 |
 |
 |
HentaiVerse 0.3.9, BYOC |
|
Oct 11 2009, 04:09
|
Sonic
Group: Catgirl Camarilla
Posts: 4,692
Joined: 16-November 07

|
Sweet, I like the changes to Grindfest.
|
|
|
|
Oct 11 2009, 05:32
|
EvolutionKing
Group: Gold Star Club
Posts: 9,454
Joined: 2-May 07

|
Hurray for easier grinds!
|
|
|
|
|
 |
|
Oct 11 2009, 06:39
|
D.D.D.
Group: Members
Posts: 15,128
Joined: 9-June 09

|
I have one remaining pertinent thought, regarding this update; It concerns the "Token of Healing". This "Token of Healing" grants a free "Heal All"—which, sadly, is not all that great, at the moment. Normally, there's little to no appeal in paying a fortune for SP recovery—this can be agreed upon. But listen—what if you saved them, at least? You might be in luck later, if you didn't waste them.
I'm tellin' ya, be sure to use those wisely. I can see it—start anticipating our next few updates, now. Stow 'em away for when Tenboro cues the introduction for Spirit Point-consuming skills, or more spells. You'll have to wait and see. I don't know if it'll be real soon. I'm just thinking—plotting—in advance. So, heads up! Just a little something to start thinking about. Plan ahead. Plan for the near future!
There's the possibility for cost of SP heals to be reduced significantly, along with Spirit Attack's power... But I believe that we may potentially have a near-invaluable resource on our hands—so start saving! I don't wanna be kicking myself, in the event that restoring SP remains an expensive helluva bitch. It might become a practical part of your strategy, beforehand, or even a major necessity, like water!
That was beautiful, wasn't it?
|
|
|
|
|
 |
|
Oct 11 2009, 06:44
|
Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

|
who use the healer nowadays anyway when everyone almost have unlimited potions of lesser of all sorts.
|
|
|
|
Oct 11 2009, 06:55
|
D.D.D.
Group: Members
Posts: 15,128
Joined: 9-June 09

|
I just really felt like talking—I'm gonna go make a Tenboro shrine out of a thread, somewhere...
|
|
|
|
|
 |
|
Oct 11 2009, 07:39
|
Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

|
QUOTE(D.D.D. @ Oct 11 2009, 06:39)  tl;dr
You mean like what he referenced here? Also, I'm fairly sure a lot of us aren't gonna be using the tokens willy-nilly simply cause of how low the cost to heal hp and mp are now. Anyway, so far I like the update, can actually get to round 20-ish on normal grindfest now :X Now if only the equipment I got wasn't flimsy (but then that's on cake). Also, I like the idea with Cure 2 and 3 and was actually somewhat expected them to be added sooner or later, though probably cause of how many RPGs and MMOs I've played (IMG:[ invalid] style_emoticons/default/sleep.gif) It's kinda nice now that my cure costs less than shield now too. Maybe some of the currently nonexistent trees can have higher level versions of other things such as Regen 2 and Shield 2 that are only available if you have the previous versions of them unlocked, so people won't just spec out of the old versions for the newer, better ones. This post has been edited by Dndestroy: Oct 11 2009, 07:40
|
|
|
|
|
 |
|
Oct 11 2009, 07:43
|
Sonic
Group: Catgirl Camarilla
Posts: 4,692
Joined: 16-November 07

|
It reminds me back in the days of Lunar Eternal Blue I played on the PS1. Most of your character's magic would eventually evolved into a higher version. Was especially useful on the healing magic. But I do agree, Cure II should require Cure I and so on.
|
|
|
|
Oct 11 2009, 08:02
|
Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

|
Well cure I is still most efficient mana wise, cure II and III should only be used on the higher end of the arenas. When it comes to grinding, cure I and regen is still the most efficient so i dont think its necessary to lock cureII before you aquire cure I.
|
|
|
|
Oct 11 2009, 08:04
|
Red of EHCOVE
Group: Gold Star Club
Posts: 9,493
Joined: 28-April 07

|
Thumbs up - good update!
|
|
|
|
|
 |
|
Oct 11 2009, 09:13
|
Dndestroy
Group: Members
Posts: 1,029
Joined: 30-March 09

|
I actually gave it a bit more thought and came up with a slightly more interesting version of what I mentioned in the previous post. Basically, the idea of the Regen and Shield 2 proposals would effectively mean to make them overall better than regen and shield, which would be why they would be a requirement, but then why create whole new spells when you could possibly add stuff to modify them instead? They would still have to have to spell, as well as be high enough level to access the stuff, and it would be direct mods to the spells through ability points.
Some of the stuff I was thinking for just on Regen would be stuff like: Regen: Speed Boost - Decreases time to cast Regen by X (using .1 as X, if it was 1.0x it would be .9x) applied before x-magic (.9x would be halved to .45x) but increases mana cost by Y Regen: Heal Boost - Increases healing modifier per point of curative proficiency, and increases cost (not sure how curative prof affects actual healing so throwing this in) Regen: Cure Boost - Adds the effect of Cure I to Regen's initial cast, increasing the cost by XX% and cast time by Y (added cast time for this one specifically because of the initial healing added, and suggest around 50% cost increase, though higher cost than that may be required for balance) Regen: Duration Boost - Increases duration gained per point of proficiency, increases cost
Basically, each ability point would make it more effective for healing, but increase the cost appropriately so that the spell will overall gain effectiveness, but not become too powerful for the cost.
For Shield I was thinking stuff along the lines of: Shield: Absorb Boost - increases the amount of damage absorbed by X and increases amount absorbed per point of supportive by Y, increases cost Shield: Duration Boost - basically same as the regen one
Also, other than the cure one, they could possibly have multiple ability points that you could sink into them so you can increase how much they heal/absorb, while at the same time increase cost.
|
|
|
|
|
 |
|
Oct 11 2009, 09:24
|
HowlingC
Lurker
Group: Gold Star Club
Posts: 6
Joined: 11-October 06

|
YES!!! On the overall you just gave me a lot more motivation to keep playing HV. (IMG:[ invalid] style_emoticons/default/wub.gif)
|
|
|
|
Oct 11 2009, 09:46
|
Msgr. Radixius
Group: Gold Star Club
Posts: 30,859
Joined: 15-May 06

|
How about making the "You have X Tokens of Healing" the use a token button instead of the Heal All button?
EDIT: Or maybe a Use Token button above the indicator of how many tokens you have?
Or neither. I guess only lazy people won't want to move their mouse five millimeters and click. Just a suggestion.
This post has been edited by radixius: Oct 11 2009, 09:50
|
|
|
|
Oct 11 2009, 16:24
|
Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

|
Interrupting the lovefest for a question...
Does Equipment level = level of mob that dropped it? If so, then Arena Clear Bonus Equip-drops = Player level or random?
|
|
|
|
Oct 11 2009, 17:20
|
Tenboro

|
QUOTE(Alpha 7 @ Oct 11 2009, 16:24)  Interrupting the lovefest for a question...
Does Equipment level = level of mob that dropped it? If so, then Arena Clear Bonus Equip-drops = Player level or random?
It's mostly random around your own level.
|
|
|
|
Oct 11 2009, 19:15
|
dlhmmr
Group: Catgirl Camarilla
Posts: 2,578
Joined: 20-March 09

|
Tenboro, The only thing I'm bugged about with the update is the decrease in Equip drops. Was spending credits training on quarter master a total waste of credit? I would really like to know how equip drops are being calculated now. do you accumulate points or is the drop chance bonus per battle?
|
|
|
|
Oct 11 2009, 19:38
|
Tenboro

|
What decrease in equip drops?
|
|
|
|
Oct 11 2009, 19:52
|
dlhmmr
Group: Catgirl Camarilla
Posts: 2,578
Joined: 20-March 09

|
QUOTE(Tenboro @ Oct 11 2009, 10:38)  What decrease in equip drops?
Sorry, went back & reread OP, must be my sorry ass luck=no equip drops since update. (IMG:[ invalid] style_emoticons/default/huh.gif) Edit: are potion & draught drops calculated separately from Equip drops or did the changes in potion/draught drops, effect equip drops? This post has been edited by dlhmmr: Oct 11 2009, 20:12
|
|
|
|
|
 |
|
Oct 11 2009, 22:45
|
moonflow
Group: Gold Star Club
Posts: 1,505
Joined: 17-September 06

|
QUOTE(Eutopia @ Oct 11 2009, 06:44)  who use the healer nowadays anyway when everyone almost have unlimited potions of lesser of all sorts.
I do. Not having access to unlimited potions. Have to re-stock every several days to be able to do some higher arena challenges. Yeah, I'm that lame. Too bad that now I can only try to win an arena challenge once a day. Besides of this, this update truely is amazing! Woah!
|
|
|
|
|
 |
|
Oct 12 2009, 00:16
|
masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

|
I'm happy with most of the changes. My only complaint is that the first time clear bonuses have once again been shot - Exile: 45K -> 18K ;_; but given the changes I guess it's deserved, but still missed. Thanks for reducing mp costs of cure and regen. Cure II restores A LOT. Costs too much for constant use, but holy crap, should make it a bit easier when fighting 4+ mini-bosses, will find out later tonight.
|
|
|
|
Oct 12 2009, 01:56
|
Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

|
QUOTE(moonflow @ Oct 11 2009, 22:45)  I do. Not having access to unlimited potions. Have to re-stock every several days to be able to do some higher arena challenges. Yeah, I'm that lame. Too bad that now I can only try to win an arena challenge once a day.
Besides of this, this update truely is amazing! Woah!
I guess you dont grind that much.
|
|
|
|
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|