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  [Korvara] Character - Application for a Curse + Origin Element
Posted by: owarinohebi - 05-09-2025, 09:42 AM - Forum: Character Applications - Replies (1)

Applicable BYOND Key - IttyBittyGhostKitty
Character Name - Mamoru Kagura
Request Type - Character Element: Curse/Aura, Background Element: Childhood Experimentation


Request Details -  A curse that limits the character's magic ability.. Extra flavor is that he makes plants wilt at the touch of his hands and animals flee. A possible aura of constant mild anxiety around people (Can of course be ignored, and likely will be). As for the background element, I was intending them to be a magical experiment since nigh infancy as a test to see just how long curses can affect a living, hearty, organic body for.

Specific Request - A curse that the character was afflicted with since nigh infancy, due to his parents making some sort of witch or warlock mad. Plants die at their touch no matter how lively, and standard animals (non companions and non-PC) flee when he approaches. This also heavily limits his magic ability to use different forms of Grimweaving/Dark Magic (Hemomancy, Altermancy, etc etc).. To clarify, the character in question is an adult at present.

Reason why you are making this request (if applicable) - I felt it would be an interesting character idea, and also provide a story element for people in Korvara. I intend for people to be able to cure this curse from the person via an extensive rp storyline. Maybe even give an EM an interesting storyline to make a small line for? ' w '

All in all, I'm re-imagining an old G6 Character of mine, and want to cover my bases with approval! Most of it is just flavor for a Ghost/Hexer

Roleplay & Lore supporting your request - It seems there have been curses similar to this in the past, but if this is considered "too OP" then let me know!

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  [2.89b] Start of Combat Buffs
Posted by: Rendar - 05-09-2025, 04:49 AM - Forum: Bug Reports - Replies (1)

Certain abilities/statuses automatically apply if you join a fight (I think Auto-Enchant does.. but I know the Arcane Tattoos do).

Pacifism, however, doesn't.

Also, as an.. Aside.

Whenever someone new joins combat, EVERYONE in combat turns to face said target (or, really, just whoever is closest enemy wise).

Which creates situations where someone can join mid-combat and everyone will turn to face eachother. Negating back attacks.

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  [v2.98] Ev-tu Brute?
Posted by: Autumn - 05-08-2025, 11:52 PM - Forum: Bug Reports - Replies (4)

Eviter does not work against monster weapons, now while I swear I recall it being changed to work against such a very long time ago, I cannot find any patch notes or bug reports that would suggest otherwise on the forums, meaning it was either once patched in a testing server version or was discussed about and never followed up on.

Either way I took 10 punches to the face and could not deflect a single one, with a 70% parry rate I am unconvinced that I am simply unlucky and now I am requesting recompense for my broken facial tissue in the form of asking on if this is a bug or not and if it can be fixed.

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  [v2.98] Dull Bristleblade
Posted by: Autumn - 05-08-2025, 10:32 PM - Forum: Bug Reports - Replies (1)

The Bristleblade Sapling planted by Geo of Drought is always lvl 15, with no text indicating anywhere that this should be the case, while the level scaling on the skill itself says that it increases the LV of the skill, one might assume that the level of the bristleblade is supposed to be equal to the skill rank increase similar to the fire resistance pierce, but it is not.

This is either a text error on Bristleblade Sapling itself, or is a LV error which interferes with the amount of damage the skill is supposed to do on blooming. (Currently it does 150, but if it were equal to lvl 21 instead it'd do 210)

[Image: iCt2GKY.png]

Bristleblade at rank 4 blooming, with druidic tending on the plant as well, if it were affected by all of these it should do 350 damage instead, though I doubt you intend for this so I just assume this is a text error, though I am also putting the thread up because almost all of the plants have LVs associated to skill rank.

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  [2.98b] Shift strike not giving crit momentum
Posted by: TheGhostlyKnight - 05-08-2025, 10:03 PM - Forum: Bug Reports - Replies (1)

So my typical combo consists of:

Phase Fang -> shift strike -> evokes

I noticed during a mob testing for some reason my shift strike wasn't giving the crit momentum despite shift strike technically being a different weapon.

I tried doing basic attacks and then shift strike and the same thing.

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  Swap Cleaving Clarinet's Potential & Effect Around
Posted by: pilcrow - 05-08-2025, 09:19 PM - Forum: Suggestions - Replies (4)

Cleaving Clarinet's pull effect is REALLY difficult to work with as is, to the point where holding it has actively been a downside for every single bard I've seen use it, often causing them immeasurable amounts of pain when they cantus and suddenly have every mob in the fight adjacent to them (they are not a tank and will soon perish). 
This can also cause considerable pain to teammates, who might have wanted to maintain mob positioning.

Speaking of positioning, it ALSO outright disables a few combos on ghost/bard, including any ability to space an enemy with default sidecut > OYM or similar setups, or hit both skills into a row of lined-up enemies.


The solution feels pretty natural to me: Cleaving Clarinet already has an effect on its weapon potential (a good one, too!) that isn't meaningfully affected by the 'supress potential' toggle because it's a skill.
So. Swap the passive pull effect around with the weapon potential, so that you can use supress potential to activate the pull at-will. This way, it stops being a massive problem to people who don't want every enemy adjacent to them every time they play a song, and it becomes a very useful tool to those who want to make active use of it for repositioning purposes without immediately stepping on their toes in every other situation.

(By the way, no. Larveget is not a good replacement for Cleaving Clarinet if you want to do both basic attacks and sound damage in like 99% of fights.)

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  [v2.98b] Devil Vines Break Pacifism
Posted by: pilcrow - 05-08-2025, 08:01 PM - Forum: Bug Reports - Replies (1)

An enemy stepping on devil vines will break your pacifism.
Burning bush, I get, but the main reason you're using devil vines in the first place is the parry. I've had people recommend 1pointing it, even, to minimize the damage it does do.

For the love of god, if EBV is allowed to maintain pacifism, let my vines do it too.

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  [v2.98b] Divine Shower Weak! Text Misplacement
Posted by: pilcrow - 05-08-2025, 06:43 PM - Forum: Bug Reports - Replies (1)

[Image: yXQ91SM.png]

it's pretty minor tbh.

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  Farshot Penalty lack of transparency
Posted by: renowner - 05-08-2025, 09:50 AM - Forum: Bug Reports - Replies (4)

I'm not really sure where else to put this, however, nowhere in the game is it actually explained what the farshot penalty is. Through google search, the only information I could find came from the two wikis, and the old forum update post that was put out explaining the new Guile stat. On all three of those websites, it lists the farshot penalty as -10, and that at 40 guile you'd have -2 hit per tile. I had to scour through this forum directly to find that at the bottom of update 2.60, three years ago, [I never noticed!] the farshot penalty was changed to -15 per hit.

Currently nowhere in the game is the farshot value listed, and nowhere in the game does it explain 'how' it works. (That bows and guns start at 3 range, and all other weapons start at 1 before the farshot penalty triggers. It has nothing to do with base weapon range, I believe.)

In order to save people a lot of headache and a lot of Prinny testing in the future, when they realize they're still losing hit at range despite having 60 scaled guile, i'd ask for the farshot values to be added to the guile stat page, and perhaps on Firing Posture and any other skill or passive that lists the farshot penalty.



[Image: 5d84a837ca.jpg]

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  Mechanation Traits
Posted by: Rendar - 05-07-2025, 08:46 PM - Forum: Suggestions - Replies (6)

As it stands, Mechanations are great (bar Standard).

I'm here TODAY to suggest something that, frankly, should be given to All of the No Gear Races. (Chimera feet / Apertaurus Hooves apply here)

Gear Base Kit.

This is specifically for Mechanations, but the concept can be applied to other races. Races with such skills that adjust their ungeared state are given a special Race Option.

0 Battle Weight, 0 Inventory weight

Regaliable, and most importantly. Upgradeable at the blacksmith. No longer will Chimeras just lose Evade for daring to use their Tyrant Paws. No longer will Agile Mechs have to be specifically specced for Dodgie due to high base Cel, but ALSO lose out on 5 evade because they're bothering to use their (really good admittedly) racial ability.

This does have some caveats, namely that 'Oh hey. Now Unarmored Standard Mechs can gigantic their torso and upgrade it??? and potentially material kit it???'. Which is also the same for RAID CANNON. But like.

Please? Standard Mechs need help. Agile Mechs are at a dodge deficit.

Chimeras are sucking shit with Grudge Claw over just using a normal ass fist weapon.

Pwease. Also Brittus has been commissioned to make sprites for the Mechanation slot regalias.

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