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

 
post May 1 2012, 08:52
Post #3921
trikon000



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you forgot the qualifier "on new monsters only."
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post May 1 2012, 09:17
Post #3922
Ichy



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Classic Mobs could get some unique Flags.
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post May 1 2012, 09:19
Post #3923
grumpymal



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Classic mobs don't appear anymore after level 200. Unless you're fighting in an arena and there's an Uncommon+.
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post May 1 2012, 09:22
Post #3924
skillchip



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QUOTE(Ichy @ May 1 2012, 06:21) *

To come back to this again:

1. Remove HP Buff from all monsters and replace it for 'Mini Boss Boosts.' 10% Boost, 20% Boost and so on. This Buff could be shown by greying out the Mon A, Mon B, Icon depending on how much of an HP Boost it got.
Lower HP boosts should be more common than the higher ones of course.

2. Bunker Busters Suggestion: There could be a flag for almost everything. Like 50% less damage taken to a certain element or damage Type. Also Stat Boosts for certain Monster stats, low boosts and as well high boosts to create a lot of variety.

Of Course Monsters can spam with HP Buffs and Flags (IMG:[invalid] style_emoticons/default/tongue.gif)

With this the game will be faster paced but not any easier! Just think about what a fuck you a High PL Monster can be with one of the more cruel Flags.

3. In the same Patch Scatter can become a second Chain Skill because now you don't need it anymore to make the killspeed bearable but as a tactical weapon against the cruel things this change can bring.

4. Lower the Damage growth on IW/CF/GF or remove it completely. It is a relict of the past when it was possible to play 10000+ rounds.

5. Make Resist work on Physical Monster skills but create a 'Flag' to allow Monsters to bypass it.

6. Sprites will always have the ability to ignore resist. (They need a buff!)

7. Celestials may spawn with a special Healer or Supporter flag allowing them to cast Healing and Supportive Spells.

8. Elementals can spawn with a special Flag allowing them 'Burn' effects and such with their normal attacks. (DoT Effects)

9. Also some Super rare Flags like Demigod Mode which will boost a Monster to Boss or Legendary like HPs and will grant a guaranteed Equipment drop.

This System could start at level 50 and will add more cruel Flags the more you level up.


Small responses

1. If Tenboro removes the scaling HP buff, we would have to go back to the old HP multipliers (most likely) which would make higher difficulties back to being more of a bitch. @300 IWBTH goes back to 25x instead of 20x as an example. Though right now it slides to harder and harder as you level which is kinda ridiculous...

2. Would take some balance, but combined with 1 could be fun (IMG:[invalid] style_emoticons/default/smile.gif) Tenboro says he heard worse lol

3. See below

4. Would he lower it, or just make it flat @100%? Though that would be fair if shatter got put as a chain like suggested in 3

5. Would make resist useful (hopefully resist doesn't get removed like absorption (IMG:[invalid] style_emoticons/default/smile.gif))

6. See my signature

7. Could be interesting, or could be hell, but they too need a buff.

8. So they could do elemental debuffs (and explosions) on the player? Now that would be fun!

9. How about instead of a drop, a trophy based on the monsters PL?

Just my comments/questions
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post May 1 2012, 09:46
Post #3925
Ichy



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1. Not really. If Scatter becomes second or 3rd in chain it will not be used to speed up all round. No Scatter every round = no PA every round. Also there will always be some Mobs with HP Buffs.

2. Yeah with enough different HP Modifiers and Flags there will be a lot of variety each battle unlike now where every round is the same (IMG:[invalid] style_emoticons/default/smile.gif)

3. Yes. Or he could make it easier for low levels and make mobs start out at 50% for everyone below level 100.

9. would work too. But I would suggest do make the Trophy based on PL and the difficulty it dropped.
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post May 1 2012, 10:06
Post #3926
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So the tag system sounds interesting and would definitely bring more challenge while cutting down the time/round, but it brings to light something that I've been thinking about for a while too.
I feel like there's a disconnect between personal accomplishments and the rewards/in game accomplishments. I'm not a huge fan of the fact that a IWBTH run of FSM will probably net me an average cotton glove of warding. We can talk about increased odds given by difficulty setting, monster PL, and training all day, but if at the end of the day it still gives me garbage I feel less of an urge to attempt any large accomplishments.

The segue here is that though fights would be more complex with the tag system, chances are I'm not getting much back from the extra effort(perhaps the trophy drop could help, but this also depends on its quality...).
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post May 1 2012, 10:16
Post #3927
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The idea is that it would replace or at the very least substantially reduce the HP boost, which only serves to make rounds irritatingly long and not harder.

You wouldn't rather play a game that takes 4 times the amount of time to play per round as opposed to a game that takes a sane amount of time per round with the wrinkle of slaughtering you if you just smash a number key, would you? Because if you'd prefer the former you're pretty much in the same class as Sushi and Bunko. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Monsters also scale exponentially in regards to their mitigations past level 325 (and players as well, albeit much less so) and I have posted a solution to that problem for both players and monsters here:
https://forums.e-hentai.org/index.php?s=&am...t&p=1870111

Also a suggestion on how to make primary attribute bonuses not crap: https://forums.e-hentai.org/index.php?s=&am...t&p=1867449
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post May 1 2012, 10:32
Post #3928
Ichy



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Another Thing I was thinking about: How about a change to Resist?
New Resist would reduce the damage taken for Skills, Magic and spirit attacks. Of course the % we can get from gear would need to be reduced.

Would solve the Problem of Instant death kills by E1la and Co. which we will have for sure multiple times per round once Scatter is not Spam able anymore.
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post May 1 2012, 10:34
Post #3929
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That's what Magical Mitigation does, and people don't remember what that is because it's barely useful as the game is now.
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post May 1 2012, 10:43
Post #3930
Ichy



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QUOTE(Bunker Buster @ May 1 2012, 10:34) *

That's what Magical Mitigation does, and people don't remember what that is because it's barely useful as the game is now.

Only against the skills of Magical Attacks. So the like 3 Elementals and Schoolgirls (IMG:[invalid] style_emoticons/default/laugh.gif)

Magical Mit would become useful again once Monsters can have Magical skills.
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post May 1 2012, 11:32
Post #3931
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QUOTE(Bunker Buster @ May 1 2012, 01:16) *

The idea is that it would replace or at the very least substantially reduce the HP boost, which only serves to make rounds irritatingly long and not harder.

You wouldn't rather play a game that takes 4 times the amount of time to play per round as opposed to a game that takes a sane amount of time per round with the wrinkle of slaughtering you if you just smash a number key, would you? Because if you'd prefer the former you're pretty much in the same class as Sushi and Bunko. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Monsters also scale exponentially in regards to their mitigations past level 325 (and players as well, albeit much less so) and I have posted a solution to that problem for both players and monsters here:
https://forums.e-hentai.org/index.php?s=&am...t&p=1870111

Also a suggestion on how to make primary attribute bonuses not crap: https://forums.e-hentai.org/index.php?s=&am...t&p=1867449


You're absolutely right, looking at it in place of the HP buff.

I suppose it was a rather poor segue (IMG:[invalid] style_emoticons/default/heh.gif)
But I have been wanting to make that point for a while, and I think it's still valid.
I would feel a much better accomplishment from higher difficulties if there was actually a likely chance of getting something good.

Perhaps that could be easily broken though as a difficult feat that is completed that actually yields something amazing would then allow for the same feat to be repeated ad nauseum until the player has amassed a hoard of great loot.

Sorry if this sounds silly, it may have turned into an "I need better stuff" rant with the late hour (IMG:[invalid] style_emoticons/default/tongue.gif)
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post May 1 2012, 11:33
Post #3932
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Personally, I like the way melee is now.

I don't know about the higher levels, but for me, melee-ing is now fun. It is challenging and requires some degree of planning and involvement. I'm talking about Shatter Strike and Overcharge management.

I feel that currently, the amount of involvement that is needed with managing your overcharge and shatter stun is just right to provide some fun, without making it too much of a chore.

I could care less if Shatter got changed and the PA becomes the 2nd tier, I just need the stun for survivability. No matter what people say, once you hit the 100s in round count on Nintendo, mobs hit you for ridiculous amounts. You only need 1 unlucky round with no evade at all for you do die twice over.

I just had a thought:

Would it be possible to have an ability/training for mitigation bypass? For example, each level would bypass 1% of the monster's mitigation.

This post has been edited by ChosenUno: May 1 2012, 16:51
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post May 1 2012, 17:22
Post #3933
eovcoo5



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[Suggestion]


request change UI about monster lab list

please add "next monster" in primary stats page

that 's make player more easier to check next monster also get loot gift (IMG:[invalid] style_emoticons/default/smile.gif)

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post May 1 2012, 17:41
Post #3934
LangTuTaiHoa



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QUOTE(teeeen @ May 1 2012, 22:22) *

[Suggestion]
request change UI about monster lab list

please add "next monster" in primary stats page

that 's make player more easier to check next monster also get loot gift (IMG:[invalid] style_emoticons/default/smile.gif)


That could be VERY EASILY done with a script (IMG:[invalid] style_emoticons/default/happy.gif) I'm on it (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post May 1 2012, 17:59
Post #3935
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I just bookmarked all mine and put them into a folder, and open the folder every hour or so, though something like that would be nice.

This post has been edited by skillchip: May 1 2012, 17:59
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post May 1 2012, 18:21
Post #3936
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QUOTE(ChosenUno @ May 1 2012, 11:33) *

I just had a thought:

Would it be possible to have an ability/training for mitigation bypass? For example, each level would bypass 1% of the monster's mitigation.

That's what Penetrated Armor (for physical damage) and Nerf (for both, but mostly magical damage) is supposed to be for. Not sure why magical damage lacks a status ailment like Penetrated Armor, though.
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post May 1 2012, 18:21
Post #3937
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Minor point: Spiritual prof will not show to 2 decimal places if it's a whole number.
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post May 1 2012, 18:41
Post #3938
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Give channeling a 100% crit chance.

Or at least a 100% chance to proc spell effects like Breached Defence.
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post May 1 2012, 18:46
Post #3939
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QUOTE(Bunker Buster @ May 1 2012, 18:21) *

That's what Penetrated Armor (for physical damage) and Nerf (for both, but mostly magical damage) is supposed to be for. Not sure why magical damage lacks a status ailment like Penetrated Armor, though.

Maybe because mage aint meant to whacking? ET is nearly OP enough already.

Do divine spell proc, Breached Defense, also work for magical damage?
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post May 1 2012, 18:52
Post #3940
Kaosumx



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QUOTE(Maximum_Joe @ May 1 2012, 12:21) *

Minor point: Spiritual prof will not show to 2 decimal places if it's a whole number.


Heck it won't even show to 2 decimal places if its 8.1 or something.
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