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Fire Elemental and Wind Elemental |
Posted by: Rendar - 04-18-2024, 08:30 PM - Forum: Balance Fu
- Replies (5)
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Yukionna does not trigger Ice Sheets when walking along them. This stops her from being able to kill her opponent dead if she somehow gets frostbite.
Wind Elemental gets a high damage move, and can trigger traps (deserved), but reflects wind damage. Which makes it a fantastic option to just throw out and forget. If they get hit by a wind AoE, it shifts momentum from you in a way that's never recoverable.
Fire Elemental gets a high damage move and can trigger cinder tiles to reflect the damage back to the person that made them. Making their best damaging option against a cinder build "I spend 7 momentum to run around in cinder tiles to kill you with zero recourse."
Wind Elemental should get the Floating tag so it can't trigger ground tiles.
Fire elemental should either get the floating tag, or simply not trigger Cinder Tiles.
Or just. Both of them don't reflect common damage types, same for Yukionna, and it being changed to immunity. Summoners been eating 2 damn good.
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Characters of a greater fortune |
Posted by: FatherCrixius - 04-18-2024, 05:22 PM - Forum: General Discussion
- Replies (20)
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I have long since been of the mind that SL2 handles player strength very very poorly for a roleplaying medium.
Keeping things brief-- My suggestion is two fold. Feel free to skip the explanation and respond with awful no good terrible opinions below.
- GM's are permitted to play stronger characters, characters with mob-profiles, higher levels, event tool buffs etc if it is narratively poignant.
- Players are allowed to character app for level-cap increases in the same capacity as the background apps of now.
Why?
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New Prop: Suspicious Bush |
Posted by: AkaInuHime - 04-18-2024, 07:38 AM - Forum: Suggestions
- Replies (5)
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It would be nice to have the nest sprite be placeable as a prop, especially if it could go on top of the player like the skill itself. It'd be a fun, cute little visual for a character hiding in ambush or spying on others ic, and best of all, the bush icon already exists, so it'd probably be pretty easy to add.
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Invention application - project R.O.V.E.R. |
Posted by: CabbitNet - 04-17-2024, 07:30 PM - Forum: Applications
- No Replies
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Applicable BYOND Key - CabbitNet
Character Name - Tiara Terrarria
Request Type - New Technology
Request Details - Roaming Onboard Vapor Eating Rinser
The Jammer is a marvelous creature known for many mutations and uses beyond just food wastes. They are pretty easy to tame and while still vicious when needed they have the ability to cleanse water of most difficult compounds. Thus teaching them not to eat anything what they can and cannot eat came with many years of testing and experimenting. The second step involved putting them in a contraption that could both serve as better mobility and also insure the safety of the jammer incase of a chance it was stepped on or rolled into anything. Thanks to M. A. P. I was ability to miniaturize the construct to allow even a jammers movement to trigger it to move. Ofcoarse having a slight bit of magic to it it does tend to hover slightly to help it not eat the floor.
Simply wet the dirty spots you want clean and the slime will absorb and cleanse the water without damaging the floor.
A few prototypes have been given out already but nothing working more then just a tamed jammer doing its thing.
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SL2 Version 2.85 |
Posted by: Neus - 04-16-2024, 09:40 PM - Forum: Announcements
- No Replies
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2.85
Archer - Nest; Can now target tiles that contain units (including yourself).
Monk- Ki Awoken; 'Overload' effect of stunning and ending the status removed.
Kensei- Absolute Stances; FP per round changed to 10 (from 15). These skills are also now Airborne Compatible.
Items- Blue Ki Controllers; Now is part of the Like A Dragon set, due to popular demand.
- Ninja Kote; Mozu Otoshi now cannot be parried and it ignores evasion (because you can't dodge the ground).
Monsters- For Medis, Relei, and Radigal; Increased basic rarity equipment drop rate. Added a 'high rarity' drop chance to their loot table. Added an existing item that is applicable to the respective boss' enchant to their loot table.
- Monsters with a level higher than 60 now have a higher minimum item drop rarity (based on level, up to 4 rarity minimum).
- Increased maximum number of high level enemies that can spawn in level 40 ~ 60 dungeons, and a few level 20 ~ 40 dungeons, on Korvara.
- Additional adjustments/PvE features will be added in future updates.
Event Tools- Added a new linked object for lighting (/obj/placeable/linked_obj/ignore_mouse/light_circle), which is similar to the other ignore_mouse obj, except this spawns a lighting circle that can be customized.
ETC- Rainbow Ki's aura effect is now transparent to the mouse.
- Gathering success rate for enemy corpses is now 35% (from 25%).
- Added a 'toggle-conceal' verb for items; this individualized setting allows items that would normally be concealed by the Concealment talent to be viewed in your profile, but still hiding information that would be hidden by that talent. (IE, it'll only show things like weapon type, name, description, and icon).
- Added a weapon icon display for; basic attacks, damage instances, Special Strike triggers.
- Item descriptions now use 515's support for rendering obj references in the browser. (You won't notice anything different! Means that the item icons don't get dropped into the cache though.)
- Automated Shopkeeper's manage shop menu now leverages the same as above, making it much more responsive and allowing it to properly render custom icons and 'new' items.
- Black Spirits have been changed so that regardless of mass or single, they all give +5% damage to the specified race. (Older spirits may have outdated descriptions.)
- Fixed a bug where Edit Mode wouldn't properly update the scale field when clicking on a new object.
- Fixed a bug where monster allies that were created (such as via Jade Insect Whistle) or converted would persist in the party list, creating issues upon starting a new battle.
- Fixed a bug where all parties in a battle simultaneously being incapacitated would cause the battle to freeze.
- Fixed Wear Down (potential skill)'s description as it erroneously said Wear Down (status) reduced Armor by 5 x LV instead of just LV.
- Various forum bug fixes.
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Quickness |
Posted by: PantherPrincess - 04-15-2024, 10:41 PM - Forum: Balance Fu
- Replies (5)
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So, same thing as my post on Invigoration. This skill is very flimsy for the momentum economy you have to pay and another relic of the past. 6 bonus CEL and +2 Move is not much when you think about it in comparison to a lot of other buffs. Shukuchi, Blink, Charge, etc all do a great job of being the mobility their class identity needs where as Quickness is something you slap on because you have it and better something than nothing. Now, I don't think Curates should be the most mobile class and that is not my intention but I do believe their enchantment skills are lacking. Quickness should turn your normal movement into Teleport movement similar to how Bluebeo/Shukuchi does. This does not give you any advantage in terms of movement tile range as your range is still the same however you get something nice out of utilizing this skill this way which is helping you traverse all of the terrain and tiles people are capable of throwing down and restricting you completely from moving.
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Invigoration |
Posted by: PantherPrincess - 04-15-2024, 10:34 PM - Forum: Balance Fu
- Replies (9)
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This skill is very underwhelming and is a relic of the past where bonus stats weren't affected by diminishing returns. It is also underutilized amongst your options as a Curate because you are spending 3M and 12 FP to give yourself (and allies if you choose to which turns into 4M then) 6 STR/WIL for 3 turns (8 rounds if you max out Prolong). My complaint is not what it currently does but what it should do. I believe that an enchantment skill should have more to offer than just diminished bonus stats, therefore, a simple tune up of adding + Rank (3 power max) spell power to all spells you cast should suffice. A simple addition yet very useful for spellcasters.
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Windswept Gi-Rework |
Posted by: Shujin - 04-14-2024, 10:40 PM - Forum: Balance Fu
- Replies (4)
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As a Rebell against the idea of 1 attack evade buffs I would like to suggest a change in windswept to better please Dodgers needs in the mage sections of things.
New Effect:
Gain +3 Evade for every Sylphid Spell you cast, caps out at 20 (so thats 7 Spells to cap out on here. 5 if we do +4 Evade per cast)
Embroidered Windswept:
Gain +4 Evade for Every Sylphid Spell you cast, caps out at 25 ( 6 spells for +24 evade, and the last evade need the 7th cast. 5 casts with +5 Evade per cast.)
Duration I personally would set to something long or perma even. Numbers can be adjusted, but I think most people are alright with a slightly slower build up passively, for having a better buff at the end. Mages could need a little bit of dodge support. Most wind mages will start with a Talvyd enchant, so the first cast is free. Buff should be cleansable.
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