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[Suggestion] A few requests, Can we has... |
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Oct 21 2016, 04:39
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(skillchip @ Oct 20 2016, 20:30)  I no longer remember if any of mine have been
Something of yours was definitely implemented IIRC, but it was a numerical adjustment or the like.
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Oct 21 2016, 04:45
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NekoHime27
Group: Catgirl Camarilla
Posts: 10,795
Joined: 9-July 11

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QUOTE(Maximum_Joe @ Oct 21 2016, 07:34)  That's easy, just kill your character a few times. Because most of them are vague or poorly thought out. Some of my ideas got implemented but I got a ton more to polish.
So should I provide more concrete suggestions for ideas to be taken into consideration?
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Oct 21 2016, 05:07
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(skillchip @ Oct 20 2016, 23:04)  Could easily make it into its own styles
Re-balance mage in general, change MDB/PROF/EDB and Imperil so Imperil is less needed. Implement an over-cast system, same as overcharge but with magic.
QUOTE(ppp82p @ Oct 21 2016, 01:14)  Aka buffing mages more? No thanks. Just change the "hollowforged" potency for staves, giving them a void strike that adds a void spell that inflicts 50% of the spell damage cast, but only on the monster targetted.
And allow the "of the battlecaster" 1h/2h weapons to get staves potencies too: archmage would add a little mdb, spellweaver, annihilator and penetrator same as staves, and economizer would not be allowed since "of the battlecaster" adds "mana conservation" to weapons likely to "of focus" on staves, so since economizer is not allowed on focus staves, it shouldn't be allowed on battlecaster weapons either. And poof, we buffed 1h mage too a bit.
Except with context I'm calling for a rebalance of Mage stats/formulas in addition to the styles. So it wouldn't be a straight buff. It would be an addition of new mechanics to make play style more varied and interactive.
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Oct 21 2016, 06:17
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(chung2795 @ Oct 20 2016, 22:45)  So should I provide more concrete suggestions for ideas to be taken into consideration?
That would help.
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Oct 21 2016, 06:47
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NekoHime27
Group: Catgirl Camarilla
Posts: 10,795
Joined: 9-July 11

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QUOTE(Maximum_Joe @ Oct 21 2016, 12:17)  That would help.
Ok thanks (IMG:[ invalid] style_emoticons/default/smile.gif) I'll begin writing then
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Oct 21 2016, 09:19
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(chung2795 @ Oct 20 2016, 22:00)  I wanna roleplay as a Bloodborne player (IMG:[ invalid] style_emoticons/default/biggrin.gif) >2H Holy Moonlight sword (change to Ludwig's Holy Blade for pre-DLC Bloodborne) >Procede to roflstomp everything 2H needs a buff! QUOTE(Maximum_Joe @ Oct 21 2016, 06:17)  That would help.
A month ago I wrote a couple of modifications I would suggest to nerf 1H at low-medium level while buffing it in the endgame (DW and 2H would still need to be heavily buffed, but I don't know the styles enough to suggest changes) https://forums.e-hentai.org/index.php?s=&am...t&p=4615559
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Oct 22 2016, 00:22
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Sapo84 @ Oct 21 2016, 03:19)  A month ago I wrote a couple of modifications I would suggest to nerf 1H at low-medium level while buffing it in the endgame (DW and 2H would still need to be heavily buffed, but I don't know the styles enough to suggest changes) https://forums.e-hentai.org/index.php?s=&am...t&p=4615559Decent, but you posted it in the thread that's hardest to read (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Nov 1 2016, 18:08
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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Here's a small thing I've been noticing: When a monster has six or more status effects, the sixth icon will appear below the others, outside the monster's designated area. This can be fixed by changing the width parameter of div.btm6 from 190px to 195px .
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Nov 7 2016, 13:34
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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just a few random suggestions to increase the efficiency of non-1H melee styles: - DW could gain OC at every parried hit. even a tiny bit like 2 OC/hit would be enough.
- 2H could gain OC at every domino hit. even a tiny bit like 2 OC/hit would be enough this time as well.
- Niten could gain OC at every parried hit and domino hit, but less than before in both cases. let's just say 1 OC?
- decent boost at 2H Parry ability.
- BW proc may be buffed by... uh, by synchronizing it with player's turns, rather than mob's? not that big of a physical meaning, but you cannot judge a game with physic standards, isn't it? (IMG:[invalid] style_emoticons/default/tongue.gif)
- Siphon procs have potential, but they should siphon way more than what they actually do in order to make up for their lack in other stats. currently only Vampire may be useful, and only for newbies. in all other cases, they are only a waste of firepower/safety/whatnot.
obviously, feel free to discuss everyone. QUOTE(nobody_xxx @ Nov 7 2016, 04:37)  ethereal mage class for the next patch (IMG:[ invalid] style_emoticons/default/biggrin.gif) jack of all trades, master of none (IMG:[ invalid] style_emoticons/default/happy.gif) QUOTE(Tenboro @ Jan 24 2013, 10:12)  No resist for void. For the same reason as no magic spells with void. It would just turn it into New Soul.
This post has been edited by Scremaz: Nov 7 2016, 13:39
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Nov 7 2016, 16:56
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(Scremaz @ Nov 7 2016, 12:34)  just a few random suggestions to increase the efficiency of non-1H melee styles: - DW could gain OC at every parried hit. even a tiny bit like 2 OC/hit would be enough.
- 2H could gain OC at every domino hit. even a tiny bit like 2 OC/hit would be enough this time as well.
- Niten could gain OC at every parried hit and domino hit, but less than before in both cases. let's just say 1 OC?
I honestly don't think that giving perma-SS to all melee styles is the correct fix. I mean, 1H has it, that's somewhat ok (still dumb that you can keep it against 3 monsters but whatever), but the other style should play different not the same. For DW and Niten I would honestly start by buffing light armor. - Light Acc is removed (extra accuracy is mostly useless and shade already has better accuracy than power)
- Light Op is added, every 25 points of Light prof gives 0.5% counter-parry at base upgrade level up to 1% or 1.5%
- Light Crit gives a little bit less crit chance (down from 0.25 to 0.20) but adds a bit of crit damage (0.1% every 10 levels)
Then I would similarly boost DW Crit and offhand damage and see how it fares. 2H would probably need more work (I think it needs significantly more damage to compensate for the crappy defenses). This post has been edited by Sapo84: Nov 7 2016, 16:57
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Nov 7 2016, 17:16
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DamienCash
Group: Gold Star Club
Posts: 241
Joined: 14-October 13

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In terms of balance exploration, I would sharpen the melee identities rather than homogenize them. For example: - 1H -> OC gained through Stuns (The Tank)
- 2H -> OC gained from kills (The Damage-Dealer)
- DW -> Reduced OC costs for Spirit Stance and Skills (The Support)
They all have the same net effect of increasing OC up-time, but for different reasons. - 1H is an intentional nerf, but slightly encourages Clubs and Shield Bash. - 2H has the most consistent multi-target damage output and should be properly rewarded for that. - I have less direct experience with DW, but it is a style that promotes flexibility and personal expression through its multiple weapon options. This freedom can extend to the player's use of OC. ################################################## For the draining suffixes (Vampire/Banshee/Illthid), I would replace their bonuses with thematically-appropriate Deprecating spells: - Vampire -> Weapon proc also inflicts Drain
- Banshee -> Weapon proc also Silence
- Illthid -> Weapon proc also inflicts... Confuse, maybe? I need more information on the [en.wikipedia.org] namesake.
The goal is to give these weapons some spice that does not directly increase weapon stats. Still not desirable over the mainstream suffixes, but the effects are immediately visible rather than insignificant amounts of HP/MP/SP being restored. This post has been edited by DamienCash: Nov 7 2016, 17:17
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Nov 7 2016, 17:31
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(DamienCash @ Nov 7 2016, 16:16)  [*]1H -> OC gained through Stuns (The Tank)
- 1H is an intentional nerf, but slightly encourages Clubs and Shield Bash.
Uhm...no? Doing like this would mean 25-30 OC per turn, since with 1H every time you block your enemy get stunned.
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Nov 7 2016, 17:34
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(Sapo84 @ Nov 7 2016, 15:56)  I honestly don't think that giving perma-SS to all melee styles is the correct fix. I mean, 1H has it, that's somewhat ok (still dumb that you can keep it against 3 monsters but whatever), but the other style should play different not the same.
as i said, it was only a suggestion. starting to speak about it is already something (IMG:[ invalid] style_emoticons/default/tongue.gif) btw, i don't follow this thread too much. has it already been discussed before? QUOTE(Sapo84 @ Nov 7 2016, 15:56)  For DW and Niten I would honestly start by buffing light armor. - Light Acc is removed (extra accuracy is mostly useless and shade already has better accuracy than power)
- Light Op is added, every 25 points of Light prof gives 0.5% counter-parry at base upgrade level up to 1% or 1.5%
- Light Crit gives a little bit less crit chance (down from 0.25 to 0.20) but adds a bit of crit damage (0.1% every 10 levels)
Then I would similarly boost DW Crit and offhand damage and see how it fares.
- ACC ~ 200% is useful as anti-Evade (according to wiki), and Light ACC >> DW ACC. if you remove Light ACC, then you're not so different from 1H, for how strange it may seem. Shade armors may have higher ACC than Power, but not so much.
- uhu. yep. nice idea. and stacking additively with Overpower potency (if present), otherwise it won't be so effective.
- hmmm... basically a thing that stacks with Heartseeker (if present), right?
this way DW would indeed become a massive-yet-focused-damage style. it may be a first step to make it compete with 1H. i don't think it's still enough to go against perma-Spirit Stance, but still a start. QUOTE(Sapo84 @ Nov 7 2016, 15:56)  2H would probably need more work (I think it needs significantly more damage to compensate for the crappy defenses).
the whole point about 2H is Domino Strike - thus vast AOE. a bit more ADB would indeed be appreciated, but a major boost in survivability should have higher priority
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Nov 7 2016, 17:49
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(DamienCash @ Nov 7 2016, 16:16)  In terms of balance exploration, I would sharpen the melee identities rather than homogenize them. For example: - 1H -> OC gained through Stuns (The Tank)
- 2H -> OC gained from kills (The Damage-Dealer)
- DW -> Reduced OC costs for Spirit Stance and Skills (The Support)
They all have the same net effect of increasing OC up-time, but for different reasons. - 1H is an intentional nerf, but slightly encourages Clubs and Shield Bash. - 2H has the most consistent multi-target damage output and should be properly rewarded for that. - I have less direct experience with DW, but it is a style that promotes flexibility and personal expression through its multiple weapon options. This freedom can extend to the player's use of OC. correct me if i'm wrong, but this would end in an even bigger boost to 1H (if nothing else, because perma-SS would still be available and as a pluc OFC would be immediately usable everytime its cooldown end) if compared to other styles (both 2H and DW would "only" see perma-SS last more). QUOTE(DamienCash @ Nov 7 2016, 16:16)  For the draining suffixes (Vampire/Banshee/Illthid), I would replace their bonuses with thematically-appropriate Deprecating spells: - Vampire -> Weapon proc also inflicts Drain
- Banshee -> Weapon proc also Silence
- Illthid -> Weapon proc also inflicts... Confuse, maybe? I need more information on the [en.wikipedia.org] namesake.
The goal is to give these weapons some spice that does not directly increase weapon stats. Still not desirable over the mainstream suffixes, but the effects are immediately visible rather than insignificant amounts of HP/MP/SP being restored. een if we all know that those are dreamy things, this may be interesting. but this way: 1. Vampire would be definitely quite useless. Drain effect would almost surely be redundant (provided it's even comparable!) to Regen and health restoratives. i prefer a boost at ADB at this point. or maybe Weaken? 2. woah! serious buff here! quite difficult such a spell would be actually used, but... 3. if it behaves like the spell, then mobs would be woken up by a further hit, so not so useful. it would be better something else, but nothing really plausible. i used too little of depr spells apart for Imperil and Drain to know how the other ones behave...
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Nov 7 2016, 17:56
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(Scremaz @ Nov 7 2016, 16:34)  btw, i don't follow this thread too much. has it already been discussed before?
I honestly don't know, I just opened it because I saw your post. QUOTE(Scremaz @ Nov 7 2016, 16:34)  ACC ~ 200% is useful as anti-Evade (according to wiki), and Light ACC >> DW ACC. if you remove Light ACC, then you're not so different from 1H, for how strange it may seem. Shade armors may have higher ACC than Power, but not so much. 1) You don't need close to 200% accuracy to minimize evade chance. Afaik no monster have such an high evade. Anyway, with 1H Power you should reach 200% ACC at ~450lvl without a single balance part, DW Shade will probably do the same. Too much accuracy makes monster evading useless, makes weapon accuracy differences useless and is just a waste at high levels. I could understand if there were a lot of monsters with super-high evade, but that's not the case so I would definitely give light armor something actually useful (so that's why I'm proposing the switch from accuracy to counter-resist. (I would slightly buff 2H Accuracy to compensate for Light Acc loss) 2) Yep, definitely it should stack (multiplicative) 3) Yep (multiplicative) QUOTE(Scremaz @ Nov 7 2016, 16:34)  this way DW would indeed become a massive-yet-focused-damage style. it may be a first step to make it compete with 1H. i don't think it's still enough to go against perma-Spirit Stance, but still a start. It would probably depends, but at least it should be stronger with Spirit Stance active. And something has to be done about the parries (that's why I'm proposing some kind of additional overpower). QUOTE(Scremaz @ Nov 7 2016, 16:34)  the whole point about 2H is Domino Strike - thus vast AOE. a bit more ADB would indeed be appreciated, but a major boost in survivability should have higher priority 2H should be like mage, but with a weapon (when I say they need more damage I don't mean more ADB, it can be better crits, better AoE etc etc). Survivability should be obtained mostly by killing the monsters before they can unleash their stronger attacks. A full shade build is already way tougher than a cloth one so if 2H is not effective and maging is it's not because 2H lacks survivability but because it can't kill monsters fast enough. This post has been edited by Sapo84: Nov 7 2016, 17:58
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Nov 7 2016, 20:18
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DamienCash
Group: Gold Star Club
Posts: 241
Joined: 14-October 13

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QUOTE(ppp82p @ Nov 7 2016, 11:31)  Uhm...no? Doing like this would mean 25-30 OC per turn, since with 1H every time you block your enemy get stunned.
QUOTE(Scremaz @ Nov 7 2016, 11:49)  correct me if i'm wrong, but this would end in an even bigger boost to 1H (if nothing else, because perma-SS would still be available and as a pluc OFC would be immediately usable everytime its cooldown end) if compared to other styles (both 2H and DW would "only" see perma-SS last more). There is already a soft cap on the amount of OC gained from a counter-attack (i.e., 5-10 OC for only the first), so I figured that the limit was implied to still be in effect. It is possible to counter-attack without stunning the target as well, but I digress. The outcome is that rather than any counter-attack giving OC, only Stunning counter-attacks give OC. QUOTE(Scremaz @ Nov 7 2016, 11:49)  een if we all know that those are dreamy things, this may be interesting. but this way: 1. Vampire would be definitely quite useless. Drain effect would almost surely be redundant (provided it's even comparable!) to Regen and health restoratives. i prefer a boost at ADB at this point. or maybe Weaken? 2. woah! serious buff here! quite difficult such a spell would be actually used, but... 3. if it behaves like the spell, then mobs would be woken up by a further hit, so not so useful. it would be better something else, but nothing really plausible. i used too little of depr spells apart for Imperil and Drain to know how the other ones behave...
Vampire could inflict Bleeding on top of the base weapon's proc instead, but keeping the trinity together would mean adding PA and Stun too. While that could be interesting in its own right, that would cause more problems than it solves. I went with Deprecating spells to keep the three to preserve soft trinity, but the core concept is that the Siphoning suffixes become Deprecating suffixes instead. The actual spells could be anything, save for Imperil or MagNet, though they would be limited to just the primary target. Though vampires are known for doing more than just sucking blood, gamer sense tends to equate "vampirism" with "my attacks heal me". I find that Drain is the most appropriate in that sense, even if Drain has a lot to compete with given all the other healing alternatives.
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Nov 8 2016, 14:34
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Scremaz @ Nov 7 2016, 19:34)  just a few random suggestions to increase the efficiency of non-1H melee styles: - DW could gain OC at every parried hit. even a tiny bit like 2 OC/hit would be enough.
- 2H could gain OC at every domino hit. even a tiny bit like 2 OC/hit would be enough this time as well.
- Niten could gain OC at every parried hit and domino hit, but less than before in both cases. let's just say 1 OC?
- decent boost at 2H Parry ability.
- BW proc may be buffed by... uh, by synchronizing it with player's turns, rather than mob's? not that big of a physical meaning, but you cannot judge a game with physic standards, isn't it? (IMG:[invalid] style_emoticons/default/tongue.gif)
- Siphon procs have potential, but they should siphon way more than what they actually do in order to make up for their lack in other stats. currently only Vampire may be useful, and only for newbies. in all other cases, they are only a waste of firepower/safety/whatnot.
obviously, feel free to discuss everyone. [indent][/indent] Sorry for my late reply (IMG:[ invalid] style_emoticons/default/heh.gif) TBH, you can find similar suggestions a few time over the past 2 years. (IMG:[ invalid] style_emoticons/default/heh.gif) . . . . Style & Proficiency From my point of view, melee is too broken besides 1H. There is no way to fix melee in a simple way. So, I would suggest removing the 2H, DW and Niten Style together with their corresponding proficiency. After that, balancing the armor style should go first. It should be easier if there is only one melee style. Then 2H, DW and Niten Style, or replacement of those styles, could be added one by one in later patch with reasonable effectiveness. Weapon2H weapon should no longer drop until the new 2H style come. Stat of 1H weapon may need to be updated as well. 1H weapon with non useful suffix (Vampire, Banshee, Illthid) should stay as they are used to balance the chance of getting good melee equipment compare to mage. (mage need matching prefix /suffix, melee only require useful suffix). ArmorToo complex, don't want to think about it. (IMG:[ invalid] style_emoticons/default/faint.gif) This post has been edited by Colman: Nov 8 2016, 14:45
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Nov 8 2016, 18:52
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07

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QUOTE(Colman @ Nov 8 2016, 13:34)  Style & Proficiency From my point of view, melee is too broken besides 1H. There is no way to fix melee in a simple way. So, I would suggest removing the 2H, DW and Niten Style together with their corresponding proficiency. After that, balancing the armor style should go first. It should be easier if there is only one melee style. Then 2H, DW and Niten Style, or replacement of those styles, could be added one by one in later patch with reasonable effectiveness.
sort of a reboot? (IMG:[ invalid] style_emoticons/default/huh.gif) sir, you know this could make you quite unpopular, right? it may actually happen, but i really hope obsolete stuff won't be deleted in this case. QUOTE(Colman @ Nov 8 2016, 13:34)  Weapon 1H weapon with non useful suffix (Vampire, Banshee, Illthid) should stay as they are used to balance the chance of getting good melee equipment compare to mage. (mage need matching prefix /suffix, melee only require useful suffix).
nope, sir. if you allow me, it's not like mages need matching prefix/suffix. they need it in order to one-shot everything, that's for sure. but nobody it's not like the doctor asked them to do such a thing. pseudo-matching stuff can still work - surely one order of magnitude worse, but still better than how other melee styles behave if compared to 1H. it's already a pain in the ass seeing people whining about magic score, 3+2, 5+0, 0.6999999 vs 0.6999998 prof factor and whatnot, i don't see why melee side should suffer the presence of useful suffixes (or better, suffixes with useless features) just to make up for some overpowering features that the market deemed as mandatory only because of a certain way of thinking. do they want to reach certain targets without having the credentials to do so? then the difficulty you're playing is too high. simply as that. QUOTE(Colman @ Nov 8 2016, 13:34)  ArmorToo complex, don't want to think about it. (IMG:[ invalid] style_emoticons/default/faint.gif) tbh it's not like they are a priority. following your way of reasoning, there is a certain amount of suffixes (ie Protection/Warding on Cloth) that is there and needs to stay there to balance the OP of certain other suffixes. same gose for prefixes. maybe some tweaks here and there, but i guess playstyles have priority over armors.
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Nov 8 2016, 19:10
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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Just a question, why were level Unassigned Equipment removed from the previous versions of HV?
Now, for a player with level <300 it's seriously difficult finding decent equipment, as we have to rely or on average Equips, or on old stuff from versions with Unassigned Equips if we're lucky enough to find it, since everything in the bazaar or that you can find to buy is on average level 350 or more, and relying on self drops is almost impossible.
Would it be possible to add back Unassigned equipment, maybe in smaller part not making everything drop as Unassigned, or maybe making everything in the Bazaar become Unassigned, so low leveled players can have choice again for equips?
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