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[2.92b] Hotbar skills not...
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[v3.01f] Korvara Drift
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Excel invitation
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Add Iahsus status to Lapl...
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[3.03 v5] Personal Crysta...
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Arbalest Is Pretty Good
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Acid Love
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Height Approval
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[v3.02b] Mutesic
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[v3.02b] Summon Doubletur...
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SL2 Version 3.00 |
Posted by: Neus - 07-06-2025, 08:35 PM - Forum: Announcements
- No Replies
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v3.00 - Diastrophism 2
Shinobi - Added a new Martial Artist promoted class, Shinobi.
- A tricky and highly varied class utilizing Kenpo attacks, Ninjutsu spells, and many other secret arts.
- Contains 28 new skills, and 19 elemental arts (special skills created by Furinkazan).
Yokoshura
Full Lore: https://neus-projects.net/korvara/setting/yokoshura/- A brand new japanese themed nation in Korvara.
- Located in the southwestern most reaches of Korvara, this isolationist society faces the enroachment of unnatural desertification. The only way to reverse it; the offering of blood to the Myr Tree.
- Added Yokoshura as a starting nation during character creation.
Karakuri- A new Other category race, originating from Yokoshura.
- Created through ritualistic blood-binding of a youkai to an artificial doll-like shell, they are created to be able to blend in well among normal races, making them well suited towards infiltration. Controlled by an internal system of metal strings, they are capable of performing powerful physical feats using them.
- Contains 3 racial skills, 7 youkai type selection traits, and 8 other race-exclusive traits.
Oni- A new Ancients category race, originating from the Oskard-Sothis mountain range near Yokoshura.
- Powerful brutes that are known to enjoy battle and drinking the blood of their enemies, they have often come into conflict with Yokoshura due to the nature of Great Oni
- monstrous beasts created when an Oni indulges too much
- commonly attacking villages and eating its inhabitants.
- Contains 4 racial skills and 4 race-exclusive traits.
New Items- Added 33 new equipment items of various types and rarities. (These items only drop in Korvara for now.)
New Item Materials- Added 5 new ore materials.
- Added 5 new wood materials.
- Added 5 new paper materials.
- Added 5 new cloth materials.
- Added 20 new material kits.
- Added 4 new recipe books as specific enemy drops for the new material kits.
- Added several new recipe cards that may appear from chest for crafting some of the new materials.
- Added several new smelting recipes used to create some of the new materials. Clues to how to produce these can be found in-game by exploring.
New Item Enchantments- Added 10 new item enchantments spanning the various equipment types.
- Added 1 recipe book to various vendors for 3 of the new enchantments.
- The other 7 new enchants can be unlocked through exploration.
- Added 3 catalysts and enchant recipes for the various Diastrophism 1 'megafauna' bosses' enchants.
New Item Potentials- Added 10 new item potentials.
- Some are for new items, some are for old items.
New Special Strikes- Added 10 new Special Strikes.
- Some are for new items, some are for old items.
New Youkai- Added 3 new youkai.
- 2 are available via statues in multiple locations, 1 is available via a statue in a specific location.
New Traits- Added 10 new general traits.
- Throw your weapon at enemies with Offensive Discard, enjoy getting hurt with Masochism, show the world your Undeniable Toughness by getting up from defeat a bunch of times!
New Exterior Areas- Added 6 new exterior areas (including the Yokoshura town map) to various places on Korvara.
New Dungeons- Added 5 new dungeon areas.
- Added 3 new unique bosses!
- Added 10+ new enemies.
Support Gifts- Added a free Fruit of Fluidity (No Trade). Expires August 3rd.
Icon Parts- Added a male and female base which can be recolored. Use Multiply for best results. (Courtesy of Slydria).
Multiple Classes- Combination Fighter's damage scaling reduction now applies near the end of the damage calculation (instead of being an amplification multiplier). This means that it will more effectively reduce damage dealt.
Boxer- Asura Fist; Dark Scaling reduced to 100% + 10% per Rank (from 120% + 10% per Rank). Travel Range increased by 1.
Curate- Purity Edge now gives +1 Power/Hit/Crit per Rank (from +1/+3/+3).
Dark Bard- Shadow Mosh no longer give bonus momentum if an enemy was also targeted by the attack that destroyed it.
Druid- Viper Wrap; Evade reduction changed to LV x 3 (from LV x 5).
- Wolf Howl; Can no longer critically hit, fixed a bug where the Call version could get higher pattern size if Druid was Invigorated.
Grand Summoner- Judgment Blade; Effect adjusted. Damage is now +Rank x 5% if the target is treated as a youkai, and additionally +Rank x 5% if the target is a summoned unit. (Independent conditions, stacks additively.)
Heron- Ancient Song can no longer be turned if Momentum used is less than 3.
Human- Divine Eyes; Damage is now equal to level x 4 (from level x 5).
Omina- Racial skill now also reduces attackers' Hit, Evade, and Infliction by 3 when attacking the Omina.
Oracle- Modifications to Evade and Hit are no longer percentages but a flat +10/-10 (-1 per 10 Scaled SAN). Range at which Hit penalty starts increased to 2 (from 1).
Void Assassin- Deadly Arms lowered to 1 Rank and gives +10% Critical Damage (from 5 Ranks and +5% per Rank).
Items- Daggers are now Small weapons.
- Bakaga Shuriken's Smokescreen LV reduced to 10 (from 30).
- Spiked Axehead Crit Damage lowered to 5% from 10%.
Battle Mechanics- Flanking base changed to 5 (from 10), and Flanking per GUI reduced to 0.5 (from 1).
- Hit chance after all calculations is now capped at 5% minimum.
Talents- Effects from Weaponry talents that reduce Battle Weight now only apply to the highest applicable value (IE, they do not stack for weapons with multiple types).
- Axe Mastery's Deadliness Critical Damage reduced to SR x 0.5% (from 1%).
Monsters- Wounded monsters can now find you even while you're Sneaking. The distance they can do so increases the lower their HP is.
- Lava Lake enemies have received some adjustments.
ETC- You can now change classes while inside of a dungeon.
- Struggle now reduces affected status effects by half of your level + your total STR (this is the skill given when Frozen).
- Respawn rate for monsters in all Korvara dungeons is increased (similar to Deep Abyss Cavern).
- Untreated Fracture wounds now decrease CEL instead of Move.
- Deep Wastes One-Time-Chest can no longer spawn for characters below level 55.
* Various forum bug fixes.
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Painful Grind |
Posted by: Poruku - 07-06-2025, 07:42 PM - Forum: Balance Fu
- Replies (6)
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The climb to level 60 as a fresh character has never before been so harsh. Before the Lava lake nerf, it was the only saving grace that made it tolerable.
The problem isn't that hard mobs are inherently wrong in design. The problem is that the reward for defeating strong mobs feels lacking. When I barely defeat a pack of level 60 mobs as a level 50, I get only a tiny amount of experience, and that's assuming you're using brain food (which is basically mandatory nowadays, for the regen and xp). Murai is also difficult to get unless you're doing boss runs, which is something only stronger characters can reliably do. During the leveling process, obtaining xp, gold, and items, is the hardest it's ever been.
But why? Back in the G6 days, xp and gold were plentiful, and the game felt amazing. The random dungeons were rewarding, with plenty of chests that give useful things and even useful objects like fountains and FP butterflies.
In Korvara, however:
- Removed the xp/gold/spatial core from dungeon completion
- Made all the high level mobs FAR more powerful
- Removed modifiers that gave bonus rewards, especially CRAZY
- Removed ASAGO quests, some of which gave us INK which saved a ton of time, on top of giving an xp boost for LEs
And what did we get in exchange? Nothing, except consistency. Arguably, this is a bad thing as well, because a lack of variety makes the grind less exciting as well.
To reiterate, I think having hard mobs is fine. But the problem is that for the average player, this grind is momentous, and forget legend extension. Lava lake was holding the grind experience by a thread, and now it's far harder (No longer water weak, forgery is far more powerful, some of these mobs even have fire resist through nihilist (?)).
The reason people were spamming lava lake isn't because they're sweaty gamers going for the most optimal play at any cost, it's because it was the only way leveling felt decent. It was more fun. Now it just feels bad 
Honestly I feel like all "hard" mobs should give double xp and drops at least to feel decent. Those kobolds warriors take forever to kill yet they're way tougher than the others... Maybe something like this:
Dangerous mob (3x xp + loot): Minotaur, kobold, yeti, etc
Tough mob (2x xp + loot): Mushroom, current lava lake, gold beetle
Normal: Jammer, goblin, generally all the ancient mobs pre-icebloods
Then it would feel justified to fight something tougher. For now, I guess it's back to sky temple?....
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One two benten my shoe [3.00] |
Posted by: Flun - 07-06-2025, 12:58 PM - Forum: Bug Reports
- Replies (1)
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Slicing Benten does not qualify for one two steps, there should not be reason for it not to as it stipulates dance skills as a whole and not skills in dancer alone.
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Soldier General Skills + Shield Skills Suggestion |
Posted by: Snake - 07-05-2025, 08:33 PM - Forum: Suggestions
- No Replies
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Just some ideas I'd love to have in Soldier's class. Especially the shield ones. Shields on the Soldier class deserves to be more than gloves that grant the Guard skill, I say.
Quote:Decisive Strike
Sword, Axe, Polearm and Dagger skill.
Dash in a straight 5-tile line in front of you. If you encounter an enemy during this dash, you stop immediately and perform a Basic Attack that applies the Flatfoot status, as if you had Bashed them.
If Charge is active, the dash range is increased by its level.
Quote:Cross Slash
Sword, Axe, Polearm and Dagger skill.
Strike an enemy within 1 tile. If the attack hits and is not parried, you will follow up with a second strike. This second attack is a guaranteed critical hit with Great Accuracy.
Quote:Battle Spirit
Costs 1M. 6% Max HP.
Temporarily enchant yourself with the power of Nerhaven (or your Starsign element if applicable), and gain Battle Spirit until the start of your next turn.
While Battle Spirit is active, your next Basic Attack or Elemental Impact effect from either skill or spell will deal 15% more damage and ignore parry attempts. This effect ends after the empowered attack is made.
Quote:Interjection
Shield skill.
Select and mark one ally within 5 Range. When that ally is targeted by an enemy's offensive skill or spell, and you are within 5 range of them, you automatically throw your shield at the attacker, dealing Blunt damage and having a STR-based chance to interrupt their action.
This can only happen once per round. You cannot target yourself, nor people already affected by Interjection.
Quote:Rampart
Shield skill.
0M. (3 Round CD when ended.)
Shift into a full defensive stance. While Rampart is active, you raise your shield to hold the line, increasing your parry chance by 25%. (If no parry skill is equipped, you gain "Rampart" parry, which reduces incoming damage by 25%).
While in this stance, offensive skills and all spells are locked, and your Move is reduced by 75%. Attackers in 1 range have a chance to be knocked back, and another chance to be knocked down.
Activate the skill again to end the stance.
Quote:Controlled Aggression
Shield skill.
0M. (3 Round CD when ended.)
Stow your shield and adopt a fully offensive posture. While Controlled Aggression is active, your shield and all parry skills are disabled, but you gain +20 SWA.
Activate the skill again to end the stance.
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