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> HentaiVerse 0.76, Wall-EEEE

 
post Jun 1 2013, 11:10
Post #2881
Zero Angel



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QUOTE(Tenboro @ Jun 1 2013, 17:06) *

Well, I could make it a cooldown instead. So if you chug a mana potion, you won't be able to chug another one for x turns.

Which might possibly happen in the future.


Yay, more cooldowns! Any updates on when they're getting added to Melee normal attacks?
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post Jun 1 2013, 11:11
Post #2882
flint



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Or implement The Witcher's poison system. Everytime you drink a pot you get poisoned a bit more.

Possibly in the alchemy update. Or the barman update.
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post Jun 1 2013, 11:36
Post #2883
MikukoAya



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QUOTE(Tenboro @ Jun 1 2013, 02:06) *

Well, I could make it a cooldown instead. So if you chug a mana potion, you won't be able to chug another one for x turns.

Which might possibly happen in the future.



I'd rather see that happen and give us a bit of the old magics back.

Maybe make it so that when you use a mana potion, you can't use another for oh say... 30 turns? In exchange, expand the range of spells and reduce the cooldowns? The number of slots an item is equipped to could be how many turns the cooldown is reduced by?

Heck, throw on a cooldown for health and spirit pots if need be.

Honestly, I would've rather have seen the old cooldown and range that we had in .74 (wasn't here .75) but with the catch of for elemental/dark/holy spells, you had to cast in tiers like with skills. I mean, it seems fair right? Mages have limited mana, but in exchange, they can cast strong spells. Similar to how melee use overcharge for damage, mages used mana for damage. I mean, I could understand 1 turn of cooldown for tiers 1 and 2, maybe 2 for tier 3.
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post Jun 1 2013, 11:50
Post #2884
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QUOTE(Tenboro @ Jun 1 2013, 01:06) *

Well, I could make it a cooldown instead. So if you chug a mana potion, you won't be able to chug another one for x turns.

Which might possibly happen in the future.


That would make it too easy. You pretty much don't need to use a mana potion for a ton of turns after you use one anyway. It will have to be one really long cooldown or else it will be way overpowered. Pretty much the only reason a lot of us die is because we run out of mana/spirit.
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post Jun 1 2013, 12:01
Post #2885
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QUOTE(Rei-Tenshi @ Jun 1 2013, 01:10) *

Yay, more cooldowns! Any updates on when they're getting added to Melee normal attacks?


The overcharge system is already sort of like a cooldown system for melee. Can't use skills or attacks with increased damage for a certain amount of turns until you build it back up.
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post Jun 1 2013, 12:06
Post #2886
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QUOTE(T_Starrk @ Jun 1 2013, 18:01) *

The overcharge system is already sort of like a cooldown system for melee. Can't use skills or attacks with increased damage for a certain amount of turns until you build it back up.


And mana acts like that for mages, and yet mages got cooldowns on their attacks.

... Wait I just got a better idea. Make Melee normal attacks use Overcharge! Something like 10 OC per attack would be about right. And then make Defend/Focus replenish OC instead.
Make HP pots replenish OC in addition to HP. There, HP pots are suddenly useful again.

This post has been edited by Rei-Tenshi: Jun 1 2013, 12:07
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post Jun 1 2013, 12:23
Post #2887
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QUOTE(Rei-Tenshi @ Jun 1 2013, 02:06) *

... Wait I just got a better idea. Make Melee normal attacks use Overcharge! Something like 10 OC per attack would be about right. And then make Defend/Focus replenish OC instead.
Make HP pots replenish OC in addition to HP. There, HP pots are suddenly useful again.


Oh god that's just painful to even think about (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 1 2013, 12:28
Post #2888
MikukoAya



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QUOTE(Rei-Tenshi @ Jun 1 2013, 03:06) *

And mana acts like that for mages, and yet mages got cooldowns on their attacks.

... Wait I just got a better idea. Make Melee normal attacks use Overcharge! Something like 10 OC per attack would be about right. And then make Defend/Focus replenish OC instead.
Make HP pots replenish OC in addition to HP. There, HP pots are suddenly useful again.


And yet, between that and this patch, I would still take that. And I am currently melee.

This post has been edited by MikukoAya: Jun 1 2013, 12:29
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post Jun 1 2013, 12:32
Post #2889
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QUOTE(T_Starrk @ Jun 1 2013, 18:23) *

Oh god that's just painful to even think about (IMG:[invalid] style_emoticons/default/laugh.gif)


Seriously, that would add some strategy to playing Melee. Like "Do I waste 100 OC to do this skill or just whittle away with normal attacks, save it for next round". "Do I risk Focusing now to get that little bit of OC for my uber Skillz or just attack normally?". Stuff like that.

Right now it's just "Hold button to attack, use skill, Hold button to attack, use skill, repeat".

C'mon TENBORO! MAKE THIS HAPPEN ! (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 1 2013, 12:52
Post #2890
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QUOTE(Rei-Tenshi @ Jun 1 2013, 12:06) *

And mana acts like that for mages, and yet mages got cooldowns on their attacks.

... Wait I just got a better idea. Make Melee normal attacks use Overcharge! Something like 10 OC per attack would be about right. And then make Defend/Focus replenish OC instead.
Make HP pots replenish OC in addition to HP. There, HP pots are suddenly useful again.

Cool way to make me quit (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 1 2013, 12:57
Post #2891
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Less grind you say?
Easy as 123:
1. Remove energy drinks
2. Multiply stamina cost per round by X
3. Multiply rewards per round by X

Massive reduction in grind right there.

This post has been edited by mrttao: Jun 1 2013, 12:58
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post Jun 1 2013, 13:24
Post #2892
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I think that a cooldown for pots would be a bad idea. Lowlevel players who just can play on low difficulties won't possess so many heroic potions and would have to use inferior potions and would have to suffer.

If such a cooldown would come then only heroic potions would be reasonable, or not?
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post Jun 1 2013, 13:32
Post #2893
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QUOTE(T_Starrk @ Jun 1 2013, 10:09) *

No they're not.

Yes they are, that's why they cost 5-10 grands, and not 100-500c. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(Rei-Tenshi @ Jun 1 2013, 12:06) *
And then make Defend/Focus replenish OC instead.Make HP pots replenish OC in addition to HP. There, HP pots are suddenly useful again.

I have a better idea: burden / interference for Cloth gears and increased B/I for light users (just in case). Also we could invent some staff nerfing, like remove all damage (including elemental) except magic damage. How about this? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 1 2013, 13:40
Post #2894
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QUOTE(Laboq @ Jun 1 2013, 03:32) *

Yes they are, that's why they cost 5-10 grands, and not 100-500c. (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Well... I guess it's up to the individual what they consider as a "rare drop". Since I have dropped more than enough to upkeep 35-40 monsters in green morale I do not consider them rare. Also 5-10k credits isn't shit, you shouldn't expect them to cost and drop the same as food.
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post Jun 1 2013, 13:40
Post #2895
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QUOTE(Laboq @ Jun 1 2013, 19:32) *

I have a better idea: burden / interference for Cloth gears and increased B/I for light users (just in case). Also we could invent some staff nerfing, like remove all damage (including elemental) except magic damage. How about this? (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Good idea. I also suggest we add tons of B/I to all the weapons available to make fighting bare-handed a viable option.

edit: And it hit me: Why not add negative attackspeed to all the armor types? Since realistically, you're losing speed by wearing armor. That would make fighting naked a viable option too!

This post has been edited by Rei-Tenshi: Jun 1 2013, 13:43
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post Jun 1 2013, 13:45
Post #2896
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itt

make HV a horrible place (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 1 2013, 13:46
Post #2897
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QUOTE(Ichy @ Jun 1 2013, 19:45) *

itt

make HV a horrible place (IMG:[invalid] style_emoticons/default/laugh.gif)


Why not?
It's already been that way since the very first post of this thread. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jun 1 2013, 14:07
Post #2898
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QUOTE(Rei-Tenshi @ Jun 1 2013, 06:32) *

Right now it's just "Hold button to attack, use skill, Hold button to attack, use skill, repeat".

This is correct if you replace "use skill" with "trigger spirit stance."
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post Jun 1 2013, 14:08
Post #2899
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QUOTE(T_Starrk @ Jun 1 2013, 13:40) *

Well... I guess it's up to the individual what they consider as a "rare drop".

No, it's very much the other way: they considered as "ordinary drop" only by such "individuals" as you. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(T_Starrk @ Jun 1 2013, 13:40) *
Also 5-10k credits isn't shit

Yes they are. Especially for those dragons who shit HATHs and such. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 1 2013, 14:18
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QUOTE(Rei-Tenshi @ May 31 2013, 20:15) *

Existing Monsters now require you to grind to keep them alive.

You mean bringing in gifts. But I'll give you that one.

QUOTE
Monster creation now requires more Chaos tokens. You want more, you grind.

It's counter-intuitive anyhow to buy more slots than you can afford to maintain given the above point.

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Proficiency gains nerfed. You want prof, you grind.

It got much better if you're not close to the cap.

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Credit nerf. You want more credits, you grind.

He said he's fixing this one.

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Damage nerf. You want more kills, you grind.

This one is vague; my damage has gotten better.

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Adaptive drop rates. You want more items, you grind more.

This is to prevent grinding...

The rest seem to be confusing more time consumed as more grinding. Grinding refers to the need to do gameplay (i.e. to play more rounds) in order to achieve something; it's not about needing more time.

This post has been edited by Maximum_Joe: Jun 1 2013, 14:19
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