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

 
post Jun 16 2013, 17:32
Post #8821
hitokiri84



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QUOTE(ahenayau @ Jun 16 2013, 10:12) *

can we get lesser rounds for DwD in the next patch (IMG:[invalid] style_emoticons/default/sad.gif)

this arena consuming alot of time (IMG:[invalid] style_emoticons/default/cry.gif)

Then that's less credits. How about getting rid of Imperil and making its benefits inherent? You have to blanket everything on IWBTH anything, and it slows everything down too much.

Even when it's maxed and can hit 3 targets. Resist, resist, resist, resist. It gets old, fast.

This post has been edited by hitokiri84: Jun 16 2013, 17:33
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post Jun 16 2013, 17:39
Post #8822
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Lesser rounds but Monsters get stronger each round. Massively stronger! But with Strength everything increases. Drop rates, Quality and Credit rain.

Suddenly we have Arena like feeling when doing Arena.
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post Jun 16 2013, 17:40
Post #8823
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QUOTE(hitokiri84 @ Jun 16 2013, 22:32) *

Then that's less credits. How about getting rid of Imperil and making its benefits inherent? You have to blanket everything on IWBTH anything, and it slows everything down too much.

Even when it's maxed and can hit 3 targets. Resist, resist, resist, resist. It gets old, fast.

i prefer get lesser credits (IMG:[invalid] style_emoticons/default/laugh.gif)

i like the old DwD in term of speed (IMG:[invalid] style_emoticons/default/sad.gif)

this new DwD have better drop rate (IMG:[invalid] style_emoticons/default/smile.gif)




@ichy

than all HV battle type have same similiar thing ( mobs stronger each round ) (IMG:[invalid] style_emoticons/default/laugh.gif)




This post has been edited by ahenayau: Jun 16 2013, 17:42
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post Jun 16 2013, 17:52
Post #8824
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QUOTE(ahenayau @ Jun 16 2013, 17:40) *


@ichy

than all HV battle type have same similiar thing ( mobs stronger each round ) (IMG:[invalid] style_emoticons/default/laugh.gif)

Yeah but Arena is the one that should have it. Doing post TT Arenas on IWBTH should be something only the mightiest of players can do!

IW does not need it anymore and GF can have a lower scaling.
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post Jun 16 2013, 19:27
Post #8825
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QUOTE(ChosenUno @ Jun 16 2013, 01:39) *

That's without chaos token values? Or with?


With and high stats
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post Jun 16 2013, 20:04
Post #8826
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@Ichy: Problem with that (for me) is encountering Kodou in the first round, then 10 rounds later and she's suddenly stronger?
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post Jun 16 2013, 20:08
Post #8827
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QUOTE(Lement @ Jun 16 2013, 20:04) *

@Ichy: Problem with that (for me) is encountering Kodou in the first round, then 10 rounds later and she's suddenly stronger?

yep. She was training a lot!
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post Jun 17 2013, 08:23
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Option to disable the battle log entirely.

Basically you can choose whether you want the battle log to be sent to you or not. Should help me a little bit speed-wise (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 17 2013, 08:31
Post #8829
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QUOTE(skillchip @ Jun 17 2013, 00:27) *

With and high stats


19% resist chance huh...

Currently I get a whooping 19/4 = 4.75% reduction in resist chance. (IMG:[invalid] style_emoticons/default/mad.gif)

Or how about reducing the maximum anti-resist chance to 30% and apply my suggestion of additive resist chance calculations?

Or, change anti-resist to something else.

New anti-resist will have 100% as maximum, and it'll define how much of your damage goes through a monster's resist.

So if you have 50% "anti-resist", when a monster resists it'll receive only 50% of the damage dealt that turn.

For deprecating spells, it could be 50% duration. So a spell lasting 12 rounds will only last 6 rounds.
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post Jun 17 2013, 09:26
Post #8830
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QUOTE(ChosenUno @ Jun 16 2013, 23:23) *

Option to disable the battle log entirely.

Basically you can choose whether you want the battle log to be sent to you or not. Should help me a little bit speed-wise (IMG:[invalid] style_emoticons/default/biggrin.gif)


If it really would improve speed, I would definitely go for that. Although, maybe add some way to still see drops and things at the end of each round?
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post Jun 17 2013, 09:34
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Artifacts have combined to 1 name for easier trading.
How about also changing the crystal into 2 big type?
(One for Primary Attributes and one for resistance)
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post Jun 17 2013, 09:37
Post #8832
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I don't care if it improves speed at all, I'd go for it just for less distractions.

The only times I check the battle log are for when something quite unexpected happens, like I spark with 3 monsters.
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post Jun 17 2013, 15:30
Post #8833
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QUOTE(ChosenUno @ Jun 17 2013, 08:31) *

...it'll define how much of your damage goes through a monster's resist.

As long as the resist chance isn't changed, this is a great idea, as long as it also applies against players. Same to parries.

The prof coefficient has to be capped at 1.5x monsterlevel instead of 2.0x (which is unreachable) and still keep the same 50% anti-resist cap, but should only apply to damage spells and attacks. Twice the monster's level is laughable and insignficant, but a lower coefficient would make for slightly more interesting gear dilemmas.

Mostly because you can still consistently apply damage debuffs with partial resists/parries, making for a smoother spell rhythm, but the way the system works would still block deprecating spells, which are fine using the current system.

QUOTE(andywong @ Jun 17 2013, 09:34) *

Artifacts have combined to 1 name for easier trading.
How about also changing the crystal into 2 big type?
(One for Primary Attributes and one for resistance)

Also very good. It'd be pretty much the same system, except people wouldn't feel forced to farm crystals and getting jack shit of what they need.

This post has been edited by Bunker Buster: Jun 17 2013, 15:40
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post Jun 17 2013, 15:50
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QUOTE(ChosenUno @ Jun 16 2013, 22:23) *

Option to disable the battle log entirely.

I'd think turning off certain entries from appearing would be more feasible.
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post Jun 17 2013, 16:36
Post #8835
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QUOTE(andywong @ Jun 17 2013, 02:34) *

Artifacts have combined to 1 name for easier trading.
How about also changing the crystal into 2 big type?
(One for Primary Attributes and one for resistance)

This would be such a gigantic troll, the rage would be delicious. DO IT TENBORO.
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post Jun 17 2013, 19:01
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QUOTE(grumpymal @ Jun 17 2013, 16:36) *

This would be such a gigantic troll, the rage would be delicious. DO IT TENBORO.

People this hurts: Frith
People this helps: Everyone else


sounds pretty good to me
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post Jun 17 2013, 20:20
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QUOTE(Bunker Buster @ Jun 17 2013, 12:01) *

People this hurts: Frith
People this helps: Everyone else
sounds pretty good to me

We need skillchip to whip out some math to prove this so Tenboro can apply it with a clear conscience.
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post Jun 17 2013, 20:25
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QUOTE(andywong @ Jun 16 2013, 23:34) *

How about also changing the crystal into 2 big type?
(One for Primary Attributes and one for resistance)

If Tenboro took one of my suggestions to heart, it's going to be almost the opposite of that...
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post Jun 17 2013, 22:11
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QUOTE(ChosenUno @ Jun 17 2013, 06:31) *

19% resist chance huh...

Currently I get a whooping 19/4 = 4.75% reduction in resist chance. (IMG:[invalid] style_emoticons/default/mad.gif)

Or how about reducing the maximum anti-resist chance to 30% and apply my suggestion of additive resist chance calculations?

Or, change anti-resist to something else.

New anti-resist will have 100% as maximum, and it'll define how much of your damage goes through a monster's resist.

So if you have 50% "anti-resist", when a monster resists it'll receive only 50% of the damage dealt that turn.

For deprecating spells, it could be 50% duration. So a spell lasting 12 rounds will only last 6 rounds.


+1
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post Jun 18 2013, 22:35
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Whenever you change the name of a monster, have you face it with 10x HP modifier. Whenever you attempt to delete a monster, have you face it with 100x HP modifier and 10x damage modifier. Defeat means failure.

They are hardly likely to sit there meekly and accept their name being changed/them being deleted after all (IMG:[invalid] style_emoticons/default/tongue.gif)
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