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  [v2.92] Battle Participation Shortage
Posted by: Autumn - 10-22-2024, 03:25 AM - Forum: Bug Reports - No Replies

[Image: P3BfQ7a.png]

The option for selecting how many participants can have a battle appears to be missing, I am told this can happen occasionally on reboot, I wish I could give more information than that.

Best I can do is tell you this is in Geladyne, and potentially ping you when it pops up on live.

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  Fated Rhythm (Dancer)
Posted by: Snake - 10-21-2024, 04:26 PM - Forum: Suggestions - Replies (1)

Dancer has 1 SP left over from Destiny and I have something I dearly wanted out of it for a good long while now to fit a character's aesthetic that never truly 'hit it' for me due to how diverse dances can be.

So, let's make a good compromise here, boss man. Add the following:


Quote:Fated Rhythm

1 Skill Rank, Innate Skill, Main-Class Only(?)

You dance to the beat of your fated drums. If you have a Starsign, all dances you perform will deal elemental damage equal to your Starsign's element. (This will not change the scaling of any dance, only the damage type.)

If you have no Starsign active, your dances will deal damage between Slash, Pierce and Blunt instead, decided randomly at round start.


I know this will be overall a damage decrease given One-Two Step will only have one possible element, and at best 3 elements if you're really lucky with no starsign, but muh fluff, bro.

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  Spine Leash summon
Posted by: mouseluli - 10-20-2024, 05:01 PM - Forum: Bug Reports - Replies (2)

so, the controls for chilling howl are finicky, it only affects the direction you initially had the ghost dog on and even if you turn it around it doesn't move the area, it also doesn't summon if you have mercenaries off which I don't know if its on purpose or bugged since the insect from the whistle summons even if you have them off.

   
   
   
   

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  [2.91 v2] Trample
Posted by: Rendar - 10-20-2024, 11:00 AM - Forum: Bug Reports - Replies (1)

Trample is not tagged as a movement skill, and can thus be used whilst immobilized, clumsy, or even frozen.

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  All Fight (Monk)
Posted by: Snake - 10-19-2024, 01:52 PM - Forum: Balance Fu - Replies (4)

Instead of being just a damage amplification, I think the theme of this skill would be more neat if it could be a copy of Absolute Death's second effect. So, it'd be something like this:

Quote:All Fight
Innate, 1 Round CD.

Monks are quite adept at fighting multiple foes at once. Landing a Basic Attack or Martial Artist (and promotions) class skills that deal Blunt damage will cause you to swiftly move to strike all other enemies within 5 range of that target, dealing protection-ignoring Blunt damage equal to your Monk Class level + 10, which can be avoided. (Single Punch vfx)

If you have Ki Awoken active, you will perform a flurry of blows instead, making the attack ignore evasion and gain a chance to critically hit. (Punch Flurry vfx)

Also made this be able to be avoided at its base form, so to make it a little different from Absolute Death.

EDIT: Made it less complicated for its Ki Awoken effect.

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  War Cry
Posted by: caliaca - 10-18-2024, 06:21 PM - Forum: Balance Fu - Replies (6)

Doggy war cry isn't very good.

Let's make it a bit better.

Take it from 10% to 25%. This means at 52 sanctity you'd have level 28.5% hunted instead of  18. 

It can still do low damage, but the idea of increasing it's range with +1 per instinct level would also be cool.

Let's give it some sauce.

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  Spirit Hell
Posted by: Autumn - 10-17-2024, 05:12 PM - Forum: Balance Fu - Replies (2)

Spirit Shell is currently not a very useful trait since the introduction of Ghost Entertainer and the buff to make it more widely accessible to the masses, while this is ultimately a good decision as losing spirits is hell enough and I am glad to have this on other characters, it does leave Spirit Shell in a spot where it is currently not all that useful, you can effectively think of it as a trait that saves you a little bit of Talent Points since you only have to go to 4 Spiritualism and not 7.

I think that Attune Grudge should be adjusted so this request is in assumption that it would be adjusted but here goes.

Spirit Shell needs some sort of unique benefit for the Amalgama, something that makes them the definitive Spirit Race, it could be a number of things that could be added to the passive and I'd be happy, just about anything really, but one particular benefit I had in mind was:

Quote:Spirit Shell

For every White Spirit you are hosting, you may additionally host a Black Spirit as well, and vice versa.

This would be intended to make it so that Amalgama can have both 5 White and 5 Black spirits, it would also pump up Spirit Shot to be 30 on-hit damage instead of 15, which isn't even too strange of a buff to give it either.


If you wanted to give it a small QoL buff too, you could also make it so that it grants all the benefits of the Spiritualism talent, so you aren't a race that is required to spend talent points to access your core gimmick.

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  Ruler needs a final Seal or Crest.
Posted by: Raigen.Convict - 10-17-2024, 05:05 PM - Forum: Suggestions - Replies (9)

https://imgur.com/yxcDmCF

The above image shows that Ruler and Mage together have 15 total enchant type abilities that add to your skill pool but because it's an odd number, it leaves a final .5 skill pool left over that looks rather dissapointing. One of the two needs a final enchant to even it out to 16.
Anyone got any ideas?

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  A Dicey Suggestion
Posted by: Turadis - 10-16-2024, 07:00 PM - Forum: Suggestions - Replies (1)

Adderall makes you pace around your room thinking about dice math for 70 minutes.

A while ago, there was a brief discussion in the discord about adding optional skill modifiers to dice rolls, similar to tabletop RPGs like D&D or Pathfinder. Dev even weighed in with his early thoughts on the subject. I've been ruminiating for a bit about how I'd want to handle it, and this is the first draft of what I've come up with.

Some Design Goals:
-Not everyone likes dice, so they should be an optional system with no mechanical impact. Used only at the discretion of eventmins or players.
-I want to let characters be good at many things, and hyper-competent at a few specialized niches. This should allow for fantasy heroes be multitalented but also get their own moments to really shine above their peers.
-In a game where RP is the central focus, I want to leave a character's social impact entirely to RP. So no 'Deception' or 'Intimidation' or the like. In this specific context I feel that skill modifiers are best used as a supplement to express additional characterization, not a replacement for it.
-I want to avoid redundancies with professions for the most part, so I'd personally avoid making any sort of Crafting or Performance checks either.
-I want to let a character's skill modifiers exist independently of other aspects of their build like Attributes, Talents, or Class, as these modifiers are considerably less abstract than those mechanics in what they represent. Race isn't abstract at all, so it'd be fine to use. However, as of now I haven't included any racial bonuses in this design.

With all that in mind I call this system: Knacks.

Knacks would get a new menu on the sidebar, and represent a character's specific knowledge and training in non-combat skillsets, such as their athleticism or theoretical knowledge of spellcraft. They are used to apply modifiers to dice rolls, and have no direct mechanical effect at all.

When you attempt to roll dice, you can optionally apply a particular Knack or Focus (Detailed Below) as an additive bonus to the result, rolling with this bonus is called a Check. I designed these Knacks expecting most people to use the d20, but they could be applied to any roll.

A player character recieves their first Knack point at level 3 and every 3rd level thereafter, for a total of 20 points at level 60. Each Knack can have a maximum of 3 points invested into it. Each point invested grants a stacking +2 bonus to the associated Check, for a max of +6.

Additionally, investing 3 knack points into a given Knack will grant the character a free Focus within that Knack. A Focus is a considerably more specific application of that Knack. For example, the Athletics Knack may have things like Swimming, Climbing, and Sprinting as foci. If your Focus is applicable to a Check, your Knack bonus is doubled (up to +12!). You can optionally spend 3 knack points to gain additional foci within a knack you already have a focus in.

I've designed ten Knacks here, each with various Foci presented in paranthesis. I've designed it so that every Check I could think of could reasonably fall under a certain focus. But there might be some I've missed, so let me know if you have any more ideas.

Athletics (Sprint, Climb, Swim, Drag/Lift, Break)
Agility (Acrobatics, Escape, Balance)
Thievery (Stealth, Sleight of Hand, Disguise, Devices)
Perception (Spot, Listen, Smell, Investigation)
Survival (Track, Endure, Forage)

Magecraft (Nerifian, Sylphid, Isespian, Aquarian, Runecraft)
Occultism (Spiritualism, Mercalan, Huggessoan, Galdr)
Nature (Plants, Animals, Nature Magic)
Lore (Engineering, History, Monsters)
Medicine (First Aid, Surgery, Poison, Disease)

Finally, I'd want to let players freely take penalties in whatever and however many Knacks or Foci they wanted, purely for the character expression. Anywhere from -1 to -6 or so, probably. If you have a penalty in both a Knack and a relevant Focus, only the highest penalty applies. Taking penalties would have no benefit elsewhere, it's purely for characterization.

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  [2.91 v2] Swap weapon Knock up
Posted by: matthewmwps - 10-16-2024, 05:59 AM - Forum: Bug Reports - Replies (1)

Swapping weapons while an ally is KD'd will cause them to stand up, then get KD'd again when its their turn.

This is purely visual, and means the player spends their entire time rotated 90 degrees.

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