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HentaiVerse 0.74, This thread always had a description. |
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Feb 24 2013, 05:20
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sigo8
Group: Gold Star Club
Posts: 3,451
Joined: 9-November 11
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QUOTE(aloc1234 @ Feb 23 2013, 19:16) Hey temboro, if you happen to read that, please don't forget to fix the IA cost.
He said he put it on his todo list. I'm guessing the problem is too complicated for a quick fix.
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Feb 24 2013, 05:24
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jcullinane
Group: Gold Star Club
Posts: 2,676
Joined: 2-April 10
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QUOTE(teenyman45 @ Feb 23 2013, 19:00) How about a truly enduring and reliable way for mages, using their existing staves, to be able counter the super-high resist ratings that many monsters have which allow those monsters to be unaffected by a half dozen or more spells in a row.
What should happen is to make every avoidance or nullification a mob is successful at reduce the chances that they can instantly do it again. So if a mob resists once, the chance goes down to resist a second time, and further a third, etc. While there are exceptions (an ice creature probably really should be almost immune to cold attacks except for the magical factor of it), it makes sense that if all a mob does is keep dodging, they are going to tire and it should be harder to keep doing that again and again in the same round/battle. If nothing else is should cut down and/or eliminate game-balance breaking triple-quadruple-quintuple counters. - JC
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Feb 24 2013, 05:26
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piyin
Group: Gold Star Club
Posts: 10,798
Joined: 4-February 09
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what about if we put a button on HV when fighting a monster(s) and if we click it right we won and if not we lost... doesnt things go much that way with the updates? VOTE NOW!!!!
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Feb 24 2013, 05:31
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fishinsea
Group: Members
Posts: 1,813
Joined: 20-November 10
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QUOTE(jcullinane @ Feb 23 2013, 22:24) it makes sense that if all a mob does is keep dodging, they are going to tire and it should be harder to keep doing that again and again in the same round/battle.
Before that happens stun should prevent parry (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Feb 24 2013, 05:36
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KXM
Group: Members
Posts: 167
Joined: 8-August 08
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Is there any reason why maze master and ponies take so much goddamned stamina? I'm 100% sure I get the maze master correct all the time, however, I'm still losing blocks of stamina.
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Feb 24 2013, 05:40
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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QUOTE(fishinsea @ Feb 24 2013, 13:31) Before that happens stun should prevent parry (IMG:[ invalid] style_emoticons/default/laugh.gif) Agreed. If you're stunned, you're in no position to either Evade the hit, or if you Parried it once, you sure as shit can't Parry it again the next time. Hell, for that matter, logically speaking, every 10 points of STR should reduce Burden by 1 (since you can shoulder your burden better as you get stronger, see). But since when did TenB do anything remotely resembling logic? I point out that the old Protection did something similar to mitigating your damage 2x, he says no, and then later we find out that indeed, he FUBARed the old spell so that it *did*, in fact, mitigate your damage 2x. And no apologies or 'Oops, I goofed' or anything. The steady nerfing of Heavy Melee is ridiculous. Mana costs are fantastic, IA is buggered (except for SoL, because it *still* saves mana WHEN IT TRIGGERS A FEW HUNDRED TIMES), Burden is crippling. But then, it's SNAFU for HV as usual. It's enough to make me *happy* to go to church early Sunday morning. I WANT TO EAT EVERY DAMNED PONY ON EARTH!!! Horseflesh FTW!!1!
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Feb 24 2013, 05:41
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11
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QUOTE(KXM @ Feb 23 2013, 19:36) I'm 100% sure I get the maze master correct all the time
Then you're remembering wrong. The penalty structure is the exact same as it always was.
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Feb 24 2013, 06:12
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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Regen, Potions, and a few other time based buffs got nerfed this patch.
Before, I could just run regen and rely on it healing me each turn. Now, it heals me like once every two turns? Three turns?
Same with potions.
On the other hand, this makes the new ET slightly more viable since you have more turns to keep it active.
I think there should be a new spell called lightweight. It should give you -25% to burden while it is active. Maybe even -25% to both interference and burden. Or maybe have two new spells and have a spell called something like easy glide that reduces interference.
And can you people seriously stop trying to kill me with karma D:
This post has been edited by MikukoAya: Feb 24 2013, 06:16
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Feb 24 2013, 06:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Still think regen should be tied to player turns, but be a percent of action time ticked
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Feb 24 2013, 06:22
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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Still think regen should be tied to player turns, but be a percent of action time ticked
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Feb 24 2013, 06:32
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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QUOTE(skillchip @ Feb 24 2013, 14:22) Still think regen should be tied to player turns, but be a percent of action time ticked
I'll drink to that. A higher base HP restored would be welcome as well, since Protection got nerfed so heavily this patch.
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Feb 24 2013, 06:42
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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QUOTE(skillchip @ Feb 23 2013, 20:22) Still think regen should be tied to player turns, but be a percent of action time ticked
Yeah, your wording makes so much more sense than what I was about to post. I also agree that having regen heal a bit more might be nice.
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Feb 24 2013, 06:44
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piyin
Group: Gold Star Club
Posts: 10,798
Joined: 4-February 09
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QUOTE(andywong @ Feb 24 2013, 06:38) ANDYWONG RULES... unless he/she (cant be sure) say the opposite (or evil scorpio do).
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Feb 24 2013, 06:45
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sigo8
Group: Gold Star Club
Posts: 3,451
Joined: 9-November 11
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QUOTE(skillchip @ Feb 23 2013, 20:22) Still think regen should be tied to player turns, but be a percent of action time ticked
I think it should tick every tick for a 100th of what it does now. Spoiler text - Highlight to read... Same difference.
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Feb 24 2013, 07:08
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10
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I don't know that is what expected or not. But this patch actually a big-side-buff to light armor. As the agile (it should be attack speed, right?), it seems that exquisite level would gain a 2~4% for each slot. In total just take it as 15%, using haste, get 25%, for weapon, if you take at least one dagger, with an additional 7~10%, plus IW 10%, just take it as 15% (IMG:[ invalid] style_emoticons/default/smile.gif) , even not cosidering a "of swiftness" suffix, If you consider a DW style, then you should get another 10% from IW How many you get bonus for attack speed now? 15+25+15 + (10) = 55 (65) Simply you will get much more turn to move, and the big buff here is that the action time line, all buff and debuff taking a static time. So if you move more, the mana cost will become lower. So the new attack speed bonus for light armor are sharing the same result in mana conversion, isn't it (IMG:[ invalid] style_emoticons/default/biggrin.gif) ? Heavy? Die potato (IMG:[ invalid] style_emoticons/default/biggrin.gif) (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Feb 24 2013, 07:11
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jcullinane
Group: Gold Star Club
Posts: 2,676
Joined: 2-April 10
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QUOTE Agreed. If you're stunned, you're in no position to either Evade the hit
I fought (others did too) with TB over this a while back when everybody was rocking with Mace and he was determined to insure that Mace was never used effectively again. He essentially ignored any reasonable argument and gave mobs the ability to do anything when stunned, and reduced the damage bonus when a mob is stunned. Since then evade ability was finally halted under stun, but not parry. The combo of damage reduction and mob avoidance forced Bunko to ragequit, and he had one of the best Maces in all of HV at that time. I don't mind getting owned by a strategic AI that you have to dissect and figure out to beat, but I do object to a cheap-ass AI, or, in HV's case, nerfs to successful playing styles. It's the reason why using cheat codes to demolish SNK fighting game bosses is so satisfying => out-cheap the cheapers. - JC
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Feb 24 2013, 07:12
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fishinsea
Group: Members
Posts: 1,813
Joined: 20-November 10
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QUOTE But this patch actually a big-side-buff to light armor.
You try getting a 5 piece exquisite+ agile set and using a dagger instead of rapier/club/axe. This post has been edited by fishinsea: Feb 24 2013, 07:13
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Feb 24 2013, 07:15
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MikukoAya
Group: Gold Star Club
Posts: 1,044
Joined: 25-May 11
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QUOTE(jcullinane @ Feb 23 2013, 21:11) I fought (others did too) with TB over this a while back when everybody was rocking with Mace and he was determined to insure that Mace was never used effectively again. He essentially ignored any reasonable argument and gave mobs the ability to do anything when stunned, and reduced the damage bonus when a mob is stunned. Since then evade ability was finally halted under stun, but not parry. The combo of damage reduction and mob avoidance forced Bunko to ragequit, and he had one of the best Maces in all of HV at that time.
I don't mind getting owned by a strategic AI that you have to dissect and figure out to beat, but I do object to a cheap-ass AI, or, in HV's case, nerfs to successful playing styles. It's the reason why using cheat codes to demolish SNK fighting game bosses is so satisfying => out-cheap the cheapers.
- JC
I lol'ed. But seriously, I would not mind a 'smart' AI. Cheap AIs just are annoying. So are cheap players, cough cough, Jin ice lock spam due to an oversight and frame reduction.
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Feb 24 2013, 07:20
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10
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QUOTE(fishinsea @ Feb 24 2013, 13:12) You try getting a 5 piece exquisite+ agile set and using a dagger instead of rapier/club/axe.
I take exquisite for counting just because it seems having a potential of 4 %. I forgot where to see there is a sup level(?) got 3.X% Taking rapier for mainhand and a dagger (nimble?) for offhand seems not very strange, specially it is a new patch and I just try to point out something This post has been edited by andywong: Feb 24 2013, 07:27
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