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HentaiVerse 0.76, Wall-EEEE |
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May 18 2013, 15:43
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12
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Shade dual wield still works the same pretty much (IMG:[ invalid] style_emoticons/default/laugh.gif) . Drop rate seems much lower overall though. Game still plays good, little harder overall.
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May 18 2013, 15:43
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Mags_
Group: Gold Star Club
Posts: 13,058
Joined: 14-March 11
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If you mage, this patch is complete bullshit.
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May 18 2013, 15:43
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dragon695
Group: Members
Posts: 276
Joined: 5-March 12
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QUOTE This means that old AP from artifacts no longer count. Will we get a refund on our artifacts?
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May 18 2013, 15:45
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
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QUOTE(T_Starrk @ May 18 2013, 15:43) Shade dual wield still works the same pretty much (IMG:[ invalid] style_emoticons/default/laugh.gif) . Drop rate seems much lower overall though. Game still plays good, little harder overall. And if you 2H heavy armor you get even less damage so, ironically, Frith is completely unaffected! I'm gonna repeat this: Frith is completely unaffected!again for good measure Frith is completely unaffected!well fuck it Frith is completely unaffected!This post has been edited by Bunker Buster: May 18 2013, 15:46
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May 18 2013, 15:46
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Jigsy
Group: Members
Posts: 846
Joined: 19-March 10
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Could someone please explain why I am unable to click anything other than the monster during battles?
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May 18 2013, 15:46
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06
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QUOTE(Tenboro @ May 18 2013, 10:31) 0.76
Equipment
Note that due to major changes in how stuff is stored internally, you'll need to reassign quick bars, autocast slots, font settings, equipped gear, and the battle item inventory.
- Kevlar Armor has been retired and rolled into Leather Armor, which now essentially has the strong points of both armors in one, except with slightly lower resist/crushing mitigation, and slightly higher interference. -- Existing Kevlar can now be upgraded without the special component, which also no longer drops.
- Leather Armor elemental suffixes were switched to prefixes. Protection, Dampening, Deflection and Stoneskin suffixes were added.
- Zircon (+holy resist) and Onyx (+dark resist) elemental prefixes were added at all armor with elemental prefixes.
- Shade and Power Armor will now drop in a new Savage variant, which increases your attack critical damage multiplier. Shade no longer drops as Reinforced.
- Two new rare prefixes were added to Phase Armor: -- Radiant, which adds a small bonus to Magic Damage. -- Mystic, which adds a small bonus to Spell Critical Damage.
- For the suffixes Dampening, Deflection, Stoneskin and Warding, added mitigation bonus is now about three times higher than before. The base multiplier bonus is the same.
- Astral weapons have been changed to equivalent Hallowed or Demonic weapons, and the Soul Strike potency has similarly been replaced with Dark Strike or Holy Strike potency.
- Minor tweaks to damage and accuracy stat ranges for Redwood, Willow and Oak staffs.
- Equipment Magic Damage bonuses are now scaled somewhat higher.
- Equipment accuracy bonuses are now scaled somewhat lower.
- Changed scaling for equipment spell elemental damage bonuses to be less steep. This primarily boosts the bonus at lower levels, but above 300-something you will see a small decrease.
I am disappointed, you told us you would provide these values
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May 18 2013, 15:47
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Asariborn
Group: Catgirl Camarilla
Posts: 2,596
Joined: 31-October 09
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OK Ignoring HV until its fixed. Maging is fucked up to the core.
Expected 0.76 will be bad, but never thought it will be this BAD.
Even on Normal cooldown timer is totally crippling. Supports I can understand, but not offensive spells. That is simply retarded. 0.76 turned mage into melee-mage. Spells are useless. With this patch I suggest removing all mage stuff from the game, because there is no place for it with that kind of setup.
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May 18 2013, 15:47
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aiwotorimodose
Group: Members
Posts: 7,011
Joined: 23-December 11
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QUOTE(Jigsy @ May 18 2013, 20:27) Where the hell is the cure ability?
spells are auto unlocked the one on ability page is simply mastery (enchant spells/ability and others effect), cure has no mastery so you won't find any on ability pages QUOTE(FlyingMon @ May 18 2013, 20:27) Seems like the only way to mage WITHOUT HEADACHE now is to rotatE 4 elemental spells in 2 tiers (8 spells total): 2t Fire -> 2t Cold -> 2t Wind -> 2t Elec -> 1t Fire -> 1t Cold -> 1t Wind -> 1t Elec -> 2t Fire and so on.
element rotation is never good to begin with thanks to gear problem. these monster food eating away crystal drop (IMG:[ invalid] style_emoticons/default/heh.gif)
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May 18 2013, 15:47
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
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QUOTE(skillchip @ May 18 2013, 15:46) I am disappointed, you told us you would provide these values
he forgot one thing FRITH IS COMPLETELY UNAFFECTED
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May 18 2013, 15:47
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reaperx
Group: Gold Star Club
Posts: 1,944
Joined: 24-December 09
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HV is so complicated now, made the game infinitely more difficult and provides lesser resources. I guess that's it for me, gonna go back to COD BO2.
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May 18 2013, 15:48
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blue penguin
Group: Gold Star Club
Posts: 10,046
Joined: 24-March 12
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QUOTE(rainbowmagnum @ May 18 2013, 14:43) If you mage, this patch is complete bullshit.
Not THAT bad. Maybe it's only my impression, but it seems that if the target monster resists the spell the cooldown do not kick in. When the cooldown is in place the quickbar is greyed out, and when the cooldown expires it becomes normal again. I am still testing it, but it appears that the greyout disappears 1 turn before the cooldown expires, anyone else experiencing this?
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May 18 2013, 15:49
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n125
Group: Gold Star Club
Posts: 6,281
Joined: 23-May 08
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How do I tell how much an ability reset costs? Do I just click on "Reset" and a dialogue box will pop-up with the cost?
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May 18 2013, 15:49
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10
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QUOTE(n125 @ May 18 2013, 15:49) How do I tell how much an ability reset costs? Do I just click on "Reset" and a dialogue box will pop-up with the cost?
Yes feel free to calculate how much it ends up costing
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May 18 2013, 15:50
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Azru
Group: Members
Posts: 1,247
Joined: 12-October 11
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Insofar I like the patch, however; I feel that credit drops are WAY too low in proportion to reset and training costs even on IWBTH credit drops are too low.
Green item drops are fine, about normal, however; equipment drops are almost non-existent so I have to say lower overall drops as well.
And I agree with others that there needs to be a Mastery reset button.
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May 18 2013, 15:51
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Maledictvm
Group: Members
Posts: 194
Joined: 24-August 11
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Wasn't wizardry weak enough already? How am I supposed to do anything when I can only cast one healing spell every 5 turns, and it barely recovers 50% of my hp?
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May 18 2013, 15:52
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n125
Group: Gold Star Club
Posts: 6,281
Joined: 23-May 08
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QUOTE(Bunker Buster @ May 18 2013, 06:49) Yes
feel free to calculate how much it ends up costing
Thanks. Haha, just resetting the HP Tanks alone costs 73k. And there I was, too reluctant to reset the old tree because I was too cheap to cough up 865 credits. (IMG:[ invalid] style_emoticons/default/heh.gif)
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May 18 2013, 15:52
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(Bunker Buster @ May 18 2013, 15:47) he forgot one thing
FRITH IS COMPLETELY UNAFFECTED
Wrong. He is out now but will post something when he is back.
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May 18 2013, 15:53
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garm0
Group: Members
Posts: 1,871
Joined: 1-January 10
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QUOTE(Jigsy @ May 18 2013, 15:46) Could someone please explain why I am unable to click anything other than the monster during battles?
cause you are, (like me til yesterday), using Internet Explorer, and HV has problems with IE (even with 9.08) now. I switched to Firefox to play HV now.
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May 18 2013, 15:53
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cooldude2
Newcomer
Group: Members
Posts: 25
Joined: 1-July 08
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Oh boy...
I don't have anywhere to put 100 APs and 10 MPs. The melee nerf is impressive(don't know about mages) - barely managed to pull off End of Days arena on normal(the irony). With 1/5th of the previous healing, it's impossible to heal 100% health with Full-Heal. Nor is it possible to stay alive with the 5 turn cooldown with this kind of healing power. Having buffed Regen and trying to Heal as soon as CD cools down, I still end up having to cast either SoL or Full-Heal just to make sure I don't die.
Supportive spells last for 1/5 turns now, which makes casting them an incredible mana drain.
Without extra overcharge can't do a full 3 skill combo. Must do Iris strike without stance, which is a bummer. Kinda agree with the skill parrying, though.
I think that there is a need for more AP/MP uses and to reevaluate healing(250 hp/turn is nothing vs these monsters). Maybe putting some healing and supportive spell duration increasing AP uses would solve both of these problems?
20/100 points. Just for the effort put into this.
P.S. There's a bug, that it shows the cooldown is finished on turn 5 for Heal, but it isn't.
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