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  Make Firthrowers ̶C̶o̶o̶l̶e̶r̶ Hotter!
Posted by: AkaInuHime - 10-07-2024, 06:56 AM - Forum: Balance Fu - Replies (3)

Firthrowers, and throwers as a category (even if there's only just one right now!) could be so much cooler than just a straight line. They don't really compare in the slightest to launchers (well, jackhammer) for AoE, even if they feel like they're meant to be complements to each other.

So I suggest... making firthrowers and any future throwers attack in a cone shape! Similar to how hyattr breath works right now. That is, it starts in a 3-tile wide line, but after every two tiles, it gets an extra tile wider on either side.

You - three wide - three wide - five wide - five wide - seven - seven, so on.

The base firthrower could be 4 tiles long, for example. But... things that increase attack range, like Gigantic and Long Barrels, could increase the length of the line by 1 instead, the width growing with it. As is, they do nothing.

Base range
Gigantic or  Long Barrel range
Gigantic and  Long Barrel range
[Image: suq0ms.png]
(Not really a 'balance change', but a new squirt gun thrower that applies soaked would be funny, pls dev)

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  Field Objects
Posted by: Poruku - 10-07-2024, 04:53 AM - Forum: Suggestions - Replies (1)

Field objects are a thing in the video game, but they're extremely rare. I think there would be a lot of advantages to having more of them, as long as they're implemented well.

Having randomized obstacles in a map increases variety, making each battle a little different. It allows you to put your back against a wall, and interact with the objects with skills like turnover and such.

It would also introduce more inherent variety in the maps. If one map type has more field objects, it's going to be advantageous/disadvantageous to certain builds. Hell, this is a tactical RPG. Having obstacles in the maps is core to the experience. I think SL2 doesn't utilize the concept of the MAP enough. Maps are generally the same size, fairly large, and with almost zero obstacles in them. This makes each map feel pretty much the same with the exception of a few more unique ones, and the occasional strange spawn locations. Adding randomly generated walls to most maps will immediately make the entire game more varied.

It would even open up new design space. What if there could be new skills or even classes that utilize field objects? I feel like there's so much potential there. In fact, the more I think about it, it seems like it's a big part of sl2's existing design that isn't being utilized.

And lastly, of course, it would really improve Ruler's gameplay in my opinion. Instead of being focused entirely on digging up stuff in their corner and not moving, they would be incentivized to going around the map to collect things while fighting. I like the idea that certain maps, especially rocky maps like caves, would be an advantage for Rulers. While interior/city maps (where most pvp takes place) would be a disadvantage.

An extra rule to make this work
A field object should never spawn next to a solid tile or a mob. This would make it impossible for the objects to completely block a mob, or block a passage in the map. However, they should be able to spawn next to each other, creating these random walls that aren't connected to the normal map edges and walls. This way, it's never gonna be an issue even if you spawn a lot of them. Just pick random tile on the map, check if it's not dense and not adjacent to dense, or mobs, and if not spawn it, repeat until you put down all the required objects or x amount of iterations were attempted (so it never hangs).

Maptype object lists
The way I imagine this working is that each map would have a type variable. I don't know if this is already a thing but basically we have a list of these "maptype" objects, which are just a name var and a list of field objects. Then, each map would have a maptype var. This would potentially allow custom maps to utilize pre-exising maptypes. So if you want to make a new sandy map, you can use the sand type. Or maybe you could enter the field objects you want manually, which would probably take more UI work. If you use types it's just a matter of giving EMs a verb with a list select. But anyway dev can figure this out.


NEW FIELD OBJECTS
This is a totally unnecessary idea but it could be cool for even more variety in battles

Runes
These are non-dense, but can still be dug up for 1 geomaterial.

Range rune: the classic rune from g6, increases attack range if you stand on it.
Locking rune: immobilizes you for 2 rounds, but you cannot be knocked back or pulled. (grants a brief immobilize immune after the 2 rounds) doesn't work on bosses.
Trap rune: explodes for 100 aoe damage of a random element.
Power rune: increases your SWA and ele atk by 10 for 2 rounds

Rocks
Simple rocks that have different effects. Worth 1 geomaterial.

Normal Rock: no special effect.
Magmic Rock: creates an indiscriminate explosion for 30 fire damage within 3 range when destroyed.
Ice Rock/Ice: spreads ice sheets within 4 range.
Sand Rock: blinds anything within 1 range for 1 round.

Valuables
chest that you can attack and it breaks and gives you 100 murai???

Dangerous
venomous/thorny plant?
naturally spawning dense vines? (that one wild elf trait that makes you able to ignore vines would become useful)
pit trap? (trapfinding becomes useful?)
slippery surface?

Nature
Tree: gives 1 geomaterial, leaves behind a stump that can be harvested again for 1 more material
Bush: Gives +5 defense and +5 evade when standing on it, but it's destroyed 
Log: 1 geomaterial

MAP TYPES
Here is a list of map types, and what the list of items would look like.


Fire (Tera Flama, Lava Lake)
- 5 magmic rocks

Sand (Beach cave, Lost beach, Wastes, Deep Wastes)
- 4 sandy rocks
- 2 normal rocks

Nature (Lake Halard, Sunken Forest, Most overworld places)
- 4 random flowers
- 2 normal rocks
- 1 tree
- 20% chance of 1 bush
- 1 log

Ruins (Catacombs, Temple)
- 4 normal rocks
- 50% chance of 1 random rune

Rocky (Geladyne mountain, Haunted mine, Goblin cave)
- 9 normal rocks
- 1 gold nugget or crystal

Watery (Jammer Cavern)
- 4 normal rocks

Empty/Clean (Most interiors, arenas, cities, etc)
- nothing!


Let me know what you guys think. Of course everything here is just an idea, something for Dev to think about. I think there's a lot of potential with this mechanic so I'd love to see any additions in this vein! Thanks for reading

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  Only One Tattoo, Never Tattwo
Posted by: Sawrock - 10-06-2024, 06:55 PM - Forum: Suggestions - Replies (1)

[Image: Wjstyro.png]

Can the separate tattoos (left arm, right arm, centerbody, and any further additions) be given unique clothing mirror-slots? I wanted to combine the left arm and right arm ones when making the "stripes" for my Ronald McDonald.

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  Geomaterial (Ruler)
Posted by: Snake - 10-06-2024, 01:57 PM - Forum: Balance Fu - Replies (7)

Here's a revised proposition:

- Geomaterial should be able to be retained over multiple fights.

- Geoheart enchantment should increase the cap of your Geomaterials. Don't forget to make it so this condition is checked before combat starts to prevent item swap cheese.

- Every time you generate Geomaterial by refining materials, you deal bonus Earth damage that ignores armor, equal to (10 * Geomaterial)% Earth ATK in a 4 range AoE from where the material was refined.

This will definitively fix the worst part of Geomaterial build up. Ruler is not like Solblader or Rune Mage, where their build ups are satisfying and amount to something that can turn the tides of a battle in a more urgent manner.

Please give this a consideration.

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  Duyuei Tribesmen (Snakemen Raid)
Posted by: Snake - 10-06-2024, 01:33 PM - Forum: Balance Fu - Replies (1)

This is just a general feedback over what they probably need to live up better the fantasy of tribesmen who are well-trained to defend the wall, and feel less like fodder during fights.

Please be mindful I'm talking about padding the NPC's performance during the raid, not the Traits or players.

All of them could benefit from one thing that'd serve to set them up as people who are fighting for their loved ones, and giving their all like any other race could never do:


Quote:Battle High (Duyuei)

Ravenous and reckless, a Duyuein is not afraid to put their life on the line. They gain 1% more Damage, Hit, Critical, Critical Damage and Evade per 1% missing HP.

Additionally, depending on their Tribe, they gain additional effects:

Galjager - The first critical hit in combat against non-boss monster targets will deal bonus Pierce damage equal to 50% of their max HP, but the attacker will become Stunned and Knocked Down. (Reckless Hunter)

Hawu - Will intercept damage for allies within 4 range at a 100% probability, if their maximum HP is below 50%. If this unit is defeated while defending someone, it will embolden all allies, giving them Hawu Rage. (Courage to Protect)

Imala - Healing spells have their cooldown reset at the start of a new round, consuming 10% FP per reset. Additionally gain Mass LV5 every round. If this unit is defeated, it will activate Spirit Pain for 2 rounds. (Spiritual Flow)

Skouge - Spell damage will always ignore evasion and protection, but offensive spells will deal kickback damage equal to 50% of its damage. Gain Charge Mind LV3 every round, if its LV is below 3, consuming 5% HP per LV required. (Blood Price)


Whatcha think?

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  Maneuver: Special Attack 1 (Polearms)
Posted by: Snake - 10-05-2024, 03:12 PM - Forum: Balance Fu - Replies (1)

The 4M cost on Multifront feels like a relic of Pre-GR.

Can this be changed to 3M but gain a 1 round CD?

Or better yet. Gain a new effect that makes you rotate, swapping the targets' location one for the other after the attack hits both.

Or, or! Make the front's attack deal the weapon damage, but the back attack deal blunt damage, simulating the pole's well, pole, hitting them. That'd be very cool!

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  [v2.90f] Displaced Perfect Poise
Posted by: Snake - 10-05-2024, 02:51 PM - Forum: Bug Reports - Replies (1)

If you gain the effects of Perfect Poise while Airborne, the visual effect will spawn around -15 Pixel_Y, downwards, from where it should (which is wherever Airborne tilts up your Pixel_Y).

Then if you land, it gets further displaced south.

You can easily replicate this by dodging an attack while airborne.

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  Cryotherapeutic
Posted by: Autumn - 10-05-2024, 12:12 PM - Forum: Balance Fu - Replies (7)

[Image: vsQhVkc.png]

Insulation isn't considered basically at all right now as an addition to Verglas' kit, the buff it grants only lasts 3 rounds and the people you would want to use it against tend to also have Winter's Bite themselves, you can justify it's usage in the Evoker or Ranger matchup generally but I see not a lot of use for it otherwise.

I'd like to suggest that it gain an HP Regen effect to accompany the ice resistance, scaling about the same as other HP Regens do, this would make it a lot more useful as a support button to throw on an ally or yourself. Naturally it would gain a cooldown of like 4-5+ rounds if it becomes an HP Regen.

I am also biased to suggest this as I've wanted for a way to get something similar to cryotherapy for Verglas for a while now, I was thinking it'd scale 15/30/45 HP Regen, with the 3 round duration this makes it a 135 HP Heal, 180 if you were to spirit it instead, this seems kinda low for a heal over time imo but matches up with Verglas' ability to use meditate to extend the effect and sustain longer, as well as the possible other boons it can grant.

More importantly (to me) it'd help me fill a thematic niche I've wanted to fill for a while now without changing my subclass, a completely selfish request on that end.

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  pressure fletch annorum is unhealthy
Posted by: Lolzytripd - 10-05-2024, 07:31 AM - Forum: Balance Fu - Replies (2)

I'm saying it, potentially aoe stripping 3 buffs is unhealthy, tilting, and frankly bullshit


it even gets to do damage while doing so.



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  [v.2.90f(Live)] Pressure Fletch Annorum
Posted by: Collector - 10-05-2024, 04:56 AM - Forum: Bug Reports - Replies (1)

Pressure Fletch's Annorum effect isn't dispelling buffs. For posterity, tested against Redgull and Aria of Agility, which were dispellable prior.

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