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Poruku
SL2 Build Randomizer

Forum: General Discussion
Last Post: Poruku
4 hours ago
» Replies: 1
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Rendar
Evade Ignore Sweep

Forum: Balance Fu
Last Post: Rendar
7 hours ago
» Replies: 6
» Views: 147
Poruku
Superior UI

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

Forum: Suggestions
Last Post: Collector
Yesterday, 10:12 AM
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Sawrock
City of Heroes

Forum: Fruity Rumpus General
Last Post: Sawrock
Yesterday, 01:40 AM
» Replies: 12
» Views: 670
Mangofruit
Request for Altera appear...

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

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

Forum: Suggestions
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02-08-2025, 04:18 PM
» Replies: 0
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Poruku
Plant Druid

Forum: Balance Fu
Last Post: Poruku
02-08-2025, 09:08 AM
» Replies: 6
» Views: 303
Raigen.Convict
Sawrock's Non-Serious Sug...

Forum: General Discussion
Last Post: Raigen.Convict
02-07-2025, 12:28 AM
» Replies: 112
» Views: 43,676

 
  [2.90v2 Test] Poisoned Jarmor
Posted by: Rendar - 08-27-2024, 01:50 PM - Forum: Bug Reports - Replies (1)

Gayle's Jarmor absorbs -16.512 Poison damage!
Resist! Gayle takes 0 Poison physical damage.

If you have Jarmor, and over 100% resist to Poison as a Wyverntouched, you can amplify the level of Jarmor by just being one sick bastard.

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  Character Requested Height Application
Posted by: Illumi - 08-27-2024, 04:45 AM - Forum: Approved Characters - Replies (1)

Applicable Byond Key - Loominous

Character Name - Lucelia Winters

Request Details -
Spoke through dms for more background and reasoning for this request, and posting here for the sake of keeping things official!

The character in question is meant to be heavily inspired by, and similar to Wendigo to a degree as the simplified and primary reason for this.

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  [v.2.90v2 Test Server] Autoignition and Airborne
Posted by: Latto - 08-26-2024, 11:07 PM - Forum: Bug Reports - Replies (2)

This seems more like an oversight rather than a bug but just to be sure:

The 'Weapon Autocharge' from conversion gloves proccing their ability after taking electricity damage (most commonly with shock collar at the top of the round) actually causes the character to physically use the weapon charge skill for free when it triggers. Since weapon charge in itself isn't airborne compatible, this will immediately knock you out of the airborne that you might have ended the turn on in preparation for other skills like a next turn kestrel dive or making sure you have windstream's evasion bonus before your opponents start assaulting you, etc.

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  [2.90] Scrolln't
Posted by: Rendar - 08-25-2024, 07:08 PM - Forum: Bug Reports - Replies (1)

Putting a spell scroll onto a weapon that isn't Spelledged and/or a tome will automatically use that weapon as the casting implement for said spell scroll. Even if you have another weapon that is ACTUALLY a valid casting tool.

See: Kusarigami mainhand with Raven Spellscroll and Reaper, and MMA off-hand with Fist Tattoo. It will always cast raven with the Kusarigami, regardless of Ambidex, etc.

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  [v.2.89c] Let me be bashful
Posted by: matthewmwps - 08-24-2024, 12:31 AM - Forum: Bug Reports - Replies (3)

Bash no longer works on Allies. That's it. I want my positioning tool back please....

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  [v.2.89c] Misaligned Style Animation "Dance Sparkle"
Posted by: Salsaccino - 08-22-2024, 05:05 AM - Forum: Bug Reports - Replies (2)

The animation for "Dance Sparkle" is misaligned and plays a tile off-center. I thought maybe the style tester was broken but upon purchasing the style and testing it anyway I've come to realize the animation itself is the problem. I'm not sure how long this has been an issue for but I spotted it Tongue

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  SL2 Version 2.89
Posted by: Neus - 08-22-2024, 02:34 AM - Forum: Announcements - No Replies

2.89
Curate
  • Pacifist Boon; Now prevents counter-attack skills/effects, such as Riposte, from triggering while the buff is active.
Lantern Bearer
  • Focused Beam; Added an animation effect.
Ruler
  • Pawns (excluding Cupcake Pawns) can now use Pawn Break (New skill. Targets 1 Refineable Resource within 1 Range and refines it for the Ruler. 2 round CD.)
  • Primal Ruler is now a Free Skill.
  • Added additional Free Skills for piece styles based on elemental themes. (Courtesy of Brittus)
Shapeshifter
  • Shift Strike; Special weapon's scaling tags are now identical to your main hand weapon's.
  • Chimera Install; Youkai target now also gains Chimera Install for 5 rounds, which increases their damage dealt by 15%, Phys/Mag Defense by 15%, and HP/FP Regen by 15.
  • Chaos Onslaught; Can now critically hit for 25% bonus damage, and trigger Bloody Shift if it does. Additionally, damage is now dealt over a number of hits equal to 1 + 1 per Grow Appendage effect.
  • Grow Appendage; FP cost reduced to 10. Momentum reduced by 1 if Bloody Shift is active. Now also extends the duration of existing appendages by 1 round when used. Now has a proper list of all of the effects as a help link.
  • Split Form; Youkai summoned by this effect now has 3M (if below that amount).
  • Vague Shift; Now a Free Skill.
  • Avian Feathers; Now also gives +LV% Wind Resistance. (LV 10 by default.)
  • Dragon Scales; Now also reduces Critical Damage Taken Multi by LVx2%. (-10% by default, this is a reduction to the Crit DMG multiplier.)
  • Plant Vines; Now also deals LV protection-ignoring Blunt bonus damage to a random enemy in 2 Range at the start of a new round. (Higher of 15 or Shapeshifter level by default.)
  • Night Shade; Now also applies to all other Night allies. For each other ally affected by the skill, the number of attacks the effect works for is increased by 1.
  • NOTE: Phase Fang/Bloody Shift temporary interaction removed.
Solblader
  • Divine Spark (New Passive Skill) - While equipped, this skill changes all Solblader effects and skills that deal Light damage and scale with Light ATK to deal Lightning damage and scale with Lightning ATK respectively, and changes the appearance of the Solsphere.
Verglas
  • Your starting stance in battle is now always determined by the style of the top-most Verglas stance skill in your skill pool.
Traits
  • Cursed Blood - Dispel effect can only affect a unit once every 3 rounds. (This cooldown only triggers if the attacker actually has a status effect dispelled.)
Crystal Terminal
  • After completing your initial conversation with Nemalyth, a new 'Shards' icon will appear on the HUD, which gives a detailed breakdown of your collection status for every area they appear in, showing how many you have of each specific shard type.
Player Props
  • New Prop(s); Suspicious Bush
Event Tools
  • Added 2 blank battlefield maps for Eventmins to customize.
  • Added a setting that forces equipped items to scale upgrades to the maximum value.
Icon Parts
  • Added 1 new murderous hairstyle and 6 new pauldron icon parts. (Courtesy of Sawrock)
  • Added 2 pairs of pants and 2 vests. (Courtesy of Sawrock)
  • Added a set of bracers and mail collars. (Courtesy of Skullcatrons)
  • Added 1 new hairstyle, 2 hats, 2 masks, and a new set of Plague Doctor clothing. (Courtesy of Toffee)
  • Added 1 set of prosthetic bird legs (???). (Courtesy of Toffee)
  • Added 2 new hunter-inspired clothing parts. (Courtesy of Shujin)
  • Added 1 new nun dress and 2 nun habits. (Courtesy of Filia)
  • Added 1 new naga tail and underbelly icon part. (Courtesy of Skullcatrons)
ETC
  • Added an additional visual effect for enemies Wrapped In Darkness.
  • Increased the number of available profile background layers to 2 (from 1). Patreon supporters with active tier 1/2 pledges gain an additional one now, as well (for 3 total).
  • Added Cypelle nodes to dungeons which did not have any.
  • Delay reboot verb is now available to all GMs (in case it needs to be delayed during an event and Dev is not around).
- Fixed a bug where Campfire Kits would be consumed when used in a place where sandbox objects couldn't be placed.
- Fixed a bug where you could somehow get a default-named background layer in profiles, which couldn't be editted.
- Various forum bug fixes.

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  Just one more kensei buff please dev just one more buff to kensei and it'll be good
Posted by: Poruku - 08-21-2024, 05:15 PM - Forum: Balance Fu - Replies (15)

Although kensei is an awesome class with some arguably strong tools, there are many things holding it back that are difficult to get around.

1: Swords are bad at crit.
The issue isn't that sword crit builds can't work, it's just that you're never gonna get the damage of a dagger or axe. Many kensei players end up getting 40+ luck but only about 15 guile, sometimes a bit more. And it makes sense when the only real reason you need crit at all is so that your wazabane, riposte and sidecut can proc fleur. The crits of a sword user are just never gonna compare unless they build good guile, which is really rough on the stats. For Kensei, this simply means their damage is not gonna be as high as it could be. Of course, swords are pretty good for SWA skills, like hirazuki. So that's a strength of kensei. But kensei can't really afford to go non-crit without feeling terrible. At that point just build some kind of DH or BK.

2: Kensei lacks evade.
Despite the addition of a +10 evade buff, Kensei is still unable to get enough evade on its own. This wouldn't be so bad if Kensei wasn't so demanding on your momentum. This ties into the next point.

3: Kensei offensive skills.
Much of Kensei's power lies in its combos. Wazabane into a hirazuki into anything is some pretty spicy damage on a single target. It's nowhere near as good as the average twin dance user or even the average crit build, and the problem is that it's very specific. Basically, you need the enemy to be in the right place at the start of your turn in order to get much done. The addition of some flexibility to these skills with the recent update definitely helped, but I feel like the issue with those is that you're consuming a really useful buff to get it (except when you have perfect poise). Flottement especially is so amazing on sidecut you don't really wanna waste it on something else. All in all, this means that Kensei's main strength (its combos) isn't always possible to pull off. You can be the best Kensei player on planet earth, you can't exactly engage a dude who's over there in a weird diagonal. Your best option is perhaps rabbit leap wazabane, but if you miss the crit you just lost your whole turn dealing like 94 damage.

4: Kensei is so much better with evade
Duelist is a weird class. Because it benefits so massively from evade due to flottement and poise, but it has no way of boosting it. Kensei is also a class that benefits from evade, and the evade stance is genuinely amazing. But this locks Kensei evaders into picking up rogue or bonder if they want to cap evade due to lack of duelist/kensei evade buffs. Meaning kensei build variety is quite limited. Personally I think any class should have some sort of evade buffs in this economy (and a few hit buffs too) but that's not really the discussion here.

All in all the point being made is that Kensei's weaknesses outweigh its strengths far too much. It's a clunky class that requires you to have an enemy in front of you to do anything decent, while other classes just use their skills or attack in whatever way works best. And their damage is also not amazing due to sword crit, so that weakness doesn't make that much sense.

Here's a list of my suggestions. No need to implement all of them:
- Give a skill similar to Ruler's Patient Scourge, giving them a buff to crit and crit damage when they land combos. Since the Kensei gameplay encourages using combos, this would mean your wazabane would do actually good damage even though you only use it once per turn.
- Give them a small active evade buff they can pop at battle start. Or incorporate an extra evade buff into their kit somehow.
- Shunpo: A long range movement option similar to haunting but also allows you to trigger kensei combo with the next move. Could even apply sakki if you land behind someone. However, it would have a 3 round cooldown.
- +1 range to all their moves would honestly be such a great boost to their playability.
- Perhaps another means to buff the range of their moves would be nice too. For instance, sheathe sword could give another buff that makes kagekiri a flexible line but with extra range too.
- Maybe we could make kensei better at deflecting ranged attacks. In anime, swordsmen can deflect literally anything with a sword. So why not change bullet barrier into a more general skill that can reduce the damage of all ranged attacks? This would give Kensei a much needed edge against builds that can easily kite them.

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  Maximum Hit cap
Posted by: Snake - 08-21-2024, 03:24 PM - Forum: Balance Fu - Replies (9)

This is not about buffing, no. And neither this is about PvP content, hopefully so, but I found it quite peculiar of some LV60-80 mobs to have such a massive base Hit in their weapons that even if you have the fullly buffed 200 Evade, it's still not enough to give them a chance to dodge. 

The mob I saw this happening against was the dreadful Shadow Omega, but I'm sure other mobs are still as cracked out there. Still, going one by one, plucking down Hit from them would be unwise, so I come with a simple proposition:

Make non-player mobs have their total Hit hard-cap at 260, please. Or else playing dodge is a pointless endeavor at higher level content.

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  Power Capped
Posted by: Autumn - 08-21-2024, 04:00 AM - Forum: Balance Fu - Replies (2)

I'd like to make a suggestion for a change to Powerup and Solcharge specifically, this change would buff the two minorly but imo they would be a more flexible and useful tool for them both to have over their current ones.

I believe that Powerup and Solcharge should instead cost 1 Momentum, and with the + and - keys, similar to resizing an AoE (Or a new hotkey all together), it will increase or decrease the momentum cost up to your current momentum.

This would be a minor buff to Powerup and a pretty decent one to Solcharge, with the latter being able to generate all the solcharges the Solblader needs in 1 turn instead of staggered across 2 turns like it is now (it still costs the same total momentum though), this would be great for spending 4m on too with your first turn, as that enables you to buff up with your 2 most important buffs without committing all your first 3 turns.

These tools would become a lot more versatile to use though, for example lets say that I am sitting on 0 solcharges as a BK/SB, so I use Hanging on a target and get a crit, then I solcharge with 2 momentum and have 3 solcharges, and then pop Radiant Surrender off of that. Not only do I think this is infinitely cooler and more fun to use cause of an easier and more understandable flow, but I also think that the same can apply to Monk, as sometimes you might be just a little shy of 30 ki for a max charge Kadouha, so perhaps flexing 1-4 momentum on that before unleashing it could be the play in some scenarios.

If this is considered at all, thank you.

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