This is my ask for Chimeras to please get more customization options! Access to racial features that can be picked by other races (such as kaels) to fit with their IC flavor of being made up of various monsters.
Specifically, the multi-ended tail option that Redtails access through (LEs). Caboozles gave me the go-ahead to ask for this!
IN THE SPAN OF 48 HOURS I BRING THEE THE LUMINARY RULER!
What this is is a skill that would change your pawns based on your star sign to fit their element, allowing for more diverse rulers and more opportunities for fun RP using automatons!
If this is to be implemented as a skill, there's the routes of either it being fully cosmetic, or each set adding on a new bonus to the pawns, as follows:
Dark: Chance to inflict fear on hit
Earth: Pawns count as plant race and the tiles next to them count as plant tiles
Fire: Chance to inflict burn on hit, leaves behind cinder tiles
Ice: Chance to inflict slow on hit, leaves behind ice tiles
Light: Chance to inflict Magnetize on hit, Allies in 1 range of pawns get bonuses from the ruler's detailed care (???)
Lightning: Chance to inflict interference on hit (???) (Could be something less strong)
Water: Chance to inflict soaked on hit, More damage to seafaring enemies
Wind: +1 movement, +1 range to rooks/bishops move/(that one knight 1M move skill) and threaten
Of course these can be different or not included at all, I'm spit-balling here with the ideas, but I feel like adding slight extra interactions like these would boost the amount of synergy with other classes drastically and make ruler more fun overall!
Godspeed you marvellous ruler mains
To add, files labelled "Back, forward, left and right" are directional, while numbers 1-4 are for animation and are not directional.
In light of the recent update a reason was given to actually try to fight mobs in the Minotaur Labyrinth.
I am all for this. The only problem right now is that with the drop rate seeming to be the same on all the mobs in the Minotaur Labyrinth compared to say, a Jaki Imp that was added to the same pool, there still stands very little reason you'd want to subject yourself to over 6-7x the eHP per mob for the same rewards (while having a non-negligible chance of failing the encounter if you weren't well prepared).
So I suggest this:
Make the Dark Shard drop rate on Wild Kerberos, Minotaur Masteraxe, Minotaur Spearman, and Hungry Fungus a base 75% instead of the presumably 5% all mobs that had Dark Shards added to their drops got.
This would provide greater incentive for those target farming Dark Shards, and make it so that those only wanting to farm for Dark Shards don't need to go invade far easier dungeons to obtain them in a reasonable amount of actual time, and thus make life harder for those who want to farm for EXP or certain 10 stars.
Perhaps I am still feeling the alcohol, but thinkin' about SL2 the last couple of hours has made me feel strangely happy. I generally only spoke up on the forum when the opposite was true, but, I figured that some positivity never hurt anyone.
Dev! Thank you for making this wonderful game so many have found a home in. Making a place where people across the world can connect with one another and enjoy their time is no small feat. Especially considering you're stuck using BYOND. So sorry for that. Also thanks for introducing me to Caligula 2 that game rocks.
GM's! Sorry for all the vitriol that gets thrown your way, and thanks for keeping SL2 a safer place than 99% of other online communities. Making an online community where I don't want to immediately disengage from any public forum is hard work. Y'all do good work, don't forget that. Take care of yourselves, too!
EM's! Thanks for creating so much content for people to engage with, and for helping those with ideas see them come to life. Can't say I have much experience, but all my friends who've run eventlines generally say y'all are fantastic to work with, and I'm generally inclined to agree! I'm sorry about your tools I really am you have my sympathies.
(People who are both GM's and EM's should seek medical attention. Y'all work too hard. Good work, though.)
Anndddd th'players, from th'ideas folk, to the lurkers, to the antags, t'the protags, to the people who just wanna grill for god's sake, thanks for keeping this place alive, and thanks for all the fun. Even if I don't know'ya, I'm sure the game would feel a little bit worse if you weren't around.
And t'those who've left, I hope you're all doing well, and I hope you've found somethin' you enjoy doing t'do.
That's about it. Sorry if this is sappy or rambling. In that sort of mood.
Posted by: Flun - 05-22-2024, 07:13 AM - Forum: Suggestions
- No Replies
I for one think destinys are rad as hell, and i love the combos some classes get thanks to it (looking at spellthief’s max spells by default, engineers stronger bots, grandmaster bk tact) though i feel some classes dont get all that much, and i feel as if archer gets the least due to how their classes mainly contradict with eachother.
I feel like two additions can be made to improve destiny. As magic gunner and ranger are at a conflict with weapon types, the change should be focused on arbelist, which i feel is straight forward - change the mono benefits to destiny benefits, mono arb is not in a good place, the downisdes of just being an arbelist outweighs the upsides of shooting any weapon as an armament (this only really benefits fists, as tomes can be made range via tactitian and daggers have throwing knives, and even then theres barely a reason to use fists as an armament)
The second change for pure destiny could be an addition to dynamic shooting, that being a parry. Arbelist has a good interaction with parries, and I feel like a sort of countershot type of parry could be fun, perhaps something that could only work outside of 1 range of the enemy? That and potentially +2 more range would be perfect for someone who’s a destiny archer. The parry could of course be different, and arguably lucky fortune is a form of damage reduction, but that can be ran with any class combo with magic gunner as a subclass.
An addition for the mad lads that want to make ranger/mg work:
shelltip:
Increases the hit of bows by half of scaled guille
Additionally lets ranger’s bow basic attacks and skills apply shells on hit and lets bows charge spark trigger. (To make more sense with overcharge shenanigans, perhaps using an overharged shell with a bow both triggers the inactivity of shells and removes 10-15 durability from the bow)