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[Suggestion] A few requests, Can we has... |
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May 19 2013, 14:24
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elda88
Group: Gold Star Club
Posts: 16,175
Joined: 30-June 09

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QUOTE - Equipment accuracy bonuses are now scaled somewhat lower. This needs to be reversed. The most unnecessary change ever.
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May 19 2013, 15:41
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Thot
Group: Gold Star Club
Posts: 1,637
Joined: 15-April 08

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How about an "ability set" training? In the same vein as equipment sets, giving us the option to have a few sets of "ability/mastery points invested in X" sets, that we can switch between. That'd make switching between melee and mage feasible again. Could put the cost for the first set at, say, 500k. iirc that's around what a normal reset currently costs.
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May 19 2013, 16:34
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about Shade of Slaughter? Pure attack, speed and evade guy would be fun.
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May 19 2013, 16:39
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(Ichy @ May 20 2013, 00:34)  How about Shade of Slaughter? Pure attack, speed and evade guy would be fun.
God, no. Shade has been made the OP style of this patch as it is already. What *I* would like to suggest is for SoL to be made not entirely fucked up, the way it is right now, even with the upgrades.
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May 19 2013, 16:40
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Frostbite
Group: Members
Posts: 7,183
Joined: 3-July 08

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QUOTE(Ichy @ May 19 2013, 03:34)  How about Shade of Slaughter? Pure attack, speed and evade guy would be fun.
This I totally approve. Or Swift Shade of Slaughter[i] Go for it (IMG:[ invalid] style_emoticons/default/laugh.gif) (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(xmagus @ May 19 2013, 03:39)  God, no. Shade has been made the OP style of this patch as it is already.
What *I* would like to suggest is for SoL to be made not entirely fucked up, the way it is right now, even with the upgrades.
SOL is worse now.. [ b]see my thread here about SOL[/b]This post has been edited by Frostbite: May 19 2013, 16:42
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May 19 2013, 19:01
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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T_T
Can we revert the entire set of magic changes? I cant really play anymore, everything takes too long even on normal.
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May 19 2013, 19:05
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11

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QUOTE(Maximum_Joe @ May 18 2013, 20:23)  Train 'em.
Oh you bitch. I trained two before this patch hit, and I lost 100k credits because of it. So I'm at 5 slots. I was at 8 before the patch. Derp derp derp. I dunno if I can train Pack Rat 3 more times, it's not like that's two over the limit, amirite?
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May 20 2013, 07:49
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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I think I may have a fix for the cooldown issue for mages. Reset cooldowns at the begining of each round. This gives you access to your important spells while retaining the barrier to spamming them.
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May 20 2013, 08:16
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(cavecricket48 @ May 19 2013, 09:05)  over the limit
What?
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May 20 2013, 08:23
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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QUOTE(Maximum_Joe @ May 20 2013, 14:16)  What?
I think he meant the level of Pack Rat you can train is also related to your character's level.
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May 20 2013, 08:38
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Suggestion with a chance to come trough:Reduce the amount of AP needed to max everything in the Elemental magic Tree. Even at my level I had to sacrifice way too much to get Staff/Cloth /Elemental to a desireable level. Then the next problem: The damage you deal with Elemental magic is just rubbish. Since Tier 1 are cooldown free again ( (IMG:[ invalid] style_emoticons/default/biggrin.gif) ) I suggest to tweak the Explosion Mechanic. Perfectly tweaked you should be able to clear normal somewhat fast with just your desired T1 spell while for harder Settings Explosions are the way to go! Playing fast on normal is not an issue more because of: QUOTE - Playing a large number of rounds at lower difficulties will now reduce the monster drop rate for a period of time. -- It starts kicking in after 1000 rounds and reaches max effect after 2000 rounds. The reduction caps at 75% for Normal, 50% for Hard and 25% for Nightmare. Hell and above has no drop reduction. -- The round counter cools down at a rate of 1 per minute (out of combat only). But will allow players with less time to still get some work done (IMG:[ invalid] style_emoticons/default/wink.gif) Same for holy Dark where the bigger Problem is you cant get enough mastery Slots unless you are a donator or have very high level! Same here. Should be allowed to t1 spam fast while you circle Dark/Light in higher settings. This was already done but is now harder because of Cooldowns for Spells. Again Explosion Mechanics! This post has been edited by Ichy: May 20 2013, 08:39
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May 20 2013, 09:20
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(Ichy @ May 19 2013, 23:38)  Suggestion with a chance to come trough: Reduce the amount of AP needed to max everything in the Elemental magic Tree. Even at my level I had to sacrifice way too much to get Staff/Cloth /Elemental to a desireable level.
Really? Do you mean all elements, or just one? I have all cloth, all staff (except Staff Damage); and Tempest, Sorcery, Elementalism, and Archmage as high as they can go. Then I had enough AP left over to get all the necessary General, Supportive, and Deprecating abilities. The element-specific abilities (Tempest, Conflagration, Cryomancy, and Havoc) just increase the number of targets, so I don't think it's absolutely necessary to get all of them. (Either way, I guess it sucks for low levels.) The main thing that I find annoying about the Elemental tree is that you need to be between level 400-450 just to unlock the last upgrades. The last upgrades for holy and dark spells come at level 400. I also think it's lame how Ether Theft and Spirit Theft are tied to holy and dark spells. If an elemental mage wants to utilize Ether Theft or Spirit Theft, he also has to spend points on the Divine and Forbidden trees, and get extra slots for those abilities. Holy and dark mages have no incentive to even bother with the Elemental tree. Because Magic Missile was taken away, mages can no longer refuel MP during high-difficulty schoolgirl arenas. So if Drain+ET actually works well and becomes necessary to clear those arenas (think Dovahkiin), elemental mages are at a disadvantage. QUOTE(Ichy @ May 19 2013, 23:38)  Then the next problem: The damage you deal with Elemental magic is just rubbish. I think magic damage is rubbish all around. (IMG:[ invalid] style_emoticons/default/tongue.gif) No monster can start with more than +25 elemental resistance now, and proficiency also reduces resistance. So relative to holy and dark damage, elemental damage might be okay now. I haven't tested it much though, because I haven't had the motivation to play; I don't think I've cleared a single round since the patch.
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May 20 2013, 09:37
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(n125 @ May 20 2013, 14:20)  Really? Do you mean all elements, or just one? I have all cloth, all staff (except Staff Damage); and Tempest, Sorcery, Elementalism, and Archmage as high as they can go. Then I had enough AP left over to get all the necessary General, Supportive, and Deprecating abilities. The element-specific abilities (Tempest, Conflagration, Cryomancy, and Havoc) just increase the number of targets, so I don't think it's absolutely necessary to get all of them. (Either way, I guess it sucks for low levels.) The main thing that I find annoying about the Elemental tree is that you need to be between level 400-450 just to unlock the last upgrades. The last upgrades for holy and dark spells come at level 400. I also think it's lame how Ether Theft and Spirit Theft are tied to holy and dark spells. If an elemental mage wants to utilize Ether Theft or Spirit Theft, he also has to spend points on the Divine and Forbidden trees, and get extra slots for those abilities. Holy and dark mages have no incentive to even bother with the Elemental tree. Because Magic Missile was taken away, mages can no longer refuel MP during high-difficulty schoolgirl arenas. So if Drain+ET actually works well and becomes necessary to clear those arenas (think Dovahkiin), elemental mages are at a disadvantage. I think magic damage is rubbish all around. (IMG:[ invalid] style_emoticons/default/tongue.gif) No monster can start with more than +25 elemental resistance now, and proficiency also reduces resistance. So relative to holy and dark damage, elemental damage might be okay now. I haven't tested it much though, because I haven't had the motivation to play; I don't think I've cleared a single round since the patch. Don't bother. Even with holy I deal 1/5th to 1/10th my old damage. Killing schoolgirls take me like 30 turns now, compared to 7 for holy-weak ones and 13 for konata before. FSM, don't even mention it. Nearly 200 turns...
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May 20 2013, 10:27
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Arxdewn
Group: Members
Posts: 711
Joined: 19-November 12

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QUOTE(ChosenUno @ May 20 2013, 00:37)  Don't bother. Even with holy I deal 1/5th to 1/10th my old damage. Killing schoolgirls take me like 30 turns now, compared to 7 for holy-weak ones and 13 for konata before. FSM, don't even mention it. Nearly 200 turns...
Oh shit, game is unplayable cause mage is still faster than melee, but only by a smaller factor now.
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May 20 2013, 10:35
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11

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QUOTE(Maximum_Joe @ May 20 2013, 02:16)  What?
1 word response too stronk. I would've responded with a one-letter response, but now that I know Pack Rat's maximum available training levels are related to level, I don't have a rationale to go attack dog on you anymore. Thanks for clearing that up.
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May 20 2013, 10:37
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T_Starrk
Group: Members
Posts: 4,653
Joined: 20-March 12

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QUOTE(xmagus @ May 19 2013, 06:39)  God, no. Shade has been made the OP style of this patch as it is already.
You have no idea what your talking about saying shade is OP. The only difference is monster damage was nerfed so bad that shade can actually be played with non-stun weapons now. Otherwise shade has had the improvement of the agility PAB gaining some significance. The agility improvement was badly needed though as light was by far the worst and most unpopular play style before the patch. I have no fucking clue how you'd say it's OP. Do you even play shade?
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May 20 2013, 10:37
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Arxdewn @ May 20 2013, 10:27)  Oh shit, game is unplayable cause mage is still faster than melee, but only by a smaller factor now.
Actually I play IWBTH much much faster as melee while having better defense and lesser mana consume.
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May 20 2013, 19:48
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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The equipment shop needs a tab for seeing and selling our unlocked equipments, like before with the All tab. Just don't show the shop equipments in that tab if you wanna limit the calls to the database or whatever.
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May 20 2013, 19:55
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Nightwishman
Group: Members
Posts: 1,512
Joined: 9-December 10

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Is it normal to have 28 AP and 16 MstP left over at my level?
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