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Snake
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zericosmic
Height Approval

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  Useful out of Combat Talents overhaul
Posted by: Shujin - 12-28-2022, 07:35 PM - Forum: Suggestions - Replies (3)

Many talents in the gathering niche are literally not doing anything in Korvara, or do so little that you do not even notice the difference. So I propose a change on how many of these Talents work, and maybe suggest a few additional ones.

Alchemy
Gatherer:  Currently increases chance to gather herbs by 20% per rank. Alas, you already have a 100% chance to get a herb from a node. So this is 100% useless talent in Korvara.

Proposed change: flat +20% chance to obtain an additional herb/mushroom (Wood?) from a node. 
OR: if chance is over 100% you get the additional %chance of a reroll. (technically the same as above just future proving if there is ever nodes that do not give 100% of the time)

Breakdown specialist (new) 5 ranks: Increase the chance to succesfully retrive materials and catalysts from items you break down by 10% per rank. Also increases the minimum material you get from breaking down (Aka: 0-2 cotton for example is more likey to do 1-2 cotton instead as an Example)

Cooking
Butcher: Currently increases 20% chance of finding an item while using the bonesaw on a harvest.
I am 99% sure this is bugged, to be honest. I have tested 50 times with and without the talent if I get any additional remains with it. and the difference was minimal, I still got roughly 1 remains per corpse on average, it might be that it just increases the base chance by not flat 20% but by 20% of that value which is fairly low already and that's why I probably barely notice a difference.

Proposed change: increase the chance of finding a remain item by flat +20% per rank, if its over 100% chance roll for a second.

Harvesting
Miner: Same as above really, with the exception that it DOES work on those "once a day" nodes...Which is usually only 1 Iron most of the time. So basically the worse version of normal nodes. Normal nodes feel like they give something everytime anyway

proposed change: increase chance of succesfully gathering by flat +20%, if above 100% chance, chance to reroll for an additional drop

Scavenger: Same as above, I would like to include the Junk piles into this though, if they are not already. 

Experienced: Hard to tell if its working or not, from a feeling I say no, cause I seem to get a pulled back/shoulder whatever just as much as before (might just be unlucky though, as its not a 100% resist at maximum and I didn't actually test it enough to get the data.)

proposed change: +20% per rank, so we get a full immunity when maxed, cause fuck losing movement speed from a pulled back! Additionally cause I think that's barely worth the skill points otherwise +20% chance to get an additional log or harvest item from a field.


I think thats all. Some of those changes are made specifically to make active farming more rewarding, versus the passive farming of fields as I personally feel that active methods should ALWAYS be better than passive (well mostly) methods, or at the very least equal. Thanks to taxes/craftig costs, thats not really the case though.

I wanted to add a Talent that reduces murai costs by 10% per rank, for crafts, but wasn't sure where to fit it. Anyway, I'd personally be happy with atleast some of the not-useful ones actually doing something in Korvara.

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  [2.68] The plushie twink that wasn't
Posted by: WhiteHaired - 12-26-2022, 04:33 PM - Forum: Bug Reports - No Replies

My friend and I were killing stuff when we both got over-encumbered. He traded me some of his stuff to hold whilst we went back to sell our stuff off.

I was able to return everything but an Alraune plushie, however trying to trade it back to him (the same character!) for some reason says the Alraune Plushie was twinked and gives an error message.

The trade occurred around 11am est 26th Dec on thewhitehairedgirl.slot2 if that helps.


[Image: hgA8zLX.png]
All other items were returned without issue it's only the plushie, for some reason.

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  Sigrogana's Ban on Dynamic Objects*
Posted by: Shadbase - 12-25-2022, 08:54 PM - Forum: Bug Reports - Replies (6)

You cannot place a a feast table, campfire, or any new dynamic object introduced in Korvara's update ANYWHERE in the Great Six. Not houses, not exterior maps (I.E. Cellsvich Forest or Gate), not the world map. It just returns "System: Error: You cannot place dynamic objects on this map."
This is a bug more-so on the case of feast tables and campfires, which where before Korvara's update, but it does extend into the new ones as well. This is likely caused by the changes from a hotfix on Korvara's first week, where Korvara had the same issue.

This was in QoF suggestions at first since we thought maybe you couldn't put them into player homes, but then we tried putting them outside and got the same error and figured this was now a bug and not an intentional oversight.

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  V.2.68 Full Emote Bubble
Posted by: WaifuApple - 12-25-2022, 02:11 PM - Forum: Bug Reports - Replies (1)

Once upon a time, a fix was done to opening up the text box to write big posts with it in stuff like say and emote, to allow the white bubble that informs people you're writing to appear for this - and this was nice for making it so that you wouldn't have to manually do so, avoiding people thinking you just weren't there.

This change, however, does not seem to have made it to doing the same in emote-full, and I consider this a bug because I feel like that wouldn't be intended behaviour.

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  Rework and buff of flat stat bonuses.
Posted by: Raigen.Convict - 12-24-2022, 10:17 AM - Forum: Balance Fu - Replies (8)

I think that the remaining skills that provide FLAT stat bonuses should no longer be affected by diminishing returns in exchange for a nerf to a number of their numbers... Like eastern wind... And Arbalests skill bonuses... These have plagued classes for far too long and gone UNUSED due to diminishing returns simply returning like... +1 out of a +5 buff.

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  2.68 Wilder Rodeo
Posted by: Raigen.Convict - 12-24-2022, 09:50 AM - Forum: Bug Reports - Replies (1)

Wild Ride when used with a shotgun that knocks enemies away on hit will sometimes hit the riding target and push them in a weird direction thereby ending the wild ride prematurely. It will also push them to the sides occasionally turning your wild ride into a wild snake.

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  [v.2.68] Avoid Eviter
Posted by: JamOfBoy - 12-23-2022, 02:12 AM - Forum: Bug Reports - Replies (6)

Eviter means avoid. That's the joke in the title.

Eviter, even when toggled off, overwrites other parry skills. They overwrite their checks entirely, meaning if you have Eviter equipped...

Bullet Barrier? Bullet Avoider.
Know No Pain? Sorry, you're Avoiding No Pain.
Ring Of Pearls? Evasion only. Better Avoid those blows.
Ice Point Guard? I've run out of jokes

I tested this with Desperado's Bullet Barrier, and I only started triggering Bullet Barrier when I had unequipped Eviter. I had a weapon applicable to parry with Eviter, but naturally Eviter doesn't work on guns.

I'm posting this as a bug report because I have (admittedly vague) memories of multiple parry skills working where applicable.

If I can't parry with one parry skill, why can't I parry with the other? Considering Demon Hunter is home to two parry skills, it'd be awkward if they conflicted too - I'm almost sure they don't (please correct me). I can't see any reason why Eviter should intentionally work like this.

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  Custom plain
Posted by: adamkad1 - 12-22-2022, 11:36 PM - Forum: Suggestions - Replies (7)

What title says, it would be nice if 'plain' talent was customizeable. Show things to someone and then hide them right away? Show your armor without showing weapons? etc. Could do nice for RP. Maybe non rp too.

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  RP Ping
Posted by: Trexmaster - 12-22-2022, 03:58 AM - Forum: Quality-of-Life (QoL) - Replies (10)

Simply put, have an option that pings your game window if you get an IC post, that way if you're doing something on the side you don't have to constantly watch your screen to catch the moment someone posts at or near you.

This would be immensely helpful to avoid people walking up to you, posting, then not pinging you before leaving thinking you're AFK, among many other benefits.

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  Monoclassing buff
Posted by: Poruku - 12-21-2022, 01:40 AM - Forum: Balance Fu - Replies (11)

Trait - specialization

If your main class and sub class are the same, gain +2 to all stats except APT.

I think monoclassing is an interesting part of the game that is quite difficult to pull off because it's very far from being remotely viable, even taking into account the existance of things like aquamancer monoclassing stuff. A very generic buff that makes it at least worth considering is something that is imo missing from the game. There are a lot of people that might want to monoclass if it made sense, but instead just destiny and grab whatever second class has the best passives.

The best solution would be to add monoclassing buffs to every class, but that would take a long time.

I think this stat buff is fine enough to not be op but still be interesting. +2 to all except APT is 20 total stats. Considering something like hexer subclass can give you +6 total stats and a buff for +8, along with 10% hp, it feels in line to me. It's a bit hard to find something that will benefit every build in the game but I think it can be something simple like this.

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