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  A Grab Bag of Potential
Posted by: Autumn - 08-29-2024, 10:05 PM - Forum: Suggestions - Replies (2)

I like thinking of things to suggest, mostly cause weapon potentials are my favorite item system in the game, many of them don't go suggested but I felt the need to at least include these ones on the forums, even if I know they're not likely to be included, most of these just seek to add a little flavor to certain items and/or increase their self-synergy a bit, at the very least I think they're interesting to consider.

This isn't a list of things that I think are needed to be in the game to make it more balanced/fun etc. I mostly just like thinking of things to suggest from time to time.


Quote:Boxing Gloves - Potential


Changes the Crack Knuckles skill, tap your gloves together and step 1 tile forwards, gaining 2 Sturm and increasing blunt damage dealt by 10% for 3 rounds.

(Additionally it has a bell sound effect instead of cracking knuckles)

Quote:Handgun - Potential

Grants a new skill, Spur.

Spur  (2T CD)- 1m, use a thumb to pull back the hammer, enhancing your next basic attack to deal 150% damage across 6 rounds. Using this attack will end your turn.

Quote:Rogue Dasher - Potential

Grants you Thorn Scratch, which can be used with this weapon, moving over an enemy also attaches sticky wooden barbs to their armor, making them count as being equipped with light armor for 2 rounds.

Quote:Wrench - Potential

Grants new skill, Crude Solution

Crude Solution (3T CD) - Targets an enemy in 5 range, and tosses your wrench at them, performing a basic attack on them that can possibly inflict spelldaze and confusion for 2 rounds.

Quote:Whip - Potential

Grants new skill, ankle wrap.

Ankle Wrap (3T CD) - Targets an enemy in 5 range, wrapping your whip around their leg and yanking suddenly, making an infliction check against them that will knockdown an enemy and causes them to take unprotectable blunt damage equal to their level.

Infliction check uses 80% of your status infliction, but is increased by 100% of your scaled GUI

Quote:Blind Bright - Potential

Morning Star (3T CD) - Targets a straight line (5-10 Range) ahead of you, whipping all enemies in those tiles that deals physical blunt damage (125% Scaled Weapon ATK) and leaves light shafts in it's path and in the tile you're standing on, the tip at the end of the whip then explodes, dealing light magic damage to enemies in a 3 range circle around it, also creating light shafts.

Undead, Ghosts, Vampires and Possessed take additional fire damage (100% Fire ATK) and may be stunned if hit by this skill. If targeting a player, it instead inflicts burn LV40.

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  Youkai Regalia Suggestion
Posted by: Autumn - 08-29-2024, 07:32 PM - Forum: Suggestions - Replies (4)

Could it be possible to use any of your mercenaries as a sprite for youkai regalias? I don't think this would cause any clarity issues, and there's a few monsters that could be cool for youkai such as minotaurs, walruses, etc.

I think this would be a really good addition to the item, and I'd really like to be able to make my youkai into something like a Frost Tyrant, I'd also like to make it into a Relei but I'm fine with not being able to do that.

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  I'm Not So Hungry Anymore
Posted by: Rendar - 08-29-2024, 10:43 AM - Forum: Quality-of-Life (QoL) - Replies (1)

A fruit (or some way) for Chimera to purge additions to their body.

Maybe you just don't want to have undead claws anymore because you changed builds and realized Wow! Being undead really sucks. Maybe you just are repurposing a character!

Let us purge these additions and start over for the low low cost of 1.1k murai. Amalgama get to do it.

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  Chimera and Racist Items
Posted by: Latto - 08-29-2024, 03:53 AM - Forum: Balance Fu - Replies (12)

Can items/effects that affect X monster race be toned down against players? A lot of them were clearly designed for being used in PvE against monsters but still have their full effect on Chimeras. 

Examples include:
Fated Enemy's 10% Extra Damage
Firefoe Shield Plus' 15% Damage Reduction
Sharkfang Necklace working double time for the 30% Damage Reduction against Fish and Shark enemies
Holy Sword's Critical Rate and Damage Boost 
Antithesis' Damage Boost

The ones above don't concern me that much due to how niche they are (except maybe Fated Enemy since everyone can have that on all the time) but there is one that I consider the most egregious because of how popular it is as an item:
Jade Insect Whistle being able to affect insect allies.

I don't think either of the whistle's effects should work on players due to them being either an easily applied massive permanent buff (+33 stats across the board forever from encourage)/or debuff (confused forever).

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  Nationality Rationality
Posted by: Sawrock - 08-28-2024, 06:16 AM - Forum: Suggestions - Replies (4)

Races that are not human should have the choice, on character creation, to use the human stats of the nation they're from. However, to encourage people to still use the racial stats (to promote build types of a certain flavor) this would specifically not include aptitude, which would always be brought over as a zero instead. Basically, trading a few stat points in exchange for using an alternative set of options.

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  Give temp immunity to throatopeners and antivenom
Posted by: AkaInuHime - 08-28-2024, 03:21 AM - Forum: Suggestions - Replies (1)

Right now, these items are in a bit of a lackluster spot over just packing another high-potion since most effects that can silence / poison can be easily recast. You spend 3 whole momentum to cure a status, whoever you're facing just reapplies it next turn, then you've just burnt half your turn and a consumable for minimal benefit, or even none if poison ticks line up that way.

My suggestion is to give these items 2 rounds of immunity to the relevant status. This could be linked to / improved by the alchemy subtalent or not. In any case, please make them feel at least mildly worthwhile.

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  [2.89c Live] Brain Freeze
Posted by: Rendar - 08-27-2024, 09:38 PM - Forum: Bug Reports - Replies (3)

Brain Freeze, when activated on abilities (such as Minotaur Meteor from Medis, or Hero Breaker)... will reset the cooldown on said ability down to 1 or what-have-you.

Making him/his abilities not have the proper cooldown that they SHOULD have.

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  [v.2.89c] Small WASD mode oversights
Posted by: AkaInuHime - 08-27-2024, 09:22 PM - Forum: Bug Reports - Replies (1)

Strangely, the default keybind for the sing bubble emote (ctrl+g) doesn't work in WASD mode, despite other bubble emote keybinds like ctrl+a, ctrl+s and so on still working.

As well, using shift + the arrow keys in WASD mode will have you move, rather than change what direction you're facing.

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  [2.90v2 Test] Scroll Query
Posted by: Rendar - 08-27-2024, 04:08 PM - Forum: Bug Reports - Replies (1)

The High Mages Cape gives 2% FP regen, up to a max of 3+number of spells equipped.

Spell Scrolls can give an extra spell to the character.

Are these spell scrolls intended to be 'equipped', and therefor count for HMC's max FP regen? As of current, they do not.

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  [v.2.89c] Kick Skill Interactions
Posted by: Latto - 08-27-2024, 02:09 PM - Forum: Bug Reports - Replies (2)

Certain MA/Monk (I haven't really tested Verglas) kick skills aren't interacting properly with kickboosting things like Phoenix Talon on airborne targets, Bladed Soles, etc.

- Dense Thunder activates Phoenix Talon's and Kickboxing Shoes Plus only to the first target hit but not Bladed Soles' damage.
- Dragon Gale applies Phoenix Talon's effect only to the opponent you directly target but none of the other opponents hit along the way. It does not apply Bladed Soles to any of opponents hit at any range, targeted or not. It does however apply the bonus damage from Kickboxing Shoes Plus at all ranges against all targets.
- Peddling Wheel applies neither Bladed Soles, Phoenix Talon NOR Kickboxing Shoes Plus to any of the enemies hit.

Meanwhile other kick skills like Sky Chariot, Light Tomahawk and Heaven Kick (including the AoE portion) DO apply kick boosting skills to every target hit.

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