Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 813
» Latest member: Mangofruit
» Forum threads: 11,157
» Forum posts: 56,385

Full Statistics

Online Users
There are currently 473 online users.
» 2 Member(s) | 468 Guest(s)
Bing, Google, Yandex, Poruku, Rendar

Latest Threads
Poruku
SL2 Build Randomizer

Forum: General Discussion
Last Post: Poruku
12 minutes ago
» Replies: 1
» Views: 23
Rendar
Evade Ignore Sweep

Forum: Balance Fu
Last Post: Rendar
2 hours ago
» Replies: 6
» Views: 140
Poruku
Superior UI

Forum: Suggestions
Last Post: Poruku
3 hours ago
» Replies: 2
» Views: 54
Collector
Item Grind simple solutio...

Forum: Suggestions
Last Post: Collector
Yesterday, 10:12 AM
» Replies: 1
» Views: 83
Sawrock
City of Heroes

Forum: Fruity Rumpus General
Last Post: Sawrock
Yesterday, 01:40 AM
» Replies: 12
» Views: 667
Mangofruit
Request for Altera appear...

Forum: Character Applications
Last Post: Mangofruit
02-09-2025, 05:45 PM
» Replies: 0
» Views: 80
Fern
v2.95d [QUERY/BUG?] Heavy...

Forum: Bug Reports
Last Post: Fern
02-09-2025, 01:37 AM
» Replies: 0
» Views: 66
Flun
Instrument gun weapon typ...

Forum: Suggestions
Last Post: Flun
02-08-2025, 04:18 PM
» Replies: 0
» Views: 91
Poruku
Plant Druid

Forum: Balance Fu
Last Post: Poruku
02-08-2025, 09:08 AM
» Replies: 6
» Views: 301
Raigen.Convict
Sawrock's Non-Serious Sug...

Forum: General Discussion
Last Post: Raigen.Convict
02-07-2025, 12:28 AM
» Replies: 112
» Views: 43,647

 
  Ruler's Loud Enhancements
Posted by: Raigen.Convict - 09-09-2024, 11:30 AM - Forum: Suggestions - Replies (1)

The effect for crest of rook being removed early from an automaton is WAY... TOO...LOUD... As experimented with on the test server... I'd also look at toning down the sound on the bishop crests too a tad but Rook is BY FAR THE MOST IN NEED OF THIS. It's because all the explosions happen in unison and the sound STACKS.

Print this item

  Chained Leap Extended (Arbalest)
Posted by: Snake - 09-07-2024, 08:49 PM - Forum: Balance Fu - Replies (1)

Quote:Chained Leap

Throw a portion of your chain forward in a 5 Size Line, where it latches onto the first dense tile, field object or unit it encounters. You then pull yourself towards it.

An oiled chain will reduce the Momentum cost of this skill by 1.

Why not like, walk 5 tiles forward? And did you all know this skill fails to execute if there is none of the conditions there, making you both waste 2M and also get a hefty 3 round CD as a punishment, for -nothing-? Yeah, time for a make-up on this one too.

Quote:Chained Leap
1M, 3 Round CD

Throw a portion of your chain forward in a 8 Size Line. Once the chain hits the maximum range, it will be tugged back, until it finds an empty tile. Once it does, you will rapidly pull yourself towards the marked tile. While leaping towards the end of your chain, you will pass through allied units, and knock enemies you pass through Airborne.

If they are already Airborne, the status ends and they're slammed on the ground, becoming Knocked Down instead due to the air pressure, taking 3x their Battle Weight as protection-ignoring Blunt damage with Great Accuracy.

An oiled chain lets this skill be used while your movement is impaired.

Print this item

  Chained Dog has no practical use (Arbalest)
Posted by: Snake - 09-07-2024, 08:12 PM - Forum: Balance Fu - Replies (1)

Quote:Chained Dog
2M, 5 round CD, 11 FP (min.)

Targets 2 locations within 3 Range. In Location 1, there must be an enemy, and Location 2 must be an unoccupied tile. Using a portion of your chain, you lasso the enemy in L1, who is then pulled X (X = Rank) tiles towards L2. If the target was a non-boss monster, they are slammed into L2 instead.

An oiled chain will reduce the Momentum cost of this skill by 1.

My case: Why do I need to use this, when I can just A) Pulling Shot to me, or B) Heavy Tackle them away, while doing damage on top of it?

This skill costs 2M/1M, but has a cooldown comparable to healing spells, and what it does, another class can do better while dealing significant damage with Photon Ring, with a more interesting 'counteracting' mechanic of STR vs WIL.

I think this skill would be better like this:

Quote:Chained Dog
1+M, 5 round CD, 11 FP (min.)

Targets 2 locations within 5 Range. In Location 1, there must be an enemy, and Location 2 must be an unoccupied tile. Using a portion of your chain, you lasso the enemy in L1, who is then pulled X (X = Rank) tiles towards L2. If the target's Battle Weight is lower than yours, the pull ignores immunity. Additionally, both you and your target become affected by Mutual Bind LV X (LV = Rank * 20 + Scaled STR * 3) for 2 rounds.

An oiled chain has a luck-based chance to inflict Knocked Down that ignores immunity, and Clumsy for 3 rounds.

Quote:Mutual Bind

Reduces Hit and Evade by LV/4 and prevents movement skills while active. Damage reduces LV; 0 ends status. Can struggle to reduce the LV (if not owner). Can tighten to increase Duration (if owner). If this status ends, all other status by the same owner will also end.

Quote:Struggle (Bind)

Struggle against the chains. Same as Frozen's version, but you're unable to select a square to move to, however.

Quote:Tighten (Bind)

Ensnare the bad dog like you mean it. Deal X protection-ignoring Blunt damage with Great Accuracy, and increase the duration of all your Mutually Bound status by 1 round. (X = Scaled STR)

How's that for interesting, bondage enthusiasts?! That's the only way I can see this skill being only able to be used once every 5 rounds. TL;DRing this for the people who don't wanna read in a game about reading:

New Chained Dog will:

- Do what it advertises, by chaining down the enemy after moving them to a certain position.
- It will also root you down, to give that vibe that you're keeping the pesky whoever in place for as long as you can.
- It's intended to be a support skill, rather than a boring, close-quarters "i move u" that has nothing to do with chains or dogs.
- This alternate Frozen status actually makes you able to dodge things as its LV goes down rather than being a static 'reduce Evade to 0'! No need to thank me.
- This is much more preferable than having to invent a new Grapple full of fluff. (Trust me, I did write this for about 2 hours now, and rewrote through so many Grapples before I gave up and just decided on 'mutual Frozen status that is more cool to interact with'.)
- Enemies can try to damage the Arbalest to break their own Mutually Bound status, in which will then free their allies from the chains.
- Allies can take the chance an enemy is bound to whallop them in your stead, even if you can't due to your now reduced Hit.
- Tightening increases the duration, but also reduces the LV of the bind, so if the enemy's struggling and you're tightening the chains, expect that the status will go away quite fast.

New Chained Dog won't:

- Ever be implemented ;_;
- Hopefully give out the memo that this probably could use more range and an extra effect tied to it. It's underwhelming when compared to Photon Ring, in Range, dealing no damage, and being more cool to use.
- Likely should just be Knocked Down.
- Should probably interact with Special Armament's cooldown. Given while you're pulling back the chain, there's a lot of it loose on the field, so you can make a better use of it, yeah? (Make it be the cause for -1M, rather than the oil.)
- Then make Oil be the 'Knocked Down' and 'Clumsy' infliction.

Print this item

  [v2.89c] Quaking Heaven Kick Inconsistency
Posted by: caliaca - 09-07-2024, 08:17 AM - Forum: Bug Reports - Replies (1)

Was spectating someone who mentioned this wasn't working so I'm making the bug report.

It seems that this is inconsistent when counting tiles diagonally.

Doing a quaking heaven kick at max tiles diagonally doesn't always KD the enemy. Doing it purely veritcal or horizationally works.

Print this item

  Nation Traits
Posted by: zericosmic - 09-06-2024, 01:36 PM - Forum: Suggestions - Replies (8)

So, we're getting cool new nation based traits.. Right now we have Duyuei tribes which is real cool, but i want to voice a tiny worry.

Having nation traits based on roles/tribes/(maybe economic classes for meiaquar?(give slumrat trait pls)), might eventually fill up the trait menu like crazy, while it's not a huge issue, I believe there's a cleaner way to introduce them, which would be adding nation member traits as a prerequisite to said traits along with them, and then opening up the more specific nation traits when said trait is taken, this way the trait menu wouldn't end up being filled with a potentially crazy amount of traits if/when more nations would get added to the trait pool.

Now, in technical terms idk if the current system supports giving talent points only to certain talents, but my imagining would be something like:

Duyuein: +2 Talent points to distribute in Occult talents (Or maybe weaponry given the whole Wall.)

Telegradian: +2 Talent points to distribute in  Survival talents (To represent all the hard workin' talents)

Geldynian: +2 talent points to distribute in  War talents (..Because.. Duh.)

Meiaquarise: This one's a toughie since I could see an argument for Survival (this is where concealment, security, preparation and packrat are) or Weaponry (Since everyone is fucking armed).

Independent: +1 Talent point. (this one might not be great compared to the others given pretty much every build will invest 1 in Occult for Astrology so it'd probably need something else) This could also be a prereq for traits for places like the Vale and other independent groups.

Now, potentially this might just be too much of a pain in the ass to implement, but I've mostly made this thread to try to point at the potential problem of a multitude of nation traits cluttering the trait selection screen, the traits could be more interesting or more intuitive to implement if they were something other than my proposed ones, so please don't devour me over my mid ass benefit suggestions, but I do feel like these traits should be sort of universally useful given how many people would want the deeper flavor traits that these traits are gatekeeping.

I would also propose adding an extra trait point if these were implemented because trait-tax.

Print this item

  Jarmor Beautification Project
Posted by: Autumn - 09-05-2024, 06:57 PM - Forum: Quality-of-Life (QoL) - Replies (2)

As funny as it is to be completely encapsulated in a jam bubble at the start of a fight, I'd like to also be able to see my character underneath the Jarmor effect just a little bit, it'd probably serve better with a transparency effect instead of being a 100% opaque blob, for both clarity sake and so I can flex how nice my character icons look.

Print this item

  SL2 interactive map construction log
Posted by: lalchi - 09-05-2024, 04:16 PM - Forum: General Discussion - Replies (7)

Hello everybody. 

After asking dev and getting his approval, i'm making a website for a SL2 interactive map. 

I'm doing this because this is something i wanted to do for a while now but had other priorities before.
Now that i have free time for myself for a month and i have to present a finished project for my exams. I'm taking this month to finally work on it and hopefully share it once done. 

I'm making this thread to post progress on the website in order to show you where i'm at but also to get feedback on my progress.
So don't hesitate to point out what you like or don't. And if you have an idea what i could add or change, propose it and i'll see if i can make it. 

------------------ 

1 DAY 

My first day is mostly a schematic and theories on how the website would look, using FigJam as a tool. 

[Image: image-2024-09-05-175419315.png]

A person arriving in the website will directly be given multiple choice for his navigation through the site. 
They can choose, without login on, a map (great six or Korvara) 
registering or logging in.
Once connected, the user can have access to his own profile which he can edit. 

[Image: image-2024-09-05-175932192.png]

As said, an user can either choose to consult the Great Six map or the Korvara map 
After choosing, the world map will open. the user can then select a region (continent for g6) to zoom in. 
Then once in a region map, they can select a map of a dungeon, cavern, city, forest, etc... present in the region or continent. 

If the user is logged in and has the necessary rights. They can by themselves adds a piece of information or lore in the selected map.
If an user is one of the contributor of one of those pieces of lore, they can edit or delete it. 
The same thing goes for both world. 

Once a piece of lore has been added by an user, those piece of lore can be read by anyone consulting the map where the lore has been created. 

The whole thing making the interactive map a community effort. 

This isn't all. 

[Image: image-2024-09-05-180658464.png]

Once a user is connected, by going to their profile, they can create a character sheet to save one of their played character in game or a NPC related to their in game character. 
Upon creating the character, they will be noted as the author of said character. This without the need to interact with the map directly. 

[Image: image-2024-09-05-181023601.png]

Then, anyone visiting the website can see the character sheets created by users.
Just like lore, if a user is a contributor or admin. They can edit or delete the character sheet. 

A visitor can also consult any entry directly without going by the interactive map. 

That's all for the FigJam of the website. A grand simple brief on the purpose of the website and how a user would navigate through it. 

I've started to work on the wireframe of the frontend. 
There's not much to show (and it's kinda boring). But the wireframe for the index has been made in this same day. 

[Image: image-2024-09-05-181514486.png]

Print this item

  catabur's sprites
Posted by: catabur - 09-04-2024, 06:58 PM - Forum: Submissions - Replies (1)

First off: long, fluffy ears that better resemble the animal ears of the heroines from Utawareumono. Vent really needs them. Hopefully the colors come out okay.



Attached Files
.zip   Long Side Ears No Body.zip (Size: 607 bytes / Downloads: 76)
Print this item

  [v2.89c] Ambidexterity is broken
Posted by: caliaca - 09-03-2024, 09:34 PM - Forum: Bug Reports - Replies (3)

https://imgur.com/a/gwvQDgN

Ambidexterity is not working for ranger spells at all.

Print this item

  [v.2.89c(Live)] Un-Reflected Poison
Posted by: Collector - 09-02-2024, 03:47 AM - Forum: Bug Reports - Replies (1)

Snake Shot still applies the poison to the target even if the projectile is reflected to the caster. (Spirit Mirror)

Print this item

Sigrogana Legend 2 Discord