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Final Form (Chimera Trait) |
Posted by: Snake - 10-07-2024, 06:40 PM - Forum: Suggestions
- Replies (3)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_206.png?dateline=1630814956) |
Quote:Evolution Feast
Chimeras can continuously trying to refine their bodies through eating remains. This trait will track the amount of times you consume remains. Once you do so 400 times, you'll be eligible to select the Final Form trait.
Quote:Final Form
Requires Evolution Feast to be at 400. You've reached your apex after consuming so many creatures, granting one of your mutations an additional ability. Upon gaining this trait, select one of the races you wish to gain your additional m
Dragon -> Chimera's Dragon Breath (Active)
Targets a line within 4-8 range and its adjacent tiles, breathing fire through it. Deals Fire damage and creates Cinder tiles equal to your Fire ATK for 2 rounds.
Fireblood -> Chimera's Self-Destruct (Active)
Can only be activated if your HP is below 75%. Sacrifice yourself, reducing your HP to 0 and inflicting yourself with Certain Defeat permanently. All enemies within 4 range take Fire magic damage equal to 400% of your Fire ATK, ignoring protection, and are Knocked Down.
Fish -> Chimera's Water Gun (Active)
Targets one enemy within 5 range, blasting them with a high-pressure jet of water. Inflicts the Soaked and Muddy statuses. This attack can critically hit.
Gorgon -> Chimera's Calcification (Passive)
Using Petrification Gaze on an enemy who is already Immobilized and not Blind will also inflict Stun.
Iceblood -> Chimera's Tyrant Claws (Active)
Dash forward to an empty tile. Every tile within 2 range of your final position is covered in ice sheets. Any enemies in your path are struck with a mix of Slash and Ice damage, with a chance to inflict Frostbite for 3 rounds.
Insect -> Chimera's Poison Sting (Active)
Strike a nearby enemy within 1 range with a concealed sting, inflicting or empowering their Poison status and reducing their Poison Damage Resistance by 25%.
Kraboid -> Chimera's Enduring Shell (Active)
Enter a unique Guard stance that attempts to parry enemy attacks based on momentum used (LV = Momentum * 10). On success, Physical Damage is reduced by 50%, but Magic Damage is unaffected. If an enemy attack is successfully parried, perform a Riposte.
Shark -> Chimera's Shark Bite (Active)
Lunge at one enemy within 5 range, delivering a ferocious bite that inflicts Lingering Damage (Pierce) for 3 rounds, equal to 10% of their Maximum HP.
Snakeman -> Chimera's Poison Blood (Passive)
You are immune to Poison status. Each round, regenerate 3% of your Maximum HP.
Spatial -> Chimera's Many Eyes (Passive)
You always count as facing your attacker, regardless of where you are facing, allowing you to parry or counter from any angle.
Undead -> Chimera's Infectious Bite (Active)
Bite an enemy with decaying teeth, restoring 8% of your Maximum HP and inflicting them with Infected for 5 rounds. If an Infected enemy is incapacitated, a Barghest spawns from their body. If they are non-player characters, a dark replica of themselves reanimates instead. (Dark Balrog)
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I made those be the opposite of what the base mutation grants. Snakeman grants an active skill, so it gets a passive instead, etc. Feel free to chime in your own ideas for what this could be.
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v2.90f flip flank fuck |
Posted by: caliaca - 10-07-2024, 09:45 AM - Forum: Bug Reports
- Replies (2)
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![](https://neus-projects.net/forums/images/default_avatar.png) |
So currently when flip shotting onto someones back with a short bow you don't get flank bonus.
First picture is a flank hit without flip shotting onto their back, second is flipshotting onto their back.
https://imgur.com/a/eeq96Tj
Hit is lower even with flip shot hit buff. I used this with a filcherbird as a short bow to test.
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Make Firthrowers ̶C̶o̶o̶l̶e̶r̶ Hotter! |
Posted by: AkaInuHime - 10-07-2024, 06:56 AM - Forum: Balance Fu
- Replies (3)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_2021.png?dateline=1709785873) |
Firthrowers, and throwers as a category (even if there's only just one right now!) could be so much cooler than just a straight line. They don't really compare in the slightest to launchers (well, jackhammer) for AoE, even if they feel like they're meant to be complements to each other.
So I suggest... making firthrowers and any future throwers attack in a cone shape! Similar to how hyattr breath works right now. That is, it starts in a 3-tile wide line, but after every two tiles, it gets an extra tile wider on either side.
You - three wide - three wide - five wide - five wide - seven - seven, so on.
The base firthrower could be 4 tiles long, for example. But... things that increase attack range, like Gigantic and Long Barrels, could increase the length of the line by 1 instead, the width growing with it. As is, they do nothing.
Base range
Gigantic or Long Barrel range
Gigantic and Long Barrel range
![[Image: suq0ms.png]](https://files.catbox.moe/suq0ms.png)
(Not really a 'balance change', but a new squirt gun thrower that applies soaked would be funny, pls dev)
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Field Objects |
Posted by: Poruku - 10-07-2024, 04:53 AM - Forum: Suggestions
- Replies (1)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_195.png?dateline=1648075189) |
Field objects are a thing in the video game, but they're extremely rare. I think there would be a lot of advantages to having more of them, as long as they're implemented well.
Having randomized obstacles in a map increases variety, making each battle a little different. It allows you to put your back against a wall, and interact with the objects with skills like turnover and such.
It would also introduce more inherent variety in the maps. If one map type has more field objects, it's going to be advantageous/disadvantageous to certain builds. Hell, this is a tactical RPG. Having obstacles in the maps is core to the experience. I think SL2 doesn't utilize the concept of the MAP enough. Maps are generally the same size, fairly large, and with almost zero obstacles in them. This makes each map feel pretty much the same with the exception of a few more unique ones, and the occasional strange spawn locations. Adding randomly generated walls to most maps will immediately make the entire game more varied.
It would even open up new design space. What if there could be new skills or even classes that utilize field objects? I feel like there's so much potential there. In fact, the more I think about it, it seems like it's a big part of sl2's existing design that isn't being utilized.
And lastly, of course, it would really improve Ruler's gameplay in my opinion. Instead of being focused entirely on digging up stuff in their corner and not moving, they would be incentivized to going around the map to collect things while fighting. I like the idea that certain maps, especially rocky maps like caves, would be an advantage for Rulers. While interior/city maps (where most pvp takes place) would be a disadvantage.
An extra rule to make this work
A field object should never spawn next to a solid tile or a mob. This would make it impossible for the objects to completely block a mob, or block a passage in the map. However, they should be able to spawn next to each other, creating these random walls that aren't connected to the normal map edges and walls. This way, it's never gonna be an issue even if you spawn a lot of them. Just pick random tile on the map, check if it's not dense and not adjacent to dense, or mobs, and if not spawn it, repeat until you put down all the required objects or x amount of iterations were attempted (so it never hangs).
Maptype object lists
The way I imagine this working is that each map would have a type variable. I don't know if this is already a thing but basically we have a list of these "maptype" objects, which are just a name var and a list of field objects. Then, each map would have a maptype var. This would potentially allow custom maps to utilize pre-exising maptypes. So if you want to make a new sandy map, you can use the sand type. Or maybe you could enter the field objects you want manually, which would probably take more UI work. If you use types it's just a matter of giving EMs a verb with a list select. But anyway dev can figure this out.
NEW FIELD OBJECTS
This is a totally unnecessary idea but it could be cool for even more variety in battles
Runes
These are non-dense, but can still be dug up for 1 geomaterial.
Range rune: the classic rune from g6, increases attack range if you stand on it.
Locking rune: immobilizes you for 2 rounds, but you cannot be knocked back or pulled. (grants a brief immobilize immune after the 2 rounds) doesn't work on bosses.
Trap rune: explodes for 100 aoe damage of a random element.
Power rune: increases your SWA and ele atk by 10 for 2 rounds
Rocks
Simple rocks that have different effects. Worth 1 geomaterial.
Normal Rock: no special effect.
Magmic Rock: creates an indiscriminate explosion for 30 fire damage within 3 range when destroyed.
Ice Rock/Ice: spreads ice sheets within 4 range.
Sand Rock: blinds anything within 1 range for 1 round.
Valuables
chest that you can attack and it breaks and gives you 100 murai???
Dangerous
venomous/thorny plant?
naturally spawning dense vines? (that one wild elf trait that makes you able to ignore vines would become useful)
pit trap? (trapfinding becomes useful?)
slippery surface?
Nature
Tree: gives 1 geomaterial, leaves behind a stump that can be harvested again for 1 more material
Bush: Gives +5 defense and +5 evade when standing on it, but it's destroyed
Log: 1 geomaterial
MAP TYPES
Here is a list of map types, and what the list of items would look like.
Fire (Tera Flama, Lava Lake)
- 5 magmic rocks
Sand (Beach cave, Lost beach, Wastes, Deep Wastes)
- 4 sandy rocks
- 2 normal rocks
Nature (Lake Halard, Sunken Forest, Most overworld places)
- 4 random flowers
- 2 normal rocks
- 1 tree
- 20% chance of 1 bush
- 1 log
Ruins (Catacombs, Temple)
- 4 normal rocks
- 50% chance of 1 random rune
Rocky (Geladyne mountain, Haunted mine, Goblin cave)
- 9 normal rocks
- 1 gold nugget or crystal
Watery (Jammer Cavern)
- 4 normal rocks
Empty/Clean (Most interiors, arenas, cities, etc)
- nothing!
Let me know what you guys think. Of course everything here is just an idea, something for Dev to think about. I think there's a lot of potential with this mechanic so I'd love to see any additions in this vein! Thanks for reading
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Geomaterial (Ruler) |
Posted by: Snake - 10-06-2024, 01:57 PM - Forum: Balance Fu
- Replies (7)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_206.png?dateline=1630814956) |
Here's a revised proposition:
- Geomaterial should be able to be retained over multiple fights.
- Geoheart enchantment should increase the cap of your Geomaterials. Don't forget to make it so this condition is checked before combat starts to prevent item swap cheese.
- Every time you generate Geomaterial by refining materials, you deal bonus Earth damage that ignores armor, equal to (10 * Geomaterial)% Earth ATK in a 4 range AoE from where the material was refined.
This will definitively fix the worst part of Geomaterial build up. Ruler is not like Solblader or Rune Mage, where their build ups are satisfying and amount to something that can turn the tides of a battle in a more urgent manner.
Please give this a consideration.
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Duyuei Tribesmen (Snakemen Raid) |
Posted by: Snake - 10-06-2024, 01:33 PM - Forum: Balance Fu
- Replies (1)
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![](https://neus-projects.net/forums/uploads/avatars/avatar_206.png?dateline=1630814956) |
This is just a general feedback over what they probably need to live up better the fantasy of tribesmen who are well-trained to defend the wall, and feel less like fodder during fights.
Please be mindful I'm talking about padding the NPC's performance during the raid, not the Traits or players.
All of them could benefit from one thing that'd serve to set them up as people who are fighting for their loved ones, and giving their all like any other race could never do:
Quote:Battle High (Duyuei)
Ravenous and reckless, a Duyuein is not afraid to put their life on the line. They gain 1% more Damage, Hit, Critical, Critical Damage and Evade per 1% missing HP.
Additionally, depending on their Tribe, they gain additional effects:
Galjager - The first critical hit in combat against non-boss monster targets will deal bonus Pierce damage equal to 50% of their max HP, but the attacker will become Stunned and Knocked Down. (Reckless Hunter)
Hawu - Will intercept damage for allies within 4 range at a 100% probability, if their maximum HP is below 50%. If this unit is defeated while defending someone, it will embolden all allies, giving them Hawu Rage. (Courage to Protect)
Imala - Healing spells have their cooldown reset at the start of a new round, consuming 10% FP per reset. Additionally gain Mass LV5 every round. If this unit is defeated, it will activate Spirit Pain for 2 rounds. (Spiritual Flow)
Skouge - Spell damage will always ignore evasion and protection, but offensive spells will deal kickback damage equal to 50% of its damage. Gain Charge Mind LV3 every round, if its LV is below 3, consuming 5% HP per LV required. (Blood Price)
Whatcha think?
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