

I PRESENT YOU WTIH THE LABRYS

[Image: Kyz05uU.png]

*slaps axe, cuts hand*

This baby is used my those bastards--I mean kind gentlemen called the Minotaurs, fancy huh? It's actually an incredible axe, I like it, but there's a big glaring weakness I see. Now I know it's hard to see, trust me it was harder for me to notice with all my excitement over this beautiful weapon, until I saw that it's a heavy axe, and not just a heavy axe, but a heavy axe missing the Greataxe type. 

Look at that sexy (I know what I'm doing) flavor text about it, look at it's style, it's grace now wouldn't you want to help a poor axe in need of its Grandaxe sub typing? I know I would, please donate  post to our dev trust fun where you too can help an axe feel right at home.

(P.S. I believe they're other weapons that needs an added subtype ex. Abberition Spear as a Greatlance, etc etc. feel free to comment down below if needed, but I do strongly preference this towards the Labrys.)

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  Mechanation Trait Compensation
Posted by: Snake - 12-11-2023, 05:51 PM - Forum: Balance Fu - Replies (8)

All these traits require you to remove your gear to be able to use them. Since it was said before or at least speculated that we'll never be able to use those racials with gear equipped, I'd like to request at least a compensation for all of those traits.

This, more technically speaking:

Sturdy Standard Body - The upgrade also passively grants immunity to Poison.

Chronicling Cabal Memory - The upgrade also passively grants immunity to Confusion.

Agile Accel Booster - The upgrade also passively grants an additional +5 base Evade.

Revolver Raid Cannon - The upgrade also passively grants an additional +10% Critical Damage.

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  Weapon Suggestions: The Chainsaw / The Gunblade
Posted by: Snake - 12-10-2023, 02:00 AM - Forum: Suggestions - Replies (14)

Quote:Darkwood's Massacre
Power: 10
Accuracy: 80
Critical: 10
Critical Damage: 125%
Weapon Type: Sword
Damage Type: Slash
Range: 1

Item Description:
It's a chainsaw, said to have been behind the Black Forest's entire deforestation. Ignore its whispers, don't start a murder spree!

Item Effects:
- On-Hit: Deal protection-ignoring bonus Slash magic damage split over 4 times, to a total of 30% of the weapon's SWA. (Damage can critically hit.)

Scaling Tags:
Cunning (70% STR, 40% GUI)
[Image: image.png?ex=6591f9ca&is=657f84ca&hm=c4f...9c8e6380a&]

Quote:Imperial Gunblade
Power: 10
Accuracy: 80
Critical: 0
Critical Damage: 110%
Weapon Type: Sword
Damage Type: Slash
Range: 1

Item Description:
The cutting aspect of a sword, and the blasting aspect of a gun, wrought together by the ingenuous craftsmanship of the Empire's finest.

Item Effects:
- Also treated as a Gun.
- Attacks done to enemies beyond 1 range become Pierce damage.

Scaling Tags:
Basic (100% STR)
[Image: image.png?ex=6591f9ed&is=657f84ed&hm=04a...7b5fe2b2a&]

.zip   chensowe and gonbled.zip (Size: 1.92 KB / Downloads: 188)

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