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

 
post Apr 25 2013, 04:11
Post #8241
teddy.bear



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QUOTE(skillchip @ Apr 25 2013, 03:31) *

Make each chaos upgrade give monsters burden/interference, and make it so interference decreases resist! So if you want them to evade/resist/parry you cant put points into everything!


I think I would prefer only allowing certain upgrade paths as has been mentioned before. If you upgrade one path another path becomes blacked out and you cant upgrade the paired path. Tenboro could also then use that idea for monster lab part 2 and make it so the next part of the monster lab is a tier 2 choas upgrade that uses different chaos upgrades and can only be unlocked by fully upgrading 2 corresponding tier 1 chaos upgrades. Like the stalker tier upgrade system.
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post Apr 25 2013, 05:38
Post #8242
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QUOTE(TheTornPrince @ Apr 25 2013, 11:56) *

But Eila wants max everything! Make it so the amount of burden/interference decreases with monster level, eventually reaching 0 at level 1500. That would also address problem of crystal upgrades being worthless above level 1000.

I feel for you, I really do, but in this instance... no. Burden/Interference is a basic reality that CANNOT be mitigated for melee players, and if this system was adopted, I don't see why it should be any different for monsters.

What I would suggest:

1. Introduce forge bindings for the reduction of Burden, and for Interference (one for each) - reducing linearly at 0.5% per level (at max, this reduces total B & I to 20% of base equip roll). Yay - yet another credit sink (I can't believe I'm advocating this).

2. Have Chaos Token upgrade paths for the same reduction of B & I (one for each) for monsters - but have them activate ONLY after PL1000. At maximum power, also reduces B/I by 20%.

3. Change the way Interference works. Make it so that each point of (player) Interference not only messes with your mana costs and spellcasting, but it also messes with monsters' specials (e.g. have it boost player resist). After all, if it fucks up magic, it should fuck it up both ways.
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post Apr 25 2013, 05:56
Post #8243
Arxdewn



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Yay, more suggestions to buff heavy armor!
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post Apr 25 2013, 08:31
Post #8244
xmagus



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QUOTE(Arxdewn @ Apr 25 2013, 13:56) *

Yay, more suggestions to buff heavy armor!

Sure... but when was the last time you saw a fully maxxed-out forged suit of ANY armour?

Methinks it would not be as massive an effect as you seem to think it will become. Besides, I'd rather forge PMI and ADB (not to mention STR and END, and specific mits) on Heavy armour. Maybe after I'm done with that, I'll start on B/I.
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post Apr 25 2013, 14:45
Post #8245
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nerf all the monsters with numbers in the name!!!
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post Apr 25 2013, 15:00
Post #8246
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QUOTE(Malenk @ Apr 25 2013, 20:45) *

nerf all the monsters with numbers in the name!!!


(IMG:[2.bp.blogspot.com] http://2.bp.blogspot.com/-9U168YVx4nA/T-R1RwYAdsI/AAAAAAAAVTw/GgDz-8V7q5M/s1600/tumblr_lk4nnc5Z811qhor1to1_400_large.jpg)
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post Apr 25 2013, 15:25
Post #8247
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TheTornPrince would whine.
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post Apr 25 2013, 15:33
Post #8248
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QUOTE(Lement @ Apr 25 2013, 13:25) *

TheTornPrince would whine.

that's the reason we are going to see it implemented.
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post Apr 25 2013, 17:49
Post #8249
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How about a All Time Toplist Bonus?
Like a E-Penis Enlargement Pill each month?
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post Apr 25 2013, 18:30
Post #8250
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QUOTE(Ichy @ Apr 25 2013, 07:49) *

How about a All Time Toplist Bonus?

Already exists: the EXP mod is still there (if it's your highest rank for that category).
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post Apr 25 2013, 20:52
Post #8251
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QUOTE(Maximum_Joe @ Apr 25 2013, 12:30) *

Already exists: the EXP mod is still there (if it's your highest rank for that category).


Could you please elaborate it? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Apr 25 2013, 20:55
Post #8252
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QUOTE(HTTP/308 @ Apr 25 2013, 20:52) *

Could you please elaborate it? (IMG:[invalid] style_emoticons/default/huh.gif)

http://ehwiki.org/wiki/Toplist#Rewards
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post Apr 25 2013, 22:14
Post #8253
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Maybe add some mechanics, that allow player to downgrade certain monsters' parameters, counter-chaos in short?
For the cost of tokens, chaos or some new type, player reduce chaos upgrades of enemy monsters forever.

Firstly, it will affect only this one player, that pay in tokens for reducing, so everyone will have own pool of downgraded enemy monsters.

Secondly, downgrading mechanics can be similar to chaos upgrades, only backwards.

This post has been edited by Trvldl: Apr 25 2013, 22:16
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post Apr 25 2013, 23:11
Post #8254
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QUOTE(Trvldl @ Apr 25 2013, 16:14) *

Maybe add some mechanics, that allow player to downgrade certain monsters' parameters, counter-chaos in short?
For the cost of tokens, chaos or some new type, player reduce chaos upgrades of enemy monsters forever.

Firstly, it will affect only this one player, that pay in tokens for reducing, so everyone will have own pool of downgraded enemy monsters.

Secondly, downgrading mechanics can be similar to chaos upgrades, only backwards.

Sounds like too much tracking considering the pool of monsters is theoretically limitless. If this was applied it would need to be a downgrade to ALL monsters for that one person I think, and cost a significant number of tokens as well to balance it. Could use blood and chaos or something as well.
I like the idea with a bit of polish, a way to counteract monsters without a direct nerf. The higher levels could cost obnoxious amounts or have a lower cap to make it so people don't complain about how they invested X tokens, only to be completely nullified for y tokens.

This post has been edited by Tyrlidd: Apr 25 2013, 23:11
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post Apr 25 2013, 23:46
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It would more likely be a hath perk, granting 5/10/15% counter parry and counter resist for 1000/2500/5000 hath.
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post Apr 26 2013, 01:58
Post #8256
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QUOTE(Tyrlidd @ Apr 26 2013, 04:11) *

Sounds like too much tracking considering the pool of monsters is theoretically limitless. If this was applied it would need to be a downgrade to ALL monsters for that one person I think, and cost a significant number of tokens as well to balance it. Could use blood and chaos or something as well.
I like the idea with a bit of polish, a way to counteract monsters without a direct nerf. The higher levels could cost obnoxious amounts or have a lower cap to make it so people don't complain about how they invested X tokens, only to be completely nullified for y tokens.

I was thinking the same, but downgrade to all monsters thing is getting to close to a hath perk, really. As a compromise, it can affect not certain but monster type or even certain monster trainer bestiary, and latter must go with a cap of some sort for sure. Also, new token type will allow to adjust token drop rate more discreetly.

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post Apr 26 2013, 12:51
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Include Swift Strike and Economizer as Shield potency.
Currently Shield potency is next to useless.


QUOTE(Thot @ Apr 25 2013, 14:55) *


Isn't Exp bonus daily?
Ichy was talking about "All-Time" toplist ranking.
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post Apr 26 2013, 14:50
Post #8258
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QUOTE(HTTP/308 @ Apr 26 2013, 18:51) *

Include Swift Strike and Economizer as Shield potency.
Currently Shield potency is next to useless.
Isn't Exp bonus daily?
Ichy was talking about "All-Time" toplist ranking.


'Daily' as the EXP bonus is updated/distributed daily. It checks all the toplists (including the all-time one) and the best one for each category is applied.
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post Apr 26 2013, 14:53
Post #8259
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All Time Toplist should have the best Bonus since you have to contribute a lot to reach it.
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post Apr 26 2013, 15:03
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QUOTE(Ichy @ Apr 26 2013, 20:53) *

All Time Toplist should have the best Bonus since you have to contribute a lot to reach it.


Once you're in the all time toplist, you stay there for a long time though. Long-time contribution for stable EXP: sounds fair. (IMG:[invalid] style_emoticons/default/smile.gif)
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