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  Omina Buffs
Posted by: Nekojinn - 03-22-2025, 05:32 AM - Forum: Balance Fu - No Replies

My main character is an Omina, and I'll admit my bias towards not liking to play evade. (Even if my next build is evade.)
So, these proposed buffs rely heavily on that bias, but I'll at least say so when I'm commenting something because it'd be convenient for my playstyle mainly.


Yellow Misfortune
Costs 3 Unluck. Targets every enemy. The enemy will become clumsy, reducing their Hit and Crit by 15 for X rounds. (X = Luck Drain LV, consumes Luck Drain and makes target immune to it for 3 rounds)

Thought Process:
First, a reduction on the Unluck cost. I believe Unluck is the most inconsistent resource in the game, mainly due to not working on bosses (I believe it should drain luck from bosses too.) and being fast and easy to get when against several enemies and hard when against one or a few.
Second, its a global -hit, it is pretty powerful, but I believe with the added condition of consuming luck drain and needing for it to add up to last long would make it more fair. The logic behind the luck drain immunity comes from benefitting Omina's that build SAN (Since they're able to build more stacks.)
The -Crit is just there because of my bias feel free to ignore it.


Green Misfortune
Costs 6 Unluck. Targets enemies within 5 range. The enemies will step on something slippery, having a X chance of knocking them down. (X = 20 per Luck Drain Level, consumes Luck Drain.)
Thought Process:

An AoE Knockdown based on gambling, unless you're a SAN Omina and have build up enough stacks.
My thoughts on this is mainly that the normal Green Misfortune kind of sucks? It costs a lot of unluck for a 3m knockdown that doesn't do damage. If you're on a 1v1 it's use-case is mostly to disable guard, but is most cases it will just be a momentum trade that will most likely just get rid of your Unluck stacks

Red Misfortune
I dislike Red Misfortune.
It has a lot of uses and I've used it, but it feels like something that has an insane high cost and makes Omina situationally Overpowered.
I don't know how I would change Red Misfortune without it losing it's current identity, so I'm not gonna suggest anything.




So, yeah. Those are my thoughts on buffs that Omina could use. At first I thought about Green Misfortune being mapwide as well but I can see how that ends up annoying with an Omina just waiting to stack their Luck Drain on the back.
Luck Drain is also a debuff that can be dispelled, so the counter already exists, anyone can use a cleanse potion.

Thank you for reading!

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  [v2.96d] Dragging Fire
Posted by: Autumn - 03-22-2025, 02:30 AM - Forum: Bug Reports - Replies (1)

Dragging Vines does not split damage for tiles during it's pull.

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  Item Check for Knockdowns
Posted by: Autumn - 03-21-2025, 06:55 PM - Forum: Balance Fu - No Replies

Knockdowns are very powerful in SL2, but I would also they're critical to exist to reasonably handle hyper damage threats and healer threats in teamfights. Still it is undeniable that denying your opponents up to 3m multiple times a fight, and that's mainly the abuse case, multiple times a fight. The Quadrapedal is good at mitigating the effects of KD but I don't think it suits everyone, there should be a more generic controlling option too.

Silence in a sense is a very similar status where you are forced to use momentum to need to deal with it generally, but Heron Feather at least mitigates your opponent's choices in the matter, an item that is 1:1 heron feather's effect would not work for KD however I think, so I have another idea.

I believe there should be an item, a shoe slot, an accessory or whatever have you that increases the immunity you gain from being cured of KD by +1 round, this would make it so that you aren't denied 3m constantly, as that is most of the frustration of KD is when it's spammed from the likes of Demon Hunter or Paragi Shuriken for the most part.

In Summary: There should be an item that gives +1 round of KD immunity, likely on an accessory or any other fitting slot.

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  Lightning Crit Revert
Posted by: Ray2064 - 03-21-2025, 02:44 PM - Forum: Balance Fu - Replies (2)

Hiiii

uuuuuh

Now that Impure Element is dead, can lightning crits be reverted to how it was before the change? (Percentage of Lightning ATK) As it stands, the change was only really marginal for casters at bests (and i say this while playing a lightning caster, i think i'd lose some damage from this) , while SWA attackers (I'd say that's a struggling archetype but you can't even call it that I'll be real) mostly ate shit, since the current iteration of Lightning Critical is a multiplier to damage instead of a bonus, with the problem being that base damage is....lower on skills to begin with.

It ALSO doesn't really help that lightning critting without Highwrath can be kind of difficult to begin with, so for SWA attackers, it's a....low-chance, low-reward kind of thing? Either way, the nerf was made with a context that no longer applies in mind, so it makes sense to be reverted, imo

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  Magical Girl Dinner
Posted by: Autumn - 03-21-2025, 03:19 AM - Forum: Suggestions - Replies (4)

If there's one weapon line I think is in need of some fun potentials to sprinkle around and use, it'd be the Magical Moon line of weapons, with only the Fist and Shotgun currently possessing a potential currently I think that these could all use some neat fun potentials to use, notably these weapons got buffed very slightly by the STR change to crit so that they're plenty useable now as a true spellblade weapon.

I find this fun, but to help them feel less bland and less "Why would I run this", I really feel like they could be just as useful as Magical Comet is. I won't make any explicit suggestions, but to convey my thoughts at the very least here's what elements I think fit each of the weapons:

Magical Comet: Ice (Here for list completion sake)
Magical Moon: Water
Magical Photon: Lightning
Magical Star: Wind or Dark
Magical Meteor: Earth or Dark
Magical Sun: Fire

Of course, it doesn't exactly have to be this way, but these are just my thoughts on what I think are fitting.

If you consider adding potentials to these I will be a very happy camper

PS: Magical Girl transformation would be a funny bonus

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  [2.96d] Wild Enchant
Posted by: zericosmic - 03-21-2025, 12:44 AM - Forum: Bug Reports - Replies (1)

The animation on wild waterfall's style seed, is set to be the same as water enchant.

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  Mechanation Application Before it's launch
Posted by: CabbitNet - 03-20-2025, 05:56 AM - Forum: Denied Applications - Replies (1)

Applicable BYOND Key: CabbitNet
Character Name: Turret
After much reading of their new lore information I would like to 
Use a Puppet like jointed mechanation. It's concept remains the same in every way a mechanation should be.
I have posted images of it in discord.
[Image: image.png?ex=67dcbba1&is=67db6a21&hm=f1e...3de83e753&]

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  [2.96d] Alternate Attack Styles
Posted by: Rendar - 03-18-2025, 12:25 AM - Forum: Bug Reports - Replies (1)

Things that have HP, and are breakable (Druid Plants, Runes, etc) are targetable by Druid's Wildshape Secondary attack.

The attack, however, does not activate or go through.

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  Magic Wear Down
Posted by: AkaInuHime - 03-17-2025, 10:57 PM - Forum: Suggestions - Replies (1)

Let there be a cool magic armor shred interaction for dual-wielding these...! The wording is so close, it's sad nothing special happens with a mainhand fuuma or w/e with a offhand black spear.

Fuuma / Battlepick / Knightslayer / Needler:
[Image: zm92mz.png]

Black Spear:
[Image: 9zi98q.png]

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  The Black Suck
Posted by: catabur - 03-17-2025, 09:35 PM - Forum: Balance Fu - Replies (6)

Right now, I don't think Black Drain is really that great. 

It's -10 SWA for the enemy, +10 SWA for you, but it relies on you having to have used Black Wind and then using a base Soldier skill. However, this is all at max level and unless you're abusing Thousand Stabs then you'll only slowly crawl your way up there. It's 6M, around 30 FP, and depending on your weapon it could take you multiple turns to get the full effect of it. 

I would propose increasing the max rank to 20. With Black Drain LV 20, you would be countering Two-Handed which fits the defensive nature of Black Knight quite well. If a 20 SWA increase for BK seems too much then it would be simple to change how much SWA you get from it: Black Drain LV/2. 

Furthermore, increase the Black Drain LV you get from a singular attack to 3. Alternatively, make it so Basic Attacks also count as giving Black Drain. 

So, the Skill ranks would look like:
1 Point: 7
2 Points: 14
3 Points: 20

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