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[2.94b] Devil Vines Stronk |
Posted by: Rendar - 01-10-2025, 04:09 AM - Forum: Bug Reports
- Replies (2)
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Devil Vines are attackable.
Unfortunately they do not seem to have any HP. Nor do they actually take damage. Or do their retaliation damage effect.
really, I think all plants are attackable but have no visible HP?
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The Great Talent Split |
Posted by: Turadis - 01-10-2025, 03:19 AM - Forum: Suggestions
- No Replies
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Communion, Plain, Basic Fluency, Jump, Maintainence, Security, Harvest, Cooking, Gatherer.
There are two kinds of talents, those that help you in combat, and those that don't. Though the non-combat talents are flavorful and fun, high level play in SL2 involves a lot of very iterative build optimizations, making it difficult to justify taking the flavorful non-combat talents. (You can argue Plain helps in PvP, but you know what I mean.)
With the recent survey alluding to a possible stat dice system, and the introduction of the context menu, it seems likely we're going to be getting even more non-combat talents in the near future, something I support! But it does exasperate this character building struggle.
Therefore I suggest that Talents get split into two subsystems. Think two different tabs on the talents menu, whose points are tracked seperately.
Battle Talents keeps any talent or subtalent whose effect only applies during battle, affects battle weight, allows you to equip items your class normally couldn't, or ones that affect your battle stats, skill pool, or give combat buffs, like Depth, Possesion, or First Move. I would also put talents whose effect takes place both in and out of battle here, such as Performance or Prayer.
Domestic Talents keeps all the talents and subtalents whose effects only apply out of battle, including at the end of a battle like Healing, Food Supply, or talents that give bonus EXP. So it gets Jump, the Cooking, Harvest, and Security talents, among a number of others.
For talents whose subtalents fall into both tabs, like Astrology, the actual talent rank is the sum of both tabs for the purposes of game mechanics that reference a talent rank. The limit of 10 ranks in a specific talent could still be maintained by referencing the sum of both tabs as well.
60 points in both tabs might actually be a bit overkill, so I wouldn't be opposed to the number of talent points being lowered. Not to 30/30 though, I think that might be an upsetting loss in power for a lot of builds. My ideal would probably be something like 60 Battle, 20-30 Domestic, so an individual's domestic build would be more specialized from that of others. Maybe include a new Trait to swap these totals for characters who prefer to play the game more domestically, and maybe include a new Knowledge Aspect for extra domestic talent points, with Elic Re keeping battle talent points.
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Gilded Adversity |
Posted by: SuperNova - 01-09-2025, 06:59 PM - Forum: Suggestions
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After the recent addition of the Gilded variants of the Gunsmoke Spiritual set, the thought crossed my mind of trying to bring in line some other weapon-based set effects. Namely, the set that saw a change to it's function in an earlier patch of the game, the Hayabusa set.
The general consensus seems to be that post-nerf, these daggers are largely less favored, given that their special effects are underwhelming and very niche in their function. This isn't a balance post, though, so I won't go into the details and logistics of 'this should be stronger' or so on, so forth, but I DO believe that weapon sets and sets in general like this have a good place in the game, and they should have some means of nudging them to be able to keep up with the obvious heavy contenders in the ring. Which is why I brought up the Gunsmoke Spiritual set, and how the Gilded variants allow someone to make use of the Double Dao skill while using two of one of the guns. While this doesn't save that set or make it suddenly 'broken' or what have you, it DOES succeed in making the set a more accessible option in more builds. The thematic of the set while mostly unchanged, is easier to bring to use in a way where it both fits your character, and isn't too hard a knee cap to yourself for trying to use it.
I'm essentially suggesting a Gilded(or something similar) option for the Hayabusa set, that either functions as a means of being able to swap between which main-hand abilities you can make use of, or outright giving the option to stack both Sun and Moon crests when using the 'Gilded' version of the set.
Set effects like these have a chance to be enriching to the game, either by shaking up a fight with something new and surprising, or by providing characters with means to more tangibly reflect certain aspects of their story in their builds and how they fight. I believe we should try to bring more of these sets into the limelight, not to make them as strong as their meta counterparts, but to at least give more players the option to try something new.
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[2.94b] System Legend extended me randomly |
Posted by: Grimmnaka - 01-09-2025, 03:47 AM - Forum: Bug Reports
- Replies (1)
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This character Winged-Guardian I play as in korvara just got randomly legend extended for no reason. I was sitting in the vale with my inventory open when I saw the system message say I successfully legend extended. I did not do this. I did not open my LE Books to do this. I was 2 levels away from 60 and that just ruined all the effort in grinding from level 1 I did today.
Anyway to fix this or get those levels back? Not feeling too happy about losing all that spent time.
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Earthbound Clarity |
Posted by: Autumn - 01-08-2025, 11:42 PM - Forum: Suggestions
- Replies (1)
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Earthbound Fog's visual effect really clutters things up a lot, is there any way to make it more transparent? It'd still convey the point but not make everything so hard to see, especially on darker monitors.
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Generic Evade Trait |
Posted by: Slydria - 01-08-2025, 10:23 PM - Forum: Suggestions
- Replies (6)
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So something I've mulled over is how often some class combinations will fall short for CEL focused characters due to a lack of Evade buffs in the combination. While often people have often asked for buffs to those classes in particular, I think what hasn't really been asked for is something much more generically applicable.
So I present the idea for an Evade buff anyone can make use of:
Quote:Athletic
Requirements: 20+ CEL
You don't like standing around idle for too long, preferring to use your downtime to do a little work out. Grants the user access to the Stretch skill.
Stretch
15FP, 3M
Perform a quick series of exercises to loosen up your body, gaining +20 Evade for 5 Rounds.
The drawback to this skill itself is that because it's generic, it has no added perks to it. Very often Evade buffs in class kits will either be stronger, or have some kind of extra utility to them.
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[2.94b] Charge Mind Miu |
Posted by: Rendar - 01-08-2025, 04:13 PM - Forum: Bug Reports
- Replies (3)
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CM Miu (Or just Charged Miu) places ice tiles as it moves. Unfortunately, these ice tiles are then deleted and replaced when the Miu moves another tile.
Normally, this means literally nothing. With Aggressive Cold from Zerotrain, it gets three instances of Aggressive Cold every usage.
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[v2.94b] Soldier Skill Solsphere Betrayal |
Posted by: pilcrow - 01-08-2025, 11:13 AM - Forum: Bug Reports
- Replies (1)
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Using Turnover on a tile containing both your ally and a solsphere tile will behave as if you targeted an enemy, hitting and moving both.
Mad Chop will also hit an ally in the same situation.
Shinken, Execute, Round Trip, Retreating Swipe, Thousand Stab, and Incise all behave normally, ignoring any allies in the tile.
(Also, incidental but I only discovered this while testing THIS because I don't use it - Mad Chop only seems to do the star-shaped burst if it hits a solsphere on its own - if it hits an enemy + solsphere, it plays the impact effect on the tile but does no additional damage and does not spread any further. Can turn this into its own thread for tracking.)
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New Skill For Every Base Class: Training |
Posted by: Poruku - 01-08-2025, 07:37 AM - Forum: Suggestions
- Replies (2)
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Every base class gets a new skill called Training: <insert class name>
The skill is an innate and has a maximum rank of 50
The purpose of this skill is to dump points into it when you have extra points, making you a tiny bit stronger at the cost of versatility.
Many builds in the game run into the issue of having a lot of skill points left over when they want to do things that aren't quite covered by the class. For instance, the archer class has little for guns. The duelist class is another big one, as many people play duelist with something other than sword or spear. Mage often has left over points, especially for people who don't actually use a casting tool. Soldiers wielding tomes (tactician), non-dagger rogues, non-caster curate, etc.
So here's the idea for these skills:
Training: Archer
Target practice is starting to pay off
Gain a passive buff of +0.25 hit per rank.
Training: Rogue
You've trained to be quick on your feet
Gain a passive buff of +0.25 evade per rank.
Training: Soldier
Your extensive training has made you able to endure any hardship
Gain +2 hp per rank
Training: Martial Artist
Your body was trained to become tougher
Gain +0.15% phys DR per rank
Training: Duelist
Your combat training made you better at landing decisive blows
Gain +0.25 crit per rank.
Training: Mage
Your study of magic has made you a focused individual
Gain +2 fp per rank
Training: Summoner
Your time spent with youkai has made your soul stronger
Gain +0.15% magic DR per rank
As you can see, these skills won't do much and aren't worth taking over most other skills. However, if you have 12 points left over and you don't know what to do with them, it'll feel nice to have somewhere to put them! Of course, these values are just a suggestion, it could be higher or lower depending on what we're feelin. Let me know what you think of the idea
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[2.94b] Tending the Enemy Soil |
Posted by: Rendar - 01-08-2025, 01:39 AM - Forum: Bug Reports
- Replies (1)
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If you have the druid skill that lets you buff your own plants, you can also buff enemy plants! Or ally plants.
It's actually just buffing every plant your invig/quickness comes in contact with, which actively is unhelpful.
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