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  [v2.72b] Knockdown affects hotbar
Posted by: Autumn - 05-02-2023, 10:45 PM - Forum: Bug Reports - Replies (1)

Currently when you are knocked down and get back up, your hotbar stops working when it becomes your turn again. This is restored upon using a skill in the skill menu manually but can get annoying in encounters in PvE against enemies that spam knockdown such as Gold Beetles or Ice Giants.

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Heart Devourer of Munch Appreciation Thread
Posted by: Skimmy2 - 04-29-2023, 06:48 AM - Forum: Fruity Rumpus General - Replies (5)

Maybe it's just me going through a nostalgic phase right now and trying to get back into SL2.
But the past 14 years of playing your games, for better or worse, have been a wild ride.

All starting with Mitadake High (And by extension SL1 not a few weeks later), in my high school years. (Not including a years worth of SS13 prior).
I was playing Sigrogana Legends before I ever even touched D&D, or any other TTRPG, and it has deeply affected my introduction into roleplaying and the genre.

So thank you big man, keep doin' what you're doing. 

Munch

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  Kiting
Posted by: renowner - 04-26-2023, 06:27 AM - Forum: Balance Fu - Replies (1)

It is my opinion that currently there's a big problem in terms of kiting in this game.
People do it to let cooldowns refresh.
People do it to spam long ranged attacks.
People do it to run out the clock.
People do it to let people proc die hard. . .

There are so many ways to escape, and not very many ways to effectively chase, without leaving yourself open or creating a stalemate situation. I feel that this leads to unfair situations that tend to result in players feeling. . Dissatisfied in combat.

If you lose to someone just running away all game, or win after 60 turns of chasing, its just not fun. It isn't very heroic, interesting, or enjoyable.

For that reason I propose a sweeping change to most if not all techniques that move the character around:
Namely, for them to have the same effect that charge and thunder steps now have.

The ones that cost 1 or less momentum, or move 7 or more tiles: Winged Serpent, Haunting,  Blink (Yes I want this changed), Aerial Chaser, Ice Skate: I believe they should all go on a 3 turn cooldown if you don't end up within 3 tiles of an enemy unit.

The ones that move less: Flip Shot, Retreat Shot, Parting Shot, Sidecut, Kagekiri, Shukuchi, Crescent Rook, Bright Bishop, Silcut, Aligminato, Warp Strike, Pinball strike: I believe they should all have a 2 turn cd, if you end up not within 3 tiles of an enemy after movement.



And finally I also think Create Shade should have a 2 turn cooldown. Being able to spam it endlessly is so easily done, cheap to do, and draws out fights like crazy. I've survived at 0 fp for a good 6 turns straight just spamming this until I had enough fp regen to heal back up. The range on it is insane, and its only 3-4 momentum generally to use. I wouldn't even mind if it got a three turn cooldown.

This leaves certain things like Black Bolt, Detogate, Mass Rescue; and Charge Order still able to kite potentially, but I think that's fine enough. . . Charge order is 3m so you can't really use it to easily kite for yourself completely. Black Bolt and Detogate can be dodged and require signifigant investment, same with Vydel. . . And Rescue is only useful in a teamfight situation, and still draws them all together which sets them up for potential area of effect attacks.

If this change is made, then a lot of high mobility techniques can be used as a gap closer, without people being able to spam them to run away. Now if you want to run away, you have to stack movement tiles which has an increased amount of counterplay available in terms of traps and tiles.

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  Ranger Thread
Posted by: caliaca - 04-26-2023, 05:57 AM - Forum: Balance Fu - Replies (4)

I wasn't really done with this but since people are taking pieces from it already (you know who you are!) and are making threads about flip shot I feel pushed to go ahead and put it in.


It's clear that Ranger has issues on both sides of the aisle. It has highs that other classes have difficulty touching, with builds like Ghost/Ranger and Hexer/ranger (especially when piloted by doriads) while also having massive lows if you don't play one of the cleared class combos or you decide, for some foolish reason, to use strength-based bows. 


I'm going to look to equalize some of the highs and some of the lows here in order to make it not so bipolar on whether you completely shred an enemy before they touch you, or they just completely destroy you.


We'll start with **Archer**


Starbow and Aerial Razor are both fine. 


Snake Shot: Gives a power malus on hit (-30/25/20/15/10), drop the poison to (2/4/6/8/10). If the target is poison immune, instead inflict snake wrap (I see you, Glykin). Keep it at 10 FP for all ranks.


Pulling Shot: Remove the damage bonus. It's a massive utility spell already and doesn't need extra damage.

Cripple Arm/Cripple leg: 20% hit reduction is absolutely massive and should not exist on spells in the modern CEL landscape. Make it like cutthroat and have it be minus a set amount. You want Leg to hurt dodgies but it'll never hit a dodge in its current incarnation.


Fortune Wind is one of the worst pure evade skills there is. It’s a markedly worse distortion pre **50** scaled luck and is then worse on duration. Make it 4 turns pretty please?


Entangle is adequate.
Knock 1 range off longdraw.



Moving onto Ranger
Retreat Flight: This thing looks terrible compared to Flip shot, worse in every way save for very niche cases where it can save you 1M as a flier. Reduce its FP to 13/10/7. Let it be variable for length between 1 and 5.


Flip Shot: Here it comes.. Reduce range by 1 and add a 1 turn CD


Twin Shot: This is pretty nuts since the rework. Make it 110/120/130.


Forest Fiend: Just make it a 3-range AoE for a spell that's already never used.


Frigid Arrow: Just fine


Wind Runner: Let it become a 1-6 range spell and have it leave lingering damage (slash) for 10/20/30 for 2 turns. On Annorum, make it do 40 in addition to other effects.
TBolt: It's awesome. Yay.


Agile: Please please please stop its targeting pattern from existing. I wanna see how it plays without that.


Gentle Garden: Change it to 80 + 1.1 SWA at max. (50/65/80)/(90/100/110% SWA)
Example calcs: 110 Swa =  201, 130 SWA = 223. Spirited it becomes  227, 251
This makes it always worse than current version and doesn’t let people offhand a bow for ranger heals for nothing.


Cherry Blossom: Heal component changed to(40/50/60)/(90/100/110% SWA)
Example calcs: 110 Swa =  181, 130 SWA = 203. Spirited it becomes  202, 226


This makes it always worse than the current version and doesn’t let people offhand a bow for ranger heals for nothing.


Forest Walk: 2 turn CD or nerf it's range (or both)


Annorum: The gauge is kinda tough sometimes. Can we make it so all archer spells build gauge to 3? This is just fortune wind added on. Shouldn't be a big deal. 


This is also kinda setting up things so that bows can be something like Skill or Guile (Guile works out better probably cause we already have dagger mutates) scaling without having so much power. Most of the ‘good’ ranger builds currently run mutates or howling handshot regardless. Please.

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  Chimera's Accursed Claws
Posted by: Snake - 04-26-2023, 03:40 AM - Forum: Balance Fu - Replies (5)

This should only take effect if you have no weapons equipped, and Grudge Claws are regarded as active, so you're not permanently subjected to full Holy weakness even when you're not using the racial trait.

Thanks for coming to my short ted talk.

Either do this, or let Fruit of Memories reset all of your Chimera racials too.

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  I demand my Gun Rights!
Posted by: Shujin - 04-25-2023, 08:25 PM - Forum: Suggestions - Replies (2)

Joke topic aside.

Can we, atleast in Meiaquar, buy simple basic Handguns in the store? 

Currently they are not buyable and I think also not craftable?

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  Flip shot flip shot flip shot
Posted by: Poruku - 04-25-2023, 06:39 PM - Forum: Balance Fu - Replies (18)

Flip shot

1: Has decent range
2: Allows you to move while attacking
3: Allows you to select a specific spot to move (unlike retreat flight)
4: Has bonus hit
5: Has no cooldown and low FP cost

This skill alone makes ranger worth taking, and also makes ranger a menace in terms of kiting. The sheer mobility of this class can be overwhelming in many cases due to it.

As it stands, you just spam it every single turn and in many cases that makes you momentum positive against your opponent and results in overwhelming wins against anyone who isn't prepared for it. I suggest it gets a nerf. Any nerf, please. Just nerf flip shot.

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  [2.72b] Elytra's still knock down
Posted by: caliaca - 04-25-2023, 05:45 PM - Forum: Bug Reports - Replies (7)

https://cdn.discordapp.com/attachments/1.../image.png

Elytras still knock down.

I tested this by

1) Using Wind Runner with annorum
2) Casting Wind runner over the one with Elytras
3) I get knocked down too Sad

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  Light Shaft
Posted by: Senna - 04-25-2023, 05:55 AM - Forum: Balance Fu - Replies (10)

One suggestion: Light shaft not affecting the user and their allies.

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  [Korvava] Invention of central water heating system
Posted by: Mikuel - 04-24-2023, 06:20 AM - Forum: Character Applications - No Replies

Applicable BYOND Key - Mikuel
Character Name - Daralam
Request Type - Scientific progress
Request Details -  Altering of invention of heat-adjustable shower to be able to circulate heated water around in small buildings to keep them warm.
Reason why you are making this request (if applicable) - Daralam was scouted by Meiaquar and they have been planning on expedition towards the tundra. Donna mentioned something like this would be useful so Daralam took it to himself to work on it
Roleplay & Lore supporting your request -

I forgot to take pictures but I have had some talk about it with Donna of Meiaquar and told others that I have been working on it off screen as sort of rp quip.

As for lore/how it would work "ic", basic idea is to have water container which contains water that warmed with slips made out nerif's blood ore slotted outside of it, this is to allow the water temperature to be somewhat controlled. It is to be connected to "heaters" with two pipes, upper and lower. Hot water is less dense than cold one, so it rises to top and flows from there to the heaters, from where it radiates heat to the room. Cold water, being more dense, flows into the lower pipes and gets into the heater from which it heats up again. making the warm water circulate.

Due the technological limits, this invention could not be used to warm larger structures easily but in smaller ones and temporary camps located in caves, it can be used to heat the area without fire which otherwise would require firewood and carries fire hazards.

So whilst it takes more time to set up than campfire, is less powerful than fireplace and requires specialised heating (nerif blood slips), it produces less hazards, doesn't require constant watching and its fuel is less cumbersome to carry, thus making it useful in certain situations.

It should be noted that the water should not allowed to freeze OR the pipes will burst.

[edit]- moved to the "correct" area.

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