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> HentaiVerse 0.76, Wall-EEEE

 
post May 18 2013, 21:22
Post #541
alfonx



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any chance of adding an improved spark of life in the supportive abilities? All the other IA abilities can be upgraded to lessen the upkeep but currently I find spark is bleeding my mana reserves
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post May 18 2013, 21:26
Post #542
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I think part of the problem is that the free stats and miscellaneous benefits that auras gave have been completely replaced by a... pretty subpar... mastery point system [that personally limits me, a low leveled scrub], and those benefits have been lost to the winds and have not been put elsewhere.



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post May 18 2013, 21:26
Post #543
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Regen 342
[media.share.pho.to] http://media.share.pho.to/2GQae/060c350f_o.jpeg

my status
[media.share.pho.to] http://media.share.pho.to/2GQd2/d18c62d4_o.jpeg

my Ability
[media.share.pho.to] http://media.share.pho.to/2GQeD/010a73fd_o.jpeg

is bugs?
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post May 18 2013, 21:32
Post #544
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QUOTE(Tenboro @ May 18 2013, 18:38) *

Oh, I've been on IRC most of the day, while fixing various stuff.

By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.

you are sure? glad you are, because it looks like you didn't even bother testing the changes before implementing them.

you have 20 major ability slots but you only need 13 of them to activate all the abilities needed by a melee build: 6 for the tanks and potion boosts, 3 for the weapon proficiency boosts and 4 for the armor proficiency boosts.

as a mage you also need to find a slot for the boosts to magical proficiencies.
thanks to cooldowns you cannot rely on only one element so you need at least 2 of them.
if you chose holy/dark you cannot activate all the abilities without giving up on something even if you unlock all the 20 slots.
if you go elemental 20 slots are just enough to max out, 18 if you only use two elements.

but the slots on the right side take a lot of mastery points to unlock, so basically you need to be of uber high level in order to play mage without giving up too much, expecially holy/dark, where you can play any melee style at max effectiveness from a much earlier level.

this hardly seems fair.
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post May 18 2013, 21:32
Post #545
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QUOTE(Evil Scorpio @ May 18 2013, 13:35) *

(IMG:https://forums.e-hentai.org/uploads/post-329682-1367617054.png)

It made mages happy and also made them think they're Masters of the HV Universe. That's not right. As I told you many-many times - mages were made to suck, whine and suffer. Now they can finally fullfill their Destiny. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

You make it sound like melee gained something, but we got shit. Oh, the bonus of being told that all the money spent on Kevlar was fucking nice. Also, no more reinforced shade, which means there is no way to get shade with piercing mit now. Fucking diamonds, man.
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post May 18 2013, 21:33
Post #546
HTTP/308



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Enhancement is still broken.
e.g. cannot infuse dark because the text block is misplaced

QUOTE(Malenk @ May 18 2013, 15:32) *

you are sure? glad you are, because it looks like you didn't even bother testing the changes before implementing them.

you have 20 major ability slots but you only need 13 of them to activate all the abilities needed by a melee build: 6 for the tanks and potion boosts, 3 for the weapon proficiency boosts and 4 for the armor proficiency boosts.


You can put all melee weapon abilities + one armor in the slots.

This post has been edited by HTTP/308: May 18 2013, 21:37
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post May 18 2013, 21:36
Post #547
lightshader



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I liked it better when skills and spells were split off into their own category, instead of being combined into current skillbook.

Every time I want to use a spell that's not in my quickbar, I have to navigate to spell portion of the the skillbook. If you want to combine both, Tenb, then I suggest you add an option in settings menu to allow users to select which section of skillbook to default to when opening it. That way mages can default to spells, while melees can default to skills.
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post May 18 2013, 21:39
Post #548
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QUOTE(lightshader @ May 18 2013, 13:43) *

That's actually a good point. As far as I know, even though there have been some modifications to tiers or costs, their core benefits have never been changed.

However, this time is the different matter as the core functionality of White/Black/Rainbow were directly changed. Yes, the new changes to HV has rendered those perks obsolete, but instead of changing the perks, the defunct perks should've been removed and refunded, and then the new perks added.

I also noticed that POWER training is also disabled, does this mean MOD POWER is being calculated some other way now? The whole point of me playing HV was partially to increase my MOD POWER.
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post May 18 2013, 21:40
Post #549
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QUOTE(dragon695 @ May 18 2013, 21:39) *

I also noticed that POWER training is also disabled, does this mean MOD POWER is being calculated some other way now? The whole point of me playing HV was partially to increase my MOD POWER.

Some Trust System incoming.
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post May 18 2013, 21:41
Post #550
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encountering mithra in 3rd round of nintendo GF.. demoted?
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post May 18 2013, 21:42
Post #551
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OK, did small experiment.

Refitted one of previous melee setups and went for a spin. Because of 0.76 I have NO single melee oriented Ability boost. Nothing is selected in 1H,2H, DW,NI (just checked to be sure). All points are invested in mage sections.

BTW1: I have now -7 Ability Points. WTF? (IMG:[s23.postimg.org] http://s23.postimg.org/z0oozrtvf/The_Hentai_Verse_Opera_2013_05_18_21_32_33.png)

Back to experiment.

Went into GF on Hell. To my amusement I discovered that melee is quite potent even without melee boosts. Of course there is one major downside [except the need to click 50000/minute]. Hourlies on IWBTH in such setup are simply suicidal. Almost like going with bare hands. As for GF/Arenas it is fairly acceptable. Spells are short and poor but usable. Cooldown is nowhere as crippling as for mage.

Comparing it to 0.76-mage on Normal there is no comparison. It took ~30 minutes to finish 50 round Arena as mage - I've never pummeled so many monsters with a staff as long as I play HV. Killing Mithra with anything but Holy was infuriating experience.

I made good deed today. Purchased latest expansion for GG War in the East. Together with ST Armada it will keep me occupied, away from misery of HV.76...

BTW2: Please do not flame or abuse newbies. Give them a break. They are screwed big, massive, humongous time by 0.76.
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post May 18 2013, 21:46
Post #552
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QUOTE(Malenk @ May 18 2013, 20:32) *
as a mage you also need to find a slot for the boosts to magical proficiencies.
thanks to cooldowns you cannot rely on only one element so you need at least 2 of them.
if you chose holy/dark you cannot activate all the abilities without giving up on something even if you unlock all the 20 slots.
if you go elemental 20 slots are just enough to max out, 18 if you only use two elements.

Now that the cost of the spells is reduced we mages are nerfed just as much as meele.

Also, you cannot select a spell that is in cooldown anymore (i.e. producing an error and losing a turn). This got fixed within the past few hours I think.

And for those still not happy the cost of pack rat got reduced by half (or is it just my impression?)
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post May 18 2013, 21:46
Post #553
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been testing the arenas and stuff:


Enhancements: bugged. Regen: bugged. Supportive spells duration: shorter than ever. Wide screen: i dont like it... i need to see my hentai while im playing HV... Tenboro, please dont be so mean and turn the window back as it was.
Enhancements: bugged, clicked on infuse frost and gave me lighting insted.
Regen: bugged... supportive over 280 and i just got 640 hp regen?????
Supportive spells duration: shorter than ever.
Wide screen: i dont like it... i need to see my hentai while im playing HV... Tenboro, please dont be so mean and turn the window back as it was.
Cast speed: so no melee user will have cast speed? darn.

EDIT: also just 1 crystal per battle won?????????? (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif) (IMG:[invalid] style_emoticons/default/mad.gif)

This post has been edited by piyin: May 18 2013, 21:48
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post May 18 2013, 21:46
Post #554
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My monsters got leveled down? (IMG:[invalid] style_emoticons/default/sad.gif)

But they have much more wins and kills now (IMG:[invalid] style_emoticons/default/biggrin.gif)

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post May 18 2013, 21:48
Post #555
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Will you also add back hotkeying that we had for skill slots? We used to have ctrl + numbers for 10 slots, but that's gone now.
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post May 18 2013, 21:49
Post #556
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The cool down system is the major problem here.

Atleast remove CD affect for supportive and depreciating magics (IMG:[invalid] style_emoticons/default/sad.gif)

If not anything just do it for Cure Tenboro

This post has been edited by xcaliber9999: May 18 2013, 21:51
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post May 18 2013, 21:49
Post #557
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QUOTE(dragon695 @ May 18 2013, 23:32) *
You make it sound like melee gained something, but we got shit. Oh, the bonus of being told that all the money spent on Kevlar was fucking nice. Also, no more reinforced shade, which means there is no way to get shade with piercing mit now. Fucking diamonds, man.

(IMG:[cdn.memegenerator.net] http://cdn.memegenerator.net/instances/400x/37941692.jpg)

P.S.: I didn't even bothered to get these reinforced/agile thingies. It doesn't worth it, my current set is good enough. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 18 2013, 21:50
Post #558
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Did training prices for more battle slots go down? I've paid shitload of credits for some additional slots few hours ago and now it is cheaper...
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post May 18 2013, 21:50
Post #559
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So we finally have Better Cure...
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post May 18 2013, 21:51
Post #560
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Scratch that. Works properly.

This post has been edited by Death Grunty: May 18 2013, 21:52
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