Poll: Do you think Rulers should get help with their setup?
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They should!
50.00%
3 50.00%
They should but not this way (Post please!)
16.67%
1 16.67%
No. They're fine as it is.
16.67%
1 16.67%
Skullcatron is MOST horrible person and should be permabanned from SL2!!!!!!! (BAN HIM NOW!)
16.67%
1 16.67%
Total 6 vote(s) 100%
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[Ruler] Quality of Life (and fun) suggestions.
#1
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[Cruel Enchant]

The Cruel Enchantment is 1MV 10FP skill that converts all mages/rulers enchantment into 4-tile diamond radius. Inflicting all kickback damages, and applying the buff to everybody in that radius.

While some of enchantments from rulers are fairly strong. They however have large cooldown. 
On other hand, rulers have to apply several enchantments and wherever they want to do another action. They can't!
Because Cruel Enchantment cast 1MV just like Curate's Mass.

The thing is, why? It's not Curate's Mass. There's no massive heals. There's no mass resurrection. There's no mass rescues. 
It only converts Ruler/Mage buffs into 4-tile radius. Therefore I dangerously propose that we remove 1MV cost from Cruel Enchant.
This would make it so Ruler that have Fleur or Twin-dance would at least be able to AoE-buff at least two time, allowing
a faster flow of combat.


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[Seal of Fortune]

This enchantment is perhaps the most important component of any Ruler's toolkit. All rulers must take this skill as it is mandatory. 3MV with 15 FP cost on 5 turn cooldown. It's essentially a FP regeneration buff (for having more mage/ruler buffs), that is critical for automatons to have as this buff grants them one level of automatons. However that is not enough when they can do two actions per turn.

To least reduce the amount of insane buffing and setting up for rulers. The Automaton energy generation formula should be introduced.
Rank X / 2 Automaton Energy level generated (rounded down).

What this means is that if player spirited Seal of Fortune, their automatons will generate 2 levels of Automaton energy per round.
Reducing the amount of enchantments they need to be doing. They're still casting other buffs at very least.


What do you think?
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#2
I've made suggestions for Ruler in the past, and I really don't think this would push us out of the muck so to speak.

The issue with energy isn't really a matter of not enough energy from fortune seal. Instead I feel like it's the necessity of seal of fortunes that holds us back. If you use your pawns and apply fortune seal turn 1, you're chilling. You get the energy you need by the time they're upgraded. The issue arises when your starter pawns die, and/or you didn't buff them early, resulting in needing to get the engine running which costs very precious momentum mid-battle, which you can't really spare. As a result, this change would only be a tiny buff to the overall ruler playstyle, although I guess I'd take it. However, I really don't like the idea that you'd need it spirited. I mean come on, why?

As for cruel enchant, this is a fairly niche thing. It's only really useful for certain class combos. But I would gladly take the momentum buff, it would especially be good with curate setups that want to use mass (like druid). I am currently playing Druid/Ruler and it would genuinely help me a lot.
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#3
I'm really the only one running out of automaton energy from double turning? Odd but i do get my upgrades out by turn 2... maybe thats why.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#4
(01-05-2025, 08:41 AM)Poruku Wrote: I've made suggestions for Ruler in the past, and I really don't think this would push us out of the muck so to speak.

The issue with energy isn't really a matter of not enough energy from fortune seal. Instead I feel like it's the necessity of seal of fortunes that holds us back. If you use your pawns and apply fortune seal turn 1, you're chilling. You get the energy you need by the time they're upgraded. The issue arises when your starter pawns die, and/or you didn't buff them early, resulting in needing to get the engine running which costs very precious momentum mid-battle, which you can't really spare. As a result, this change would only be a tiny buff to the overall ruler playstyle, although I guess I'd take it. However, I really don't like the idea that you'd need it spirited. I mean come on, why?

As for cruel enchant, this is a fairly niche thing. It's only really useful for certain class combos. But I would gladly take the momentum buff, it would especially be good with curate setups that want to use mass (like druid). I am currently playing Druid/Ruler and it would genuinely help me a lot.

I can understand that and it does raise a good valid point. But the idea is to sacrifice a valuable spirit-slot to gain a fairly decent advantage. Also requiring you to put yourself on the risk-factor by being classified as possessed.

Overall it would (as you pointed out, it's a necessity) be nice if Ruler isn't dependent on Seal of Fortune to actually make pawns viable. But they are. Because if they don't. They'll have to stuff every enchantments onto their pawns under the sun and that would mean they spend less time contributing themselves to the fight than actually doing anything.

Which comes from the usual drawback of buff spells being usually not that impressive or amazing.

On other hand, Cruel Enchant is better being 0M 10FP. Easier to slap on an AoE buff after a fleur proc and then proceeding. Allowing them to do Attack > Attack > (Cruel Enchanted) Buff without needing a mystical 10th momentum to pull it off.
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#5
Let talk about other things that Ruler need improvement toward. Mainly the Offensive Whip-line skills.


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This is Simple Shell
It's a single-target skill that doesn't qualify as a basic-attack. If it lands a hit, it'll inflict a debuff condition called Crystalize (-1 movement). This debuff is meant to be used in conjunction with the next skill:


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Complex Shatter.
When an enemy has Crystalize debuff, you'll gain +15 additional hit vs them, and spawns 2 gemstones. Before immediately removing Crystalize afterward.That's it. This also qualifies as a basic attack for sake of skill check, and criticals.

So see the problem here?
Essentially Simple Shell requires you to land a hit on a target. Then you follow up with Complex Shatter which allows you to spawn 2 gemstones. You might be inclined to see that you're getting 4 Geomaterials (potentially 5 if you crits with Complex Shatter), BUT because it requires you to land a hit. Which depends on the whip weapons you're utilizing at the moment, if you can't hit the dodgie. You're not hitting the dodgie ever. Meaning that the +15 hit chance is redundant. 
On top of that. If you're a ghost/ruler, and were to simply basic attack, Stone Dragon, and then Despot drill. You get 7 geomaterials instead. Meaning that doing this method is only if you're a non-critical ruler.... And why would you want to do that when you could still just Stone dragon/Despot drill and get 6 geomaterial ANYWAYS?
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Personally Simple Shell should be changed from this two round cooldown to five round cooldown, be treated as Great Accuracy skill with baseline damage damage (100% SWA across 3 ranks), with only rank-up increasing the range of this whip skill. 
To which they would do a status infliction check to see if it crystallized. Then a person can use Complex Shatter to gain a hit on an evade character.
But that's just one of the few challenges that this class has a lot of.
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#6
Yeah those two skills may be one of the weakest parts of ruler, which is saying something.

Anything that buffs the synergy and makes these more reliable would be awesome. I mean it's a single target combo, I think it definitely deserves to be better than this and, of course, it should be more consistent as well. Just making the crystallize always land regardless of hit would already make this have a place in someone's toolkit, even if it'd still be bad. A longer cooldown and a genuinely powerful attack would be even better.
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#7
If we remove the ability to generate gemstones quickly I vouch for more ways to generate gems and gold so stone dragon doesnt feel NECESSARY if you dont run crit. Also I really like the automaton energy granted by gems and gold pieces because it lets automatons gain energy more often.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#8
(01-17-2025, 12:58 AM)Raigen.Convict Wrote: If we remove the ability to generate gemstones quickly I vouch for more ways to generate gems and gold so stone dragon doesnt feel NECESSARY if you dont run crit. Also I really like the automaton energy granted by gems and gold pieces because it lets automatons gain energy more often.

This doesn't take away gemstones. But I wouldn't rely on gemstones or gold ores for automaton energy. They're random and not that reliable.
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#9
Yeah the fact ruler relies on stone dragon fairly often is kinda sad imo. There should be something like stone dragon that is actually made to harvest material, and command: dig is simply terrible for this purpose unless you're like, a grand summoner or in a team with many peeps
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#10
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Let talk about next thing that make this unfortunate. 
As you know, Tactician have a Performance rating.
Wherever an ally die. The performance rating resets to D.
There are exceptions, like Dark Eye who won't reset the rating.
But for Ruler's Pawns, and Balrog's Flame Warrior. Their death will reset the rating.
And you know, they're going to more than likely die almost more than anything else.
Especially Pawns who can't move fast to evade danger.
It would be nice if these two things are exempted from performance rate erasure, as to allow synergy with Tactician rather than punishing the Tactician for being well, Tactician.
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