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> HentaiVerse 0.86, Extra proficient

 
post Sep 11 2017, 16:07
Post #301
Scremaz



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QUOTE(sssss2 @ Sep 11 2017, 15:55) *

Yeah, I saved 6.6m!

not bad. one can make a few things with those credits...
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post Sep 12 2017, 10:04
Post #302
Dead-ed



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Anybody else got unintentional fleeing when doing re through phones?
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post Sep 12 2017, 15:01
Post #303
Juggernaut Santa



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QUOTE(Dead-ed @ Sep 12 2017, 10:04) *

Anybody else got unintentional fleeing when doing re through phones?

No. Set up your quickbar (without flee in it) to have everything you need.
This way you'll not click anything unexpected.
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post Sep 12 2017, 20:37
Post #304
Dead-ed



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QUOTE(End Of All Hope @ Sep 12 2017, 06:01) *

No. Set up your quickbar (without flee in it) to have everything you need.
This way you'll not click anything unexpected.

've done that since the first occurence. Besides, i know what i click, even by mistake. Not important though.
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post Sep 14 2017, 17:28
Post #305
Juggernaut Santa



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This is more about 0.85 and 0.86, but I realized it the other day and I was wondering about it.

Why did the minimum Overcharge that makes Spirit Stance deplete increase?

The OC system should be the same as before, since, even if now the "standard" HV shows pips instead of a bar, it's still true that 1 Hit ≠ 1 Pip, and the utilitarian bar shows all the values and not only multiples of 25.

So why increase the minimum overcharge from 10 to 25?
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post Sep 14 2017, 19:42
Post #306
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QUOTE(End Of All Hope @ Sep 14 2017, 17:28) *

So why increase the minimum overcharge from 10 to 25?


To make everything work in pips worth of charge.

Spirit Stance will likely be changed at some point to an action that increases the power of the next skill at the cost of a full pip, rather than a toggle. (Obviously, that would not be an isolated change.)
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post Sep 14 2017, 19:50
Post #307
BlueWaterSplash



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!!

That will make 1H a lot worse. (Not saying this is a bad thing).

As for the quickbar slots, I only started using them yesterday. The click zones are off (shifted to the left) so I actually mis-clicked the quickbar worse than I ever did on the menus (flee, etc). Actually flee should not be a problem anyway unless you flee/scan often. Maybe mages do, I don't know. When I was a level 60 mage or so, I scanned every enemy to know which elemental spell to use. After I learned something besides Fire, that is. But the game is different for a real mage.
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post Sep 14 2017, 20:03
Post #308
Tenboro

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QUOTE(BlueWaterSplash @ Sep 14 2017, 19:50) *

That will make 1H a lot worse. (Not saying this is a bad thing).


QUOTE(Tenboro @ Sep 14 2017, 19:42) *

(Obviously, that would not be an isolated change.)

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post Sep 14 2017, 20:06
Post #309
Scremaz



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QUOTE(Tenboro @ Sep 14 2017, 19:42) *

To make everything work in pips worth of charge.

Spirit Stance will likely be changed at some point to an action that increases the power of the next skill at the cost of a full pip, rather than a toggle. (Obviously, that would not be an isolated change.)

what about keeping toggle and also that optional boost? (IMG:[invalid] style_emoticons/default/duck.gif)

This post has been edited by Scremaz: Sep 14 2017, 20:07
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post Sep 14 2017, 22:01
Post #310
Juggernaut Santa



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QUOTE(Scremaz @ Sep 14 2017, 20:06) *

what about keeping toggle and also that optional boost? (IMG:[invalid] style_emoticons/default/duck.gif)

That would be cool.

This (minor) change already nerfed 1h a lot. Now keeping BOTH the permastance AND the use of OFC is almost impossible.
You have to use it with 245~250 OC, otherwise the stance will deplete with the following hit
(Example, you use OFC with 244 Overcharge -> down to 34, a hit brings OC down to 24 before recovering 5-10 OC with such hit (plus counters), right in the moment OC is <25, the game depletes the stance).
And keeping OC 245~250 at end round is not easy as it seems (IMG:[invalid] style_emoticons/default/sad.gif)


I hope the future big change will not mean that melee loses the 2x damage boost from spirit stance.
It's already significantly slower than mage. Melee NEEDS the 2x damage boost to even compete with it in tankiness terms.

If not then, let's just erase melee gears and abilities and keep mages only. (that wouldn't be the end of the world, if we add a whole bunch [5-10] of new types of magic (IMG:[invalid] style_emoticons/default/laugh.gif) )

I trust Tenboro about not screwing the actual metagame (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by End Of All Hope: Sep 14 2017, 22:07
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post Sep 14 2017, 22:10
Post #311
Scremaz



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well, personally i'm not sure which fixes should be made. and i could even understand a meta in which it's basically: melee = tankier and cheaper but a bit slower; mage = squishier and more expensive but quicker, but uh...

currently we're really, really too mage-centric...
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post Sep 14 2017, 22:13
Post #312
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QUOTE(Scremaz @ Sep 14 2017, 22:10) *

well, personally i'm not sure which fixes should be made. and i could even understand a meta in which it's basically: melee = tankier and cheaper but a bit slower; mage = squishier and more expensive but quicker, but uh...

currently we're really, really too mage-centric...

I can still "stand" the current metagame.

Mages are really OP, but still, melees have a very good tank style (1H) and other niche styles that are basically as fast as 1H (or at least, DW), but slightly less safe.

What I'm not currently "standing" are the frequent changes that are nerfing melees instead of mages (IMG:[invalid] style_emoticons/default/duck.gif)

If one has to do something, I prefer nothing (IMG:[invalid] style_emoticons/default/laugh.gif)

We'll see with time, I guess.

This post has been edited by End Of All Hope: Sep 14 2017, 22:13
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post Sep 15 2017, 06:58
Post #313
friggo



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I don't think we should be jumping to conclusions. I'm sure Tenboro knows what he's doing regarding any future changes to spirit stance.

I do however agree with Scremaz and End of All Hope that removing spirit stance would effectively kill the possibility of any melee play on higher difficulties.

Being able to keep up SS indefinitely is what makes high-level melee even remotely competitive with mages, although melee is currently still relegated to playing second fiddle. As it is, I don't know if something like doubling the base damage of all melee weapons and power armors would even be enough to compensate the loss of spirit stance.
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post Sep 16 2017, 13:22
Post #314
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QUOTE(Sesshomaru Moon @ Sep 6 2017, 23:01) *

Bonerses. rawr~

Yamero.
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post Sep 16 2017, 14:24
Post #315
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QUOTE(friggo @ Sep 15 2017, 04:58) *

Being able to keep up SS indefinitely is what makes high-level melee even remotely competitive with mages, although melee is currently still relegated to playing second fiddle.

How about this question, does high-level melee need to be competitive with mages? The 0.82 update created Equipment Levels to enforce a natural gear progression to prevent say a level 50 player from using a Magnificent dumped into the Bazaar by a level 500 player. So besides a lucky equipment drop here an there you can only get access to the best gear as you progress in the game. Well perhaps the mage fighting style which is a mana devouring beast, and therefore only practical at the higher levels is the natural fighting style progression for players. If true then melee should be second fiddle at the highest levels. Naturally, I don't claim to understand the intent of 10B, I'm just suggesting a theory.
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post Sep 16 2017, 15:19
Post #316
friggo



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QUOTE(Tgbvfr @ Sep 16 2017, 15:24) *

How about this question, does high-level melee need to be competitive with mages? The 0.82 update created Equipment Levels to enforce a natural gear progression to prevent say a level 50 player from using a Magnificent dumped into the Bazaar by a level 500 player. So besides a lucky equipment drop here an there you can only get access to the best gear as you progress in the game. Well perhaps the mage fighting style which is a mana devouring beast, and therefore only practical at the higher levels is the natural fighting style progression for players. If true then melee should be second fiddle at the highest levels. Naturally, I don't claim to understand the intent of 10B, I'm just suggesting a theory.


No one's saying that melee should be as strong/fast as mage.

It's quite evident that faster clear times are the payoff for playing mage, at the expense of requiring more consumables, a "glass cannon" playstyle and higher cost for buying/upgrading equipment. Those who want to play it safe and/or don't have a huge income can currently still use melee as a viable option at higher levels and difficulties, but naturally it won't be as fast as mage. That's the trade-off. Point being that melee is currently still a completely feasible playstyle.

What I am saying, however, is that if melee had to play without the damage bonus from spirit stance, any melee build would become non-viable on higher difficulties. And since 90%+ of overall HV playtime happens on PFUDOR (rough guess), it wouldn't really make sense for Tenboro to essentially reduce the entire game down to nothing but mages, with melee being an irrelevant playstyle that gets abandoned after reaching level 100 or so.
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post Sep 16 2017, 16:13
Post #317
Juggernaut Santa



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QUOTE(blackjac00 @ Sep 16 2017, 06:32) *

For the moment FOS was found to be Perk which can not get peerless 213 times only.
Although Tenboro said that it fixed it, it was not fixed. (IMG:[invalid] style_emoticons/default/mad.gif)
The trophy of 20 m is wasted(Credits spent on purchasing are taking more time).(IMG:[invalid] style_emoticons/default/cry.gif)
It is under review to Tenboro.


^

Is this another thing that will be fixed only once the next downtime happens?
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post Sep 16 2017, 17:49
Post #318
Tenboro

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QUOTE(End Of All Hope @ Sep 16 2017, 16:13) *

Is this another thing that will be fixed only once the next downtime happens?


blackjac00 is wrong, it is fixed and the Peerless were generated.
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post Sep 17 2017, 10:39
Post #319
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Do Suffusive Spirit fix next patch?



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post Sep 17 2017, 11:53
Post #320
Mi-Ala Starbreeze



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*Just passing by*
I do not approve.
*Awayyy~*
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