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[Suggestion] A few requests, Can we has... |
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Jun 23 2015, 15:13
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EsotericSatire
Group: Catgirl Camarilla
Posts: 12,516
Joined: 31-July 10

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QUOTE(gc00018 @ Jun 21 2015, 01:59)  But I believe it will be very very slight...
yeah it wasn't as much as Tenboro expected. The monsters are getting rescalled or rebalanced sometime in a year. So we will see then.
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Jun 24 2015, 11:43
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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Suggestion for holy/dark explosion:
The explosed will make the Ripened Soul/Soul Fire explode immediately too, deal 50%-75%-100%(new skill: better explosion) damge of the tatol damage of Ripened Soul/Soul Fire DOT.
It should make explosion and Ripened Soul/Soul Fire useful.
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Jun 28 2015, 04:40
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Can we has some item that fills oc like the energy drink? It's quite obvious no one uses them for that purpose. Lower effect for longer duration would be ideal.
This post has been edited by qw3rty67: Jun 28 2015, 04:41
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Jun 28 2015, 09:16
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Cashino
Group: Members
Posts: 587
Joined: 23-August 08

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QUOTE(qw3rty67 @ Jun 28 2015, 04:40)  Can we has some item that fills oc like the energy drink? It's quite obvious no one uses them for that purpose. Lower effect for longer duration would be ideal.
But then Tenboro will have to deal with complaints about reimbursing people's Soul Stones.
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Jun 28 2015, 09:36
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Their Souls were lost as soon as they clicked the first monster.
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Jun 28 2015, 15:51
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Zoom0211
Group: Gold Star Club
Posts: 290
Joined: 5-June 14

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QUOTE(qw3rty67 @ Jun 28 2015, 09:36)  Their Souls were lost as soon as they clicked the first monster.
I can't agree with you more. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jun 28 2015, 17:59
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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New crazy idea: truly legendary weapons. They would not be level-bound, be unique items, have unique stats (may even have unbalanced or negative stats) and properties, cannot be sold/traded, but can be shrined as artifact so that the community has again a chance to get it, and finally, they disappear after a while if not used or shrined (because they are unique legendary items, and should not get stuck on an inactive player)
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Jun 28 2015, 18:12
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Superlatanium
Group: Gold Star Club
Posts: 7,595
Joined: 27-November 13

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QUOTE(uareader @ Jun 28 2015, 15:59)  New crazy idea: truly legendary weapons. They would not be level-bound, be unique items, have unique stats (may even have unbalanced or negative stats) and properties, cannot be sold/traded, but can be shrined as artifact so that the community has again a chance to get it, and finally, they disappear after a while if not used or shrined (because they are unique legendary items, and should not get stuck on an inactive player) This might be interesting, were it not for the fact that there are an unfortunate number of rich players who get and collect so much amazing gear, but never use it and prefer to just watch it sit in their inventory as part of their collection. Just look at how many good lottery prizes that have been won go completely unused. (IMG:[ invalid] style_emoticons/default/dry.gif)
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Jul 5 2015, 07:22
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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Buff the specific mitigations on power armour, and heavy armour in general. The crushing mitigation on many of my power armour is less than some of my cloth pieces.....
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Jul 5 2015, 09:56
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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I thought crushing being lower than the other two was just me, but that's with no shield. Putting on a shield evened it up.
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Jul 8 2015, 02:05
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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Can we have a change to Heavy armour abilities.
Roll the 3 mitigations into 1 ability and add a new ability that reduces the chance of receiving critical hits.
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Jul 8 2015, 02:13
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Superlatanium
Group: Gold Star Club
Posts: 7,595
Joined: 27-November 13

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QUOTE(teddy.bear @ Jul 5 2015, 05:22)  Buff the specific mitigations on power armour, and heavy armour in general. The crushing mitigation on many of my power armour is less than some of my cloth pieces..... QUOTE(qw3rty67 @ Jul 5 2015, 07:56)  I thought crushing being lower than the other two was just me, but that's with no shield. Putting on a shield evened it up. That's how it's supposed to be. Heavy armor is weak to Crushing, like light armor is weak to Piercing. Heavy armor is quite powerful enough already IMO. It's what the vast majority of players prefer, after all.
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Jul 8 2015, 02:58
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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QUOTE(Superlatanium @ Jul 8 2015, 02:13)  That's how it's supposed to be. Heavy armor is weak to Crushing, like light armor is weak to Piercing.
Heavy armor is quite powerful enough already IMO. It's what the vast majority of players prefer, after all.
True but an Exq power armour should not have a lower crushing mit than cloth armour, nor should reinforced leather armour have higher maximum mit than plate armour. So I should clarify my request, buff the minimum cush mit range of power armour so that it is at least equal to max of cloth pieces and buff the maximum mit of plate so that they are at least equivalent to reinforced leather, and whatever percentage increase is needed to achieve that for plate do the same for power. Going from the wiki the percentage increase needed to match reinforced leather is only 4%. Wont make a world of difference but at least reinforced leather will no longer have higher mits than plate.
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Jul 8 2015, 05:22
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Superlatanium
Group: Gold Star Club
Posts: 7,595
Joined: 27-November 13

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QUOTE(teddy.bear @ Jul 8 2015, 00:58)  True but an Exq power armour should not have a lower crushing mit than cloth armour, nor should reinforced leather armour have higher maximum mit than plate armour. Why not? For reinforced leather, at least, it should certainly make sense that an armor type which is not weak against a certain damage type, in combination with a prefix that gives even more specific mitigation for that damage type, would have quite a lot of specific mitigation for that damaage type (certainly, more than some armor type which is weak against that damage type). I don't see a reason for one of the notable disadvantages of heavy armor to suddenly be reduced/removed. In HV, number balance > realism. Heavy armor doesn't need to be buffed any stronger than it already is, at least not before a few more years down the power creep road.
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Jul 8 2015, 06:46
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teddy.bear
Group: Members
Posts: 825
Joined: 20-December 09

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QUOTE(Superlatanium @ Jul 8 2015, 05:22)  Why not? For reinforced leather, at least, it should certainly make sense that an armor type which is not weak against a certain damage type, in combination with a prefix that gives even more specific mitigation for that damage type, would have quite a lot of specific mitigation for that damaage type (certainly, more than some armor type which is weak against that damage type). I don't see a reason for one of the notable disadvantages of heavy armor to suddenly be reduced/removed.
In HV, number balance > realism. Heavy armor doesn't need to be buffed any stronger than it already is, at least not before a few more years down the power creep road.
So reinforced leather armour having higher specific mits than heavy armour is fine by you? Slashing is higher, crushing is higher than heavy piercing, piercing is higher than heavy crushing. I think one of the major problems with this game is that this game is far too much of a numbers based game. A full set of heavy power armour protection with good burden rolls and an eth weapon will give around 5% evade at my level with veil that will give up to 20% reduction in damage over say full plate and non eth weapon which will give you too much burden to have any evade (anti-evade will reduce that a bit). This means that you are actually losing defence when you equip the heavier plate, not to mention clear speed opening you up to more mp sp attacks. Why should you be able to evade at all in heavy armour. This is what muddles up the armour specialisations. because you can evade with heavy armour that needs to be factored into how much defence it should give. I assume removing agility from heavy was for this reason, but why not simply disable evade when wearing heavy that way the defence of heavy plate vs power can work properly, you wont be losing defence when you equip plate you will lose clear speed obviously. but the loss of evade should allow us to see how much defence heavy armour really should have as opposed to always factoring in that little bit of evade. Cloth armour should be relying on evade and resist for survival it should have the highest of each by far, heavy armour should be reliant on its damage reduction (with zero evade and resist possible), with significantly higher phys and specific mits than any other except crush which should be just below light armour and light armour should be in-between those in terms of defence, evade and resist. The anti-evade, parry, block, resist which the chaosed mobs all have is another issue which causes enormous problems for defence, mage defence and 2h heavy in particular because mage only really has evade with what parry Pabs give, it relies on superior kill speed above all else, 2h heavy has more defence but has only slightly higher parry than mage (minor evade though it should have none) and it takes far longer than mage to kill leaving it wide open to monster specials which do massive damage, not to mention they can fire them off with impunity. And 1h power can just sit there and laugh at all else with decent block and parry (if not using axe) and a bit of everything else. Currently all monsters and all character builds can do a little bit of nearly everything. The only thing that is unique is 1h block and heavy armour shielding, which is probably the only plate ever worth using as the block will mostly make up for the drop in evade and clear speed. Specialisation would make this game much more interesting and allow proper consideration to what the strengths and weaknesses of the various builds and monsters should be.
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Jul 8 2015, 10:42
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Jul 8 2015, 13:29
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(teddy.bear @ Jul 8 2015, 14:46)  I think one of the major problems with this game is that this game is far too much of a numbers based game
That's the primary appeal. Just check any subreddit on [ www.reddit.com] incremental game and you will see them full of number crunching, mathematical proof and spreadsheets! For example: [ www.reddit.com] a mathematical analysis Parents, this is how you entice kids into doing math homework on their own xD This post has been edited by holy_demon: Jul 9 2015, 06:42
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Jul 9 2015, 05:14
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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More numbers, All the numbers, MINE ALL MINE
But seriously, more math please?
This post has been edited by skillchip: Jul 9 2015, 05:15
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Jul 9 2015, 06:19
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Superlatanium
Group: Gold Star Club
Posts: 7,595
Joined: 27-November 13

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QUOTE(teddy.bear @ Jul 8 2015, 04:46)  I think one of the major problems with this game is that this game is far too much of a numbers based game. Without numbers, what else remotely interesting is there in HV? Text? Too boring. Graphics? Ha. QUOTE(Superlatanium @ Jul 8 2015, 03:22)  Likes numbers QUOTE(holy_demon @ Jul 8 2015, 11:29)  You just had to post something like that, didn't you. Well there goes some of my free time. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jul 9 2015, 06:19
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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I hate math. Average incoming damage per regen tick will do.
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