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[2.81v2] Pushed into an Air Shaft |
Posted by: MultiWonder - 01-13-2024, 03:54 PM - Forum: Bug Reports
- Replies (1)
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Elements of importance: Air Shafts, Moves that push enemies around
Using moves that push enemies around (such as Repel, Hirazuki, etc) do not trigger the effects of an air shaft (force an enemy airborne) despite triggering effects such as cinders, ice tiles, etc.
Interestingly, if any of these moves push the USER around (a la Hirazuki) and THEY end up on an air shaft tile, the user does end up being affected by the aforementioned Air Shaft.
Recreating this bug (if it is one, since it almost feels intentional..?) is pretty simple. Use a move (or gasprock tool) that can generate an air shaft, and use any move that pushes an enemy onto Air Shaft tiles
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Skills and Songs |
Posted by: Rendar - 01-13-2024, 03:47 PM - Forum: Quality-of-Life (QoL)
- Replies (1)
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Can we have Song skills be put into a new category in the battle menu?
As it stands, with DB/DH (Mostly because of DH), I straight up cannot click/put things on my hot bar(d) because I have like 29 skills. And almost all of them are active skills.
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Summoner Install keeping GUI |
Posted by: polly - 01-13-2024, 02:22 AM - Forum: Suggestions
- Replies (1)
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Probably something brought up before. None of the Youkai have any GUI, yet installing Youkai replaces your GUI with theirs (that being, 0).
FAI, SAN and APT are kept upon installing - it'd be nice if GUI was the same. It would make daggers and guns usable with installs.
I'm pretty sure this isn't a bug but it seems like an oversight. Hence why I'm posting here.
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[2.81v2] Wild Ride gets interrupted by On Hit Knockback |
Posted by: polly - 01-12-2024, 05:30 PM - Forum: Bug Reports
- Replies (6)
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Using a gun that has On Hit: Knockback effects causes Wild Ride to occasionally cancel before travelling the correct amount of tiles. This is most commonly noticeable when you use the basic Shotgun or the Crazy Coyote, but does occur with any weapon that inflicts knockback (and is a gun[such as a mutated Qinglongram]).
To replicate it, simply knock down your opponent with your preferred method (Clay Pidgeon, Double Down, etc.) and use Wild Ride. Even if you do not hit an obstacle, you will more than likely end up getting booted off before moving the proper distance.
Simply giving the opponent Knockback Immunity for the duration of the move or removing the On Hit effect from the Wild Ride basic attacks would resolve this bug. Or well, I assume it's a bug. I doubt it's intended.
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The Tailoring Table & The Cloak of Many Colors |
Posted by: Kiyo Takamine - 01-11-2024, 10:31 PM - Forum: Suggestions
- Replies (1)
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Cloak of Many Colors
The Cloak of Many Colors, a SL1 donation classic to SL2 normal drop. This iconic and beautiful cloak is a fashionable item, the hottest ticket in the world of Sigrogana. And finally in the land of Korvara it's finally craftable.
We hope...
I'm requesting that the Cloak of Many Colors be craftable on the Tailoring Table at level 4. It's a eye-popping cloak and offers some resistance. Everyone will love to show it off in their latest profiles~
Ingredients
Cloak of Many Colors,
Cloth, Armor: 0 Magic Armor: 0 Evade: 5 Weight: 5, 8 - 15% Fire, Ice, Lightning and Wind Resistance. 6 ★, BDPs, A light leather cloak covered in young dragon scales of many different colors, giving it some protection against elements..
Material (Cloth) x3
Toadscloth x1 (The cloth is red, which represents fire!)
Furcloth x1 (The cloth is blue, which represents ice!)
Pureprint x1 (The cloth is yellow, which represents lightning!)
Breezecloth x1 (The cloth is green, which represents wind!)
With their powers combined, they are Cloak of Many Colors!
If approved, there will be another item to be craftable on the table and would be warmly welcomed.
Let's not forget about this beautiful cloak.
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[2.81v2] Upgraded Faults |
Posted by: Rendar - 01-11-2024, 11:02 AM - Forum: Bug Reports
- Replies (2)
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When upgrading gear from it's Normal Version to the Plus version, it loses all modifiers. Enchants, gear material, any upgrades, and also any Qualities.
It'd be appreciated for these things to pass on to the Plus variant of gear whenever you upgrade it...
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[2.81v2] Sound Wave |
Posted by: Rendar - 01-10-2024, 06:02 AM - Forum: Bug Reports
- Replies (1)
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Sound Wave, a Bard skill, has the "Note" tag, like Dark bard songs do. However it does not take durability to use (implying it's an instrument skill), and also does not benefit from Volume Up's range increase on song skills.
Using Sound Wave, also, breaks the Singing status.
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The Tailoring Table & Hand Equipments |
Posted by: Kiyo Takamine - 01-09-2024, 10:23 PM - Forum: Suggestions
- No Replies
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~Tailoring Suggestion~
Hand equipment, much like Accessories, generally provide minor benefits such as increased stats or unique effects that can also be further improved by enchanting hand-slot catalysts that go in them. -SL2 Wiki
Hello suggestions forum, I wanted to create this post due to their being a lack of hand equipment tailorable. On the list there is only Chunin Gloves Plus and Insulated Burning Bracers which isn't a lot of choice at all. I would like to suggest more to be tailorable. I will list a few for considerations. I would like all of these to require at least 3 (Cloth) Material for us to choose from, that way it would be able to get the stats from the cloth material as well. Now, I won't suggest too many and the ones that I suggest will be ones I consider easy and basic to probably keep things balanced. We should be able to buy these recipes from a book called "Textbook of Gloves". Make sure that the icons colors change with the material being used like usual. There are 13 choices of shoes, but only 2 choices of gloves in tailoring, let's change that.
I will choose these 6 gloves.
First, my top three picks. (To be considered first.)
1. Rogue's Work Gloves,
Cloth, +10% Critical Damage, +2 Power if attacking an enemy from behind, 1 ★, For showing enemies your stabs.
(Note: Another great option for an equip.)
2. Dazzling Glove,
Cloth, Dealing Lightning damage to an enemy has a chance to inflict Spelldaze on them for 2 rounds. (Chance = 50% of Damage Dealt), 3 ★, A pair of magical gloves. They shine in a stunning way when exposed to intense light.
(Note: They're just pretty. And tailors love to make elegant things, would work well with an elegant RP involving making one!)
3. Green Gloves,
Cloth, Increases Experience Points gained by 10%, 1 ★, A pair of gloves meant for beginners to hard work.
(Note: We already have the Green Shoes available, why not have a matching set with Green Gloves!)
Lastly, my bottom three picks.(Can be considered second.)
4. Archery Gloves,
Cloth, + 2 SKI + 2 Power to Bow Weapons (Basic attacks only.), 1 ★, A set of gloves made for archery. You don't have to use them for archery, though.
(Note: Another great option for an equip.)
5. Chunin Gloves,
Cloth, + 1 CEL + 1 STR, 1 ★, The gloves of a NINJA! Strike swiftly, strike hard!
(Note: Since we already have plus version available it would make since to have these in too.)
6. Harp Pluckers Gloves,
Cloth, +5 Sound ATK Increases Hit by 5 for Instrument weapons. Reduces the FP cost of Song skills by 10%. (Applied as an Efficiency effect; doesn't stack with other Efficiency reductions.), 3 ★, A decorated pair of gloves that are meant to help take the pain out of playing the harp, or other instruments.
(Note: Also just pretty to look at~ the tied ribbon around the glove would also make for an elegant RP involving making one.)
With these 3 and 1 star items, it should be much more convenient for players to get more hand gear but customized.
Edit: It was just pointed out to me that Harp Pluckers Gloves are metal as I thought it was considered cloth from the Wiki, I would also like to request that it be changed to cloth for more access to players and inclusion to the Tailor's Table. The icon of it looks like cloth instead of metal which would make more sense.
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Aid Me Please |
Posted by: Autumn - 01-09-2024, 09:54 PM - Forum: Balance Fu
- Replies (4)
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I think that Aid is a little weird when you consider that pretty much every other class that isn't strictly Faith or Caster based has a heal that doesn't actually have a scaling to it, I like the novelty of Aid but it is incredibly niche and could be an important tool for monks to generate Ki, on top of that I think its just outdated compared to what Ranger, Dark Bard, any Bard for that matter and even Tactician can bring to the table now.
I'm not asking for Monk to gain godlike support, but I think Aid could do with a 50/100/150 Heal instead of 2x your WIL. I think its just outdated and can be a flat heal with no issue, it already has a cooldown associated to it, so let monks be able to use it.
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Glowing Glow QoL |
Posted by: Autumn - 01-09-2024, 07:55 AM - Forum: Balance Fu
- Replies (2)
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Technically its balance so it goes here but Golden Glow is a bit of a meme passive, I've been utilizing it well so far but I have to say for 5 SP it doesn't feel very worth it when I have to use powerup consistently to maintain it, I'd like for it to be a reward for good ki management potentially so I'm going to suggest the following change:
Golden Glow should potentially activate at a certain ki threshold similar to Woki instead of activating by using a specific skill to reach 30 Ki, I'd propose that it should take effect at 30 Ki and only go away when you drop below 20 Ki. This would stay in line with what it is currently and allow someone to keep it up consistently if they're good at managing their ki, such as with builds consisting of various methods of getting ki like with All Fight or Ki Awoken.
Otherwise I am liking how golden glow functions with my own build currently, I just wish I could have better ways of getting it back up.
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