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[v.2.73d] Arbalest Offhand can be dropped! |
Posted by: Fayeble - 05-30-2023, 01:04 AM - Forum: Bug Reports
- Replies (2)
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In battle, I played as an Arbalest and used a cannon skill, putting my special armament on cooldown. When I died, it caused me to lose items - including my offhand item. I know it was my offhand as it was named, and it was Vorpal so a curse did not affect it.
It requires more testing to ensure it wasn't some one-time bug for some reason - or it could be intentional, I'm not sure. I'll update later if I find out more.
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Relate Innate Debate |
Posted by: Sawrock - 05-29-2023, 08:53 PM - Forum: Suggestions
- Replies (2)
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Innate skills should act like passive skills, in that you can equip and unequip them (the difference being all innates would always cost 0 skill pool slots). The reason for this is to better test skills (you can compare with innates and without without using a class fruit/pie).
The passives that are two ranks should change their text to "Rank 2: This skill becomes an innate" just so Dev has more work to do, also.
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Trait Suggestion - The O.C.D |
Posted by: Snake - 05-29-2023, 05:42 PM - Forum: Suggestions
- Replies (7)
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Might sound funny, but I'd love this for personal reasons.
Quote:Trait - Compulsively Healthy
You have a problem with how meticulous your physique is, and you can't stand being rough around some edges. Your total maximum HP will be rounded up to a multiple of 5 (or 10, if higher than 5).
Ideally, this will merely round up your HP after all out-of-combat bonuses. (Except battle bonuses);
So something like 701/702/703/704 HP gains +4/3/2/1 bonus HP, becoming 705 HP.
or 706/707/708/709 HP gains +4/3/2/1 bonus HP, and becomes 710 HP.
Muh OCD.
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Slurm - Appearance Request |
Posted by: Eggyboi - 05-29-2023, 02:00 AM - Forum: Denied Applications
- Replies (5)
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Applicable BYOND Key - Eggtimeagain
Character Name - Slurm
Request Type - Unique Chimera Appearance
Request Details - A unique Chimera with a lizard-like appearance as a result of being made from mainly Snakemen.
Reason for Request - I've been sitting on this idea for a while, of course in the beginning I thought of this concept because I thought it would be a nice juxtaposition to the usual style of character you see around SL2. However as time has gone on and I've spoken with a few individuals and realized that if I pair the unique appearance with the already horrific lore surrounding the sewers of Geladyne, it could be a good visual representation of the monsters that lie deeper in that area. As well as showing how far Geladyne was willing to experiment with Homunculi designs pre-reform.
Roleplay & Lore supporting your Request - Geladyne has been producing Homunculi for over two hundred years. In that time how Homunculi were treated and created has been all over the place, only recently granting them a right to being treated as people. In the time before, Geladyne aimed to create new types of Homunculi bred for more specific purposes, Slurm's batch being made as living chemical weapons for warfare. Unfortunately, the batch of snake-hybrids proved too child-like and unserious for proper military service, and due to the cheap nature of producing Chimera from Snakemen remains specifically, they simply chose to scrap the batch and dump them in the sewers (as was commonplace for Geladyne in the past). As time progressed, Slurm and his brothers lived and survived in the sewers, barely scraping by the horrific abominations around them, hunting rats for food, and occasionally eating lichen or mushrooms from the walls. Slowly, one by one, Slurm's Brothers fell, sometimes to disease, sometimes to other homunculi, and even to hunger on a few rare occasions. This continued until Slurm was all that remained. Him and his brothers had been planning to escape, to make it past the guards around the sewers and see the sun once again. With nothing left to lose after the loss of his final brother, Slurm followed the plan, dodging or killing monster after monster, setting traps to block small cramped pathways, and eventually managing to barely scrape by the Guards around the exit. With that, Slurm arrives to Korvara proper, sixty-odd years since being thrown away, not that he'd know the timescale of it all.
To begin explaining some specifics of the story:
Geladyne experimenting to create new types of Homunculi isn't uncommon, and utilizing different parts from monsters and ores to test the limits of Homunculi creation is how Salamandra were made. Duyuei kills hundreds of Snakemen daily, and oftentimes harvests their remains for all manner of purposes, leading to an excess in most cases. It wouldn't be hard for a Geladynian scientist to get their hands on an overabundance of Snakemen remains in order to create new batches of homunculi. And the project could've been shut down for all manner of reasons after Slurm's creation, thus why there are no other Homunculi alive like Slurm is today.
Slurm's appearance itself could be easily explained as an excess of Snakemen remains in his creation, giving him a more monster-like appearance than most Chimera. I also plan to make Slurm's build heavily based around poison and its affects to properly reflect his Snakemen origins.
An image for reference:
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Umbrals - The Mechanics |
Posted by: WaifuApple - 05-28-2023, 09:20 PM - Forum: Balance Fu
- Replies (2)
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Hi, Appo here.
I'm one of the few people to play an Umbral in consistent capacity, and after months of doing so I've come to a bunch of observations, both mechanical and flavour-wise, that I'd like to share with the class. This post here will be focusing solely on the mechanics that come with playing an Umbral. What they're like in combat, and how I feel about it. I'll keep suggestions on exact fixes to a minimum, because I'm certainly no balance extrordinaire, and know that any changes that come (if any) will look a lot different, anyhow.
With that in mind, let's get into it.
Umbral Racials:
Fade Out: '10FP. 3M. Allow yourself to be covered in the shade of night, granting +15 Evade for 3 attacks, 5 rounds. (Expires after being attacked 3 times or when the duration ends.) During night hours, this skill does not cost any FP to use.'
The Mark: 'A facial mark that all Umbrals have. Whatever appearance it has, it seems to protect the Umbral from the powers of darkness, while making them weaker to holy light. They gain 25% Dark resistance, but 25% Light weakness (both reduced by your Scaled SAN, however; min 0%), and if they take any form of magic damage, they recover 3 FP. Furthermore, Umbrals have darkvision, greatly increasing the range they can see in dark conditions.'
Noctis Arcana: 'By tapping into the magic that marks them, Umbrals reduce the costs of all Spells they cast during night hours by 25%. However, this effect is reduced by your Scaled SAN (to a minimum of 0%).
Furthermore, your Dark ATK is increased by half of your character level (max: 15).'
Their first racial - the active Fade Out - is completely tailored towards evade builds. 3M, 15 Evade, expires after 5 turns or three attacks. Personally I think this is an incredibly boring racial skill, and it's not all that good, either. I'm not sure what the IC implications of being able to fade out on command are either, I've never really understood that. This aside, though, I feel like Fade Out could stand to do something more. You could have it give the player sneak for just as long and it'd still not be all that good, but it would give some niche uses and enable something like sneak attack in spellthief, at least. I'd much prefer it did something a little cooler, though, and a little more general, because I don't like that they have this active completely wasted if you're not an evade build. (Not that I think evade builds are going to use it either, they should probably have better options). It could take a hint from the mark and do something with magic damage, even. Reduce it, convert it to FP, what have you. Those are just vague ideas.
The Mark's fine, to me. Typical ele res and resist accompanied by the stipulations of SAN, as per the norm for Corrupted. Has a nice 3 FP recovery for taking magic damage, too. That's generally pretty handy anywhere! Can't complain about night vision, either, though it does make donation items feel kind of pointless to have, since torches remove that night vision and are worse. That's just a silly minor thing, though. Not an active complaint.
Noctis Arcana is last on our list, and it turns our evade centric build into a mage! A dark mage, too! Umbrals have 4 base RES! I don't know if that's to even it out, but suddenly I'm now compelled to build CEL and RES! You know what class has the passive for CEL and RES? Magic gunner? Where am I going with this? I don't know! It's not even relevant! Their STR, of all things (not a very dark mage stat I feel) is higher than their RES, with Umbrals running 5 STR. Not to mention they're only a good mage at night! They don't get anything but the dark ATK if the sun's out! 15 dark atk at level 30 and beyond is nice though, I'll give it that.
It feels like this sets up my biggest grievance with Umbrals as a race, though. It feels like a walking identity crisis between trying to be an evade build, a dark mage, and apparently there's also a little bit of STR build in there too. It feels like it's mid tier at pretty much everything it could set out to do. There are better mage races, better dark mage races, better evade races, and better STR races. You're probably picking like a quarter of it's racial stuff and the rest is completely irrelevant.
The weird "at night" stipulations are quirky but serve to turn off a whole half a passive at night. You could do anything here - make it work indoors (there's a system to tell something where not to rain/weather, and that can count for what 'indoors' is, to account for dark places / caves as a stipulation in it's lore. You could also just... add a reduced version of the same effect for if it's day. 10%? 15%? 5%? Something lower that at least says the passive is there. Heck, you could also tie this to fade out, and just have fade out have things count as night for the purpose of your umbral passives for 5 turns! Maybe less! That'd be niche but cool.
Racial Traits:
These are the optional Umbral traits. A bunch of races have these, but we're going to talk about the ones specific to Umbrals.
Tear of the Moon: 'You can call upon the moon's light to bless you in battle. Grants access to a special skill in battle called 'Tear of the Moon'. (For three rounds, negate the damage resistance and weakness modifications of 'The Mark', and gain +5FP regeneration. At night, duration is doubled.)'
I like this one! Not often you can just turn off your racial weakness at cost of your racial resistance. It's alright if you find yourself with a crippling light weakness that you need to patch up if you don't wanna DIE. +5FP regen is nothing to scoff at, either. There's the at night bonus, too. I think this is how at night things should be handled - they make existing things better, instead of being a requirement to turn them on in the first place. Also I guess we're moon people now. That's cool. The moon is darkness? Honestly, I want more moon things tied into Umbral, but that's a whole different thing.
Corrupted Ink: 'As you have been gifted (or cursed, depending on your perspective) with the divine tattoo of the Mark, you are more resistant to the draining effects of similar tattoos. The maximum HP reduction applied by your tattoo traits is halved.'
Hate this one! Now that Arcane Tattoos are more expensive stat cost wise, with some of them not really even that good (looking at you warding, there's no way I as an umbral am building fai for you. Can't even get lovely face so the charm one doesn't do any additional cool things either.) an Umbral most of the time isn't going to be running an Arcane Tattoo! Even if they were, it's 1% HP reduction to 0.5%, which is seriously nothing special. You probably only have one, so this isn't worth the trait point. If it were to uniquely make Umbral have an easier time affording the tattoo stat costs, that would be better. Reduce them by some amount so that Umbrals taking this trait get some more mileage out of it.
And that would conclude my rant about the mechanics of Umbral, really. It's a weird race that could stand to see some love mechanically, and to have some of it's skills and traits be more purposeful in more cases. If it's trying to do a bunch of things, at least let it's abilities all contribute more to that in some way. I do really like the idea of having fade out enable the on-night abilities, but that's just me.
Thanks for reading!
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Umbrals - The Flavour |
Posted by: WaifuApple - 05-28-2023, 08:18 PM - Forum: Suggestions
- Replies (4)
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Hi, Appo here.
I'm one of the few people to play an Umbral in consistent capacity, and after months of doing so I've come to a bunch of observations, both mechanical and flavour-wise, that I'd like to share with the class. This post here will be focusing solely on the flavour of an Umbral. That is to say this is isolated from the mechanics and PvP / PvE of the game, and solely focused on how their identity is conveyed.
So let's get into it!
Racial Features:
So, what are the racial features of an umbral?
"During night, Umbrals can become very difficult to see."
This is the one that people most often know about umbrals in theory, but the one that goes the least acknowledged in the actual RP environment. This is because there is no indicator distinguishing an Umbral from a human or other ambiguous race at night. You'll find yourself relying on a person's profile or their emotes to tell you that they're an Umbral, and that they're meant to be harder to see at night. This is a pain, because some people aren't looking, and the Umbral will probably have to inform every successive person who arrives to a location about this, or it will simply go unacknowledged where it could otherwise draw RP towards people wondering 'what the heck is happening here?' ICly.
Now, the most thematic thing is to reduce their opacity when the server says that night falls, and return it to normal when the sun rises again. It doesn't have to be by much, to avoid serious concerns about being able to too easily hide OOCly, and if that's still a hard sell, could be replaced with an aura to at least indicate something. A reduction of opacity is just the most on-theme thing I can imagine.
"Physical features of the umbral include pale skin, slightly pointed ears, and a black marking of differing design somewhere on the face."
Pale skin is available to anyone, so that's no issue. An umbral can look pale if they want to. However, when it comes to slightly pointed ears (kind of like a weaker version of an elf) and black markings on their faces, they have nothing. Black markings, of course, would require sprites that we don't have, so I understand on that front, but I feel like the Umbral should be given access to elf ears at the very least. Something to show their pointed ears on sprite, so they can be confused with elves instead of humans, if nothing else.
Yeah, that's about it. I want this race I've been playing to be able to show itself more innately. The Shaitan have their claws represented, the Papillion their butterfly wings. Theno get fish parts and Oracles, well... they get the quirk of actually being able to hear the past. Umbrals have no racial parts and don't even visibly change at night, very much underselling their quirks. This sucks, and I'd appreciate any support for changing this!
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Self Confusion |
Posted by: Senna - 05-28-2023, 06:52 AM - Forum: Balance Fu
- Replies (30)
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Self confusion has been quite interesting and also used for grieving. Being hit by someone and being unable to hit back hurts more than your opponents beating you down.
So a buff to confusion, more so a buff to self confusion. If someone confuses themselves via shrooms or other means, allow the teammates to also be able to hit them in return.
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(2.73d) Campfire Cooking |
Posted by: Rendar - 05-27-2023, 07:37 PM - Forum: Bug Reports
- Replies (1)
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Using a campfire to cook (and therein by place a pot atop it with the cooked food) has ceased working.
"There is a dense object in that location."
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a book of 'poetry' |
Posted by: i/o - 05-27-2023, 05:01 AM - Forum: Adventure Log
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A poetry journal, currently resting on its author's desk, somewhere in Geladyne. It remains locked tight whenever she isn't actively updating it. None of its contents are published, nor, given their average quality, should they be. Some poems are accompanied by personal thoughts, hence the title of 'journal.'
It's merely a private form of stress relief.
No individual page is signed, but the bookmark that holds its place carries the name Ava.
Hate
I hate you. Oh, truly, I do.
But never more than I hate myself -
for ever trusting you.
My heart doesn't ache, no - for it died long ago.
I can't rhyme 'no' with 'ago' on the same line. This poetry shit sucks. I could probably try and write around his name, or maybe the leech rabbit's. They could rhyme, I guess, but if I ever end up selling these that's kinda bad, right? Maybe I keep the rest of the poems but erase those parts in the published version. Something like that.
Everyone really should've just let me kill her. Or him. Maybe both. Myself? All three? I don't know. Pick two, or something, who cares. But I don't know how to write a poem about bloodlust. I don't know how to write a poem, period.
I don't know what to do. I guess I have to just find someone else, right? I just
feel so hollow.
hey, that's a good word for the next poem's theme.
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Swaptastic |
Posted by: Krath - 05-27-2023, 02:02 AM - Forum: Balance Fu
- Replies (3)
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Currently, you are allowed to have a total of one (1) weapon slotted into your Item Belt, that you can swap with your main for 3M. There is, unless my brain functions even less than already I think it does, no way to increase this cap. The one thing you slot in there, plus your main weapon (and your sub, if applicable) is all you got.
I'd like to propose that we add ways to be able to keep more weapons in reserve. I understand that being able to swap weapons on the fly even at the cost of losing some momentum economy (unless you're a Shifty Pocket gamer) is pretty strong. But especially after things like the Red Letter nerf, and the fact you're depriving yourself of consumables in the process, I don't think it's strong enough that there should be absolutely no way to put at least one extra weapon in there. If you want my thoughts on how, a couple ideas come to mind.
- Make it a passive you can grab from Demon Hunter. Even with Martial Lawbreaker existing, I think most DH players will agree that part of the full donte the demon slayer power fantasy is swapping through tons of different weapons for sicknasty combos.
- Make it a Trait you can take. To prevent it from becoming one of the 'why would I ever not just take this purely beneficial bonus with the ten billion trait points we get?' ones, it'd probably need a stipulation or decently pricy cost attached. You might need X amount of ranks in all of the Weaponry talents, or maybe there's a minor scaling penalty so that you're trading raw power for versatility. Or just a stupid amount of Aptitude, like Undeniable Innovator.
- Make it an effect you can get from an equipped item, probably an Accessory. A lot of things compete for those slots, and I personally think using one of them to be able to cart along extra weapons is a perfectly fine tradeoff for one of them.
- Make it a special benefit you get from having two Magic Pocket enchantments active. Does this provide some pretty heavy synergy with Shifty Pocket? Yes. Are you trading an important enchantment slot on both your torso and footwear to make pulling a weapon out of your bag of tricks once a round your build? Yup. I want to say that's fair.
You can even just make it so any or all of those are valid options to increase your maximum amount of item belted weapons, but you can't stack them. Only go up from one to two.
Of course, I'm no balance master, and I am reasonably biased because I like Shurikens but hate that I can only keep a single one extra in my ninja bag. My ideas might be total garbage or there's some busted interaction I forgot about. But I wanna say, about the general idea, I think having the extra versatility of more weapons to use mid-battle will endorse more build creativity and cool character concepts than it'll hurt mechanically.
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