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> [Suggestion] A few requests, Can we has...

 
post Apr 29 2011, 20:44
Post #1061
Tenboro

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QUOTE(Ichy @ Apr 29 2011, 16:40) *

Agreed. if every drop would be good where is the fun hunting for good equipment?


The reason I'm looking at the cloth lineup is that there are literally no one who use cloth as a melee-with-high-evade type armor. So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.
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post Apr 29 2011, 20:46
Post #1062
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QUOTE(Tenboro @ Apr 29 2011, 20:44) *

The reason I'm looking at the cloth lineup is that there are literally no one who use cloth as a melee-with-high-evade type armor. So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.

High evade Cloth was popular until a certain patch.
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post Apr 29 2011, 20:52
Post #1063
marcho



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I used to be a rapier and buckler silk/phase melee build based around evasion. I still have the items in one of my sets, I just never use it, haven't really since level 110.
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post Apr 29 2011, 21:00
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QUOTE(Tenboro @ Apr 29 2011, 13:44) *

The reason I'm looking at the cloth lineup is that there are literally no one who use cloth as a melee-with-high-evade type armor. So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.


I dunno, I'm wearing a slight majority of cloth (3/5 pieces) and the although my evade isn't super high at 27.5 it's still a hell of a lot better than nothing. It also makes my burden and interference more manageable at 22.6 and 26.7 respectively.

I don't know if I'd replace the light gear that I'm wearing with cloth, but at the same time I certainly wouldn't discount it either.

A big part of why I prefer the set up is because if I switched to all light or all heavy, the interference and burden would make me as slow as hell and nerf my curative proficiency to shit, making cure and more importantly regenerate completely blow.
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post Apr 30 2011, 00:12
Post #1065
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QUOTE(Tenboro @ Apr 29 2011, 04:29) *

PS: And you can stop lobbying for having existing Hath Perks add any form of stamina advantage. If one is created at all, it will be new, and it will be expensive. As mana regen was boosted, Rainbow Aura is more useful than ever.

So what does the Rainbow Aura do now, with regards to the natural regen bonus? I see the description on the Perks page has been changed and no mention is made of them. The same with the Gold Stars.

QUOTE(Tenboro @ Apr 29 2011, 14:44) *

The reason I'm looking at the cloth lineup is that there are literally no one who use cloth as a melee-with-high-evade type armor. So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.

I agree with Grahf. Ever since I stopped being a Tank, my melee suits (which I do still use) have relied heavily on the Evade provided by my two cloth pieces (granted, one of them is pre-nerf Phase with amazing Evade). Once you reach the point where incoming damage is so much higher than what can be mitigated by armor, Evade becomes that much more appealing. They also help reduce my Interference to below the threshold so I don't get my cures horribly crippled, something that would be worse with the recent change to Interference. I personally think that such a significant change to the armor classes should be AFTER high level melee becomes practical, either by the adjustments to Light/Heavy, the addition of Skills, both, or some other mechanic. The damage buff was nice, but mobs got damage buffs too. Just because there are no melee with silk-only suits doesn't mean melee don't use silk.
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post Apr 30 2011, 00:21
Post #1066
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Maybe just boost the formula for damage mitigation and/or absorption, because right now, it just seems like it's not even doing anything.
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post Apr 30 2011, 00:31
Post #1067
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QUOTE(Ichy @ Apr 29 2011, 13:06) *

Add some cash shop items and HV has officially become a MMORPG (IMG:[invalid] style_emoticons/default/heh.gif)

A cash shop already exists for HV. It's called the adopt-a-server shop.

QUOTE(Tenboro @ Apr 29 2011, 13:44) *

So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.

By cloth, does that include all the variants of phase, gossamer, silk, and cotton or just one of those sets?
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post Apr 30 2011, 00:34
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I've been melee, and plan to tough it out and stay melee until tenboro states that melee has been dropped from the table (IMG:[invalid] style_emoticons/default/smile.gif)

As a melee I use all silk, sometimes throwing in a piece of leather or heavy just to keep those proficiency up. Mitigation should be just as strong as evade in my opinion.
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post Apr 30 2011, 00:51
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I still melee my way through arenas and Ring of Blood using an all silk-evade suit. At this point and level I don't really see other armor types as being viable. I mean, when I do get hit by a melee attack, the damage is anywhere from 50-300, so what other armor type is going to help me deal with that level of damage over multiple rounds, especially when it's not based on evade so I'm being hit by every single enemy I'm facing? Furthermore, how realistic is it that I'll be able to put a good suit of it together? Using cloth based armor also keeps my interference low, which helps magic proficiencies and lets me spam Weaken in arenas (which made dealing with agitated monsters really simple).

This post has been edited by n125: Apr 30 2011, 00:53
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post Apr 30 2011, 01:05
Post #1070
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You know what would make Shield not suck? If it added some number of percent Mitigation per rank rather than absobing the first X damage.

Because absorbing, for me, the first 9 points of damage? Not so great. I don't care how much my changing gear from heavy to silk or raising my proficiency or whatever can change that.

There should either be a severe boost to how much percent mitigation heavy armor has to make taking damage just as viable as evading it, or other tools to make it possible to be a brick wall, because otherwise there's really no point to heavy armor. I shouldn't have to get rare Shield Armor drops to want to play the game the way I want and to be able to succeed by a small iota. That's more or less stating that there is a correct way to enjoy this minigame and and incorrect way of doing it. Don't get me wrong, I appreciate all the effort that Tenboro is putting into this project. It's impressive, and I respect it, but at the same time it is amazingly frustrating to get stomped to death by a group of three mobs on Hard when my gear isn't even all that bad.

ADDENDUM: Grahf and I were talking and he mentioned a "set bonus" type thing. It doesn't seem like a poor idea, maybe even a pretty decent direction to go to. Or even a Specialty like thing that World of Warcraft introduced. You wear all of one type of armor and you get a boost to your STR/END/DEX/AGI/WIS/INT based on if it's cotton, silk, dragon hide, kevlar, et al. Maybe something to look into?

This post has been edited by radixius: Apr 30 2011, 01:14
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post Apr 30 2011, 01:17
Post #1071
KamuiSeph



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QUOTE(Eutopia @ Apr 29 2011, 15:30) *

TB you really need to look over the mana elixir drop rate, they are more rare then exquisite quality equipments. It have dropped once for me in almost 3 month now.

Also since you have lowered the sell prize for like everything "farmable" couldnt you increase the credit hath perks percentages with 1-2%?

I actually haven't gotten a single mana elixir for 45 lvls now (give or take a few lvls).
I do get the occasional health and spirit elixir.

Before 130 I used to play on cake or normal and would get ~1-5 mana elixirs per day.
Now I have increased scavenger and LotD significantly and I play on hard or nightmare almost exclusively. Still have yet to see a single mana elixir.
CODE

2011-04-05 21:47     +50      Sold 1 "Health Elixir"
2011-04-02 01:08     +100     Sold 1 "Spirit Elixir"
2011-04-02 01:08     +50      Sold 1 "Health Elixir"
2011-03-27 12:28     +100     Sold 1 "Spirit Elixir"
2011-03-27 12:28     +400     Sold 8 "Health Elixir"
2011-03-22 15:07     +200     Sold 2 "Spirit Elixir"
2011-03-06 09:35     +250     Sold 5 "Health Elixir"
2011-03-06 09:36     +300     Sold 3 "Spirit Elixir"
2011-03-05 08:59     +100     Sold 1 "Spirit Elixir"
2011-02-26 11:58     +300     Sold 6 "Health Elixir"
2011-02-26 11:57     +200     Sold 2 "Spirit Elixir"
2011-02-19 01:50     +100     Sold 1 "Spirit Elixir"
2011-02-19 01:49     +350     Sold 7 "Health Elixir"
2011-02-14 11:20     +100     Sold 1 "Spirit Elixir"
2011-02-14 11:20     +50      Sold 1 "Health Elixir"
2011-02-13 10:40     +400     Sold 4 "Spirit Elixir"
2011-02-13 10:40     +150     Sold 3 "Health Elixir"
2011-02-10 21:45     +300     Sold 3 "Spirit Elixir"
2011-02-10 21:44     +150     Sold 3 "Health Elixir"
2011-02-06 18:44     +100     Sold 2 "Health Elixir"
2011-02-05 13:42     +50      Sold 1 "Health Elixir"
2011-02-04 14:47     +900     Sold 18 "Health Elixir"
2011-02-02 20:20     +100     Sold 1 "Spirit Elixir"
2011-01-30 11:51     +1200    Sold 12 "Spirit Elixir"


I sell all my health/spirit elixirs.
On January 30 I was lvl ~125-130
Since then I have gotten 40+ levels and 33 spirit elixirs and 53 Health elixirs.
No mana elixirs at all (still have 41, the same number I had since my last great mana elixir sale:
2011-01-24 11:08 +3100 Sold 31 "Mana Elixir"
2011-01-24 11:08 +2700 Sold 27 "Mana Elixir"
2011-01-24 11:08 +2700 Sold 27 "Mana Elixir"

Just doesn't seem right is all.

This post has been edited by (Cheater) KamuiSeph: Apr 30 2011, 01:19
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post Apr 30 2011, 01:17
Post #1072
Grahf



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QUOTE(radixius @ Apr 29 2011, 18:05) *

You know what would make Shield not suck? If it added some number of percent Mitigation per rank rather than absobing the first X damage.

Because absorbing, for me, the first 9 points of damage? Not so great. I don't care how much my changing gear from heavy to silk or raising my proficiency or whatever can change that.

There should either be a severe boost to how much percent mitigation heavy armor has to make taking damage just as viable as evading it, or other tools to make it possible to be a brick wall, because otherwise there's really no point to heavy armor. I shouldn't have to get rare Shield Armor drops to want to play the game the way I want and to be able to succeed by a small iota. That's more or less stating that there is a correct way to enjoy this minigame and and incorrect way of doing it. Don't get me wrong, I appreciate all the effort that Tenboro is putting into this project. It's impressive, and I respect it, but at the same time it is amazingly frustrating to get stomped to death by a group of three mobs on Hard when my gear isn't even all that bad.

ADDENDUM: Grahf and I were talking and he mentioned a "set bonus" type thing. It doesn't seem like a poor idea, maybe even a pretty decent direction to go to. Or even a Specialty like thing that World of Warcraft introduced. You wear all of one type of armor and you get a boost to your STR/END/DEX/AGI/WIS/INT based on if it's cotton, silk, dragon hide, kevlar, et al. Maybe something to look into?



I can get behind all of this, especially the shield spell giving some mitigation, which would make it a more appealing choice for players of all types and classes.
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post Apr 30 2011, 03:53
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QUOTE(Tenboro @ Apr 29 2011, 14:44) *

The reason I'm looking at the cloth lineup is that there are literally no one who use cloth as a melee-with-high-evade type armor. So might as well clean it up, decree that cloth=mage, and keep tweaking Light Armor to make that viable.


Wait... I use Cloth high evade as a melee...

@Ichy Why is Cloth with high evade not viable any more?
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post Apr 30 2011, 08:43
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@(Cheater) KamuiSeph: Dunno about now, but before this patch I was getting the occasional Mana Elixir drop. Got about 70 atm (lifetime), so not that much though.
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post Apr 30 2011, 08:50
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QUOTE(Draylof @ Apr 30 2011, 03:53) *

Wait... I use Cloth high evade as a melee...

@Ichy Why is Cloth with high evade not viable any more?

Because the way it piles up changed. Also with the new toys Melees got you want to have a Shield and or Power Armor mixed in. (IMG:[invalid] style_emoticons/default/happy.gif)
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post Apr 30 2011, 10:23
Post #1076
Tenboro

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QUOTE(cmal @ Apr 30 2011, 00:12) *

I agree with Grahf. Ever since I stopped being a Tank, my melee suits (which I do still use) have relied heavily on the Evade provided by my two cloth pieces (granted, one of them is pre-nerf Phase with amazing Evade). Once you reach the point where incoming damage is so much higher than what can be mitigated by armor, Evade becomes that much more appealing. They also help reduce my Interference to below the threshold so I don't get my cures horribly crippled, something that would be worse with the recent change to Interference. I personally think that such a significant change to the armor classes should be AFTER high level melee becomes practical, either by the adjustments to Light/Heavy, the addition of Skills, both, or some other mechanic. The damage buff was nice, but mobs got damage buffs too. Just because there are no melee with silk-only suits doesn't mean melee don't use silk.


Soo, enter high-evade light armor with physical boosts? I'm thinking that's probably the direction light armor will be heading.

QUOTE(radixius @ Apr 30 2011, 01:05) *

You know what would make Shield not suck? If it added some number of percent Mitigation per rank rather than absobing the first X damage.


I don't think shields in general are that bad as far as options go. For those high level players who do forgo the staff for something pointier, sword and board is used about 50% more than dual-wield, and about as commonly as two-handers.

QUOTE(radixius @ Apr 30 2011, 01:05) *
There should either be a severe boost to how much percent mitigation heavy armor has to make taking damage just as viable as evading it, or other tools to make it possible to be a brick wall, because otherwise there's really no point to heavy armor. I shouldn't have to get rare Shield Armor drops to want to play the game the way I want and to be able to succeed by a small iota.


You may have a point. Shield Armor and Power Armor seem to both be gaining in popularity, but Plate might need some tweaks to make it viable for pure damage tanking.

QUOTE(radixius @ Apr 30 2011, 01:05) *
Or even a Specialty like thing that World of Warcraft introduced. You wear all of one type of armor and you get a boost to your STR/END/DEX/AGI/WIS/INT based on if it's cotton, silk, dragon hide, kevlar, et al. Maybe something to look into?


Maybe. I'll think about it.

QUOTE((Cheater) KamuiSeph @ Apr 30 2011, 01:17) *

I actually haven't gotten a single mana elixir for 45 lvls now (give or take a few lvls).


You would still get it off the healer. As drop rates go, all Elixirs share the loot table space with the rare scrolls and the Gaia infusions, so if you didn't get any Mana ones, that's just bad luck.
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post Apr 30 2011, 10:43
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One thing, I think Rad meant the spell Shield, rather than the equipment.
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post Apr 30 2011, 11:48
Post #1078
Tenboro

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QUOTE(Grahf @ Apr 30 2011, 10:43) *

One thing, I think Rad meant the spell Shield, rather than the equipment.


Well, the spell isn't really balanced towards the high-damage difficulties. The scroll-based Shield is already mitigation based, so I don't think I'll change the normal Shield to do the same.
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post Apr 30 2011, 12:00
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QUOTE(Tenboro @ Apr 30 2011, 11:48) *

Well, the spell isn't really balanced towards the high-damage difficulties. The scroll-based Shield is already mitigation based, so I don't think I'll change the normal Shield to do the same.

How about you increase the effect of this shield a little bit?
As it is now it is not worth using as Shadow Veil helps much more. Even on normal.
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post Apr 30 2011, 12:45
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soo it's quite busy in here, don't mind me I just have my small suggestion:

can we have bows/crossbows (maybe slings too) as weapons, introducing a ranged, non-magic component to the weapon list.
I haven't really thought this out but bows are a classic rpg element that I feel is missing

some preliminary ideas:
1.bow's could proc 'Pinned' on opponents, stopping them from melee attacking but allowing them to still cast spells/whatever

2.First shot effect: in a round if your first action is to shoot with a bow since you can do this from far away you get an extra action

3.Limited ammo?, this would be tricky to implement but making you use arrows, and then you can maybe get some rare 'magic arrows' too or at low levels use crude arrows

4.damage more based on Dex then strength: dunno about this but something to ponder

5.and just maybe: have the ability to have a bow/other ranged weapon equipped in offhand for players with a one handed weapon so they can shoot the enemy a few time's then 'sling their bow over their back and pull out their awesome table knife of cleanliness'

6.when/if we get skills for us melee types there could be some that can only be used with a bow equipped.


4 would be tricky because of the way attack rating is calculated and 5 might be a bit out there but I'd love to see this implemented (although I severely doubt it would be)
EDIT: also if Tenboro ever decides to have a serious look at this I would be willing to figure out some numbers on bows that would make them fairly balanced/have some serious thought about exactly how it would work, in other words: I'd be willing to help Buuut... from what I've observed if he does it it'll be solo (lone wolf style) and completely sudden/unexpected (IMG:[invalid] style_emoticons/default/tongue.gif)

I get negative Karma for this? wtf

This post has been edited by Drahnier: May 1 2011, 04:44
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