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[3.03 v5] Personal Crysta...

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Snake
Arbalest Is Pretty Good

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Acid Love

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zericosmic
Height Approval

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  Luck Counterbalance
Posted by: Autumn - 08-06-2024, 05:39 AM - Forum: Suggestions - Replies (2)

I think that Ominas and Redtails should have an interaction that cancels eachother out somehow, not because they need it for balance reasons, but because I think it'd be funny.

One idea could be to make fortune vacuum/fortune cookies influenced by eachother's presence, probably within close range, and not a global effect.

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  Racial Shoehorning
Posted by: Druby - 08-05-2024, 11:50 PM - Forum: Suggestions - Replies (13)

While there's a lot of discussion I've seen floating around about how only certain class combinations allow one to play a dodge or not, one thing I don't see mentioned is how races often lock or heavily incentivize players to build their characters a certain way.

There are a good number of races that heavily push players to build them as either dodge or tanks, through both their base racial stats and racial traits. Quick examples are Papillion, who's racial stats lean heavily towards celerity, Felidae and Oracle who's base stats and racial traits lean them heavily towards celerity and dodge, or Lupine who's base stats and racial trait lean them heavily towards tanking. There are obviously others, but these are just the ones that come off the top of my head.

Well now, Dragonruby, some people might be saying. Base stats and racial traits don't define a build. Nothing's really stopping you from building a Felidae as a tank if you really wanted to. And, in some regards, you're right. And, theoretically, you could do so, and the build would work perfectly fine for like 90% of the content in the game. A lot of the issues that this sort of thing brings really comes into play primarily when optimizing characters, fine tuning them for harder content in the game such as Boss Rechallenges, or PVP.

However, it's exactly at this level where this stuff REALLY matters. Hit and Evade are basically in a state of constant cold war, where you hit or evade gouge as high as you can to try and nullify the other. Optimization here can be make or break for a lot of evade builds. It's not as strict for tanks in general, as constant DR is a bit more reliable than gambling whether or not you take a 300 damage crit to the face every other turn, but similar optimization happens at this level, when you start trying to take into account alternate sources of DR, or reaching certain break points the same way one might try to hit certain levels of evade.

Now, consider all of this from the perspective of a new player. You've never seen SL2 before, but it seems fun! You like RP, and you like turn based strategy games, it all meshes! You hop on, and pick a catgirl, cause fuck it, catgirls are cute, and then you find that... Well, you don't like playing dodge. Okay, well you'll retune your character to be tank, and then later on, when you want to get into more proper end game content, you find that suddenly, you're not quite as good as all the other characters and the only way to get around this would be to just completely remake your character from scratch. That's a bit disappointing isn't it? Especially if that's a character you've invested a lot of time in, and you still want to keep playing them, but now you're basically told that to keep up with everyone else, you need to go back to playing something you don't like, or just make a new character entirely.

Of course this is entirely hypothetical, but it's something that I'm sure has happened before, and highlights the issue at hand. People are free to swap around their classes to mix and match and experiment things that do or don't work, but... Your race? That tends to hard lock you into certain numbers in ways that might not be intuitive or is too restricting. Why does every dodge character need to be a Papillion, or an Oracle, or a Felidae?

Of course, I'm not saying to get rid of racial traits or equalize all base stats, part of the fun of the game comes from optimizing numbers, figuring out interesting mechanics that work with different abilities and racials. However, I'd like to suggest that some (if not all) races get new Traits available that can help tweak some of their base stats around to better optimize them for certain roles that break the mold of what their race might usually lock them into. Traits that modify how certain racial abilities work could be great too. After all, an Oracle's racial, which gives them a bonus 10-20 Evade every 2-4 turns (based off whether or not you take certain traits for it) is useless as a tank! Maybe as an example, a trait lets you convert it to something that, every now and then, converts a hit to a glancing blow, which would still play into Oracle's futuresight, narrowly avoiding an attack they see coming, while allowing people more freedom to build them how'd they'd like. This is just an example, and people are free to suggest their own ideas, or other possibilities, but I think it's a general consensus that there aren't enough Traits in the game that make people have to make a decision, and people often have spare trait points that they just don't use. Filling out Traits with some of these options could help to improve build variety and alleviate that situation as well.

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  Non-Mono Arbalest! (Special Armament Buff)
Posted by: TheCommonNoob - 08-05-2024, 07:20 PM - Forum: Balance Fu - Replies (3)

Can Special Armament be made into a main class thing instead of being mono-class thing?

Ever since the rework hype has died down and we take an objective look at the class itself, it's still in a pretty bad shape. With how much negatives to hit there are and the massive amount of work that is involved compared to just being a duelist ranger and critting someone three times for probably more damage you'll ever do by the time you do your singular cool move, there's not much point to playing an Arbalest other than the fantasy of shooting a big gun/bow.

This would at least put it back on the menu for some niche builds.

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  More Bunny Ears
Posted by: pilcrow - 08-05-2024, 02:21 PM - Forum: Submissions - Replies (2)

[Image: pgiclDv.gif]



leporidae have had it bad for too long and lop ears are cute

designed for additive blending



Attached Files
.zip   bunnylopears.zip (Size: 608 bytes / Downloads: 223)
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  Crab's Sprite Compedium
Posted by: CuteYellowCrabby - 08-05-2024, 10:44 AM - Forum: Submissions - Replies (5)

hi. i made a few (4) hair dmis



Attached Files
.zip   hair dmis.zip (Size: 3.31 KB / Downloads: 237)
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  QoL Create Shade
Posted by: Shujin - 08-05-2024, 03:36 AM - Forum: Quality-of-Life (QoL) - No Replies

Can create shades please be used even if one of the tiles is Invalid?

The Maps are very decorated, sometimes very small, but often in a way where one tile is always a invalid, making you twist and turn the thing in hopes to find a valid cast formation.

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  [Version 2.89c] Smelting Cancel Culture
Posted by: Shujin - 08-04-2024, 03:53 AM - Forum: Bug Reports - Replies (1)

I tried smelting 100 iron ingots, realized I only needed like ten. -> Tried to press cancel->Won't let me cancel! (used with a portable smithy station)

Enable cancel culture please!

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  Rarity Un-Clarity
Posted by: Sawrock - 08-04-2024, 03:50 AM - Forum: Suggestions - Replies (1)

A gold hilt/pole/grip/etc. customization component for weapons. It would adjust the weapon's rarity by +1, with ten-star weapons going down to zero-stars for being too gaudy. Pretty much for the purposes of interacting with enchantments, such as Mutation. The component itself could give +5 weight, so I suppose it could be useful for reaching the two-hand bonus too.

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  QoL Alchemy Perfect Effects
Posted by: Shujin - 08-04-2024, 02:33 AM - Forum: Quality-of-Life (QoL) - No Replies

Could we have on the description of the item, maybe say what Perfect Talent does for that Item specifically?

Else its just a lot of trial and error, and it be easier to just have it there instead of needing to test every potion with and without the talent.

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  [2.89c] Wildriding those Orbs
Posted by: Rendar - 08-03-2024, 03:08 PM - Forum: Bug Reports - Replies (1)

If you wild ride an enemy into an enemy solsphere, despite your opponent supposed to be taking 'tile effects', you yourself take the tile effect.

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