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[v3.01f] Korvara Drift

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Excel invitation

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  The Gate versus Installed
Posted by: Shujin - 07-29-2025, 05:36 AM - Forum: Balance Fu - No Replies

The Gate is currently very unimpressive, primarily because it can not really target anyone specifically meaning you have to do some strange Momentum inefficient combo to get rid of a single youkai, that just comes back the round after (I think 3 rounds if you have the right starsign)

However rather than buffing that aspect I would just like to give it an additional, thematically fitting purpose which I think we have generally too little off and given it has a 6 turn CD, would be more than fair.



If targeting an Enemy who is Installed with a Youkai, end the Install. 

I think thats a very thematically fitting effect, situationally good and has a long CD so it can't really hard counter any installs. Realistically it just opens a window for one round before a reinstall. We really barely have any ways to get rid of annoying installs that hard counter whole builds, so I think this would be very appreciated.
Certainly would make it worth an whole item slot, which I do not think it currently is.

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  [3.01] Mirrored
Posted by: Rendar - 07-29-2025, 05:15 AM - Forum: Bug Reports - Replies (1)

Mirrored (Special) - Reflected damage you take is reduced by 75% (note: Retaliation damage is not Reflected damage). If you have a shield equipped, when you use Guard with 3 Momentum or more; gain Damage Retaliation (All) (LV 50, 1 round, 1 hit, max 50 damage).

This effect does not work as advertised. At all.

If you spend 1m to guard, you get Damage Retaliation (All) (level 50). And it's for uh. More. Than one damage instance.

Or at the very least, it doesn't count Armor of Nails as a damage instance. And creates an infinite loop that either kills one (or both) targets.. OR freezes the entire fight and an EM has to rescue you.

Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.
Bloody Fang takes 4 Pierce magical damage.
Tactician takes 8 Pierce physical damage.

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  Bonus Stats and Trait Reqs
Posted by: Rendar - 07-29-2025, 04:40 AM - Forum: Balance Fu - Replies (9)

I know this one is going to have some STARES given out.. but. Like.

Can stats gained from Aptitude not count as bonus stats? Or they still can (for Overload murdering the shit out of you)... but like.

Traits having stat requirements and them NOT counting aptitude stats is the epitome of BWEH.. and for the most part? It confuses the HELL out of newbies that ask "Hey? Why can't I get X trait. I have 20 wil..."

"Well. Actually. You need 20 INVESTED wil... Big difference."

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  [3.01 Test] Birdy Shooting
Posted by: Rendar - 07-29-2025, 03:24 AM - Forum: Bug Reports - No Replies

Shotgun Tonfa's do not benefit from Clay Pidgeon in Demon Hunter.

Tested on.. Well. Test.

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  Gigantys Bonus Damage [v3.01e]
Posted by: Druby - 07-28-2025, 11:08 PM - Forum: Bug Reports - Replies (1)

Gigantys does not appear to be adding its weight as bonus damage. Tested against Prinny both with and without Titan Gauntlet to make sure that it was not an issue with the weight reduction from that. Heavy Swing appears to do the same damage as Stab, and even did less on one occasion.

[Image: 8egsGyt.png]

Weapon stats for reference.

[Image: Hhc7dm5.png]

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  Regalia Refund
Posted by: TorientalVortX - 07-28-2025, 07:36 PM - Forum: Suggestions - Replies (2)

So, this is admittedly a suggestion I have regarding youkai regalia. 

It used to be long ago that we were able to stockpile youkai to the twenties as to avoid having to relevel and otherwise.

Truthfully a reason I'm always so hesitant in removing the youkai isn't just because of the limit now more in the 13-14ish but more because of the youkai regalia already used on these youkai just being gone on release, especially if you were to want to swap spirit guardians!

So, my suggestion admittedly is that if a regalia'd youkai is released, that it refunds the regalia admittedly.

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  Absolute Death (Not lethal)
Posted by: Ray2064 - 07-28-2025, 04:53 PM - Forum: Balance Fu - Replies (9)

Can Absolute Death's bonus AOE damage count for Hidden Cut? The effect, while an appreciated bonus, still feels a little underwhelming, and doesn't really help in a scenario against multiple opponents all that much, most of the time, and Kensei having an extra way to make use of Hidden Cut for AOE would be nice, I think?

I just think it'd be cool

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  Divine Eyes vs Painful Grip (and possible rework)
Posted by: Snake - 07-28-2025, 04:21 PM - Forum: Balance Fu - Replies (3)

This is about the recent nerf to a racial skill that honestly didn’t need it, considering how high its costs and cooldowns already are.

At character level 60, Divine Eyes had its damage reduced from 300 to 240. It still ignores defense, sure, but it has an 8-round cooldown — and it doesn't even ignore evasion on use! You miss that hit, you're put to sit down, having suffered the HP cost, momentum cost and no effect to it.

Now let's compare that to the Shaitan's Painful Grip after a successful grapple. It also ignores defense and evasion, but has just a 1-round cooldown.

So, just as a quick comparison, over those 8 rounds, a Shaitan can hit for 120 damage up to eight times — 960 total — and that's unresistable. Meanwhile, Divine Eyes can only land 240 damage, which can be dodged and reduced since that is not considered bonus damage.

That's a massive gap in value.

To put it plainly:

  • Round 0: Shaitan has a 65% chance to deal 120. Human has to roll evade for a chance to deal 240.

  • Round 8: Shaitan potentially dealt 960. Human dealt 480 (assuming both hit so far).

  • Round 16: Shaitan's at 1920. Human's at 720.

Also, keep in mind: Divine Eyes costs HP to use. And in any real 1v1, the match is over long before the human gets to cycle it more than once or twice, while the Shaitan is just cruising with no downside.



This is not balanced, or even fun, honestly. Long cooldowns should be reserved for really impactful moves. If you are nerfing one of the main effects, then at least shorten the cooldown.

Honestly, I'd prefer if Divine Eyes had a "once per enemy" clause instead, if it is to keep its long ass cooldown. You cut through someone's lines? That should leave a permanent mark, like an HP Down debuff, something lasting and thematic.

That would be cooler and more worth its current state, costs and general feel.

But if we’re going the route of punishing everything that's fun, then alas, I point over the nerf bat to Painful Grip.

Have it deal 50% of its damage back to the grappler. I use it a lot, and even I'd be fine with that if it meant fairer tuning overall.

What stings the most is that Divine Eyes trait, all the way to Divine Ease, already has defining costs. So this nerf just feels like power was taken away where it needed to be taken away, with nothing being adjusted to make the costs worth it.

That's disheartening, boss man. If you really want an ideal look of what I think would be cool for Divine Eyes, on a fun day where you feel like reworking it, just read ahead, otherwise, see what can be done about other racials outshining this one and do whatever it may needs to be done for the sake of everybody having a more consistent experience when playing specific races.



Quote:Strange Sight

Rather than reducing Max HP, make this reduce your Maximum Physical Stamina by 25%.

Rework it into letting us input an Arrow Minigame to instantly demolish Rocks, Trees or objects that can be attacked (such as signs) we try to harvest/destroy.

The way this would work is that it would take the maximum durability of said object, calculate how many swings you'd need to manually take, and make it only one. Then the cost is divided unevenly between Physical Stamina and Mental Stamina.

You gain resources as per normal, each roll being done separately.


Quote:Eyes of Elimination

This can have 4% Max HP cost.

This skill costs 5% of your current HP to use and some mental stamina.

You target one enemy in a 5 range, and swiftly close the gap on them, performing a basic attack that deals bonus (Char LV * 2) damage after you are in range.

This should have an animation. My suggestion is that you move using the 'blur' animation, then perform Thorn Scratch in a random angle direction, and finish with Invocation Breaking animation of Dark Bard, before it does damage.

Damage from this can instantly kill lesser enemies. If it fails to instantly kill, it inflicts or powers up Cursed Wounds LV X (X = damage), for 4 rounds. (Critical Hits double the duration of Cursed Wounds)

Drawing the line without making mistakes increases the attack's Hit and Critical rate, up to 50.

2 round CD. If it instantly kills an enemy, it puts Divine Eyes on a 2 round CD.

Quote:Divine Eyes

This can have 4% Max HP cost too, for a maximum of 8%.

This skill costs 10% of your current HP to use and some mental stamina.

You target one enemy in 1 range and try to dismantle them, dealing protection-ignoring slash damage (Char LV * 4) that ignores evasion, and can critically hit (critical hits from this skill deal bonus damage equal to 10% of the target's current HP).

This should have an animation too. Shinobi's Arashi slash animation does the trick. But you could also make it so it performs a Thorn Scratch animation in 3 random directions (based on the amount of lines drawn), ending by the Invocation Break animation of Dark Bard.

Damage from this can instantly kill lesser enemies. If it fails to instantly kill, it inflicts or powers up Cursed Wounds LV X (X = damage), for 4 rounds. (Critical Hits double the duration of Cursed Wounds)

Drawing the line without making mistakes increases the skill's Critical rate, up to 50.

4 round CD. If it instantly kills an enemy, it also puts Eyes of Elimination on a 2 round CD.


Quote:Divine Ease

Req. Strange Sight

This should make it so it costs 15 Physical Stamina and 15 Mental Stamina to use Strange Sight, Divine Eyes or Eyes of Elimination, skipping their minigame. If you don't have either, it still skips the minigame, but doubles any HP costs and increases the cooldown by 1 extra round.

This should also actually skip their minigame rather than 'auto-succeed' it. For the sake of fluidity in combat or mining.

It should also passively increase the cooldown of Strange Sight skills by 1 round.

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  where the fist shuriken?
Posted by: Snake - 07-28-2025, 02:44 PM - Forum: Suggestions - Replies (2)

where?!

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  [v.3.01e] Kiomite Teleport Causing Double Hits
Posted by: Latto - 07-28-2025, 08:58 AM - Forum: Bug Reports - Replies (2)

You can currently get hit twice by AoEs if you proc Kiomite's teleport and reappear again within the area of effect.



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