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  Harmonization of Sigrogana Legends 2
Posted by: firehawk11 - 04-22-2023, 01:06 PM - Forum: Balance Fu - Replies (6)

Harmonization - In the world of TTRPG means everything feels the same. There is no real mechanical differences from  classes or abilities you have in your system. 5th Edition Dungeons & Dragons is a real godo example of them trying to make every class feel the same. The fighter sword slash deals 1d8 of damage and the wizards fire-spell does 1d8 for an example, same damage, same attack just different flavor. 

Sigrogana Legends 2 doesn't have hormonized classes in fact that is where it shines the most. The problem is a lot more complicated  then what I am trying to say but i am willing to explore some of the problems which we had. Our current problems is a result of years of failed attempts which we thought we could do better in. 

Phase 1 (Pre-Great Reckoning)

Before the Great Reckoning we had a system that was similar to Fir eEmblem growth system where you had an X percentile chance upon leveling up to gain +1 in the stat. If it was over 100% you always gained +! with a chance of +2. There were no soft caps, nothing that coudl slow you down but a lot of skills were auto-hit skills. What this meant is quite straight forwards you simple couldn't evade them. Which was nice meant tanks had a real place, maybe a bit to high of a standing.

We didn't have Apt, Guile or Sanc in this era. Something that I think made the game a little bit nicer since Racial Skills were based primarily off of the race's intended play stle. Hyattr were once of the highest Vit growth races so their racial Fire-breath skill was scaled from having high Vitality. Don't worry it still costed 40 FP to use without all of the fun traits but Channel Magic was also based from a Hyattr's Vit stat instead of needing a new stat called Sanc.

Items were interesting, we didn't use Scaled Weapon Attack. Magic was exclusively Will focused. The biggest upside to this system was the growth system, sure it made some character in some form Over-Powered but you could always Legend Extend to start the stat rerolling to try to get those better stats.

Phase 2 (Great Reckoning)

When the Great Reckoning took place it changed the game up forever. We now had stat point making Legend Extending less of a thing you can do infinitely for the chance of that perfect build but more so for that little bit of maximizing your builds. Elements were added making will less useful for pure mages since now you needed different stats for elements. At lunch we had onyl 3.5 stat points per level not 4.

This was the rise of the dreaded Tank mage, a mage who specialized in Vitality, Defend & Resistance. Since back in this Era magic was still auto-hits. These characters were hated and in this era dodging wasn't seem as viable.

Items also had SWA added with a bunch of different stats. Allowing you to be a Defend Black Knight with a Mythslayer sicne it scaled from defend (90% Defende Scaling). Yet in these two Era auto-hits were everywhere, in every class yet it didn't feel like we needed certain stats to even be viable.

This was the inclusion of the dreaded Sanc stat still I think do this day holds back many races from being their once Phase 1 glory. Like Hyattrs, not you need a completely other stat dumping 40 stats into.

Phase 3 (Great Reckoning 2:Electric Boogaloo)

This Era is the one we are currently in. One where Classes have their identifies but I feel builds themselves do not. We changed item scaling to be either one of three stats. Str, Guile, Wil. This means you now have to force your stat spread into one of those three groups to have decent SWA.

This isn't bad, trying to minimize the customizability of Phase 2: GR. Okay I can see tanks being powerful or maybe heaven forbid the evaders are meta. However this is where the system begins to feel like we are harmonizing it. Not only did we remove the different item scaling only allowing them to live on in small increases, we also stripped the customizable asspect of Sigrogana Legends but removing auto-hits, forcing people to build into Ski.

When nothing can hit and you need to put 55+ Scaked Skill into every build you know the system had a huge flaw. Where Ice is one of the primary elements people should use because of the mandatory Skill dump.

It doesn't feel like the system that changed from Phase 2 to Phase 3 was helpful. Now all we have are mandatory stats to grab and little to customize a character. It is hard to enjoy different characters when they all share this flaw with needing skill, yet more skill then Aptness, Then some Defensive stats. It leaves very little for actual diversity..

I reckon that we give ever class at-least one auto-hit skill. To help balance out this skill/cel meta that Sigrogana LEgends 2 has fallen into. We need something that makes the current meta fun, being forced to build the same stats always in just no fun, especially if my mage feels the same as my archer which feels the same as my monk. There has to be something more we can do with the system or change .

Let's not talk about how unviable str crit builds are with this system.

TL/DR - Skill is way to powerful to keep in rotation compared to other stats, every characters feels same-y with how the stats are laid out. Item scaling reinforces this same-y meta buildiing we got. Sanc does nothing but injure Races, the system needs a overhaul to avoid one stat superiority. As the name of the post, every character stat lay out feels nearly Harmonized.

This is my own take on playing since the game dropped, off and on...It just Phase 3 doesn't feel to me like Sigrogana Legends I grew to love...And the mandatory stats is what I believe is killing it slowly.

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  Evoker Skill : Primitive Lands
Posted by: Ray2064 - 04-21-2023, 01:40 PM - Forum: Suggestions - Replies (3)

Ahem. While the name of the skill doesn't really do any justice to indicate what it would do, I'm basically thinking of a passive-toggle a la Gentle Ember that'd let Base Mage's Elemental Enchantments instead become a set of tiles that'd apply the effect of the enchantment on whoever's in them. 

Here's a rough idea of what could a description be :

Primitive Lands (2 ranks) : Toggle. You call forth an elemental's blessing to assist you and your mates on the battlefield, making it so casting Nerhaven, Kraken, Talvyd, Galren and Redgull instead creates a square of special tiles. ( 6X6 could be good enough, maybe ?)
Anyone within your team standing on those tiles is counted as enchanted by the used spell.


1 Rank- Learns Skill
2 Ranks- This skill doesn't take a skill slot.


This isn't really anything more than a passing thought that came through my head- and I just thought it could be a fun little thing for Evoker to have.

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  White Spirit Masses letting you choose the skill they boost
Posted by: Fern - 04-21-2023, 02:37 AM - Forum: Suggestions - Replies (7)

Can we have it so when you grab a white spirit from a mass, the game lets you choose which active skill you want to boost? It'd be very convenient since as it stands you have to use a pie of forgetfulness and invest 1 SP in the skills you want the spirits to boost, and if you're in a dungeon you have to walk out and switch your main class to your sub-class to get the ones you want for that. It's a very unnecessary hassle IMO.

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  Casino Item Updates/Suggestion
Posted by: Shujin - 04-20-2023, 06:54 PM - Forum: Submissions - No Replies

I would like to suggest and submit some Icons along to go with it regarding the Korvara Casino.

I would like to add a few more high-cost items to the Casino as additional Money Sink, Items that somehow play around with the idea of luck.
Goal being adding another Money sink, and ICly Cooperating with Meiaquars R&D and the Casino owner, while at the same time having maybe some cool Thematic items to the Casino, outside of the random Replica weapons, that kinda do not reaaaaly fit?

Generally, I do not really care what effects they end up having. Everyone is free to throw Suggestions in here if they want to see something.

I will throw random ideas in for effects that coule be interesting:

  1. Luc based set, similar to Dragon King
  2. every 7th hit progs effect "Place effect here"
  3. plain +3-4 luc stat (kinda boring on its own)
  4. Lucky Shell synergy, maybe small passive building, maybe a +1 Lucky shell build per crit?
  5. Every 7th hit you take you Negate/Evade/forced Glance or something
  6. Maybe a whole set that gains some skills when you wear multipile items centered around building and consuming Lucky shell levels
  7. Maybe something Spellthief related for the cards? Like while Equipped increases Snatch Spell rank +x (meaning it increases stolen spell slots)
  8. 50% luc pierce damage on hit which ignores armor (similar to 50% element but just with luc)
  9. Effects that center maybe around Users Luc-Targets Luc=chance for something


I won't put any to detailed ideas out but the only thing I would really like is the guns to be part of a set, having the electical scaling tag and something for easier Luckyshell building (Since its no longer per bullet hit but per attack, you only get 3-6 per attach depending if you Akimbo or not, which is pretty slow building)
Anything else is just a Bonus. I am not trying to get super OP items, but I wanted to make a fully focused Lucky shell gunner and thats a lot more difficult to do without Quickdraw and with how many multi hits/status effect chip damage just eat all your stacks out of nowhere.

Generally I think it be cool to have more fittin equipment for the Casino, and have people ICly work together for something in RP thats actually reflected in game, for what R&D actually does.

P.S.

I just upload my whole DMI file with all the things I played around with, pick whatever you want and use it for whatever you want if at all! Some of them are not exactly Casino related and more general Meiaquar, but I plan on making more icons for that anyway, so might aswell just upload what I already have done.

[Image: Lovegun-Kopie.png]



Attached Files
.rar   Casino update.rar (Size: 15.37 KB / Downloads: 0)
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  Global inflictions and lag
Posted by: Snake - 04-20-2023, 02:42 PM - Forum: Suggestions - Replies (3)

In particular, I've noticed two skills in the game that tend to drive my game to a grinding halt whenever they proc against multiple enemies in events. I believe this happens because the game needs to calculate and roll for each unit which causes an immense stress for my potato to handle at times.

Those skills are:


Quote:- Divine Shower (6 damage instances + mass Blind infliction. Thankfully it can't be spammed anymore, but when it happens? Ouch.)

- Knight's Intimidation (When it procs, it chugs hardcore and can also re-proc while someone is already feared. If you kill multiple enemies, it rerolls multiple times, causing lag.)

Solutions:

Quote:===

- Divine Shower should only splash an enemy 3 times tops.

- Divine Shower's Blind should either:
>> Be decided before the skill is cast, as a FAI% chance that the skill will auto-inflict Blind.
or
>> Have its Blind removed/reallocated to another skill such as Shine Ray.

===

- Knight's Intimidation should only inflict Fear on enemies in 4~6 range around the defeated target.
or
- Knight's Intimidation should only activate once per round, per Black Knight, to prevent lag.


If anyone else has any grievances that are beyond the two most famous ones, do keep me in the know here. So far I didn't notice lag with anything else, but I could be wrong.

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  Make Guard Break Breakier
Posted by: sadbot - 04-20-2023, 08:41 AM - Forum: Balance Fu - Replies (10)

Guard break applies after the attack that applies it, with the only exceptions to this rule being lance de lion and libegrande (with kraken). In practice, this leaves guard break doing a poor job of actually punishing guarding. The person guarding is almost always left better off for having guarded, just slightly less better off than they otherwise would have been, even if they're immediately guard broken and then hit again while guard broken. Outside of 1-2m guards, the damage still mitigated on the guard breaking attack almost always outweighs the damage gained through guard break on the follow up, assuming that you're even in a position to follow up with another attack in the same turn. Obviously it becomes more relevant in team fights simply due to more opportunities for allies to potentially hit the guard broken enemy before the guard break ends, but I think that the status needs some support to actually do its intended job one on one.

Simply put, I think that all guard breaks should apply before the damage of the guard breaking attack, as lance de lion and libegrande already do. This would actually make guard break likely the best option when you're given a good opportunity to use it, rather than you probably being better off just taking your foot off the gas and using some non attack actions while waiting out the guard instead, even if you have the perfect opportunity to use what should be the perfect punish to it.

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  Let's talk about the bands and GM preference
Posted by: caliaca - 04-19-2023, 10:00 PM - Forum: General Discussion - Replies (1)

Let's talk about who your favorite bands are.

And god dammit GMs, I wanna hear your preferences too.

I'll start- I'm listening to a lot of Tally Hall lately!

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  [2.72b] Frostbite
Posted by: Rendar - 04-19-2023, 07:40 PM - Forum: Bug Reports - Replies (5)

If an enemy is resistant to ice and walks on ice tiles with Frostbite (or is pulled across them).. the person who gave the frostbite status effect loses momentum.

Considering I don't.. think this happens with fire tiles... this is just a touch weird.

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  Roaring Rose Potential Rework
Posted by: Snake - 04-19-2023, 06:54 PM - Forum: Balance Fu - Replies (1)

I call thee all my boyos to offer your insight and opinions about what would be a good rework for Roaring Rose's potential.

In my opinion, it could be a two-folded skill like Firebird's skill that is based on distance, like in my previous thread.

Quote:Weapon Potential:
- Target an enemy in 7 range.

- If the target is within 3 or less range, you swipe the scythe in a full circle, performing a basic attack to all enemies in 3 range that deals Slash damage and inflicts Charm LV15 for 3 rounds. They will then be pulled one tile towards you.

- If the attack is within 4+ range, you buckle down and shoot a charged bullet at a single target, performing a basic attack that may inflict Confusion for 3 rounds to nearby enemies within 4 range (but not the target).

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  Chimera's Fierce Grip
Posted by: Snake - 04-19-2023, 04:51 PM - Forum: Balance Fu - Replies (2)

[Image: image.png]

This kind of sucks, especially compared to its bigger and meaner version, Painful Grip. But I don't think it should be as OP as that, so:

- Fierce Grip should ignore protection.
- Fierce Grip should deal Pierce bonus damage equal to LV/2 + Scaled STR.

Das it mane.

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