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HentaiVerse 0.74, This thread always had a description. |
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Feb 26 2013, 13:07
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千石 撫子
Group: Gold Star Club
Posts: 1,883
Joined: 30-December 11
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this patch buff the top player a lot but nerf the middle player too much
I saw a lot of very-good-stuff-player and catgirls says this game become too easy, but a lot of normal-stuff-player(mostly heavy melee) says this game become much harder after this patch.
so,maybe 308 should get a big nerf to let him get more fun(just kidding)
Actually,even I'm over lv300 but what I feel is monster's damage output is much higher,not lower(both light and heavy melee)
the obvly different to me is:before the patch,I can 0 sp consume and 0 cure when I doing IBWTH trio and the tree. now I can't and sp and cure will consume a lot.
This post has been edited by moriihidari: Feb 26 2013, 13:39
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Feb 26 2013, 13:10
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AbaDe
Group: Members
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Joined: 17-February 09
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QUOTE(HTTP/308 @ Feb 26 2013, 13:40) ![*](style_images/ambience/post_snapback.gif) No. I am not claiming or indicating that game is too easy "for me", so game should be harder. It's obvious that monsters' damage output is lowered.
This is the correct word. you said. It has been too easy for you . hahaha what more can u hope to expect at lvl 400. hehe but the game has really become too difficult for someone like us , who does not have legendary equipment's or who does not have 100 levels of their equipment forged , lol. I bet after this patch ....... only about a few hundred can survive 200 rounds on grindfest on iwbth !!!! But i will tell something : More than 70% people in here r heavy malee and making this game hard for them ...... is gonna made many people mad. the thing about making all monsters strong where more than half of the monsters is made by you is a good point (IMG:[ invalid] style_emoticons/default/wink.gif) A teaser : was not playing as a mage easier before the patch, now it has been even more easier (IMG:[invalid] style_emoticons/default/tongue.gif) This post has been edited by AbaDe: Feb 26 2013, 13:20
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Feb 26 2013, 13:42
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shadowfoxEX
Lurker
Group: Recruits
Posts: 3
Joined: 29-December 11
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Sorry, I didnt look through the forums to see if this issue was addressed, so I apologize if this has been answered.
I'm not too demanding towards game mechanics, as I fully understand that it is difficult to create a perfectly balanced game with monster matchups vs player level, stats, abilities, and skills. So I won't complain about them unless it's a serious issue (which I highly doubt would happen as I expect from the developer(s) to put some serious consideration with each iteration of the game).
This is more of an interface issue (closer to a display bug than anything). What I am having an issue with is an effect resulting from the speed changes. Because they are flat now, it seems like haste is causing an issue with the turn counter. It seems like each turn is a tick of "100", speeding up yourself makes it like "150". This effects the turn meter as sometime the "turns" of spells or item effects don't proc, but a turn passes because you are "faster". I'm not sure if this was intentional, but status effect ticks occurred at every turn when you do something, but now only occur every "100". Therefore if haste or any other existing speed boost (from the name specific abilities (ie XItem), there's a chance that this tick gets skipped (or rather, delayed). I'm not sure if I'm explaining it good, but the issue I'm having is determining when these ticks are, or how long my support spells are going to last, seems they last longer this way.
I havent properly tested any of this so I can't give you specifics, but it's become highly noticeable in the long run. If you could change the side count meter to properly reflect the time iteration of a status/spell/item tick, it would be helpful. I might give you some designs ideas, but right now I am to tired to give you a good one.
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Feb 26 2013, 14:14
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f_riz
Group: Gold Star Club
Posts: 1,051
Joined: 13-December 10
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QUOTE(moriihidari @ Feb 24 2013, 20:32) ![*](style_images/ambience/post_snapback.gif) this patch buff all ethreal cuz 0 burden and nerf all elemental cuz the high ADB weapon almost a high burden one(scythe axe,etc)
and now heavy melee without catgirl or player with very good stuff almost 0%evade and reduce crit a lot unless use feather charm. so how about give some buff make elemental weapon at least be a choice?
like this: When heavy use non-ethreal weapon,reduce the main hand weapon burden -prof/20, capped at -80% burden
campare to old burden reduce its only a small profit,but will get elemental weapon more useful
Don't let Ethereal become player's only choice,please.
I think this issue should be reviewed.
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Feb 26 2013, 14:38
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xmagus
Group: Members
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Joined: 16-July 12
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QUOTE(shadowfoxEX @ Feb 26 2013, 21:42) ![*](style_images/ambience/post_snapback.gif) <snip about effect turn counter no longer corresponding to rounds>
Yes, by design. Everything is now counted in terms of 'ticks', where each tick = 100 time units. If you are standard unhasted, your every turn takes one tick, as does each mob's turn. If you are standard hasted, your every turn takes 0.667 ticks (and if the monster has been Chaos-pumped, it will also have reduced turn time). If you have other speed effects, yeah, it can get a little bit more complex to calculate how many time units your turn actually takes. All buffs and debuffs are counted in ticks, though, so if you are perma-hasted, they should last, on average, 50% longer. You should notice the buff counter drop twice every 3 turns you take. Everything is working as it should be. tl;dr: All is well. And yes, it does mean you can't simply assume '0' ticks left on the effect counter actually means the effect will wear off on your next turn. It might, it might not. Yeah, it suxxor a bit.
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Feb 26 2013, 14:59
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DragonRanger
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If Action Speed is no longer affected by Agility, then what is Agility for now?
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Feb 26 2013, 15:20
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T_Starrk
Group: Members
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QUOTE(fenixray @ Feb 26 2013, 03:14) ![*](style_images/ambience/post_snapback.gif) I think this issue should be reviewed.
No way, burden should have to be an issue for heavy melee. Before heavy melee had it both ways, low burden and high pmi/damage, it made it totally unbalanced with light. Also ethereal should be the best (IMG:[ invalid] style_emoticons/default/tongue.gif) .
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Feb 26 2013, 15:49
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HTTP/308
Group: Catgirl Camarilla
Posts: 1,087
Joined: 8-April 10
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QUOTE(AbaDe @ Feb 26 2013, 19:10) ![*](style_images/ambience/post_snapback.gif) This is the correct word. you said. It has been too easy for you . hahaha what more can u hope to expect at lvl 400. hehe
It didn't happen. When I forged my staff, I found monsters' resist stabbed in my back (well, thanks to myself and many others). When I started to enjoy the flawed old PMI formula as heavy, Mr.T fixed it (IMG:[ invalid] style_emoticons/default/sad.gif) When I forged PMI on my heavy, Mr.T fixed the buggy Protection effect (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(Ichy @ Feb 26 2013, 20:31) ![*](style_images/ambience/post_snapback.gif) HTTP having first world problems again? (IMG:[ invalid] style_emoticons/default/laugh.gif) You got it wrong. I just love monsters more than my character (IMG:[ invalid] style_emoticons/default/tongue.gif) I would be glad to screw myself by 25% by making monsters 25% stronger (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(AbaDe @ Feb 26 2013, 19:10) ![*](style_images/ambience/post_snapback.gif) but the game has really become too difficult for someone like us , who does not have legendary equipment's or who does not have 100 levels of their equipment forged , lol.
I bet after this patch ....... only about a few hundred can survive 200 rounds on grindfest on iwbth !!!!
Is it really a bad thing? Given that there is a difficulty setting. QUOTE(AbaDe @ Feb 26 2013, 19:10) ![*](style_images/ambience/post_snapback.gif) But i will tell something : More than 70% people in here r heavy malee and making this game hard for them ...... is gonna made many people mad.
Some heavy melee think this patch make it much easier. (I found it harder for GF/IW) QUOTE(AbaDe @ Feb 26 2013, 19:10) ![*](style_images/ambience/post_snapback.gif) the thing about making all monsters strong where more than half of the monsters is made by you is a good point (IMG:[ invalid] style_emoticons/default/wink.gif) You got it. And you reminded me it is a good time to build a used-to-be-slow Undead (IMG:[ invalid] style_emoticons/default/biggrin.gif) This post has been edited by HTTP/308: Feb 26 2013, 15:50
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Feb 26 2013, 15:57
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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Tbh Grindfest can be determined by gear. Otherwise how the fuck can Hito go for 2000 rounds of grindfest on normal? (IMG:[ invalid] style_emoticons/default/dry.gif)
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Feb 26 2013, 16:03
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12
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QUOTE(T_Starrk @ Feb 26 2013, 23:20) ![*](style_images/ambience/post_snapback.gif) No way, burden should have to be an issue for heavy melee. Before heavy melee had it both ways, low burden and high pmi/damage, it made it totally unbalanced with light. Also ethereal should be the best (IMG:[ invalid] style_emoticons/default/tongue.gif) . Just 1 patch ago, that 'high' PMI got severely nerfed. High damage applies to all melees, whether heavy or not. And it took 10 prof points to reduce 1 burden - basically, I got less than 30% reduction in burden. I still walked around with 2x-3x the amount of burden a Light user did. Well, when using my Heavy set, I mean. My Light set is a mix of Kevlar and Shade, and it weighs in at about 9.1 Burden. PMI is around 58%, although specific mitigations suck quite badly.
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Feb 26 2013, 16:11
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(xmagus @ Feb 26 2013, 21:03) ![*](style_images/ambience/post_snapback.gif) Just 1 patch ago, that 'high' PMI got severely nerfed. High damage applies to all melees, whether heavy or not. And it took 10 prof points to reduce 1 burden - basically, I got less than 30% reduction in burden. I still walked around with 2x-3x the amount of burden a Light user did.
Well, when using my Heavy set, I mean. My Light set is a mix of Kevlar and Shade, and it weighs in at about 9.1 Burden. PMI is around 58%, although specific mitigations suck quite badly.
Which is a good thing. Protip: Power has really low burden (IMG:[ invalid] style_emoticons/default/tongue.gif) And before, someone like 4EverLost with his plate set could just tank IWBTH grindfest like it was nothing. He probably had around 95-97% PMI with his plate and with Protection.
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Feb 26 2013, 16:15
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09
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Mid-level Heavy user did get something out of this patch— lower action speed is problem no more. So higher burden (lower evade/crit) looks fine. It does make me sad though since I'm a heavy user that actually emphasis on speed and evade (high AGI, low burden armors) and now I lost both of these things... (IMG:[ invalid] style_emoticons/default/sad.gif) This is not a complain however; I actually like this patch, in fact! But I wonder how will Tenb going to address the issue of the whole AGI mess. I mean, you can't simply just throw AGI away and pretend that it never exists at this point now... (IMG:[ invalid] style_emoticons/default/ph34r.gif) This post has been edited by buktore: Feb 26 2013, 16:20
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Feb 26 2013, 16:28
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10
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QUOTE(buktore @ Feb 26 2013, 21:15) ![*](style_images/ambience/post_snapback.gif) Mid-level Heavy user did get something out of this patch— lower action speed is problem no more. So higher burden (lower evade/crit) looks fine. It does make me sad though since I'm a heavy user that actually emphasis on speed and evade (high AGI, low burden armors) and now I lost both of these things... (IMG:[ invalid] style_emoticons/default/sad.gif) This is not a complain however; I actually like this patch, in fact! But I wonder how will Tenb going to address the issue of the whole AGI mess. I mean, you can't simply just throw AGI away and pretend that it never exists at this point now... (IMG:[ invalid] style_emoticons/default/ph34r.gif) He wants to merge it with dex! (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Feb 26 2013, 16:40
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xmagus
Group: Members
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Joined: 16-July 12
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QUOTE(ChosenUno @ Feb 27 2013, 00:11) ![*](style_images/ambience/post_snapback.gif) Which is a good thing. Protip: Power has really low burden (IMG:[ invalid] style_emoticons/default/tongue.gif) And before, someone like 4EverLost with his plate set could just tank IWBTH grindfest like it was nothing. He probably had around 95-97% PMI with his plate and with Protection. Truth be told, Power Slaughter might be the way to go now. High kill speeds, reasonable PMI, and with an effective 33% mana discount on all buffs (on top of IA discounts) while Haste is running, no worries about mana. What's not to like? But as for 4EverLost and whoever else like him. Why do people think that 'easy' is bad? I never really understood that. It probably took the man 2 years and a metric craptonne of credits, hath and mats to get his gear up to that level. If that means he can do Round 20,969 of GF/CF, more power to him. If he wanted a challenge, he can simply use Flimsy gear. At least that would be *real* difficulty, tailored to himself, and not a global buggering of everyone. It's not as if he came brand new to the game, and someone just handed him all the awesome, pre-forged Legendary gear, all the hath, all the items, all the credits, and told him to enjoy, is it? I swear, it's the same syndrome you see in Western educational systems. It's not fair that little Johnny feels bad because he only got a 'D' whereas Mr. Hwang's son got all 'A+', so let's nerf the entire grading system to 'level the playing field', and never mind the fact that Hwang Jr. probably spent every weekend studying his guts out to ace the exams. I happen to like clear destinations. I want Legendary equips. I want an army of PL750+ mobs giving me HG mats and Bindings. I want, so help me, PMI and MMI in excess of 95%. I want a 3000 ADB estoc. And I'm willing to work my way, however slowly, to getting it. What I don't like is slogging to get even halfway to my goal, only to have someone (not mentioning names) frigging MOVING THE BLOODY GOALPOSTS. But I persevere. This patch is not all bad, and in fact, anyone with an IA slot (like I do, thank you very much) can still blitz it, albeit by throwing caution To The Winds! and a ridiculous amount of micromanagement.
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Feb 26 2013, 16:40
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Gakre
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QUOTE(DragonRanger @ Feb 26 2013, 20:59) ![*](style_images/ambience/post_snapback.gif) If Action Speed is no longer affected by Agility, then what is Agility for now?
Dodge (if you're not wearing heavy armour) and physical crit chance. Agility also still affect your Spirit points the same way as every other stat.
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Feb 26 2013, 16:42
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Hoheneim
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QUOTE(danixxx @ Feb 26 2013, 09:18) ![*](style_images/ambience/post_snapback.gif) Well, wait for the mage nerf in the next patch. Tenboro nerfed heavy and reduced monster damage to make shade more attractive but it would have been better to buff shade because people are just going to switch mage now .
This patch didn't make Shade more attractive in the least. I've been using Shade ever since I started playing, regardless of the various changes in the game mechanics, and after this patch my survivabilty went literally down the drain.
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Feb 26 2013, 16:43
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Nightwishman
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How about for .75 we get some sort of method that stops the rich from getting richer and the poor (me) from getting poorer.
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Feb 26 2013, 16:46
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TheTornPrince
Group: Gold Star Club
Posts: 1,053
Joined: 26-June 11
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The Monster Lab is now a complete train wreck.
-Crystal upgrades do very little and Chaos upgrades are all that really matters. For example, millions of crystals spent on Agility will now only get you 2.5% evade while you can get 10% evade for 210 tokens. Millions of crystals spent on Endurance seems to get you a few percent extra health while you can get a 100% heath bonus for 210 tokens. It's ridiculous that high cost upgrades do nothing while cheap upgrades have massive benefits.
-Many monster attributes do little to nothing. Intelligence does nothing if you have no magical skill attacks and Wisdom doesn't seem to do much (does it do anything at all?). Skill attacks have been nerfed so Dexterity doesn't do a great deal and Agility is just an extremely expensive way of getting a small evade upgrade.
-Monster classes are now absurdly imbalanced since Strength and Endurance are the only two attributes that matter.
-Strength and Endurance are Eila's two weaknesses, with both currently at 22. As a result she's extremely ineffective in battle and her kills have dropped significantly since the patch.
-The encounter formula is ridiculous because there is simply no reason you should have to be level 350 to encounter Eila now that she is so weak. A fully Chasoed up Giant would be considerably stronger than Eila.
The whole thing desperately needs reworking: -All attributes should do something of value. -Crystal upgrades costing millions of crystals should be more potent than cheap chaos upgrades. -High level monsters should actually be powerful.
A simple solution in the mean time would be to scale monster's attributes by their PL so high level monsters are at least powerful. Or to give me 600million so I can max Strength and Endurance.
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Feb 26 2013, 16:49
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T_Starrk
Group: Members
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QUOTE(ChosenUno @ Feb 26 2013, 05:28) ![*](style_images/ambience/post_snapback.gif) He wants to merge it with dex! (IMG:[ invalid] style_emoticons/default/tongue.gif) As long as the higher roll of agility and dexterity gets to stay on my equipment as the new stat then I'm fine with this (IMG:[ invalid] style_emoticons/default/tongue.gif) . QUOTE(xmagus @ Feb 26 2013, 05:03) ![*](style_images/ambience/post_snapback.gif) Just 1 patch ago, that 'high' PMI got severely nerfed. High damage applies to all melees, whether heavy or not. And it took 10 prof points to reduce 1 burden - basically, I got less than 30% reduction in burden. I still walked around with 2x-3x the amount of burden a Light user did.
Oh please, PMI got nerfed for light too, lol. I can still get 75.7 PMI with my plate/power set, yes, I still consider that high. It's also far easier to get higher damage with heavy (I have much higher damage with 3 power/2 plate than I do with full shade). Yes, you had more burden than light before the patch but it was still too low to matter. I could get 14% evade with my heavy set and had no other consequences from burden (this is not right to me, it makes heavy vastly superior to light. Why do you think heavy is so popular?). Now heavy users actually have to make trade-offs with is a good thing.
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