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[Suggestion] A few requests, Can we has... |
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Jun 5 2013, 04:57
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11

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I haven't cast an offensive spell in months, so I don't know if they generate Overcharge. However, could casting buff/healing/debuff spells only reduce overcharge by 5/6/7% instead of a full 10%?
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Jun 5 2013, 05:21
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(cavecricket48 @ Jun 5 2013, 12:57)  I haven't cast an offensive spell in months, so I don't know if they generate Overcharge. However, could casting buff/healing/debuff spells only reduce overcharge by 5/6/7% instead of a full 10%?
The only thing that gives you OC is a melee attack. If you're 1H, counter-attacks do as well (but give you less OC). Neither offhand nor domino strikes give you OC - only your mainhand hit.
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Jun 5 2013, 05:25
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(xmagus @ Jun 5 2013, 03:21)  The only thing that gives you OC is a melee attack. If you're 1H, counter-attacks do as well (but give you less OC). Neither offhand nor domino strikes give you OC - only your mainhand hit.
Hence why it was a suggestion not a question
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Jun 5 2013, 08:46
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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Artifact rewards should be influenced by the difficulty it's gotten from, and the user's LotD. Higher dif + higher LotD should mean haths/crystals/appear more often, in that order.
This should offset the lesser number of artifacts earned during the same time period.
I would suggest this be implemented for trophies as well, to make them somewhat useful :3
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Jun 5 2013, 08:47
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(ChosenUno @ Jun 4 2013, 22:46)  Artifact rewards should be influenced by the difficulty it's gotten from, and the user's LotD.
Then kiss being able to sell/trade them goodbye.
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Jun 5 2013, 08:59
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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QUOTE(Maximum_Joe @ Jun 5 2013, 14:47)  Then kiss being able to sell/trade them goodbye.
No, it might actually work if different artifacts dropped depending on the difficulty level. Precursor Artifact (Normal), Precursor Artifact (Hard), etc. Then people could price the better ones accordingly.
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Jun 5 2013, 09:13
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Rei-Tenshi @ Jun 4 2013, 22:59)  No, it might actually work if different artifacts dropped depending on the difficulty level.
That's much more feasible. Might reduce Normalfesting as well (not sure if Tenboro is still gunning for that).
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Jun 5 2013, 11:31
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Soiyu
Newcomer
 Group: Members
Posts: 47
Joined: 30-January 10

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maybe allow monsters to eat food in a higher tier that it is?
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Jun 5 2013, 15:56
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Maximum_Joe @ Jun 5 2013, 09:13)  That's much more feasible. Might reduce Normalfesting as well (not sure if Tenboro is still gunning for that).
Already suggested that but... (IMG:[ invalid] style_emoticons/default/mad.gif)
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Jun 6 2013, 01:04
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(Rei-Tenshi @ Jun 5 2013, 01:59)  No, it might actually work if different artifacts dropped depending on the difficulty level.
Yes, make difficulty exclusive artifacts, one for each difficulty. Use the tier roll bonus as a multiplier for shine rewards, so that IWBTH artifacts give 5x the reward as Normal artifacts. Hard/Hell would have to be rounded down though, making them the same as Normal/Nightmare.
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Jun 6 2013, 05:26
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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make mage hit 1 more target or ignore dead mobs.
stupid spaces makes you waste so much time for extra casts.
This post has been edited by Ichy: Jun 6 2013, 05:26
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Jun 6 2013, 06:07
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(Ichy @ Jun 6 2013, 03:26)  make mage hit 1 more target or ignore dead mobs.
stupid spaces makes you waste so much time for extra casts.
Now we know the pain of 2h! Except them swinging doesn't cost mana...
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Jun 6 2013, 08:23
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(skillchip @ Jun 5 2013, 23:07)  Now we know the pain of 2h! Except them swinging doesn't cost mana...
HV 0.77: Melee drains spirit per swing.
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Jun 6 2013, 15:00
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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Hey Guys I have THE IDEA to make HV more fun! (tenb has probably stopped reading here (IMG:[ invalid] style_emoticons/default/tongue.gif) When a Mob dies all other Mobs will hit 10% harder! This holds true for every death so they will power up a lot during each round! Against 10 mobs the last man standing would hit twice as hard. Also add death Procs to ALL Mobs! PL 100 has a 5% chance to cast a Death Proc and this increases by 5% for all 100 PL. Also Mobs will have pretty lame Death Prcos until PL 1000 where you can chose a more awesome one. --- With this Mobs can be dangerous so Tenb can tweak our Damage too so Battle swill be much more fast paced but you will have to watch you ass. This post has been edited by Ichy: Jun 6 2013, 15:01
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Jun 6 2013, 15:21
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Malenk
Group: Gold Star Club
Posts: 1,140
Joined: 12-June 12

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let us cast spells on dead monsters. let's say i'm fighting 7 monsters and only monsters C and E are still alive. i think it's stupid that i have to cast a maxed weaken two times in order to get both of them. you should be able to cast the spell on monster D even if it's already dead. right now it's possible to get two monsters with a dead one beteen them only if you target the very first or the very last monster. we should be able to do that regardless of where they happen to be positioned.
also it would be very nice if we could change the order of monsters in the monster lab
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Jun 7 2013, 06:18
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doomgaze
Group: Members
Posts: 133
Joined: 4-September 06

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QUOTE(Ichy @ Jun 6 2013, 08:00)  Hey Guys I have THE IDEA to make HV more fun! (tenb has probably stopped reading here (IMG:[ invalid] style_emoticons/default/tongue.gif) When a Mob dies all other Mobs will hit 10% harder! This holds true for every death so they will power up a lot during each round! Against 10 mobs the last man standing would hit twice as hard. Also add death Procs to ALL Mobs! PL 100 has a 5% chance to cast a Death Proc and this increases by 5% for all 100 PL. Also Mobs will have pretty lame Death Prcos until PL 1000 where you can chose a more awesome one. --- With this Mobs can be dangerous so Tenb can tweak our Damage too so Battle swill be much more fast paced but you will have to watch you ass. Wasn't that already present when the monsters went into "Is Agitated!" state a while back? The monsters went into agitated status when near death (or if critical hit but not killed, I don't remember) and began using their spirit and/or magic attacks more often and hit harder. There must be a reason why that state was removed and as many others have suggested me to do: Want a challenge?, just increase difficulty... Or what I like to do: Play at a harder difficulty with lower quality gear.
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Jun 7 2013, 06:43
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(doomgaze @ Jun 6 2013, 20:18)  and began using their spirit and/or magic attacks more often
False.
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Jun 7 2013, 06:56
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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Fix the goddamn targeting issues for the spells. I start playing for a bit and I'm already seeing tons of illogical targeting issues in here. I'm surprised more mages haven't raged about this yet. And I'm not saying make them hit all targets again. I'm saying fix crap like this: Using Maxed Range T1 1) Monsters A,E are still alive. Targeting A also hits E, but Targeting E doesn't hit A. 2) Monsters B and E are alive. Targeting B also hits E. BUT Monsters C and F are alive. Targeting C DOES NOT hit F. 3) Spells not going through dead monsters. Goddamn. (IMG:[ invalid] style_emoticons/default/dry.gif)
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Jun 7 2013, 10:35
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doomgaze
Group: Members
Posts: 133
Joined: 4-September 06

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QUOTE(Rei-Tenshi @ Jun 6 2013, 23:56)  Fix the goddamn targeting issues for the spells. I start playing for a bit and I'm already seeing tons of illogical targeting issues in here. I'm surprised more mages haven't raged about this yet. And I'm not saying make them hit all targets again. I'm saying fix crap like this: Using Maxed Range T1 1) Monsters A,E are still alive. Targeting A also hits E, but Targeting E doesn't hit A. 2) Monsters B and E are alive. Targeting B also hits E. BUT Monsters C and F are alive. Targeting C DOES NOT hit F. 3) Spells not going through dead monsters. Goddamn. (IMG:[ invalid] style_emoticons/default/dry.gif) I doubt that will come to be anytime soon... Maging did too much pwnage so it "had" to be nerfed... Or maybe it was becoming "boring" to all the HV Archmages since all they had left to do was try for the Dovahkiin title?
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