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  Generic Evade Trait
Posted by: Slydria - 01-08-2025, 10:23 PM - Forum: Suggestions - Replies (6)

So something I've mulled over is how often some class combinations will fall short for CEL focused characters due to a lack of Evade buffs in the combination. While often people have often asked for buffs to those classes in particular, I think what hasn't really been asked for is something much more generically applicable.

So I present the idea for an Evade buff anyone can make use of:

Quote:Athletic
Requirements: 20+ CEL
You don't like standing around idle for too long, preferring to use your downtime to do a little work out. Grants the user access to the Stretch skill.

Stretch
15FP, 3M
Perform a quick series of exercises to loosen up your body, gaining +20 Evade for 5 Rounds.

The drawback to this skill itself is that because it's generic, it has no added perks to it. Very often Evade buffs in class kits will either be stronger, or have some kind of extra utility to them.

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  [2.94b] Charge Mind Miu
Posted by: Rendar - 01-08-2025, 04:13 PM - Forum: Bug Reports - Replies (3)

CM Miu (Or just Charged Miu) places ice tiles as it moves. Unfortunately, these ice tiles are then deleted and replaced when the Miu moves another tile.

Normally, this means literally nothing. With Aggressive Cold from Zerotrain, it gets three instances of Aggressive Cold every usage.

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  [v2.94b] Soldier Skill Solsphere Betrayal
Posted by: pilcrow - 01-08-2025, 11:13 AM - Forum: Bug Reports - Replies (1)

Using Turnover on a tile containing both your ally and a solsphere tile will behave as if you targeted an enemy, hitting and moving both.
Mad Chop will also hit an ally in the same situation.

Shinken, Execute, Round Trip, Retreating Swipe, Thousand Stab, and Incise all behave normally, ignoring any allies in the tile.

(Also, incidental but I only discovered this while testing THIS because I don't use it - Mad Chop only seems to do the star-shaped burst if it hits a solsphere on its own - if it hits an enemy + solsphere, it plays the impact effect on the tile but does no additional damage and does not spread any further. Can turn this into its own thread for tracking.)

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  New Skill For Every Base Class: Training
Posted by: Poruku - 01-08-2025, 07:37 AM - Forum: Suggestions - Replies (2)

Every base class gets a new skill called Training: <insert class name>

The skill is an innate and has a maximum rank of 50

The purpose of this skill is to dump points into it when you have extra points, making you a tiny bit stronger at the cost of versatility.

Many builds in the game run into the issue of having a lot of skill points left over when they want to do things that aren't quite covered by the class. For instance, the archer class has little for guns. The duelist class is another big one, as many people play duelist with something other than sword or spear. Mage often has left over points, especially for people who don't actually use a casting tool. Soldiers wielding tomes (tactician), non-dagger rogues, non-caster curate, etc.

So here's the idea for these skills:

Training: Archer
Target practice is starting to pay off
Gain a passive buff of +0.25 hit per rank.

Training: Rogue
You've trained to be quick on your feet
Gain a passive buff of +0.25 evade per rank.

Training: Soldier
Your extensive training has made you able to endure any hardship
Gain +2 hp per rank

Training: Martial Artist
Your body was trained to become tougher
Gain +0.15% phys DR per rank

Training: Duelist
Your combat training made you better at landing decisive blows
Gain +0.25 crit per rank.

Training: Mage
Your study of magic has made you a focused individual
Gain +2 fp per rank

Training: Summoner
Your time spent with youkai has made your soul stronger
Gain +0.15% magic DR per rank


As you can see, these skills won't do much and aren't worth taking over most other skills. However, if you have 12 points left over and you don't know what to do with them, it'll feel nice to have somewhere to put them! Of course, these values are just a suggestion, it could be higher or lower depending on what we're feelin. Let me know what you think of the idea

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  [2.94b] Tending the Enemy Soil
Posted by: Rendar - 01-08-2025, 01:39 AM - Forum: Bug Reports - Replies (1)

If you have the druid skill that lets you buff your own plants, you can also buff enemy plants! Or ally plants.

It's actually just buffing every plant your invig/quickness comes in contact with, which actively is unhelpful.

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  [2.94b] Burning Hit Bushes
Posted by: Rendar - 01-08-2025, 12:44 AM - Forum: Bug Reports - Replies (1)

Burning Bushes don't use your actual weapon for accuracy (and.. potentially just don't gain Purity Edge on it's base hit).

Dunno if it's intended or not, but figured it's something worth inquiring about.

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  [2.94b] Radigal's Fiery Bombs
Posted by: Rendar - 01-08-2025, 12:35 AM - Forum: Bug Reports - Replies (1)

Radigal's Grenades are dealing Fire damage. Rather than the acid damage they used to.

They also display fire explosion sfx.

Probably related to the Grenade changes.

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  [2.94] Eviter Wider
Posted by: Entropy - 01-07-2025, 09:59 PM - Forum: Bug Reports - Replies (1)

Eviter is currently allowing you to parry with ranged weapons. This is either a bug, or an erroneous description, as the parry says it is for melee weapons.

Some people are saying this was changed and the description just doesn't reflect that.

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  Sandbox Cards & Games
Posted by: Turadis - 01-07-2025, 07:45 AM - Forum: Suggestions - Replies (1)

After a recent chat on discord, I came to the conclusion that the game would be improved by more activities that did not relate to combat.

After giving this idea more thought, I thought about expanding the small handful of gambling-based minigames we have already. When it comes to getting the most bang for Dev's buck when it comes to development hours, I concluded that the best 'game' was just a standard set of 52 playing cards that the players could manipulate how they wanted. Think Tabletop Simulator, with functions to shuffle, search, and draw from the deck. Hiding or showing individual player's hands, and revealing or hiding individual cards on the table.

Obviously the intention here is to give players a sandbox toolset to play any card game they could think of or invent. I can picture it existing in the form of a Player Prop or Placable that can be interacted with.

Now that alone would be pretty good. But if we wanted we could push it even further by taking further inspiration from Tabletop Simulator too. Maybe with drawing tools, spawnable generic tokens, and template grid patterns, we could implement the necessary tools for players to run or invent all kinds of games around a bar table or campfire.

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  Idol Dissonance
Posted by: Autumn - 01-06-2025, 10:14 PM - Forum: Balance Fu - Replies (2)

Currently I don't think Idol Step really matches up to the theme of the skill, and it's no secret that Idol Step currently makes 1v1s a ballache, and while I don't agree with balancing things solely around 1v1s, I do think this change I am about to suggest fixes all three of the issues that are presented by this skill.

Idol Step's issues:

  1. 1v1 Strength as mentioned is much too strong, the combination of a huge chunk of light damage/healing at once makes it an uphill battle where you have to seriously outmatch your opponent to win.
  2. In teamfights, Idol Step needs to be carefully positioned to hit as few non-key targets as possible, ideally you would hit 1-2 allies and/or 1-2 enemies, this makes playing around this skill kind of annoying for the Dancer themself more than the recipients of the attack.
  3. The Battle Rush attached to the skill is non-negotiable and just comes packaged with the deal, this is great for basic attackers for a couple of rounds but it quickly devolves into a mess of FP sustain issues for the entire party to have to deal with, often enough its kind of trolling your party due to their now limited arsenal of moves (Shukuchi goes up to a 30 FP cost, for 1m, for example)

So here is what I am suggesting for Idol Step to be changed to, these changes should make it match up to the fantasy of gaining as many fans as possible.

Quote:Idol Step -


Dance Skill. Affected units may be inflicted with Charm LV X and are given Battle Rush LV X (based on rank) for rounds each. You will step up to X times (X = Allies and Enemies affected, max. 5), damaging all enemies and healing all allies one time per step, if you have affected at least 5 units, replace Battle Rush with Sharpen on all allies.

Scalings changed:
60/70/80/90/100% Light ATK, Base DMG/heal/charm: 5/10/15/20/25, Rush/Sharpen LV: 2/4/6/8/10



Thank you for consideration as usual.

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