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

 
post Oct 4 2009, 02:29
Post #721
grumpymal



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QUOTE(XMike @ Oct 3 2009, 20:10) *

more procs = less chance of getting a weapon with proc AND stats you want though D:

Which is why we wait and see what accessories can give us. Tenboro mentioned they were in the pipes for eventually way back when Snowflake first came on the scene. Also would be nice to have the ability to modify weapons for some sort of fee (which has been suggested before). Hunting for that perfect weapon is infuriating, so if I could put Bleed on my Shortsword of Balance for an Alchemy token, a Bleed scroll, and the credits to use the service/facility, I totally would.
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post Oct 4 2009, 02:32
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(Cheater) Hunter the 3rd



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Oh man, can't wait for accessories. Tenb said that they would have 'must have' effects.
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post Oct 4 2009, 02:35
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QUOTE(cmal @ Oct 3 2009, 20:29) *

... so if I could put Bleed on my Shortsword of Balance for an Alchemy token, a Bleed scroll, and the credits to use the service/facility, I totally would.

That's an interesting idea. Merits some consideration and tweaking, but I like it.
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post Oct 4 2009, 18:46
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a leech



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It seems that spells that affects physical damage like Weaken and Shield are really just affecting physical damage but not crushing/piercing/slashing (well at least they seem a lot more effective against the Scary Ghost). Is this intended?
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post Oct 4 2009, 19:49
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Hi Tenb, Here is a great idea.

Could you maybe create some weapons with various 5-15% life steal? That would give the game an excelent boost and could compensate for the lost regen.
Imagine i hit monster for 300 dmg, get back 15-45 HP.

Same with mana for staffs with apropriate %

This post has been edited by Lunatic2: Oct 4 2009, 21:21
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post Oct 4 2009, 23:05
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Separate, additional item slots for scrolls and infusions (that can only be used for scrolls and infusions but do not take away any existing slots you have for regular items).

Please?
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post Oct 5 2009, 00:01
Post #727
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QUOTE(marcho @ Oct 4 2009, 17:05) *

Separate, additional item slots for scrolls and infusions (that can only be used for scrolls and infusions but do not take away any existing slots you have for regular items).

Please?

And specials, please.
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post Oct 5 2009, 04:11
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With this latest update, its like you want us to use our items more. And that's fine, items are good. How about an ability like X-Item/Attack that increases item efficacy? Longer duration, more power, or a little of both. Maybe two flavors that do one or the other. You've got some open slots on the existing tiers, as well as the sections without ability trees yet, so there's plenty of room.
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post Oct 5 2009, 04:39
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QUOTE(cmal @ Oct 4 2009, 22:11) *

With this latest update, its like you want us to use our items more. And that's fine, items are good. How about an ability like X-Item/Attack that increases item efficacy? Longer duration, more power, or a little of both. Maybe two flavors that do one or the other. You've got some open slots on the existing tiers, as well as the sections without ability trees yet, so there's plenty of room.

There is an x-item and x-attack already right? You should have it too, I think x-item is on the 80-tree.

Ahhh. You're talking about a different type of X-Item.

This post has been edited by DemonEyesBob: Oct 5 2009, 04:39
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post Oct 5 2009, 15:50
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Posted the suggestion at update thread but it's better to put it here too.

How about make another 3-4 item slots specially for scroll and infusion? So we can bring 12 replenish or special items at max and 3 or 4 scrolls or infusions to battlefield. I think there are many people (especially me) here doesn't take the scrolls and infusions since it's wasting 1-2 item slots, so that special slots can encourage people to bring them for battle.
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post Oct 5 2009, 17:31
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Tenboro, can you please make so double-clicking on the equipment makes it go to appropriate slot, much like items behave now?
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post Oct 5 2009, 20:45
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I just have a couple of quick suggestions.

For dual-wielding, I was wondering if it's possible to have weapon procs appear before an offhand attack is determined. This way the piercing armor effect from the primary hand sets up an immediate followup blow from the offhand weapon. This might actually be OP, but it just seems that's the order the effects would occur normally.


Another suggestion is to introduce non hostile monsters. Not necessarily helpful, but neutral unless attacked. The battle could be resolved without aggravating them and they could possibly serve as targets for other monsters, who normally seem to get along so well.
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post Oct 5 2009, 22:35
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Can you put the "Insufficient Mana" message in the battle log instead of on the sidebar? I've wasted a few turns casting a spell I didn't have the mana for without realizing it because the message is off to the side.
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post Oct 5 2009, 22:39
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Is to unlock an additional use to the SP? The idea would be to use a skill that brings an effect of exchange of SP by an amount of HP / MP. As if it were a last resort that you resort to your spirit, this effect could also reset the overchange.

This post has been edited by Charkan: Oct 5 2009, 22:40
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post Oct 6 2009, 02:12
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Any chance of making equipment found recently show up in the shop and inventory lists in a different color so you can immediately know that they're newly dropped pieces of eq?
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post Oct 6 2009, 20:38
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Now that we have titles, I think some varied unlockable title would be cool. Could even tie them into skills later.

proficiency based

Heavy > X, Curative > X, Supportive > X --> Paladin path
Dual Wield or 2h > X, Cloth or Light > X --> Berserker path
Elemental + Forbidden + Deprecating > X --> Mage path
Staff > X, Forbidden > X --> Warlock path
Curative + Supportive + Holy > X --> Cleric path
2h or 1h > X, Heavy > X --> Heavy Knight path
2h > X, Light > X --> Champion path
Staff > X, Heavy > X --> Pike Legionnaire path (lolwut. meh)
1h, DW or 2h > X, Elemental + Deprecating > X --> Spellsword path

Fuck if I know exactly what they should do specifically, just more targeted bonuses and maybe skill tie in later.
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post Oct 6 2009, 20:41
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QUOTE(marcho @ Oct 6 2009, 13:38) *

Staff > X, Heavy > X --> Pike Legionnaire path (lolwut. meh)


Dragoon, maybe?
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post Oct 6 2009, 20:42
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QUOTE(radixius @ Oct 6 2009, 14:41) *

Dragoon, maybe?

/r/ magic sticks with pokey ends
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post Oct 7 2009, 09:13
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Titles should have level-dependent bonuses. So you can keep the title while your levels grow and its bonuses will grow with you.

Maybe it would be better to make all the standard titles into one, automatically incrementing "Default" (with level-dependent bonuses)? this will save a lot of space...

Also, make a special Starter title with bonuses to credit / drop rate, incoming damage reduction, but only usable by ones below lvl10. HV will become a lot more newbie-friendly place.

And of course, pluses to damage on standard titles are sweet, but I personally would want a protection bonuses, to ease the pain of being torn into pieces by monsters on cake difficulty I an experiencing starting from the last sunday...
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post Oct 7 2009, 20:01
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An additional title should be earned by having had the whole of the chainsaw. It would be a lot easier to just give us something there than worrying about making some overpowered piece of equipment.
What said title would do, I don't know. Maybe give people using a Sword + Shield the ability to domino strike?

Since all artifacts have disappeared from the Bazaar, it is not like people would be able to abuse it.

This post has been edited by Boggyb: Oct 7 2009, 20:02
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