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

 
post May 26 2013, 09:57
Post #8581
HTTP/308



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Let bleed DOT kick-in on monster move and next player attack.

Currently on faster builds like Shade+Niten, bleeding wound procs almost every 3 player round.
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post May 26 2013, 10:34
Post #8582
ChosenUno



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QUOTE(HTTP/308 @ May 26 2013, 14:57) *

Let bleed DOT kick-in on monster move and next player attack.

Currently on faster builds like Shade+Niten, bleeding wound procs almost every 3 player round.


I prefer skillchip's suggestion of letting bleed proc everytime you hit the monster, on top of its ticks.

Anyway, I'd like to suggest to Tenboro to bring back 2x damage on main target for mages.
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post May 26 2013, 10:56
Post #8583
Ichy



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better Blood Token Rate!
Even with maxed Token Perk I get hardly any (IMG:[invalid] style_emoticons/default/cry.gif)
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post May 26 2013, 13:39
Post #8584
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QUOTE(Ichy @ May 26 2013, 08:56) *

better Blood Token Rate!
Even with maxed Token Perk I get hardly any (IMG:[invalid] style_emoticons/default/cry.gif)

QUOTE(Tenboro @ May 18 2013, 10:31) *

- Tokenizier now additionally increases the relative rate of Chaos Token drops.


I remember HTTP complaining about getting too many blood tokens and running out of RoBs.
You could make it 50/50 until they've got 28 blood tokens in a day, and then 100% Chaos tokens afterwards, but they might want to save some up. Maybe let the owners of the super-expensive perk set a biasing factor within some range on the base 50/50 rate in their settings.
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post May 26 2013, 18:14
Post #8585
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QUOTE(HTTP/308 @ May 26 2013, 07:57) *

Let bleed DOT kick-in on monster move and next player attack.

Currently on faster builds like Shade+Niten, bleeding wound procs almost every 3 player round.


That is the problem I have been saying about bleed, either this or having it tick every time it is procced on a monster who already has the debuff on it, allowing you to bleed them to death through little nicks would be great
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post May 26 2013, 18:45
Post #8586
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Improve 1H damage output.
Overwhelming strike looks good, but it is not remotely possible to sustain even x1.
Sustainable Overwhelming strike x5 can hopefully make 1H comparable to DW.


PAB forging should have linear effect, because PAB effects are already worse than linear.
Other forging should have linear effect at lv.50+/25+, not to keep diminishing into the void.


Niten should have Skyward Swords to hit all targets, even if the damage is vastly reduced.
Or if Skyward Sword takes half OC/cooldown.


Also melee is throttled too much.
As of GF/IW 200round:
dark average 6.5 round with lot of room to improve (gear combination & forge, elemental, bugfix, maybe future boost of holy/dark damage, and maybe better mage equips)
power+estoc 19 round, shade+1h 31 round. no room to improve

The only benefit for melee is deeper GF (=a little bit more crystals), which is pretty much worthless.
The throttling should be loosed to at least 8/sec, or 10/sec if GF is to be capped.

This post has been edited by HTTP/308: May 26 2013, 18:48
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post May 26 2013, 18:52
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QUOTE(HTTP/308 @ May 26 2013, 23:45) *

Also melee is throttled too much.
As of GF/IW 200round:
dark average 6.5 round with lot of room to improve (gear combination & forge, elemental, bugfix, maybe future boost of holy/dark damage, and maybe better mage equips)
power+estoc 19 round, shade+1h 31 round. no room to improve

The only benefit for melee is deeper GF (=a little bit more crystals), which is pretty much worthless.
The throttling should be loosed to at least 8/sec, or 10/sec if GF is to be capped.


Dark turns/s? Power + Estoc turns/s?

I'm gonna bet you'd be doing something like 1/s for dark and 4/s for estoc.
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post May 26 2013, 18:57
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QUOTE(ChosenUno @ May 26 2013, 12:52) *

Dark turns/s? Power + Estoc turns/s?

I'm gonna bet you'd be doing something like 1/s for dark and 4/s for estoc.

then you can try 4/s holy or elem cycling
maybe it's very fast
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post May 26 2013, 20:21
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QUOTE(skillchip @ May 26 2013, 12:14) *

That is the problem I have been saying about bleed, either this or having it tick every time it is procced on a monster who already has the debuff on it, allowing you to bleed them to death through little nicks would be great


You mean a way to make bleed semi-relevant?
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post May 26 2013, 21:04
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QUOTE(Ichy @ May 26 2013, 08:56) *

better Blood Token Rate!
Even with maxed Token Perk I get hardly any (IMG:[invalid] style_emoticons/default/cry.gif)


Ya,
I got 10 ToB and '41' Chaos Token.

(So lucky today, I can go to TTnT)
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post May 26 2013, 22:37
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QUOTE(ChosenUno @ May 26 2013, 19:52) *

Dark turns/s? Power + Estoc turns/s?

I'm gonna bet you'd be doing something like 1/s for dark and 4/s for estoc.

1/s for dark is way too low, it's probably well above 2/s.
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post May 29 2013, 03:52
Post #8592
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How about we change tokenizer to, instead of increase chance to drop, increase drop amount?

So with tokenizer 3, each token drop will drop 4 tokens! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post May 29 2013, 04:59
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QUOTE(ChosenUno @ May 29 2013, 11:52) *

How about we change tokenizer to, instead of increase chance to drop, increase drop amount?

So with tokenizer 3, each token drop will drop 4 tokens! (IMG:[invalid] style_emoticons/default/laugh.gif)

That's a pretty good idea. Take me forever to get there, but still a pretty good idea.

@T_Starrk: Yes, I agree that Light needed the buff, but now that it's been buffed, it's a nicer build (Shade, that is) than Heavy for Arenas and REs, I would estimate - higher-level GF and IW, only if you had outstanding Evade and Parry %, otherwise Heavy/Estoc is probably still (even if nerfed) the better option across more mixes of armour suffixes/prefixes.
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post May 29 2013, 07:57
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QUOTE(skillchip @ May 26 2013, 23:14) *

That is the problem I have been saying about bleed, either this or having it tick every time it is procced on a monster who already has the debuff on it, allowing you to bleed them to death through little nicks would be great


Tenb seem to be very reluctant about making bleed work in anyway that would be describe as making it work 'faster' — People have been suggesting many ideas for it and indeed bleed has been buffed numerous times over the years, using increasingly complicated way to do it each time... But all of them were, in the end, just a straight damage boost, and nothing about bleed itself really changed that much.

While personally I also would like bleed to do... more, but on the other hand, I can thought up a few good reason why he might not want to make it work in that sort of way or indeed even change it at all, so bleh. (IMG:[invalid] style_emoticons/default/wacko.gif)

... Then again, HV is full of surprises and nothing is certain anyway; the history of how Stun had changed over the years is a very good case study of the process of 'changes' in HV ... So, who knows... (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 29 2013, 08:07
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QUOTE(buktore @ May 29 2013, 13:57) *

Tenb seem to be very reluctant about making bleed work in anyway that would be describe as making it work 'faster' — People have been suggesting many ideas for it and indeed bleed has been buffed numerous times over the years, using increasingly complicated way to do it each time... But all of them were, in the end, just a straight damage boost, and nothing about bleed itself really changed that much.

While personally I also would like bleed to do... more, but on the other hand, I can thought up a few good reason why he might not want to make it work in that sort of way or indeed even change it at all, so bleh. (IMG:[invalid] style_emoticons/default/wacko.gif)

... Then again, HV is full of surprises and nothing is certain anyway; the history of how Stun had changed over the years is a very good case study of the process of 'changes' in HV ... So, who knows... (IMG:[invalid] style_emoticons/default/rolleyes.gif)

I think we may have skills called PA/bleeding/stun mastery bringing the effect of our proc. to the current level. (IMG:[invalid] style_emoticons/default/smile.gif)

Edit:
Btw, is it possible to add a small boost to monsters' moral in the daily login event. e.g.: Each monster +100/N % moral, where N is the number of monsters a player had.
This way the system will not punish the active players and still reducing the the army of the top trainer.

This post has been edited by Colman: May 30 2013, 10:24
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post May 30 2013, 10:42
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How about making E-Drinks semi useful by counting towards the drop rate Counter?
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post May 30 2013, 11:49
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QUOTE(Ichy @ May 30 2013, 16:42) *

How about making E-Drinks semi useful by counting towards the drop rate Counter?

Isn't unlimited E-drink at normal is one of the reason that drop rate counters added?
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post May 30 2013, 11:51
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QUOTE(Colman @ May 30 2013, 11:49) *

Isn't unlimited E-drink at normal is one of the reason that drop rate counters added?

yeah but now Drinks are worthless.
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post May 30 2013, 12:55
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Maybe monstertypes should be shown somewhere near monster letter/monster name? Right now all mobs looks kinda same. There are TOUGH ones (incredible PMI and HP) and the rest.
It's not like player character is blind and cannot distinguish giant from a sprite, after all.
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post May 30 2013, 17:00
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Already planned.
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