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

 
post Feb 10 2013, 17:06
Post #7281
Maximum_Joe



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QUOTE(Death Grunty @ Feb 10 2013, 01:31) *

Niten revision please.
- proficiency gains

http://ehwiki.org/wiki/To_Be_Added#HentaiVerse
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post Feb 10 2013, 18:32
Post #7282
skillchip



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QUOTE(Maximum_Joe @ Feb 10 2013, 15:06) *


You should date when that was first mentioned to show low long some have been on that list
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post Feb 10 2013, 19:21
Post #7283
Maximum_Joe



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All citations that I have are there.
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post Feb 10 2013, 19:37
Post #7284
kserox



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QUOTE(Colman @ Feb 10 2013, 15:52) *

How about changing the Equipment Proc for the less popular (unused) weapons to make them have their own usefulness instead of being a weaker version of other weapon.

For example,
Dagger/Wakizashi proc poison;
Shortsword proc a status that reduce physical attack power.
Longsword ......... remain useless....how about make this into single handed?


How is poison will be different from bleeding? I like your idea btw.

This post has been edited by kserox: Feb 10 2013, 19:38
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post Feb 10 2013, 19:54
Post #7285
Colman



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QUOTE(kserox @ Feb 11 2013, 01:37) *

How is poison will be different from bleeding? I like your idea btw.


Their effect can stack.
e.g. Katana + Wakizashi would infect both bleeding and poison improve it power against single target.

This post has been edited by Colman: Feb 10 2013, 19:56
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post Feb 10 2013, 21:46
Post #7286
skillchip



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QUOTE(Colman @ Feb 10 2013, 17:54) *

Their effect can stack.
e.g. Katana + Wakizashi would infect both bleeding and poison improve it power against single target.


Except it would lose proc chance overall
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post Feb 10 2013, 21:54
Post #7287
fishinsea



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OH: gain 40% damage bonus for every consecutive hit on the same target, resets after switching targets
DW: gain 20% attack speed after using frenzied blows, lasts 10 turns
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post Feb 10 2013, 22:00
Post #7288
Ichy



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How about to allow the Forge to poison your weapon?
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post Feb 11 2013, 04:41
Post #7289
eovcoo5



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i don't know why the first maze didn't give player HP/MP buff

request give buff when player pass first maze please

and i saw many times that a Gem dropped at last round

but player can't save it to use oh no

please let player save it \( ゚▽゚)/

This post has been edited by eovcoo5: Feb 11 2013, 07:24
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post Feb 11 2013, 09:01
Post #7290
kserox



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QUOTE(Ichy @ Feb 10 2013, 22:00) *

How about to allow the Forge to poison your weapon?


I'd like that :3 More silly infusions!
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post Feb 11 2013, 09:28
Post #7291
Colman



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QUOTE(Ichy @ Feb 11 2013, 04:00) *

How about to allow the Forge to poison your weapon?

Poison on mace/club shouldn't work. I think limit poison to sharp weapon is more reasonable.
And I dun think ten will buff any popular fighting style so in the end only dagger and shortsword may enchanted/forged/proc with poison. Assuming ten think it is a good idea.
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post Feb 11 2013, 17:44
Post #7292
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I have a dream...

Let's scrap the whole so-called Power Up gem system. Leave only Mystic Gem. I don't know about rest of you guys and gals but my understanding of Power-up is to get some useful bonus for short/long period of time.

Receiving minimal Health/Mana/Spirit refill is fairly lame. From my point of view I treat Spirit gem as a Fifth Column. It always drops in abundance and it is most useless of all "Power-ups".

Let's have Refill Gem which will do same thing as H+M+S Gems put together. As for real Power-Ups [e.g.]:

1. 'Blitzkrieg Gem' - action speed increased for next, say, 20 rounds
2. 'Iron Curtain Gem' - GOD mode for 10 rounds
3. 'Tesla Capacitor' - Each attack delivers massive Elec dmg at target for 15 rounds
4. 'Acid Rain Gem' - All monsters get auto-Poison for 15 rounds
5. 'ICBM' - Triples all AoE spells dmg for 10 rounds
6. 'Snow Ball' - Same as Tesla Capacitor but with Cold
7. 'Barbarian Horde Gem' - Triples all dmg from melee attacks for 10 rounds
8. 'Super Glue Gem' - monsters can't evade or resist spells/attacks for next 5 rounds (suggested that also as separate spell, but it will works well as a Gem too)
9. 'Fuel Pump' - draining Health/Mana/Spirit from all monsters for 3-5 rounds
10. 'Psychic Gem' - Magic accuracy increased for next 10 rounds by ~20%

Of course list, names and stuff open to negotiations. Just had that idea some time ago, and I think it would make playing HV more fun instead more tedious - which is pretty much trademark for last 5 or 6 patches.

Of course I'm fully aware that Tenboro will understand that completely different and instead true power-ups we will get spectacular power-downs: Radioactive Health Potions, Anthrax Mana and Insta-dead Spirit refills. (IMG:[invalid] style_emoticons/default/biggrin.gif) (IMG:[invalid] style_emoticons/default/tongue.gif) (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 11 2013, 17:58
Post #7293
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Pretty sure health gem is the most useless (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 11 2013, 18:02
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wrong delete

This post has been edited by eovcoo5: Feb 11 2013, 18:05
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post Feb 11 2013, 18:24
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Leave my Mana gems alone!
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post Feb 12 2013, 01:58
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I agree w/ Ichy. I like both Mana and Spirit gems, although I wouldn't argue against a buff.

Health, eh. I usually just use it instead of a Cure, which sometimes means several rounds of it sitting there, blocking Mystic, Mana, and Spirit gems.

Of course, Spirit gems are only really useful in later rounds, unless you really get slammed early on.

... I don't know where I'm going with this anymore. Therefore, gems = mostly fine for now.
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post Feb 12 2013, 07:46
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+1% EXP/drop rate bonus for every 25 chaos tokens used on a monster.

Chaos tokens upgrade make monsters stronger but don't give the fighters any bonus like power level. It's unfair.
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post Feb 12 2013, 08:48
Post #7298
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Have Focus stack, or give tiny bonuses if cast multiple times in a row - theoretically, if you focus for twice as long, you get twice the benefit, right?

Increased focus duration is a possibility, which is increased by focusing, up to a cap - i.e. focus for four rounds, get four rounds of the buff, focus again during third round of buff, get an additional round - you're exposing yourself to danger to perform better, but you can only plan so far ahead (unless you're the fucking batman).
Or maybe each consecutive round of focusing grants a small bonus to the mana regained per 25% OC, maybe capped at 2x after 5 rounds?
Or maybe just go with the basic, focusing bonus increases, and maybe a small magic damage bonus after reaching a cap - this isn't DBZ, it can't go on forever.


Ooh! Training idea! A way to increase the duration caps? It could be approached two different ways - after x levels, the duration is either doubled/increased by one, or you train x levels to gain x/c rounds added to all caps.
In other words, I'm imagining the training would either add a static bonus to any/all player inflicted durations, or it would function as a tank/aura type of multiplier bonus.
In terms of affected durations, my first thought was for ET, as a way to pay for more time to double your stack, and keep it going. But it also would work well for any buff/debuff players can use - either restricted to fighting-style buff/debuffs, or else all spells, styles, and skills.
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post Feb 12 2013, 19:25
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Item Worlds take too much Stamina (IMG:[invalid] style_emoticons/default/sad.gif)

could you cap the Stamina loss for a Single IW / Arena at 5 or something? Not very fun if you do 1 IW a day and then can't do anything else.
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post Feb 12 2013, 21:15
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QUOTE(destructorspace @ Feb 11 2013, 16:58) *


... I don't know where I'm going with this anymore. Therefore, gems = mostly fine for now.


Gems overall are fine, however may I suggest to make a second available slot for them, maybe unlockable as an ability. Though maybe turn the health gem into a 5-10 round Regen 1 equivalent. Right now it's either hold them till they're needed or burn them as soon they're received in hopes of getting another.

laters,

RRViper
(hmm...ideas to ponder)

This post has been edited by RRViper: Feb 12 2013, 21:20
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