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  Just one more kensei buff please dev just one more buff to kensei and it'll be good
Posted by: Poruku - 08-21-2024, 05:15 PM - Forum: Balance Fu - Replies (15)

Although kensei is an awesome class with some arguably strong tools, there are many things holding it back that are difficult to get around.

1: Swords are bad at crit.
The issue isn't that sword crit builds can't work, it's just that you're never gonna get the damage of a dagger or axe. Many kensei players end up getting 40+ luck but only about 15 guile, sometimes a bit more. And it makes sense when the only real reason you need crit at all is so that your wazabane, riposte and sidecut can proc fleur. The crits of a sword user are just never gonna compare unless they build good guile, which is really rough on the stats. For Kensei, this simply means their damage is not gonna be as high as it could be. Of course, swords are pretty good for SWA skills, like hirazuki. So that's a strength of kensei. But kensei can't really afford to go non-crit without feeling terrible. At that point just build some kind of DH or BK.

2: Kensei lacks evade.
Despite the addition of a +10 evade buff, Kensei is still unable to get enough evade on its own. This wouldn't be so bad if Kensei wasn't so demanding on your momentum. This ties into the next point.

3: Kensei offensive skills.
Much of Kensei's power lies in its combos. Wazabane into a hirazuki into anything is some pretty spicy damage on a single target. It's nowhere near as good as the average twin dance user or even the average crit build, and the problem is that it's very specific. Basically, you need the enemy to be in the right place at the start of your turn in order to get much done. The addition of some flexibility to these skills with the recent update definitely helped, but I feel like the issue with those is that you're consuming a really useful buff to get it (except when you have perfect poise). Flottement especially is so amazing on sidecut you don't really wanna waste it on something else. All in all, this means that Kensei's main strength (its combos) isn't always possible to pull off. You can be the best Kensei player on planet earth, you can't exactly engage a dude who's over there in a weird diagonal. Your best option is perhaps rabbit leap wazabane, but if you miss the crit you just lost your whole turn dealing like 94 damage.

4: Kensei is so much better with evade
Duelist is a weird class. Because it benefits so massively from evade due to flottement and poise, but it has no way of boosting it. Kensei is also a class that benefits from evade, and the evade stance is genuinely amazing. But this locks Kensei evaders into picking up rogue or bonder if they want to cap evade due to lack of duelist/kensei evade buffs. Meaning kensei build variety is quite limited. Personally I think any class should have some sort of evade buffs in this economy (and a few hit buffs too) but that's not really the discussion here.

All in all the point being made is that Kensei's weaknesses outweigh its strengths far too much. It's a clunky class that requires you to have an enemy in front of you to do anything decent, while other classes just use their skills or attack in whatever way works best. And their damage is also not amazing due to sword crit, so that weakness doesn't make that much sense.

Here's a list of my suggestions. No need to implement all of them:
- Give a skill similar to Ruler's Patient Scourge, giving them a buff to crit and crit damage when they land combos. Since the Kensei gameplay encourages using combos, this would mean your wazabane would do actually good damage even though you only use it once per turn.
- Give them a small active evade buff they can pop at battle start. Or incorporate an extra evade buff into their kit somehow.
- Shunpo: A long range movement option similar to haunting but also allows you to trigger kensei combo with the next move. Could even apply sakki if you land behind someone. However, it would have a 3 round cooldown.
- +1 range to all their moves would honestly be such a great boost to their playability.
- Perhaps another means to buff the range of their moves would be nice too. For instance, sheathe sword could give another buff that makes kagekiri a flexible line but with extra range too.
- Maybe we could make kensei better at deflecting ranged attacks. In anime, swordsmen can deflect literally anything with a sword. So why not change bullet barrier into a more general skill that can reduce the damage of all ranged attacks? This would give Kensei a much needed edge against builds that can easily kite them.

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  Maximum Hit cap
Posted by: Snake - 08-21-2024, 03:24 PM - Forum: Balance Fu - Replies (9)

This is not about buffing, no. And neither this is about PvP content, hopefully so, but I found it quite peculiar of some LV60-80 mobs to have such a massive base Hit in their weapons that even if you have the fullly buffed 200 Evade, it's still not enough to give them a chance to dodge. 

The mob I saw this happening against was the dreadful Shadow Omega, but I'm sure other mobs are still as cracked out there. Still, going one by one, plucking down Hit from them would be unwise, so I come with a simple proposition:

Make non-player mobs have their total Hit hard-cap at 260, please. Or else playing dodge is a pointless endeavor at higher level content.

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  Power Capped
Posted by: Autumn - 08-21-2024, 04:00 AM - Forum: Balance Fu - Replies (2)

I'd like to make a suggestion for a change to Powerup and Solcharge specifically, this change would buff the two minorly but imo they would be a more flexible and useful tool for them both to have over their current ones.

I believe that Powerup and Solcharge should instead cost 1 Momentum, and with the + and - keys, similar to resizing an AoE (Or a new hotkey all together), it will increase or decrease the momentum cost up to your current momentum.

This would be a minor buff to Powerup and a pretty decent one to Solcharge, with the latter being able to generate all the solcharges the Solblader needs in 1 turn instead of staggered across 2 turns like it is now (it still costs the same total momentum though), this would be great for spending 4m on too with your first turn, as that enables you to buff up with your 2 most important buffs without committing all your first 3 turns.

These tools would become a lot more versatile to use though, for example lets say that I am sitting on 0 solcharges as a BK/SB, so I use Hanging on a target and get a crit, then I solcharge with 2 momentum and have 3 solcharges, and then pop Radiant Surrender off of that. Not only do I think this is infinitely cooler and more fun to use cause of an easier and more understandable flow, but I also think that the same can apply to Monk, as sometimes you might be just a little shy of 30 ki for a max charge Kadouha, so perhaps flexing 1-4 momentum on that before unleashing it could be the play in some scenarios.

If this is considered at all, thank you.

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  [v.2.89c] Domino Resonate targeting
Posted by: Snake - 08-20-2024, 01:05 AM - Forum: Bug Reports - Replies (1)

You can target yourself with Domino Resonate, or tiles without an enemy on.

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  We need more Scrolls!!
Posted by: Snake - 08-19-2024, 04:44 PM - Forum: Suggestions - Replies (2)

Here's a few suggestions for the other scrolls that we don't have yet.


Quote:Detonate

Grants the ability to cast 'Detonate'.
(A simple, attack-type Pyromancy spell. Detonate the air around 1 enemy within 6 Range, dealing Fire magic damage to them equal to 100% Scaled Weapon Attack + 100% Fire ATK.)


Quote:Freeze

Grants the ability to cast 'Freeze'.
(A simple, attack-type Cryomancy spell. Freeze the air around 1 enemy within 6 Range, dealing Ice magic damage to them equal to 100% Scaled Weapon Attack + 100% Ice ATK.)



Quote:Gust

Grants the ability to cast 'Gust'.
(A simple, attack-type Aeromancy spell. Buffet the air around 1 enemy within 6 Range, dealing Wind magic damage to them equal to 100% Scaled Weapon Attack + 100% Wind ATK.)



Quote:Electrocute

Grants the ability to cast 'Electrocute'.
(A simple, attack-type Fulgurmancy spell. Electrocute 1 enemy within 6 Range, dealing Lightning magic damage to them equal to 100% Scaled Weapon Attack + 100% Lightning ATK.)



Quote:Bubble

Grants the ability to cast 'Bubble'.
(A simple, attack-type Aquamancy spell. Splatter bubbles around 1 enemy within 6 Range, dealing Ice magic damage to them equal to 100% Scaled Weapon Attack + 100% Water ATK.)


Quote:Corrode

Grants the ability to cast 'Corrode'.
(A simple, attack-type Vilemancy spell. Engulf acid around 1 enemy within 6 Range, dealing Acid magic damage to them equal to 100% Scaled Weapon Attack + 100% Acid ATK.)



Quote:Noise

Grants the ability to cast 'Noise'.
(A simple, attack-type Galdr spell. Create a loud noise around 1 enemy within 6 Range, dealing Sound magic damage to them equal to 100% Scaled Weapon Attack + 100% Sound ATK.)



Quote:Frost-Reversi: Fortune Wind

Modifies the Archer spell 'Fortune Wind' in the following ways;

1) Elemental ATK scaling and damage type changed to Ice.
2) Evade bonus is turned into a chance to parry damage (except Fire, Wind and Earth damage) equal to the Evade bonus (-50% damage parry).


Quote:Vile-Reversi: Kel

Modifies the Curate spell 'Kel' in the following ways;

1) Elemental ATK scaling and damage type changed to Acid.
2) Targeting can now be affected by the skill, Mass.



Quote:Frost-Reversi: Dhessence

Modifies the Curate spell 'Dhessence' in the following ways;

1) Elemental ATK scaling and damage type changed to Light.
2) HP recovery becomes FP recovery instead, and gains a bonus to recovery and damage equal to 3% of your maximum FP.



Quote:Dark-Reversi: Graft

Modifies the Curate spell 'Graft' in the following ways;

1) Elemental ATK scaling and damage type changed to Dark.
2) No longer classifies as 'Mercana' tag. Healing is reduced by 50% against non-Vampire, non-Possessed allies, and may damage enemies for 50% of the healing, dealing magic Darkness damage.


and for the mage ones yall can go and suggest im burned out lmao

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  [v.2.89 v5 (test server)] Lightning sidecut doesn't do anything
Posted by: AkaInuHime - 08-19-2024, 05:40 AM - Forum: Bug Reports - Replies (3)

Despite the elemental impact skill description saying Sidecut can lightning critical, the skill itself doesn't seem to do anything special comparing the normal and lightning version, as far as I can tell.

I'm not exactly sure if this is just a copypasted description oversight, or something isn't working.

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  [v2.89c] Water Tentacle Targetting
Posted by: WaifuApple - 08-19-2024, 05:07 AM - Forum: Bug Reports - Replies (1)

Seems that lately you're able to attack ally aquamancer tentacles - potentially destroying this. I discovered this because it stole aggro from the targetting of a basic attack of mine, causing me to accidentally hit it instead of my actual target. I don't think you're meant to be able to attack objects placed by allies, but I might be wrong.

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  [v.2.89c(Live)] Target-ening Continues
Posted by: Collector - 08-18-2024, 10:38 PM - Forum: Bug Reports - Replies (1)

Pressure Fletch can be used to shoot allies.

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  Blazing sol duration tweak
Posted by: Lolzytripd - 08-17-2024, 12:43 AM - Forum: Balance Fu - Replies (7)

Currently blazing sol's duration is 1 per 2 sol charge spent. There is a slight issue with it however, half its benefits are tied to start of turn, meaning spending 1-3 charges is pointless as the status will only have 1 duration and expire before any benefit can be acquired.

My suggestions to ease this pain point is one or both of the following

A) change the duration to 1+1 per 2 sol charges

B) upon use with atleast 2 sol charges, gain the effects of blazing sol as if the round had just started.

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  Character approval
Posted by: Kinerahos - 08-16-2024, 01:34 PM - Forum: Approved Characters - Replies (1)

Applicable BYOND Key - Marinus
Character Name - Mischievous Naga
Request Type - Height Approval
Request Details -  Over 7 foot character


Wanna make her at least a 20 to 30 foot snek.
upper torso somewhere between 5 or 6 feet.

but i figure their lower snek body would 4 or more times as long for comfort,
else they would look like a chode snek.

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