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  Tail Power
Posted by: Caboozles - 06-15-2024, 12:57 AM - Forum: Approved Characters - Replies (1)

BYOND Key - Caboozles
Character Name: Tammy
Request Type - Character/RP Ability
Just going off a modmail I sent, and was directed here.

Tammy has been practicing magic all her life, and has been utilizing her tail as a method of approach, but still relies heavily on her sword as a casting implement.
With the Surging Tails update, as she continues to practice, I'd like for her to start to be able to use her tails as a true casting focus.

This would not give her any exceptional powers or abilities, as it's just an alternate means of casting her magic, similar to arcane fist as discussed.

Limitations: Although this would mean she could never truly be disarmed, nullstone would still apply to her the same as any mage.

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  Cursed blood makes vampiric sets painful
Posted by: Flun - 06-15-2024, 12:31 AM - Forum: Balance Fu - Replies (5)

the fact that the opponent can dispell your buffs with cursed blood via simply existing is fine and all, though as it stands the negatives to cursed blood are less than punishing for the shutdown of vampiric builds and even those who don't even lean into it

-10% status resist is pretty ouchie on san or faith builds, as they may actually want to keep their resist, though for the non summoners/curates who dont build either, or even just build one, it's absolutely free, status resist can be very all or nothing at times, and the difference between 20 and 30 status res doesnt matter all too much when the current skill dumping meta sees people with 140 status infliction on average. The added bonus of lowering enemy status resist on stuff like ghost is neat for them too, so there is further reason to use it with essentially no downside there too.

A build maximising vampiric has to accept for the fact that they wont be retaining any beneficial status effects, though people who just want to use one or two items and not fully lean into vampiric also need to do this (like bards using blood flute). The worst offender here is ruler giving vampiric to other people through seal of labours, which can erase their ruler and other buffs just through hurting other enemies. 

For something that's meant to be a detriment to your blood, it's drawback of -10% status res doesn't really feel that impactful, I think the trait could retain its negative effect of dispelling buffs from vampiric sets, but in turn costing more to use, perhaps something along the lines of -5 vit or -100 or -10% max health for it's user, something that would genuinely come from cursed blood. such a downside could help with the issue of people just using it for statistical benefit due to how free it is and keep it more in line to being used by characters who's body is actually suffering from some dark force.

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  [Character] - Appearance - Wyverntouched
Posted by: owarinohebi - 06-13-2024, 06:11 PM - Forum: Approved Characters - Replies (3)

Applicable BYOND Key - Kurokonoha
Character Name - Mizuhiro Aoumi
Request Type - Minor Out of the Ordinary Character Appearance Change
Request Details -  A simple change regarding the character's tail. To fit a more aquatic motif, instead of the standard Wyvern spines, giving finned ridges and maybe an aquatic-esque tail tip at the end. Doesn't even have to be functional to aid in swimming
Specific Request - Namely just a more aquatic appearance, even if nonfunctional or semifunctional to the individual character's tail. If it helps, I'm gonna have him be from Meiaquar as a Tidecaller.
Reason why you are making this request (if applicable) - I just thought it was a neat idea to fit a little aesthetic twist to my aquatic wyverntouched character
Roleplay & Lore supporting your request - To my knowledge, there's little to no lore on wyvern environmental evolution to support my claim (Other than maybe Ice Tyrants being Ice Wyverns? Their sprites are literally wyverns after all), but I did see something on Sea Wyverns before, but I don't know if that's fan made or not.

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  bloodsoaked buff
Posted by: FatherCrixius - 06-13-2024, 04:50 PM - Forum: Balance Fu - Replies (3)

in boss fights bloodsoaked should make u spawn the max amount of enemies, even when solo..
should not need 3 goobers to get more jammers.

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  Curate/Priest Dodge Buffs
Posted by: Caboozles - 06-13-2024, 12:54 AM - Forum: Suggestions - Replies (4)

Why?
Dodge as it stands is currently not supported by a lot of different classes. This is being proposed to open up dodge to more classes. In this case, Curate. Or Priest. Either or.


The implication with these is just that Dev has asked to propose something interesting, so I intend to do that. It also creates a situation where if something is too strong that there are other ideas here to snatch from.

I don't expect more than one buff, and I don't think every class needs 3+ dodge buffs, but just something to help them.
I've also made every single option here simply 3m and 3 ranks because Curate and Priest both are hungry classes for SP.

I will be using 60 faith and 54 faith as a breakpoint for this, because 60 faith is pretty much the upper limit someone can attain 'sanely' (even Phenex and Glykin require 75 points to hit 61), and 54 faith is an upper limit for a lot of races pretty sanely (0 Faith races can hit this with 60 total)





  • Refraction

3m, Single in 5 range, Mercalan. 30 FP.
A spell that wraps the target in light, making it harder to hit them. The target gains evade equal to X (based on Rank) + 50% the caster's scaled FAI. Lasts for 5 rounds. If used on a target that already has the effect, the effect will end, but all enemies within 4 range will take Light Magic damage equal to Light Attack x3 the Evade bonus and be blinded.
Rank 1: Evade Bonus +5
Rank 2: Evade Bonus +10
Rank 3: Evade Bonus +15

As you can tell, this is just fortune wind with some minor differences. Honestly, even the part about the light damage or re-applying doesn't need to be added. Even without, it's just a good and strong evade buff.
Since curates and priests tend to have much higher FP pools, I structured it more around the cost of distortion (30, 28, 26) instead of that of Fortune Wind. (16, 15, 14)
This is still a pretty strong buff, but it does add another potential evade tool and supporting tool for evades.

Would not apply to Mass for obvious reasons.

50 with 60 faith and a spirit
45 with 60 faith and no spirit
47 with 54 faith and a spirit
42 with 54 faith and no spirit

  • Refraction
3m, Single in 5 range, Mercalan. 30 FP.
A spell that wraps the target in light, making it harder to hit them. The target gains evade equal to X (based on Rank) based on the caster's scaled FAI. Lasts for 5 rounds. 
Rank 1: 30% of Caster's scaled FAI
Rank 2: 40% of Caster's scaled FAI
Rank 3: 50% of Caster's scaled FAI.



This is obviously a nerfed version of the above, but more or less the same. This is still a reasonably strong evade buff, just significantly less and still requires a lot of faith to function. 

Still would not apply to Mass for obvious reasons.

36 with 60 scaled faith and a spirit
30 with 60 faith and no spirit
32 with 54 faith and a spirit,
27 with 54 faith and a spirit
  • Radiant Baptism
3m, Single, Mercalan. 30 FP.
A Priest is one who walks in the light. A singular light tile that the user is standing on is consumed, wrapping around them and granting an evade bonus for seven rounds equal to the level of the light tile plus a bonus based on rank.
Rank 1: Evade Bonus +5
Rank 2: Evade Bonus +10
Rank 3: Evade Bonus +15

This is actually a pretty strong skill that can easily get you 45 or 50 evade, with the expense of it actually being secretly more than 3m.

Brighten will not drop a tile on you, so this is secretly a 7-9m evade buff, that requires a bit of setup to execute. It requires movement, away from your cozy spot, prevents you from dropping a sanctuary until this is executed, and consumes a light tile.
This also acts as a bit of counterplay for existing light tiles if someone drops one on your face, turning their weapon against them.

Also, to hit 50 evade a spirit is mandatory somewhere, even on the highest ranked options.
  • Atonement
3m, Single, Mercalan, single in 6 range.
Absolving one of their sins can lighten the body and soul both of one who receives such a blessing, increasing their evade for 5 rounds (based on rank)
Rank 1: 30 FP, +10 evade
Rank 2: 28 FP, +15 evade
Rank 3: 26 FP, +20 evade

Light distortion. A simple enough effect. Again, not applicable to Mass just because I don't think it should become a bread and butter aoe buff. I'd rather have some sort of investment required, but a buff is a buff.
  • Providence

3m, Single, Can be Massed, Enchantment, Mercalan, single in 3 range.
Through the blessings of a curate, an ally is infused with divine power, increasing their evade (based on Rank) for the duration. Lasts 3 rounds.
Rank 1: 8 FP, +10 evade
Rank 2: 10 FP, +14 evade
Rank 3: 12 FP, +18 evade

A third complementary spell option, hits 22 with a spirit. This is like the worst option of what I mentioned above, but it's the only one that could be massed as an option for others.

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Tongue Skullcat's massive bias | Priest Thread
Posted by: Skullcatrons - 06-13-2024, 12:20 AM - Forum: Balance Fu - Replies (6)

[Image: tUJnDh4.png]


Once again I am asking for priest reworks (two years after previous thread found here.)

For new readers, and people who have never felt the grace of God (Literally playing Priest). I'll basically list out every skills, their current issues, and the perspective of priests. If you're here to complain about heal-bloats, go kill Ray instead. 

Priest is a class that have no main-class advantage, and therefore easily allottable choice into subclass option with no real consequences. 
Half the skills that Priest have to offer are generally lackluster, and you may be surprised to have points left over.
And a firm reminder that Priest remains to be the most solid stat-stick class that exists.

So now that it's been two whole years. We'll discuss the changes that Priests have received during these time-period. They are:
Long-term cure have been fixed.
Treatment skills SP cost went from 5 to 3.
Divine Shower have been nerfed to have three round cooldown.
Divine Judgment is upgraded to make person vulnerable to Antithesis, Blessed, and Holy Enchants. Also loses Elemental ATK * LV.
Blackened Faith Passive.
Stave of Restrain Nerf.


As per-usual. This will list out all the current skills, their current flaws or so. Note that some of the skills have been upgraded to better condition compared to before.

GOOD
Priests' abilities that have been considered generally a must-have, or strongly considers.

[Image: NuQfWOF.png]
Staff Mastery
The Staff Mastery haven't been nerfed, buffed, or modified. It still grants you +10 effective stats increase if you have 5 staves equipped to your item belts. While you're sacrificing access to potions, bombs, gems, and so goes on. 10 more stats allow for more build flexibilities. It remains the best part of Priest no matter what.

[Image: pBicIFm.png]
Piety
Effectively a stat-increaser passive like most classes tend to have. Having more faith is always nice to have. Allowing you to spend less points into that stat specifically.

[Image: X74xvMd.png]
Detailed Care
Detailed Care have remained Priest's massive supporting potential. Often the constant whining, complaints and frustrations as it amplify the healer's healing potential when the party is within one tile radius of that healer. It have remained the crux of the core healing center for long as it had.

[Image: 0LVMUPg.png] 
Malmelo
This spell have never really deviated, or fell out of favor with Priest as a whole. It still uses Scaled FAI/2 up to rank cap*6 when healing HP%. More effective on high HP party-members, otherwise not so great when using it on dodgies. It's still good spell overall, and have not been modified since then. Still have 7 rounds cooldown.

DECENT
Priests skill that are very nice to have in practice, or useful to kit. But not sought after right away.

[Image: i9UiqLF.png]
Strong Legs
As previously stated in last thread. It's worth if you're first to go and you're within range to cure a companion's knockdown. This is more favorable now that it have received a SP squish. Allowing you an option to take it without agonizing too much. Combine this with Longterm Cure, and you can keep your companion from ever seeing knockdown ever again for seven years (turns).  The problem is, if you're not first, you're last. And this will never be helpful.

[Image: kRtGouI.png]
Divine Shower
Divine Shower is mapwide damage. No longer spammable as it used to, it had been placed off it's glorious throne. But it is still good skill to have in possession, and far better as an opener rather than something that you sit back, and spam to oppress the enemy constantly. Even with three round cooldown, it is still decent skill.

[Image: 9lYMpZS.png]
Judgement
In previous thread, this used to be kind of garbage. But with changes done to it. Holy, Exorcism, and Antithesis effectively being effective against Judged character. This skill have received a good quality of improvement. The downside is that people will still run away if they know you're going to judge them. So having Blink, or some movement skill that won't break your invocation to slap it on them is still required.

[Image: SGrJGFA.png]
Sanctuary
This spell haven't received any serious changes. And still remains a decent ability for Priests to utilize to deny AOEs, and so goes on. Though with implementation of Ruler who have Rookstar that can destroy their Sanctuary spell, it actually doesn't affect them much because Rulers don't play Sigrogana Legends 2.

Okay
Priest skills that aren't that very great, or impressive but you could take them either because there's no better alternative, they're niche, or not that bad.

[Image: S0YN5yA.png]
Holy Spark/Shine Ray/Needle
These three offensive skills have not been altered in any real way for Priests. They are still expensive to cast, hence why you need so much FP to play this class.

[Image: R8Qy3x0.png]
Purify Poison/Cool Burns
While they've received SP reductions, and with longterm cure fixed. They're not as bad as they used to be. The real answer is why would you actually take these. They have stave variants, and the major factor determining whether or not you want these is SP cost. But then taking staves would give you 4 stats. So why would you want these?

[Image: MyUsJdP.png]
Mercalan Mist
You'll earn hateful ire of that one guy who really, really hate mercalan mists for some reason. But Mercalan Mist haven't been modified since last thread, and after some consideration, truthfully serves it's purpose less. Most dodgies don't actually need the mist. The regenerations are not that impressive, and not many people play Lightning mage especially since Evoker got changed massively. 

Garbage
Skills that you shouldn't take, but someone out here will for some bizarre reasons or very specific build.

[Image: ppktkju.png]
God Rod
God Rod is mainly used just to allow you to spelledge Monk's Priest stave, and few rare un-spelledged staff sub-tag of spear weapons. But you'll almost never find yourself using these outside of Monk's Priest staff.


[Image: Omgy3Ws.png]
Gentle Torrent
This is debuff round reduction spell whenever it travels over an ally. Problem is, it stops when it hits an enemy. So this spell requires positional to line up your strike, and hope the Torrent will ride over your ally to reduce their debuff by one round. the SWA isn't that impressive. And it's three round cooldown. Just use Water Pillar for water damage.

[Image: YMvunF4.png]
Mercalan Tenets
Yeah. It's still the same. It's garbage. Why would you give up battle belt slots that gives you stats just so you gain some FPs giving someone healing consumable? Why? Why? Why? Why? Why? Why? Why?


[Image: f5eEZ7M.png]
Shine Knight
Oh it's better spirited. Oh it's absolutely worth it. Oh it's so good. Believe me bro. I'm totally not coping, chugging fourty pound of copiums. I swear on my mother! Okay but seriously, if Protect Skill get fixed in Solblader release. They might become okay. Just that they still sucks with that heavy momentum investment. But then we're treating them like weaker metalaegis at that point.

[Image: fVF0xYy.png]
Lmao no yeah no

[Image: oLEl6iy.png]

I didn't ask for this.
Goddamn 'Dark spells' sympathizers.
I will find you.
I will steal your chocolate milk.
And you will not stop me.

Some of the problems still remains. And while there are improvement. We still have circled back to same issue we've had before. The skills that are good to us, are still good and the skills that are bad slightly improved, but still remain unattractive due to other things. Mercalan Tenets gives you 15 FP per healing consumable used, which beggars the question why the hell would you not just chug blue potion which gives you 45 FP each and you can spam that far more than just expending one SP. You also don't wanna give up your skill-points to grab treatment skills because there are stave alternatives, and they can do job just fine, barring the fact that they won't have immunities but it's not really an issue or it doesn't really matter.

Gentle Torrent still remains garbage at best.

Shine Knight still remains a player-bait skill, and while Protect changes may see prospect of their viability,  I still don't have high hope for them.

Devocation still exists in this iteration somehow.

God Rod does not make me cast with Shinesword still. Sad

And Elves remain an objective reality that isn't wiped out by the superior theno masterrace.

Obligatory Priest thread post. None of you will read this.

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  Nun Stuff
Posted by: caliaca - 06-12-2024, 11:56 PM - Forum: Submissions - Replies (2)

Here's a bunch of nun stuff I comm'd. 


This is both sprite stuff and the idea was a gear piece with like 2 will / 2 faith pray restores more fp or something to act as an analogue to priest robe's default FP.

Cool.



Attached Files Image(s)
       

.zip   filia_comm.zip (Size: 3.8 KB / Downloads: 179)
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  [v2.87 v3] Earthbound Fog + Confusion
Posted by: Trexmaster - 06-12-2024, 02:34 PM - Forum: Bug Reports - Replies (1)

Confused allies will be affected by Earthbound Fog even if the user of the spell is not confused, being unable to use offensive abilities if they had used Movement that turn.

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Exclamation Add intro regalia tester in the dev room on test server
Posted by: Kiyo Takamine - 06-12-2024, 06:25 AM - Forum: Suggestions - No Replies

It's strange it's not in there

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  Character Sprites: Icon limits
Posted by: Trexmaster - 06-12-2024, 06:19 AM - Forum: Quality-of-Life (QoL) - Replies (1)

Very simple suggestion.

Remove the restrictions on icons from the same 'category' so we can have multiple gloves/torsos/certain facial hairs/whatever.

For example: Almost all torso items cannot be used with another item in the torso category. There are some exceptions like the newer split-part torso icons, but for the most part almost all torsos share this restriction of one only.

This was a thing pre-layers and never got changed to let us fully take advantage of being able to tinker with layering for icons that could potentially work well together if they were allowed to be used in tandem (i.e. the partial gloves + gloves, various forms of facial hair).

Though the sprite system itself could use some love this doesn't seem like it'd break anything to adjust. Hopefully. Maybe. Probably. God only knows.

If it's a concern of having too many icon parts there could be a hard limit set.

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