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

 
post Mar 7 2015, 06:43
Post #12141
Colman



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QUOTE(nobody_xxx @ Mar 7 2015, 08:15) *

2H & heavy should get some buff for next patch (IMG:[invalid] style_emoticons/default/cry.gif)

Currently, heavy is for power only and light is for overall defense. 2H require light armor to survive. Of course it also need a few hath perks and rather high level.

I think if 10B bring back the level scaling of physical specific mitigation, with a factor of 400 lv, 2H and heavy will back to alive. At least for IWBTH- difficulty. Light armor will also have some light boost.

And the balance between light and heavy will be back to physics defense vs magic defense.

Melee getting much weaker since patch 0.73. The only way to survive is to having a strong shield, with rather high level.

BTW, if physical specific mitigation level scaling is back. I think 1H needed to be nerfed to balance thing out. Perhaps the maximum number of stun, or the stun duration should be reduce.

This post has been edited by Colman: Mar 7 2015, 06:51
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post Mar 7 2015, 13:32
Post #12142
nobody_xxx



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QUOTE(Colman @ Mar 7 2015, 11:43) *

Currently, heavy is for power only and light is for overall defense. 2H require light armor to survive. Of course it also need a few hath perks and rather high level.

I think if 10B bring back the level scaling of physical specific mitigation, with a factor of 400 lv, 2H and heavy will back to alive. At least for IWBTH- difficulty. Light armor will also have some light boost.

And the balance between light and heavy will be back to physics defense vs magic defense.

Melee getting much weaker since patch 0.73. The only way to survive is to having a strong shield, with rather high level.

BTW, if physical specific mitigation level scaling is back. I think 1H needed to be nerfed to balance thing out. Perhaps the maximum number of stun, or the stun duration should be reduce.

we all know since 1H get big buff in past patch , 2H begin decaying slowly (IMG:[invalid] style_emoticons/default/cry.gif)

heavy should get some buff too , since there too many mages now (IMG:[invalid] style_emoticons/default/laugh.gif)

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post Mar 8 2015, 09:37
Post #12143
xmagus



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The problem with bleed is that it does not proc on *your* turn. Which means that if you use Haste from a scroll, PA suddenly becomes much, much more desirable (as bleed is next to useless at that point).

Making bleed proc on every action (both yours and the monsters') would go a long way towards making it more fun.
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post Mar 8 2015, 16:17
Post #12144
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QUOTE(xmagus @ Mar 8 2015, 07:37) *

Making bleed proc on every action (both yours and the monsters') would go a long way towards making it more fun.


Worth a try.

+1
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post Mar 8 2015, 18:10
Post #12145
Dead-ed



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Add continue option when defeated for a cost. The deeper, the more expensive.
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post Mar 8 2015, 20:23
Post #12146
Colman



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Random suggestion of the week. (IMG:[invalid] style_emoticons/default/smile.gif)

It seems the forge level have not much influence for 99% of the players here. For lower level player, they cannot really forge much thus 25/50 levels cap are in fact same as no cap at all. For richer players, they can still ask for those top players to forge the item to max level. So, I would like make a suggestion to make players forge more.

- After the forge reach level 10, it will open a new panel to choose one of the following
  • One-Handed
  • Two-Handed
  • Staffs
  • Shield
  • Cloth
  • Light
  • Heavy
  • None

The chosen type will have higher chance to be dropped by monsters. More specifically, the drop chance weighting of the chosen type will +100% for each 10 forge level (rounded down).

e.g. If you choose Staffs, and have forge level = 33. The drop chance weighting of staff will be increased by 300%
i.e. The drop roll will become
9 / 3 / 12 (3 before the bonus) / 3 / 15 / 15 / 15
(1H / 2H / Staff / Shield / Cloth / Light / Heavy)
http://ehwiki.org/wiki/Loot_Drop_Rolls#Loot_Rolls

The actual drop chance will be increased to 12/72 (16.7%) from 3/63 (=4.76%).

Happy (IMG:[invalid] style_emoticons/default/smile.gif)
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post Mar 9 2015, 01:00
Post #12147
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Well, anyone know when Tenboro will update the new patch? It's been quite a while when 10b talked about the new drop system.
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post Mar 9 2015, 02:03
Post #12148
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When it's ready.
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post Mar 9 2015, 06:08
Post #12149
xmagus



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QUOTE(Maximum_Joe @ Mar 9 2015, 10:03) *

When it's ready.

Ah, mathematician's answer. Impeccably correct, but utterly void of usefulness.

Well done, sir.
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post Mar 9 2015, 07:09
Post #12150
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QUOTE(xmagus @ Mar 9 2015, 06:08) *

Ah, mathematician's answer. Impeccably correct, but utterly void of usefulness.

Well done, sir.


If he is rebalancing equipment numbers, that is an extremely time consuming activity.
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post Mar 10 2015, 05:10
Post #12151
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QUOTE(m118w11 @ Mar 9 2015, 05:09) *

If he is rebalancing equipment numbers, that is an extremely time consuming activity.


More fun for me
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post Mar 10 2015, 07:19
Post #12152
xmagus



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QUOTE(skillchip @ Mar 10 2015, 13:10) *

More fun for me

Keep up the good work, mate.
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post Mar 10 2015, 23:09
Post #12153
EsotericSatire



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Its a difficult patch. Tenboro has released a ton of other features to procrastinate.
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post Mar 11 2015, 15:59
Post #12154
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QUOTE(EsotericSatire @ Mar 10 2015, 17:09) *

Its a difficult patch. Tenboro has released a ton of other features to procrastinate.


He said it himself;

QUOTE(Tenboro @ Feb 7 2015, 17:06) *

Oh, low-hanging fruit! The system was actually set up to do this already, it just didn't expose an UI element to trigger it. Consider it already done. :3

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post Mar 12 2015, 19:11
Post #12155
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Here is my opinion of the current credit sinks.

Currently, there are 2 type of different credit sink.
  1. One time only sink. e.g. training, hath perks, monsters and forging.
    Although this type of credits sink suck up a lot of credits, it can provide some kinds of long term benefits. In addition, those sink are not mandatory. Players can choose to get them or not.
  2. Continuously sink. e.g. Stamina and repair.
    The stamina limit the number of round a players can go through without using energy drink. And the repair make players to pay for each monster killed.

Credits sink is necessary for the site but I think the current system is making all relatively weak players suffer.
In my opinion, the problem of the current sink is the repair system. The current repair system make the income reduced by a fix amount per monster killed. For relatively weak players (95%+ of the players here) who cannot play constantly on the high difficulty, their income will mostly used for repair. The rest are required for replacing gears and training. Have a look to the mid-low end market can see how poor can they be.

For old and strong players, who have finish all important training, their credits will still grow when playing as the repair system cannot really make income per round in red. In fact, they have no place to spend their income after they reach a certain state. That resulted in extremely high bid on some top gear. And also resulted in some players buying donation with credits. However, those credits are not recovered by the system. I believe a healthy system should be able to let everyone spend their credit for a reason.

So, here is my suggestion.
  1. Remove, or reduce the cost for repair.
    Otherwise, the weak player cannot really grow besides their level.
  2. Add some expensive credits sink that give benefit for a given time period. More specifically, let player buy the following power up with a cost:
    1. double exp for the next 24 hours ----- 1M credits.
    2. double crystals for the next 24 hours ----- 4M credits.
    3. double chance for rare tier equipment for the next 24 hours ----- 4M credits.
    4. double drop chance for the next 24 hours ----- 8M credits.
(IMG:[invalid] style_emoticons/default/laugh.gif)
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post Mar 13 2015, 00:14
Post #12156
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QUOTE(Colman @ Mar 12 2015, 20:11) *

Here is my opinion of the current credit sinks.

Currently, there are 2 type of different credit sink.
  1. One time only sink. e.g. training, hath perks, monsters and forging.
    Although this type of credits sink suck up a lot of credits, it can provide some kinds of long term benefits. In addition, those sink are not mandatory. Players can choose to get them or not.
  2. Continuously sink. e.g. Stamina and repair.
    The stamina limit the number of round a players can go through without using energy drink. And the repair make players to pay for each monster killed.
Credits sink is necessary for the site but I think the current system is making all relatively weak players suffer.
In my opinion, the problem of the current sink is the repair system. The current repair system make the income reduced by a fix amount per monster killed. For relatively weak players (95%+ of the players here) who cannot play constantly on the high difficulty, their income will mostly used for repair. The rest are required for replacing gears and training. Have a look to the mid-low end market can see how poor can they be.

For old and strong players, who have finish all important training, their credits will still grow when playing as the repair system cannot really make income per round in red. In fact, they have no place to spend their income after they reach a certain state. That resulted in extremely high bid on some top gear. And also resulted in some players buying donation with credits. However, those credits are not recovered by the system. I believe a healthy system should be able to let everyone spend their credit for a reason.

So, here is my suggestion.
  1. Remove, or reduce the cost for repair.
    Otherwise, the weak player cannot really grow besides their level.
  2. Add some expensive credits sink that give benefit for a given time period. More specifically, let player buy the following power up with a cost:
    1. double exp for the next 24 hours ----- 1M credits.
    2. double crystals for the next 24 hours ----- 4M credits.
    3. double chance for rare tier equipment for the next 24 hours ----- 4M credits.
    4. double drop chance for the next 24 hours ----- 8M credits.
(IMG:[invalid] style_emoticons/default/laugh.gif)


I agree with you on the repair system. The repairs costs are HUGE for poor people and actually hinder poor people much more than they do with rich players. I believe that the current repair system is one of the worst features added to HV.

IMO the repair costs and condition degradation should be based on quality, rarity and upgrades, with the highest increases in cost coming from quality and especially upgrades as those are the main factors to difference a rich and a poor player. Plus removing or nerfing the repair hath perks as well.

This post has been edited by ponsez2: Mar 13 2015, 00:15
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post Mar 13 2015, 01:29
Post #12157
EsotericSatire



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Costs aren't that bad except if you are a crystal miner or a bot.
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post Mar 13 2015, 05:21
Post #12158
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I don't think repair costs are that bad. Poor players will probably grind arenas daily for credit, without consuming energy drinks to do so. Everyone at Lvl > 200 should be able to do so consistently at Hell, without expending much income on repairs.

Having additional credit sinks for the richest players might be a good idea.
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post Mar 13 2015, 06:49
Post #12159
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QUOTE(Colman @ Mar 12 2015, 17:11) *

Remove, or reduce the cost for repair.
Otherwise, the weak player cannot really grow besides their level.


Add a level 4 repair bear which will stop condition losing.

It will take away tons of hath from riches...
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post Mar 13 2015, 07:04
Post #12160
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Rich players would probably not find repair bear necessary, unless condition degradation scales exponentially with item quality...
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