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> Hentai Verse Suggestions / improvements thread., To make Tenbori's job easier :D

 
post Sep 23 2009, 19:14
Post #661
Nexus Wolf



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QUOTE(Nexus Wolf @ Sep 21 2009, 18:10) *

Well, some skills in general, some stuff that uses skill points instead of magic, just for some variance? I'm a mage, so it'd make little difference to me, but would be interesting (IMG:[invalid] style_emoticons/default/happy.gif)

QUOTE(Sayo Aisaka @ Sep 23 2009, 01:21) *

How about some more skills besides Flee?

Heh, finally someone else noticed the need for some skills (IMG:[invalid] style_emoticons/default/biggrin.gif)

QUOTE(Panuru @ Sep 23 2009, 03:29) *

Berserker skills would be interesting. Double your physical attack, but double the damage you take. Double the mana cost, but double the spell effect.

I've wondered why Focus and Defend aren't listed as skills.

Good idea, and yer, when we get skills focus could become one, with levels to reduce the downsides to it. or something like that.

QUOTE(Xiandora @ Sep 23 2009, 17:44) *

What immediately comes to my mind would be skills that are paid with a % of your HP to be used, much like in the [en.wikipedia.org] Shin Megami Tensei games (or atleast all I've played).. Sure, it'd cost more to cast the more HP you have, but then again, the attack power of those skills could be (largely) based on the amount of HP that is consumed when using it. There could also be skills that instead use a set amount of HP, probably increased in cost by level like spells, to be more appropriate for the low HP fighters (quick, light fighters come to mind).

Other skill costs could be a certain amount of your overcharge gauge or spirit points.

The HP idea does sound interesting, does fit really, mages MP is pretty much their life-line after all. It does work really well in SMT games. Though the hp cost should be based on a % of your max base HP, much like spells.

Spirit point abilities would be good too, should be used to universal skills that both fighters and mages would like. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Sep 23 2009, 22:49
Post #662
Thanos008



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Just in case this hasn't been already listed:


MAYBE this seems like an unnecessary addition to other folks here, but I for one would really really like to see the Battle Stats make a distinction between when you swing at a monster and miss, and when the monster actually dodges your attack; AFAICT, there is only a default "The Monster dodges your Attack" every time an attack fails to connect.....and I'd personally like to know which one is which if for no other reason than to tweak my Armor/Weapon loadout if I so desire.
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post Sep 23 2009, 23:14
Post #663
XMike



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the training and character screens can display total credits/exp spent on a skill/stat

e.g.
on char screen
str 114 47849 1198857 total spent
instead of
str 114 47849

would be handy for people that allocate their stat points according to total exp spent ratios

(yes 1198857 is a rough total of all the exp i've spent on str so far, 899142 on 107 dex, on 82 agi, 3621 on 20 wis, 10233 on 29 int :P)

This post has been edited by XMike: Sep 23 2009, 23:14
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post Sep 24 2009, 02:51
Post #664
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As I said some time ago, "we" need some kind of "set of equipment": different set of equip just with one click! (IMG:[invalid] style_emoticons/default/biggrin.gif)

Please! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Sep 25 2009, 02:59
Post #665
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Would probably make sense to move Token Of Blood to Special Items category in bazaar since it currently only shows up only under All Items category.
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post Sep 26 2009, 18:36
Post #666
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It seems that Empty/Shield equip combo is treated as One-handed (from Montage, haven't tested it at real battle). Then, it would be only fair to treat Empty/Empty as Dual Wield with all associated things (and screw Armor prof montaging big time (IMG:[invalid] style_emoticons/default/tongue.gif))...
That, or Unarmed to have its own proficiency (with, predictably, same side-effect (IMG:[invalid] style_emoticons/default/tongue.gif)).

Edit: Yep, bare knuckle with shield is treated as One-handed style in battle too.

This post has been edited by hen_Z: Sep 26 2009, 18:44
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post Sep 26 2009, 20:10
Post #667
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For Bob:

User defined maximum difficulty settings for every arena. Initially set to Normal. If you try to start a challenge at a higher level than the one you set, it gives you a big red flashing warning message in the confirmation dialog box. (I originally thought it should just prevent you from starting it, but this way if you try to increase the difficulty and find it's too much for you, you don't have to remember to change back to the old setting afterwards.)
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post Sep 26 2009, 20:13
Post #668
marcho



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hell, without developing a whole new system, since arenas already track your highest clear, if you attempt the arena at a higher difficulty that you have previously cleared it on it can put the are you sure blah arena blah attempt text in red instead of the regular black.
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post Sep 27 2009, 02:16
Post #669
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Would be handy if there was a setting for making your misses on enemies show up in red text instead of black text so you can go 'huh, i need more accuracy'
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post Sep 27 2009, 02:17
Post #670
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A quick search of this thread for "overcharge" resulted in no similar result.

How about training or abilities that increase the rate overcharge goes up?
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post Sep 27 2009, 02:58
Post #671
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QUOTE(Sayo Aisaka @ Sep 26 2009, 14:10) *

For Bob:

User defined maximum difficulty settings for every arena. Initially set to Normal. If you try to start a challenge at a higher level than the one you set, it gives you a big red flashing warning message in the confirmation dialog box. (I originally thought it should just prevent you from starting it, but this way if you try to increase the difficulty and find it's too much for you, you don't have to remember to change back to the old setting afterwards.)

Oh I like that. <3
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post Sep 27 2009, 21:08
Post #672
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Elemental weapons would be a nice addition. Depending on the quality of the weapon, a certain % of the damage dealt is whatever element the weapon is, the rest being normal slashing/crushing/piercing damage.
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post Sep 27 2009, 21:18
Post #673
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It would be great if I could buy multiple items or equip at a time. For example, press ctrl and click as many items as i need ande their prices are calculated as one.
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post Sep 27 2009, 21:33
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QUOTE(nobaka @ Sep 27 2009, 15:08) *

Elemental weapons would be a nice addition. Depending on the quality of the weapon, a certain % of the damage dealt is whatever element the weapon is, the rest being normal slashing/crushing/piercing damage.

Tenb already said no to this. Besides soul I don't think we're going to see anymore, and I'm actually pretty grateful.

This post has been edited by DemonEyesBob: Sep 27 2009, 21:33
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post Sep 27 2009, 21:35
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That's kind of disappointing. Makes the elemental weaknesses all but meaningless for a melee char.
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post Sep 27 2009, 21:42
Post #676
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QUOTE(nobaka @ Sep 27 2009, 15:35) *

That's kind of disappointing. Makes the elemental weaknesses all but meaningless for a melee char.

Well, yes. If you've got a decent magic rating and you're doing some mix you can still focus on a single element. I know several people who are mostly melee but have meteor and a decent fire rating because fire is the most common weakness amongst monsters. And elements still come into play if you have element mitigating armor.
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post Sep 27 2009, 23:37
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Well, I've been giving this one a little while and it has some relations to elemental weapons so now would prolly be a time to bring it up. Basically, a spell fusion system that would let you do several different things using spells you know and in some cases equipment. One interesting thing would be casting, say, inferno on your weapon to give it a fire enchant for X rounds, where the damage and fire proc is based on elemental rating while the enchant duration is based on your supportive, or doing a spell fusion with, say, shield and inferno to create a fire shield that would damage anything that hits you with fire damage while boosting your elemental rating. Of course, fused spells would cost more than average ones due to their inherent power, and you would have to know the spell involved.

Also, another possible fusion would be between similar spells, such as absorb and shield, so you can get both effects in one turn, as well as fusions between weaken and poison or even weaken and silence. Basically any two spells could be fused, though for aoe spells you could only fuse them with aoe spells (such as a meteor snowstorm, which would cause the fire -> ice explosion).

Another interesting combo would be shield and regen or absorb and regen~ Also, you could only fuse spells together once you've picked up the ability to do so, which would probably be a decent addition in a possible level 110-140 tree that doesn't exist yet.


Edit: also, to make it so it's not completely overpowered, make it like aura slots, where you can only have so many fused spells that you can have brought into battle based on the number of ability points you have to unlock fused spell slots.

This post has been edited by Dndestroy: Sep 27 2009, 23:40
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post Sep 28 2009, 13:40
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Well, maybe elementalstrike Skills, what eats SP but are unaffected by Interference would be good solution to give melee'ers means to exploit enemy's weak points...

Also,
QUOTE(cmal @ Sep 27 2009, 09:43) *
Other news:
Domino Strikes does not have a proc message -- it just happens.
Does that mean, there is no indication given in Battle Log what you just Domino'ed a mob of mobs? If it is the case, then I pray Tenboro will add one in the next update. For easy BBE count...

This post has been edited by hen_Z: Sep 28 2009, 13:41
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post Sep 28 2009, 14:35
Post #679
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Domino Strike can hit up to 5 mobs btw, the target, 2 above, and 2 below. For me when that happens and bleed procs on them I can cut a battle that would normally take 40+ rounds dual-wielding down to ~12-18 with my 2-hander.
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post Sep 29 2009, 02:23
Post #680
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A training skill to reduce amount of time training takes, preferably low cost :P
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