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

 
post Jun 8 2013, 06:07
Post #8681
cavecricket48



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QUOTE(Maximum_Joe @ Jun 7 2013, 23:53) *

With a 1% trophy drop rate? (IMG:[invalid] style_emoticons/default/tongue.gif)


Basic economics: People respond to incentives!
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post Jun 8 2013, 06:09
Post #8682
Lement



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cavecricket: Hey, I like it. I actually had to think and be wary for once. And it does kill me if I don't have abilities slotted or gear equipped, which is a step up. Plus much faster to add than new mobs, which rather important given there's only 1 part-time programmer.

@Joe: you'd do it for the equip drop bonus.

This post has been edited by Lement: Jun 8 2013, 06:10
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post Jun 8 2013, 06:57
Post #8683
Maximum_Joe



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QUOTE(Lement @ Jun 7 2013, 20:09) *

@Joe: you'd do it for the equip drop bonus.

You mean the ones they don't have? Arena/RoB clears are what give the bonus rolls for equip, not the monsters themselves.
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post Jun 8 2013, 07:16
Post #8684
Lement



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The monster themselves have pretty hefty stats for that too iirc.

And on that note: How about giving the boss+ monsters full chaos ensemble, appropriate to the level they can be first encountered?

This post has been edited by Lement: Jun 8 2013, 07:17
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post Jun 8 2013, 07:19
Post #8685
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QUOTE(Lement @ Jun 7 2013, 21:16) *

The monster themselves have pretty hefty stats for that too iirc.

PL =/= stats for original monsters, they have a general "power" stat instead.

QUOTE
And on that note: How about giving the boss+ monsters full chaos ensemble, appropriate to the level they can be first encountered?

They're already boosted in HP more than any custom monster could ever be and the dragons have high resist.
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post Jun 8 2013, 07:52
Post #8686
marcho



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Cap IW rounds at 100 and double (or triple) base exp gain per round.

Sweet raptor jesus I completed an IW for the first time in years and its grindy as hell. I barely have the attention span for the ~100 rd arenas. Is 170+ rounds really necessary? IW seems suuuuper weighted towards max geared players who can iwtbh clear in 15m. Can we make it so "normal" players can level equipment? Its already a tremendous pain to have to reset spam to get the 1-2 good level up potencies, making the item leveling take hours and hours is more than I can handle D:

Or let us reforge 1 level at a time (ie reset a bad level up roll without reseting everything) so that the slow progress means something each time you get good affix roll. Or let us assign a potency on level up instead of it being random.
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post Jun 8 2013, 08:05
Post #8687
Lement



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Slow?

What about pre-0.70 IWs, were they fast for you then (IMG:[invalid] style_emoticons/default/tongue.gif)?

if you don't like running them yourself let someone else do them for a price - which is quite fair, btw.
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post Jun 8 2013, 08:11
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marcho



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pre 0.70 the only IW i did was for < lvl 100 items, so less than 100 rounds.

I'd have someone else level the items but last time I tried that I ended up broke with nothing to show for it courtesy of random trash potencies, and why should the only way to level items be to send them to someone else?
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post Jun 8 2013, 08:36
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QUOTE(Maximum_Joe @ Jun 7 2013, 22:53) *
With a 1% trophy drop rate? (IMG:[invalid] style_emoticons/default/tongue.gif)

Fine by me. I've never gotten anything good from a trophy before, but I'm sure the credits would be pretty hefty after tenboro boosts credit drops again. There should be some reasonable way to gain credits for the new trainings without buying them with real money. (catgirl lv.3? how much more ridiculous can it get?)
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post Jun 8 2013, 08:43
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marcho: not the only way. Every forge grants you 5 PXP. But let me tell you: that effort is fully worth it as it stands. Tbh, even with meh gear you should be able to get a weapon to 10 in a dozen hours, and given how much time daily arenas take it isn't really that long.
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post Jun 8 2013, 09:39
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Dish out one AP every time you get a Mastery Point.

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post Jun 8 2013, 09:43
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reduce IW rounds but remove that mobs just do 50% damage ( so the mobs deal 100% damage from 1st round ) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 8 2013, 10:09
Post #8693
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QUOTE(Colman @ Jun 8 2013, 02:29) *

Then use new tab instead of pop up.


A tab can have weird reactions to HV's hotkeys though.
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post Jun 8 2013, 16:03
Post #8694
marcho



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QUOTE(ahenayau @ Jun 8 2013, 02:43) *

reduce IW rounds but remove that mobs just do 50% damage ( so the mobs deal 100% damage from 1st round ) (IMG:[invalid] style_emoticons/default/laugh.gif)


I'm OK with this. Less grind, more difficulty. The first 50 rounds are derpy anyways.
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post Jun 8 2013, 17:56
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"Quick Heal" that heals the same amount at 50% the turn time of Cure, but uses ~75% more mana. Mostly for mages--situations where the 0.75x casting timer will still leave you open for 5 attacks.

Prof gain chances should be scaled upwards more sharply for spells with cooldowns, preferably at 2*base-cooldown times the base chance. So a spell with 1 turn base cooldown (2 interval) will have 2x base chance, 5 turn base cooldown will have 10x, and so on. (Drain becomes useful... as a prof grinding skill!) Abilities that lower cooldown time should not affect prof gain chances negatively.

This post has been edited by Bunker Buster: Jun 8 2013, 18:19
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post Jun 8 2013, 18:16
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QUOTE(Ichy @ Jun 7 2013, 23:39) *

Dish out one AP every time you get a Mastery Point.

Already happens from leveling.
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post Jun 8 2013, 18:22
Post #8697
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QUOTE(Maximum_Joe @ Jun 8 2013, 18:16) *

Already happens from leveling.

I meant one extra AP (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 8 2013, 18:29
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QUOTE(Maximum_Joe @ Jun 8 2013, 12:16) *

Already happens from leveling.


dat captain obvious doe (IMG:[invalid] style_emoticons/default/blink.gif)
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post Jun 8 2013, 18:31
Post #8699
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From the current situation and my flirtings with meleeing this patch, I have a few suggestions:
  1. Ethereal prefix should be removed from all weapons. Void strike will still be here, just that weapons will no longer be exempt from burden/interference. Existing ethereal weapons will receive a roll to determine its new prefix.
  2. Burden will now reduce hit chance instead of crit chance. 0.5% hit chance for every point of burden above the limit.

With those changes, balance suffix will now be able to compete with slaughter suffix in more cases.

In addition, too much burden will really penalize players, instead of a slap to the wrist to heavy like now. Shade DW may become a problem due to how evade is affected by burden, but that can be tweaked.
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post Jun 8 2013, 19:01
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just double attack speed coefficient for light armor, problem solved
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