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HentaiVerse 0.76, Wall-EEEE |
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May 26 2013, 09:56
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(mechafujoshi @ May 26 2013, 09:53)  It doesn't help if they can't go any faster. You can just increase damage per attack instead. Then they need less real time to clear a round, but don't need more actions per second.
but that would screw the balance over. With too much attack power mobs just die. Thats why I suggested some sort of 1 click = 3 actions thing. You would still be 3x faster but the Mobs will attack 3 times too, your Spells will use 3 turns. It would be risky to use this since you can be dead meat soon. Also does not have poor ping mages so it is a pretty flawed suggestion.
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May 26 2013, 09:58
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astral02
Group: Members
Posts: 697
Joined: 18-May 13

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Is it just me or the mobs attack power been declining this past few days?
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May 26 2013, 10:00
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eqwer
Group: Members
Posts: 2,467
Joined: 19-June 11

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QUOTE(Ichy @ May 26 2013, 09:56)  but that would screw the balance over. With too much attack power mobs just die.
Thats why I suggested some sort of 1 click = 3 actions thing. You would still be 3x faster but the Mobs will attack 3 times too, your Spells will use 3 turns. It would be risky to use this since you can be dead meat soon. Also does not have poor ping mages so it is a pretty flawed suggestion.
op on contribution still better than op on geolocation, doesn't it?
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May 26 2013, 10:17
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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But then HV will be balanced around these Perks and then everyone WILL need it.
If you want high damage and Atction speed it should be possible to reach it with ingame means. PABs, Forge, maybe a buddy mob that will help you fight. And those Donator Perks should just be a Extra. Like the Damage Perk which is nice to have but you can do well without it.
This post has been edited by Ichy: May 26 2013, 10:18
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May 26 2013, 10:41
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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May 26 2013, 10:42
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m118w11
Group: Gold Star Club
Posts: 1,323
Joined: 7-March 11

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Well I changed back to melee (now using heavy/dw) after maging for a few years. Using a decently good (exquisite level) mage set with high proficiencies, to a decent melee set (superior level) with 0 heavy prof and 150 dw prof, I can clear rounds easier (less effort) at about the same difficulty level. Not going to bitch about balance* because it is the hardest part of the game, but it seems that in terms of ease (I play mostly casually, so ease of play is the most important), it has definitely swung back to melee.
*just a note on balance I highly recommend avoiding giving players options to increase both crit chance and crit damage, the multiplying effects can get out of hand quickly.
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May 26 2013, 11:16
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(HTTP/308 @ May 25 2013, 21:31) 
BTW elem is probably stronger than dark(or holy).
I am wondering you are using pure dark spell (pressing R) or holy/dark explosions? The explosions seems uesless and the worrior-style mages are much easier and faster. Maybe is the end of dark/holy mages. (IMG:[ invalid] style_emoticons/default/anime_cry.gif)
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May 26 2013, 11:22
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about this:
Add Bonus Damage to the Spells Target: 50% for t1, 75% for t2 and 100% for t1
Also add extra 50%, 30% and 10% hits to all AoE spells. Would be a nice middle thing between good old 'hit all' and new AoE.
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May 26 2013, 11:42
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Ichy @ May 26 2013, 15:56)  but that would screw the balance over. With too much attack power mobs just die.
Thats why I suggested some sort of 1 click = 3 actions thing. You would still be 3x faster but the Mobs will attack 3 times too, your Spells will use 3 turns. It would be risky to use this since you can be dead meat soon. Also does not have poor ping mages so it is a pretty flawed suggestion.
I think with the current system, it is possible to create a slot-able skill that have the follow effect: 1) Multiply normal attack damage by N 2) Multiply the delay upon attack by N 3) Multiply the stack of proc. by N 4) Multiply the limit of counter attacker by N, for 1H only 5) Reduce the number of tick per second to 4/N 5a) Reduction to number of tick per second is reduce to 0% for catgirl (keeping 4 tick per second); ,where N is a number that based on skill level. Should it called heavy attack?
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May 26 2013, 11:43
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(Ichy @ May 26 2013, 02:22)  How about this:
Add Bonus Damage to the Spells Target: 50% for t1, 75% for t2 and 100% for t1
Also add extra 50%, 30% and 10% hits to all AoE spells. Would be a nice middle thing between good old 'hit all' and new AoE.
You have two T1s there. (IMG:[ invalid] style_emoticons/default/tongue.gif) But anyway, it would be nice. I'm finding it impossible to break the habit of targeting my spells for extra damage. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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May 26 2013, 11:58
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(Ebisan @ May 26 2013, 05:31)  About getting proficiencies, magic proficiencies have really got harder to raise. Prepatch, I had around 160 prof in both heavy armor and supportive magic. They usually raised at the same rate (more or less). Now it's 201.68 heavy armor and 166.71 supportive magic, and I do the same than before, same spells, same way of fighting (I add absorb now (IMG:[ invalid] style_emoticons/default/tongue.gif)). I know it's just that supportive magic (and magic in general) raises at slower rate now, but it feels unbalanced given how often I use it. I have the feeling too, weapons prof. raise faster now than before, but I'm not so sure. Like you, I feel that supportive/deprecating prof are slow to raise. I also feel that weapon prof are easier to build now.
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May 26 2013, 12:22
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(gc00018 @ May 26 2013, 16:16)  I am wondering you are using pure dark spell (pressing R) or holy/dark explosions? The explosions seems uesless and the worrior-style mages are much easier and faster. Maybe is the end of dark/holy mages. (IMG:[ invalid] style_emoticons/default/anime_cry.gif) Currently elemental mages deal more damage than holy/dark mages. This is because of imperil giving -50% spec mit to elements, not holy/dark.
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May 26 2013, 12:42
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crute
Group: Gold Star Club
Posts: 1,599
Joined: 7-May 12

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Hmmm, mages use much less rounds than melee to finish rounds. Mages are too overpowered. And they still are, even with the cooldowns.
Not only do they get Soul Fire, which is pretty much bleed. They also get breached defense, which is pretty much penetrated armor. They also have much higher evade than heavy armor melees! OP!
Moreover, those mages use keybinds to further increase their speeds, that should be disabled! In order to balance it, all builds should not be allowed to use keybinds, only mouse/keyboard clicking.
On a more serious note, I have no idea why mages have their efficiency nerfed, while their longevity buffed. I believe something needs to be done in order to differentiate mage/melee. At this moment, mages are just a hassle to play, their play style has not changed much from last patch. Since explosions don't do much so rotation is quite pointless, mixing phase of different elements is also out of the question. So, you're still going to use 1 element, but now you have to wait for cooldowns yay.
This post has been edited by cirrux: May 26 2013, 12:43
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May 26 2013, 12:46
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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Magemagemages. I haz a question, my cute Trollboro. Why do you hate melees so much? I went through a test run arena in order to check things out and it looks like overcharge skills are either bugged or got nerfed. Both AoE skills (armor penetration and mass stun) no longer answer their own tooltips: - Inflicts 3 stacks of Penetrated Armor on all targets. - Inflicts Stunned on all targets if chained of off Rending Blow. Instead both attacks only hit targets which are in "domino-range" (2 adjacent targets each side). On top of that weapon procs no longer overlap already active ones. I tried to stun the target with Shatter strike while it had 1s of mace stun proc left and, well, stun did not apply, target woke up and poked me in the chest. I assume same goes for armor pen proc for estoc-wielders, these skills do not overlap the similar weapon procs. They used to do that.
I must note that I take much less damage now. Not that much of a difference though, since I kept my targets stunned anyway, but oh well. We're playing "fairgaem" here.
This post has been edited by Mi-Ala Starbreeze: May 26 2013, 12:48
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May 26 2013, 13:22
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Necromusume
Group: Catgirl Camarilla
Posts: 6,857
Joined: 17-May 12

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QUOTE(Ichy @ May 26 2013, 07:56)  but that would screw the balance over. With too much attack power mobs just die.
I wasn't thinking +200% damage instead of +200% turn rate. Since +dam is more powerful, they'd get less of it, and the factor can be different for melee attacks and spell attacks as needed for balance. It wouldn't be exactly equivalent to +200% turn rate, but 3 actions per click isn't exactly equivalent either. QUOTE Thats why I suggested some sort of 1 click = 3 actions thing. You would still be 3x faster but the Mobs will attack 3 times too, your Spells will use 3 turns. It would be risky to use this since you can be dead meat soon.
If the player has poor mitigation, 3 actions per click might be slower than one action per click, since they'd have to think 3 actions ahead before each move. On the other hand, people with a strong enough build would use it to blind-tank 3x as fast with no risk. QUOTE(Ichy @ May 26 2013, 08:17)  But then HV will be balanced around these Perks and then everyone WILL need it.
If it's balanced around the rate of power gain from grinding at 12 actions per second, then won't everyone need that?
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May 26 2013, 14:13
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(ChosenUno @ May 26 2013, 10:22)  Currently elemental mages deal more damage than holy/dark mages. This is because of imperil giving -50% spec mit to elements, not holy/dark.
Yes, using the imp or not doesn't affect a lot for me fighting in x15, only those gaints will make some difference and imp still requires more mana(37 for me) than T1 (34). QUOTE(cirrux @ May 26 2013, 10:42)  Since explosions don't do much so rotation is quite pointless, mixing phase of different elements is also out of the question.
Mixing phase or not isn't the key point for worriors-style mages (1 kind of element , press R ), the explosion damage is. The best example is the past: Mages always wear the some kind of phase, but a lot of mages used to cast hloy/dark or fire/ice/elec/wind circle becase explosion damage is so attractive that they have to find out how to make a BIG BOOM. Now Mages have lost this funny stuff and fall into boring cast-colddown-cast circle. New patch doesn't bring mages a new interesting circle but a old Colddown way. Hope the setbombs-BOOM circle will be back. BTW, Mixing phase sounds not bad, but I chose dark mage only because I like it and don't want to be force mixing Phase (IMG:[ invalid] style_emoticons/default/tongue.gif) . This post has been edited by gc00018: May 26 2013, 14:13
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May 26 2013, 14:30
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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No elemental mage worth their salt used 4-element cycle. The explosion damage is dependent on monster resistances and your magic score, not what causes the proc or explosion. And lol@mixing phase not sounding bad. Halving your EDB to your opening element, what could possibly go wrong. Elemental mage could perhaps use gossamer, but their damage would be shot to hell too at the moment(reminder that monster resistances were nerfed too).
@throttling: Again, probably not a game balance change. Also, affects only europeans.
@eqwer: Consensus is that HTTP is trolling. Note how he says that 1h is nerfed due higher parry across the board, for example. Not subtle enough.
@ChosenUno: If you bazaar it, might give 8k credits perhaps? Good to download some galleries.
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May 26 2013, 14:34
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Honk
Group: Members
Posts: 414
Joined: 13-February 08

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QUOTE(Tenboro @ May 18 2013, 12:31)  - A Morale stat was added. This primarily affects gifts. A monster with no morale gives no gifts, red morale has a 50% penalty, while green morale has a 25% bonus.
Monsters with yellow morale do not give gifts at all. When checking my monsters today, one with green morale gave gifts (after several days of nothing), the other two dropped into yellow over night and gave nothing. After feeding them a few crystals and getting them back into green, they immediatly gave materials.
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May 26 2013, 14:52
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Anomtai @ May 25 2013, 22:59)  Question: Does it currently count as a killing blow if a monster kills another while confused?
Not a shot. QUOTE(Honk @ May 26 2013, 04:34)  Monsters with yellow morale do not give gifts at all.
False. Green just have boosted chances.
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May 26 2013, 15:07
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kakashi524
Group: Members
Posts: 4,145
Joined: 6-February 09

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QUOTE(dragon695 @ May 25 2013, 17:51)  2 days later, this is still as relevant as ever.
Seriously, crippling the credit drops only punishes those who want to play the game. The farmers will just create disposable accounts and grab the early clear bonuses in the arena. Revert the credit drop to previous levels Revert the punitive forge changes Remove the cap on equipment drops Remove the morale crap from the monster lab
Tenboro: You said the lowering of the credit gain was due to some players gaining up to 300k doing Arenas. You solution was to lower the credit gain, at first glance it would seem the proper course of action. But instead of it affecting only the players that were gaining too much credits, it affected everyone. Wouldn't it be best to modify the game, slightly I would assume, so it works similar to the "lower item drop rate" rule that starts at 1000 rounds a day? Instead make it something like: 250 rounds get normal credit gain rate, after that you get only 50% or something similar. It would still lower the credit gain but it wouldn't nerf the occasional players like me that can't play several hours a day. QUOTE(T_Starrk @ May 25 2013, 18:27)  And remove the cooldown from offensive spells and give mages back their AOEs! Seriously, too many negative changes on this game at once. Were things really that bad that these changes had to implemented?
I can work with cooldowns, granted I have the upgrades for the spells that I use and the CDs are reduced enough to make the game playable as a mage. About the AP going "POOF!": I don't get why Tenboro didn't just add the extra AP we got from artifacts to the Ability Boost training or just turn them into the new Generic Artifact so we could get something out of them. With the new change to Artifacts it wasn't like we would get too much out of them. The chance of getting hath now has greatly diminished with the addition of elixirs and Energy drinks were nerfed. This post has been edited by kakashi524: May 26 2013, 15:08
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