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

 
post Sep 9 2011, 18:20
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QUOTE(Rei-Tenshi @ Sep 8 2011, 15:56) *
Make the progression from EoD -> DwD slightly harder.
Right now, I think there isn't any difference from EoD -> Eternal Darkness in the number of Legendaries.

This. Make sure to add custom monsters as well in the first rounds to make everyone happy.

BTC only has 2, making Twilight a better option for easy XP. I'm not sure about what's inside ED and DwD in terms of 'first wave' customs, but ED would require 4 customs to be better if it has only 33 rounds of easy mode, and DwD would require 5 customs with 24 rounds to be better than ED. (XP multipliers were included.)

This post has been edited by Mika Kurogane: Sep 9 2011, 18:23
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post Sep 9 2011, 19:06
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Hey how does this sound?

New Skill:
Steal - Attempts to take a random item from the targeted monster. Whether you are successful or not will cause the monster to become instantly agitated. Cannot be used on agitated monsters. Does not affect a monster's normal drops.
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post Sep 9 2011, 19:29
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i think it might be a tad *too* good, joe. lol.

unless we make it pretty nerfy like... "only steals potions/crystals" or something like that.
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post Sep 9 2011, 23:52
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Bows, Guns, and Crossbows as weapons. Instead of STR increasing their damage, it's AGI.

Would be kind of interesting to play a Gunslinger-type ranged attacker.
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post Sep 10 2011, 19:20
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#1) How about dividing the number of Item World levels of an equipment level by 2? For example, a level 100 equipment would have 50 Item World levels.

It is really, really time consuming to level a full set of level 100+ equipments in the Item World every single day. Not to mention, it sucks if you die in 90% of the way through.

#2) Either that, or allow a player to resume an Item World if he dies or something. If this sounds broken, then allow 1 resume per equipment, per day.

#3) Or allow some kind of a save point somewhere deep into an Item World. For example, allow a save point every 50 levels.
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post Sep 10 2011, 20:09
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QUOTE(oumi11 @ Sep 10 2011, 20:20) *

#1) How about dividing the number of Item World levels of an equipment level by 2? For example, a level 100 equipment would have 50 Item World levels.

It is really, really time consuming to level a full set of level 100+ equipments in the Item World every single day. Not to mention, it sucks if you die in 90% of the way through.

#2) Either that, or allow a player to resume an Item World if he dies or something. If this sounds broken, then allow 1 resume per equipment, per day.

#3) Or allow some kind of a save point somewhere deep into an Item World. For example, allow a save point every 50 levels.

That's too simple, it's much better to use a formula no one understands.
It's a nice idea, but monsters won't get tough until 250 or something....
So there's no chance of getting killed if divided by 2. Depends on player level.
Today, I leveled up a fine item on difficulty hell. Before I got killed levelling it up on heroic.

When people want exp, they fight in an exquisite/superior itemworld.
Reducing number of rounds might piss them off.
Since I seem to get an exquisite every d..
Not gonna write that. (nerf might happen)
I have several exquisites, it's not a problem anymore.
Superior itemworlds give about the same exp anyway, considering the time lived.

===EDIT===
Idea. Daggers are useless.
Would daggers with a poison proc, in addition to bleed, be useless?

This post has been edited by Bunko: Sep 10 2011, 20:10
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post Sep 10 2011, 20:23
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need a mode where you can raise proficiencies locking you pg for some hours like before
after stamina update it's impossible to keep up proficiences even with trainings

this game is supposed to entertainig people not to enslave (i hope...)
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post Sep 10 2011, 21:02
Post #2108
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QUOTE(tribalspirit @ Sep 10 2011, 10:23) *

after stamina update it's impossible to keep up proficiences even with trainings


Define "keeping up proficiencies".
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post Sep 10 2011, 21:17
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QUOTE(Maximum_Joe @ Sep 10 2011, 22:02) *

Define "keeping up proficiencies".

Naw. that sentence was cool enough to be launched with the next deep space exploration probe.

==EDIT==
Grindfest has nasty STA drain.
You'll wanna do it in itemworld.
Proficiences raise faster, the more they're behind.
Don't bother with proficiencies you don't actually need until later.
Never try to max proficiencies. That will automatically happen later.

This post has been edited by Bunko: Sep 10 2011, 21:22
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post Sep 10 2011, 21:22
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QUOTE(Bunko @ Sep 10 2011, 13:09) *

That's too simple, it's much better to use a formula no one understands.
It's a nice idea, but monsters won't get tough until 250 or something....
So there's no chance of getting killed if divided by 2. Depends on player level.
Today, I leveled up a fine item on difficulty hell. Before I got killed levelling it up on heroic.

When people want exp, they fight in an exquisite/superior itemworld.
Reducing number of rounds might piss them off.
Since I seem to get an exquisite every d..
Not gonna write that. (nerf might happen)
I have several exquisites, it's not a problem anymore.
Superior itemworlds give about the same exp anyway, considering the time lived.

===EDIT===
Idea. Daggers are useless.
Would daggers with a poison proc, in addition to bleed, be useless?


Honestly, you could just set the difficulty in IW higher from the start if that's the concern rather than grinding through 250 rounds to hit the difficulty marker. Also as far as I can tell IW exp is no longer better than arenas even in magnificent items.

I'm still of the opinion item worlds are over shooting the round count they should be by a tremendous amount for the amount of levels an item gains. Disgaea might make you spend forever in IW, but it hands out levels in large batches.

---

as for useless items... daggers certainly aren't the only ones. There's also shortswords, longswords, cloth, leather, bucklers, anything other than phase with the suffixes of fox/owl/focus/ox/turtle/cheetah/raccoon/battlecaster/elementalresist
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post Sep 10 2011, 21:26
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Yup.
Wouldn't mind a world for exp, where you don't need an exquisite/legendary.
But for those that want exp...
For me IWBTH works. Don't know when people can actually use it.
There's a clear difference in difficulty between exquisite/superior itemworld.
Exp gained is pretty much the same because of the difficulty change.

When I leveled up, I played Superior, then exquisite itemworld on Hell. (that's a tip)
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post Sep 10 2011, 22:03
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QUOTE(marcho @ Sep 10 2011, 12:22) *
Disgaea might make you spend forever in IW, but it hands out levels in large batches.

Exactly. HV needs something like that so that trying to level up equipment is actually viable, either by lowering the number of levels, allowing save points or rewarding a larger amount of levels.
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post Sep 10 2011, 22:39
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Proposed changes to IW level gains:
Easy: 1, 10% chance of 2.
Normal: 1, 30% chance of 2.
Hard: 1, 60% chance of 2.
Heroic: 1, 90% chance of 2.
Nightmare: 2, 30% chance of 3.
Hell: 2, 60% chance of 3.
Nintendo: 2, 90% chance of 3.
Battletoads: 3, 50% chance of 4.
IWBTH: 4, 50% chance of 5.

If you feel these are still too generous you can cut EXP gains.
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post Sep 10 2011, 22:44
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I think this patch did increase the level gains.
Either that or I've been extremely lucky, since I got four +2 in a row on Hard.

This post has been edited by (Cheater) Tiap: Sep 10 2011, 22:47
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post Sep 10 2011, 23:18
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QUOTE((Cheater) Tiap @ Sep 10 2011, 22:44) *

I think this patch did increase the level gains.
Either that or I've been extremely lucky, since I got four +2 in a row on Hard.

I got a +2 on Normal a couple times since the patch. Then I did IWBTH (low level item) and got +2. So yeah. Chance to get +2 on lower difficulties might have increased but that's it.
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post Sep 10 2011, 23:31
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QUOTE(oumi11 @ Sep 10 2011, 19:20) *

#2) Either that, or allow a player to resume an Item World if he dies or something. If this sounds broken, then allow 1 resume per equipment, per day.

The easiest thing would be to only allow an item to level up once a day (or every 20 hours I think it is, modified by spelunking), meaning your get an endless amount of attempts to do it, if you get kicked out.

QUOTE(Bunko @ Sep 10 2011, 20:09) *

===EDIT===
Idea. Daggers are useless.
Would daggers with a poison proc, in addition to bleed, be useless?

Are daggers really that horrible?
Bleed is horribe now, which makes axes, daggers, shortswords, longswords and scythes kinda bad, since their proc sucks (wakizashi and katana as well, but at least they got their little special), but that is nothing unique to daggers, and is something that needs to be fixed.

But daggers have the highest parry rating, making the excellent offhand dualwielding weapons. I even tried DW with two daggers, when I was playing around, getting really good parry, better than I got block from playing with shields.
Of course, that doesn't take into account blocking bonuses from shield armor and 1H proficiency, but it does show that daggers don't suck.
Take this dagger in my possession for example.
http://hentaiverse.org/pages/showequip.php...;key=0d4588192f
18.85% parry, when you put that in your offhand, with the offhand parry bonus, that's some really decent defense.

The main thing that needs to be fixed is bleed.


And of course I'll keep repeating my mantra about maces, and continue to make people hate me.
My suggestion is to nerf them by removing the double damage on stunned targets, and instead make you always hit a stunned target (they can't avoid and you can't miss) and put perma-stun back.
Penetrated armor is for doing high damage, stun is for preventing damage to yourself.
My tactic with maces (I used the before the patch) was to spread the love around, once I stunned a target I switched to another, since someone who was stunned wasn't doing damage, and being able to refresh a stun, you could actually keep all of your enemies stunned, preventing them from doing damage to you (but they did some nasty damage when they woke up from stun, since you still regen mana/spirit while stunned).
But now, you gotta concentrate on the one that is stunned in order to do the maximum amount of damage.
So to mee it seems like maces have become a bit of pseudo-estocs, taking over their role in concentrating on a single enemy at a time with splash just being a little perk to prepare the next target when your current one dies.
With maces, it was more spread it around and hit all of them equally to get them to be stunned as much as possible.

Bring back maces to the defensive weapons that they were, leave the offensive part to estocs.
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post Sep 11 2011, 00:13
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QUOTE(Maximum_Joe @ Sep 10 2011, 13:39) *

Proposed changes to IW level gains:
Easy: 1, 10% chance of 2.
Normal: 1, 30% chance of 2.
Hard: 1, 60% chance of 2.
Heroic: 1, 90% chance of 2.
Nightmare: 2, 30% chance of 3.
Hell: 2, 60% chance of 3.
Nintendo: 2, 90% chance of 3.
Battletoads: 3, 50% chance of 4.
IWBTH: 4, 50% chance of 5.

If you feel these are still too generous you can cut EXP gains.


I like this idea. In fact, the levels do not even have to be left up to chances. Just make it:

Easy: 1.1 Levels.
Normal: 1.3 Levels.
Hard: 1.6 Levels.
Heroic: 1.9 Levels.
Nightmare: 2.3 Levels.
etc.

QUOTE(Randommember @ Sep 10 2011, 14:31) *

The easiest thing would be to only allow an item to level up once a day (or every 20 hours I think it is, modified by spelunking), meaning your get an endless amount of attempts to do it, if you get kicked out.


You are talking about something entirely different. I'm talking about resuming. For example, if you die on the 90th floor in the item world--which is a bitch-- a resume would allow to you continue where you left off (ie: the 90th floor). As I mentioned before, if this sounds broken, allow only 1 resume per equipment, per day.
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post Sep 11 2011, 00:28
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QUOTE(oumi11 @ Sep 10 2011, 17:13) *

I like this idea. In fact, the levels do not even have to be left up to chances. Just make it:

Easy: 1.1 Levels.
Normal: 1.3 Levels.
Hard: 1.6 Levels.
Heroic: 1.9 Levels.
Nightmare: 2.3 Levels.
etc.
You are talking about something entirely different. I'm talking about resuming. For example, if you die on the 90th floor in the item world--which is a bitch-- a resume would allow to you continue where you left off (ie: the 90th floor). As I mentioned before, if this sounds broken, allow only 1 resume per equipment, per day.


The bonus per level stat gains for items are low and you gain no advantage for leveling an item past your current level, it's really hard to be to broken. Gaining 100 levels per completion would be pretty broke, but getting 3-7 in the same amount of time it takes to get 1 right now would be pretty on target.
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post Sep 11 2011, 06:08
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Is 200 IW rounds in BT even doable nowadays? I stick to hard with the number of equips I'm levelling.
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post Sep 11 2011, 07:45
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lvl 350 arena will feature an Real Life/FSM/IPU marathon
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