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HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022 |
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Sep 17 2021, 08:13
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tallos
Newcomer
  Group: Members
Posts: 86
Joined: 22-February 12

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Melee wishlist: Increased OC gen for 2h and DW/Niten when Not in spirit stance. Its a bit ridiculous that neither of them generate OC from their fighting style specials while 1h does, and both of them are significantly squishier than 1h to start with. This would let them max out their OC fast to get into spirit stance/use skills, but wouldn't let them perma spirit-stance like 1h does with counters.
An improvement to Great Cleave would also be appreciated. Its very lackluster and in almost every situation just using spirit stance and regular attacks is better. Hell just make it cause a 5turn5stack 20% bleed on top of current dmg for the same OC cost and it could be decent.
Something to give melee counter-resist/couter-evade/accuracy for Deprecating. having to constantly cast Imperil 2 and 3 times on the same regular enemy/schoolgirl just because "lol 2/3 or 3/3 resists/evades/misses on Imperil and there is absolutely nothing you can do to reduce this" is not a fun or balanced mechanic when imperil is extremely important at doing PFUDOR in any reasonable amount of time with reasonable gear.
This post has been edited by tallos: Sep 17 2021, 08:16
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Sep 26 2021, 16:04
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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In august i asked a question on Imperil in the Ask thread and i was replied that: https://forums.e-hentai.org/index.php?s=&am...t&p=5970098A month from that a coin dropped and i have done this using Channeling that i have a 100% magic hit chance: Channeling Imperil on first monster Channeling Imperil on last monster  After that i played a lot of round alays hitting the last monster and i finally have a response: if you hit the last monster with Imperil (and probably other magics) one monster is missed because for seome reason it count a monster blow it or just because it won't go 2 times up but only 2 times down. Can this be fixed in the next update? Cause i think is quite pointless. This post has been edited by Maharid: Sep 30 2021, 22:48
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Sep 27 2021, 08:20
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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QUOTE(tallos @ Sep 17 2021, 08:13)  Melee wishlist: Increased OC gen for 2h and DW/Niten when Not in spirit stance. Its a bit ridiculous that neither of them generate OC from their fighting style specials while 1h does, and both of them are significantly squishier than 1h to start with. This would let them max out their OC fast to get into spirit stance/use skills, but wouldn't let them perma spirit-stance like 1h does with counters.
An improvement to Great Cleave would also be appreciated. Its very lackluster and in almost every situation just using spirit stance and regular attacks is better. Hell just make it cause a 5turn5stack 20% bleed on top of current dmg for the same OC cost and it could be decent.
Something to give melee counter-resist/couter-evade/accuracy for Deprecating. having to constantly cast Imperil 2 and 3 times on the same regular enemy/schoolgirl just because "lol 2/3 or 3/3 resists/evades/misses on Imperil and there is absolutely nothing you can do to reduce this" is not a fun or balanced mechanic when imperil is extremely important at doing PFUDOR in any reasonable amount of time with reasonable gear.
Melee needs generally some love. It's easy to see why mages are so good and as such so expensive to get in. If you look at the material market, it's pretty obvious there's a HUGE imbalance, and either one side needs massive nerfs or the other side massive buffs. Mage gets physical accuracy (and A LOT of it) for free, Melee gets no magical accuracy. Mage gets damage bonuses to their spells on equip. Melee gets no damage bonuses to their attack elements / skills. Mage gets proficiency bonuses to their spells governing things like counter resist for free. Melee gets no such things for their attacks or in regards to taking damage. Mage needs a good set to be really good, which melee doesn't. But when it comes down to full potential, the gap is gigantic, for pretty obvious reasons. There are a few ways to go at this. A previous poster already mentioned new augments for melee. I don't think that fixes the core issue though. -Core issue 1: Magic accuracy. Regardless of imperil or weaken, these spells still seem to work with the VERY old HVerse in mind, where there was no monster lab. With the monster lab however, this isn't good anymore. You literally miss half your spells as melee, unless you use expensive shards. -Core issue 2: Lack of proficiency. When a mage chooses an element, they have a proficiency attached to it. Melee doesn't. This could be solved by having piercing / crushing /slashing / void proficiency (aka counter parry/evade when using the damage type), or maybe just giving every element its proficiency in general. (aka not give only mages their stuff, but let it do something for elemental strikes as well, though that'd need some major reworks) -Core issue 3: Spell damage bonuses but nothing for melee. Either the former goes away (dunno how much that'd nerf mages, but I'd assume it's insane), or melee needs something for their stuff. The market situation doesn't really lie. Of course there's also some issues with 1h vs other styles, but first and foremost there's a whole different gap to be crossed. At least somewhat. That said, it shouldn't be ignored that a mage needs mana to actually do its stuff. A melee needs that much less. I don't think that's really enough to justify where mages stand right now (again, market prices), but it is something to keep in mind. Though even if melee gets all the aforementioned I said (much more accurate debuffs, proficiency for free counter parry/evade and bonus elemental damage for their physical attacks) I think mages would still outclass them by a lot. This post has been edited by killi890: Sep 27 2021, 08:24
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Sep 30 2021, 10:46
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amaimono
Group: Gold Star Club
Posts: 346
Joined: 10-April 11

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Didn't see this thread before (IMG:[ invalid] style_emoticons/default/ohmy.gif). I'd like to suggest a minor adjustment (a buff, really) for Frenzied Blows (a Dual Wielding skill). As of current version, Frenzied Blows can be manipulated to hit fewer targets when facing more than 5 monsters, resulting in more blows (and thus damage) per monster. Unfortunately, this doesn't work when there are 5 or fewer monsters in a round. To illustrate: CODE Case 1: facing 5 monsters A, B, C, D, E. Case 2: facing 6 monsters A, B, C, D, E, F. Case 3: facing 7 monsters A, B, C, D, E, F, G.
The player selects Frenzied Blows and clicks on monster E, F, & F respectively.
Case 1: Frenzied Blows hit all monsters. Case 2: Frenzied Blows hit monster D, E, F. Case 3: Frenzied Blows hit monster D, E, F, G. It'd be awesome if what happens in case 2 & 3 also applicable during rounds in which there are 5 or fewer monsters. This post has been edited by amaimono: Sep 30 2021, 11:03
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Oct 4 2021, 19:01
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SPoison
Group: Gold Star Club
Posts: 4,099
Joined: 20-July 10

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Remove burden from staff.
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Oct 5 2021, 05:59
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Transparency
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Oct 21 2021, 20:38
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Mindflayer88
Group: Members
Posts: 335
Joined: 9-June 08

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Increase blood token drop/reward rate. A lot.
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Oct 31 2021, 14:51
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Paraphiliac
Newcomer
 Group: Recruits
Posts: 12
Joined: 12-September 16

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Original Title: Why monster types don't have icons? Hi!
I'm not sure if this is the right place to ask this:
So, in Hentaiverse there are only limited number of monster types, 13 at the moment if I'm not mistaken. I understand that the Scan ability should give me more accurate information about my adversaries but shouldn't I know at least roughly what type of monsters they are? Even if it's really dark, shouldn't I still be able to make out their outline and noises they make? Not to mention my own creatures in the lab.
Or should I post this as a feature request that the monster types would have their own icons both in the lab and in the battle?
Thanks in advance!
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Nov 3 2021, 05:52
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(Paraphiliac @ Oct 31 2021, 09:51)  Why monster types don't have icons?
So, in Hentaiverse there are only limited number of monster types, 13 at the moment if I'm not mistaken. I understand that the Scan ability should give me more accurate information about my adversaries but shouldn't I know at least roughly what type of monsters they are? Even if it's really dark, shouldn't I still be able to make out their outline and noises they make? Not to mention my own creatures in the lab.
Very good suggestion! The A~J can easily be replaced by those icons, and add a lot to the base game. I personally feel the scan ability is very useless if you don't have any scripts that will keep track of your scan results, so it could also have some improvements for gameplay, as long as players aren't forced into using it in every single encounter to improve their damage % or anything. As for your question, we used to have another suggestion thread, but it got too big, and this is the new place to post them for now. Nezu will probably open new ones when 0.89 and onward release.
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Nov 3 2021, 10:56
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sssss2
Group: Gold Star Club
Posts: 3,962
Joined: 11-April 14

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QUOTE(sssss2 @ Oct 10 2021, 13:21)  I died at the Tower 99/100, due to the bug that Spark of Life doesn't get activated at hp 1.
You crit You Taste Like Shit for 8541 void damage. Elec Strike hits You Taste Like Shit for 2157 elec damage. Holy Strike hits You Taste Like Shit for 3268 holy damage. Void Strike hits You Taste Like Shit for 2947 void damage. You gain the effect Overwhelming Strikes. You Taste Like Shit gains the effect Bleeding Wound. Sad Panda Transferred By Gantz casts Hard Suit Elbow Blade, but is absorbed. You gain 40 Magic Points. You parry the attack from Louise De La Valliere. You counter Louise De La Valliere for 5433 points of void damage. Louise De La Valliere gains the effect Stunned. Your spike shield hits Louise De La Valliere for 5 points of fire damage. You parry the attack from Shadowcat038. You counter Shadowcat038 for 5122 points of void damage. Shadowcat038 gains the effect Stunned. Your spike shield hits Shadowcat038 for 5 points of fire damage. You evade the attack from Four Of Hearts. You evade the attack from Shadowcat018. You parry the attack from Trump The Herald Of Nurgle. Your spike shield hits Trump The Herald Of Nurgle for 5 points of fire damage. Trump The Herald Of Nurgle gains the effect Searing Skin. Your spirit shield absorbs 16620 points of damage from the attack into 165 points of spirit damage. Asellus Borealis uses Skill-2, and hits you for 5010 piercing damage Your spike shield hits Asellus Borealis for 129 points of fire damage. You evade the attack from Sad Panda Transferred By Gantz. You block the attack from Four Of Hearts. You counter Four Of Hearts for 6750 points of void damage. Four Of Hearts gains the effect Stunned. Your spike shield hits Four Of Hearts for 5 points of fire damage. Your spirit shield absorbs 521 points of damage from the attack into 6 points of spirit damage. Shadowcat018 hits you for 5010 piercing damage. Your spike shield hits Shadowcat018 for 1032 points of fire damage. Your spirit shield absorbs 1658 points of damage from the attack into 18 points of spirit damage. Trump The Herald Of Nurgle hits you for 5010 slashing damage. Your spike shield hits Trump The Herald Of Nurgle for 253 points of fire damage. You block the attack from Asellus Borealis. Your spike shield hits Asellus Borealis for 5 points of fire damage. You block the attack from Sad Panda Transferred By Gantz. Your spike shield hits Sad Panda Transferred By Gantz for 5 points of fire damage. Sad Panda Transferred By Gantz gains the effect Searing Skin. Your spirit shield absorbs 751 points of damage from the attack into 8 points of spirit damage. Shadowcat018 hits you for 5010 piercing damage. Your spike shield hits Shadowcat018 for 1032 points of fire damage. Your spirit shield absorbs 802 points of damage from the attack into 9 points of spirit damage. Trump The Herald Of Nurgle hits you for 5010 slashing damage. Your spike shield hits Trump The Herald Of Nurgle for 253 points of fire damage. Asellus Borealis hits you for 4761 piercing damage. Your spike shield hits Asellus Borealis for 122 points of fire damage. You have been defeated. MHP 25051 - 5010*5 = 1
This bug has existed for a long time and Tenbo knows it, but he doesn't seem to intend to fix it.
This freaking bug has occurred again at the Tower 89/100. 26651 health points You cast Full-Cure.You are healed for 14064 Health Points. Your spirit shield absorbs 1013 points of damage from the attack into 11 points of spirit damage. Gyarados hits you for 5330 piercing damage.Mikan Yuuki uses Mikans Frying Pan. You block the attack. Peerlesssss2 Longsword uses 2-Fire. You block the attack. Your spirit shield absorbs 18898 points of damage from the attack into 168 points of spirit damage. Zed The Master Of Shadows uses Claw Rake, and hits you for 5330 crushing damageYour spirit shield absorbs 1360 points of damage from the attack into 14 points of spirit damage. Azgalor hits you for 5330 slashing damage.Your spirit shield absorbs 2123 points of damage from the attack into 22 points of spirit damage. Nana Morse hits you for 5330 crushing damage.Your spirit shield absorbs 1150 points of damage from the attack into 12 points of spirit damage. Gyarados hits you for 5330 piercing damage.You evade the attack from Mikan Yuuki. Your spirit shield absorbs 1633 points of damage from the attack into 17 points of spirit damage. Peerlesssss2 Longsword hits you for 5330 piercing damage.You have been defeated.Please, fix, this, f---, thing.
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Nov 8 2021, 22:30
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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Probably someone arlready suggested it but nearing the end of this season i'd like to ask some juice on Deprecating Proficiency for Melee, extremely useful to fight schoolgirls in the two highest arenas.
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Nov 9 2021, 00:43
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Basara Nekki
Group: Gold Star Club
Posts: 7,603
Joined: 13-September 12

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QUOTE(Maharid @ Nov 8 2021, 17:30)  Probably someone arlready suggested it but nearing the end of this season i'd like to ask some juice on Deprecating Proficiency for Melee, extremely useful to fight schoolgirls in the two highest arenas.
I agree. I wish the deprecating spells would not have such a low turn duration. It should be as supportive spells, which continue to increase the duration with the level of proficiency. For example, for Imperil the limit are only 40 turns. This duration is too short for the melee, in the last two arenas, in the rounds with 3 SGs. On these occasions I need to apply Imperil again before the end of the round. (IMG:[ invalid] style_emoticons/default/sad.gif) Simple solution: remove the limit. (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Nov 9 2021, 01:45
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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QUOTE(Basara Nekki @ Nov 8 2021, 23:43)  I agree. I wish the deprecating spells would not have such a low turn duration. It should be as supportive spells, which continue to increase the duration with the level of proficiency. For example, for Imperil the limit are only 40 turns. This duration is too short for the melee, in the last two arenas, in the rounds with 3 SGs. On these occasions I need to apply Imperil again before the end of the round. (IMG:[ invalid] style_emoticons/default/sad.gif) Simple solution: remove the limit. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Actually Supportive have a linit on duration, as stated on Magic Proficiencies "Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else)". Making Deprecating to 5-7 is a great boost but also the hit chance can get some love.
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Nov 9 2021, 08:36
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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Monster Lab changes.
We all know they are needed, so here is a random idea to make things work a little less weirdly and remove some of the current problems.
First of all, I think it's best to not mess too much with the balance of the game. I don't think things are perfect, but I'd like to keep things there on a minimum. That said, some things are needed, as far as I'm concerned.
Fortidude: 5% -> 2% Accuracy: 5% -> 1% (or removal?) Defense: 1%->0.5% Swiftness: 2.5% -> 1%
Also a general nerf on endurance gains is probably necessary. The current saving grace is that chaos tokens are so limited. For a more future proof version, some nerfs are necessary. We already have some really big issue with some monsters just becoming WAY too spongy. This is mostly to mitigate that. The others are some numbers that just feel too high. Should accuracy not actually work in a way that max upgrades essentially mean completely ignoring evasion, the nerf doesn't need to be as big. I just don't think you should be able to so MASSIVELY influence a monster's performance, especially with precision existing. A monster's accuracy should not be much higher than 100%, maybe not ANY higher, period. If that's the accuracy cap anyway, never mind the nerf for it.
So, with that in mind, there's also the problem with how gifts work right now. I don't think it's necessary for every monster to see action all the time, but that also means gifts can't be solely bound to that. So I'd say, it's best to have an alternative way to get gifts.
Proposal: -A monster can't give more than 1 gifting action per day (emphasizing quantity) The amount still depends on the gift factor -A monster will give you a gifting action once every 3 days no matter what (keeping the passive aspect) -A monster will still give you a gifting action with the old kill/win way, though it might be nerfed for quite active monsters -A random monster that has not given a gifting action yet, will give you one after 50 rounds of combat AND clearing an arena/Rob AND doing a RE while gaining Soul Fragments, (as in, up to 12 times per day roughly) This emphasizes chaos upgrades more than just flat out quantity right now, and as such investing a bit more into the lab. Realistically you can get up to ~50 gifts per day. 12 RE + 14AR +24 from 1200 rounds on 59 or below stamina.
I'd like to say this is a good middle ground, but I honestly don't know how much the economy is currently carried by those maxed labs with very high PL monsters in them. If it's more than I think, one could change the cap of 1 per day. Also like this having more monsters than ~60 would still mean you can't get them all to gift every day. That could be increased or lowered by the last point's conditions. (i.e. every RE gives one, increasing the total possible gifts to 62 with full 24 stamina use, or no extras for AR/ROB clearing to lower it by ~14) It could also be somewhat increased by auto gifts being reworked. I doubt you just coincidentally have a third auto gift you every day as it is now.
The important thing is to increase the gains for lower level monster labs. Right now, you basically HAVE to trade if you want to upgrade things, as you can't invest enough into a monster for it to start giving you some actual real materials. This would be one way, that would hopefully not interfere too much with how the lab otherwise works and maybe solve the shortage of some materials, even if just a little bit.
This post has been edited by killi890: Nov 9 2021, 08:39
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Nov 10 2021, 08:32
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Kinights
Group: Gold Star Club
Posts: 988
Joined: 25-July 12

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QUOTE(killi890 @ Nov 9 2021, 03:36)  Monster Lab changes.
We all know they are needed...
First of all, I think it's best to not mess too much with the balance of the game.
The current saving grace is that chaos tokens are so limited.
Speaking as someone with a decently upgraded Monster Lab, your suggestions are nonsense. You said yourself that chaos tokens are already very limited, so if a player has maxed chaos upgrades, they grinded for all of those, probably taking years if they don't run multiple grindfests per day, so these changes would simply dump their hard work right into the trash, while benefiting people who barely invested in this part of the game. As for the materials, following your logic, it would be impossible to upgrade gear in Isekai on your own, as there's no Monster Lab over there, so while that might be the case for a full-forged set, it's not like it's a requirement for your equipment to work. I have just upgraded my weapon ADB and shield block % to lvl30 or so and stopped when it started asking for too much High-grade mats. Any further upgrades would just end up as diminishing returns, and be for vanity at that point, as the increase of +10 ADB or +0.02% block chance wouldn't change much in the grand scheme of things. Rather than mess with monsters, I'd think what most endgame players want is a way to increase their own power, like more levels, stat points, stronger abilities and spells, etc. Getting stronger abilities would be a nice starting point, as even at level 500 I'm sitting with 37 extra points not invested anywhere, which could be more as I have stuff like Absorb and Blind that I barely use maxed just in case.
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Nov 12 2021, 03:10
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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For Monster Lab i really like to be able to change the place of a monster (possibly multiple monsters in a single time), with the position changing the whole number of the monster.
Practically i can select the Monster 51-60 and move them to the place of Monster 21-30 anchd they become Monster 21-30 and all the others scale the numbers up to they empty spaces.
If i remember well there i a script that let change the place of a monsters but not the number.
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Nov 12 2021, 15:55
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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I think it would be nice if Bulk Shrining could be extended to the combination of x number of the same tier trophies instead of only the combination of x number of the same trophy.
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Nov 13 2021, 17:08
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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QUOTE(hgbdd @ Nov 12 2021, 14:55)  I think it would be nice if Bulk Shrining could be extended to the combination of x number of the same tier trophies instead of only the combination of x number of the same trophy.
This. ------------------------------------------------------- Also, i'd like to add some juice to some Stats to have a better rate in some stats depending of what you do. Agility: 50 Points = +1% Crit Chance (Ihave 497 Total Agi and it will be +9,94% extra crit chance) Endurance: 50 Points = +0,25% Block Chance (I have 1220 End so it will be 6.1% Block Chance) Intelligence: 50 Points = +1% Resist Chance (I have 479 intelligence so it will be +9,58% Resist Chance) Intelligence: 50 Points = +1% Magic Crit Chance (I have 479 intelligence so it will be +9,58% Magic Crit Chance) Intelligence: : 50 Points = +1% Magic Hit Chance (I have 479 intelligence so it will be +9,58% Magic Hit Chance) Those values are tentative, it can be 100 points or it can change the quantity awarded (like 0,2% Block). This will make all stats more useful and give everyine a little extra boost. The values are accounted as lienar, if i remeber well that is not the case and more you add less you get so the final value can be far worse that what i depicted and maybe not be so useful, this can also be tweaked in another way. ------------------------------------------------------- Taking this in consideration, someone remember 10B to remove the limit to redistribute stats ar make it far higher. This post has been edited by Maharid: Nov 13 2021, 17:08
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Nov 15 2021, 19:03
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Basara Nekki
Group: Gold Star Club
Posts: 7,603
Joined: 13-September 12

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QUOTE(Kinights @ Nov 10 2021, 03:32)  Getting stronger abilities would be a nice starting point, as even at level 500 I'm sitting with 37 extra points not invested anywhere, which could be more as I have stuff like Absorb and Blind that I barely use maxed just in case.
This is simple to be solved. I already gave this suggestion before, but I will repeat it. Currently, the vast majority of abilities have 1 to 5 upgrade levels. For the ability points to have utility for high-level players, simply increase the amount of ability upgrade levels, with at least 5. And of course, taking advantage to increase the gains of each new level. This will also make players have to further perform the training in Ability Boost. This solves two problems at once. (IMG:[ invalid] style_emoticons/default/happy.gif) ---------------------------------------------------------------- And taking advantage of the post, I will make some suggestions as well. (IMG:[ invalid] style_emoticons/default/heh.gif) [ 1 ] Create an application for Attack Hit Chance values above 200%.We currently know that values above 200% are useless. My idea would be to take advantage of the points above 200% as a chance to get an extra attack on the same turn. And preferably one of the "crit" type. In numbers it would be this way: 200% hit chance ---> 0% chances of an extra attack 400% hit chance ---> 100% chances of an extra attack Linear variation. Oh, and before someone asks, I say yes, it is possible to reach 400%. This is possible using a Balance type weapon (only a few types of swords, not all) with 5 Power Balance, plus Voidseeker Shard. This idea makes it useful upgrade in Physical Hit Chance and the use of Voidseeker Shard. [ 2 ] Create an application for sword spell damage.Currently, the Spell Damage of a sword only has utility for "1H Mage" style. My idea is to take advantage of this attribute as a multiplier for the sword element attack damage. It would be like this: New Element Attack Damage = Current Element Attack Damage * (1 + Spell Damage) That simple. This would make useful the upgrade in Spell Damage. [ 3 ] Give more use for proficiency for the Melee.It is currently very common to say that the proficiency gain for the Melee style has a low impact on gameplay. So I thought of taking advantage of the proficiency as a damage multiplication factor made by a skill. It would be like this: New Skill Damage = Current Skill Damage * [1 + (Equipment proficiency/600)] In this way, the damage caused by a skill would be constantly increasing according to the player's proficiency increases.
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Nov 15 2021, 21:30
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killi890
Group: Members
Posts: 446
Joined: 19-May 11

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QUOTE(Kinights @ Nov 10 2021, 07:32) 
You said yourself that chaos tokens are already very limited, so if a player has maxed chaos upgrades, they grinded for all of those, probably taking years if they don't run multiple grindfests per day, so these changes would simply dump their hard work right into the trash, while benefiting people who barely invested in this part of the game.
It's much more nonsense, that enemies fluctuate as much as they do right now, while there's no difference in rewards. Rewards are only based on PL (largely droprate) Chaos Tokens would NOT be a waste, as they'd still benefit you with more gifts. QUOTE(Kinights @ Nov 10 2021, 07:32)  As for the materials, following your logic, it would be impossible to upgrade gear in Isekai on your own, as there's no Monster Lab over there, so while that might be the case for a full-forged set, it's not like it's a requirement for your equipment to work.
But it is. Isekai has no bindings and gives you rare material (i.e. for power armor) instead of artifacts, together with high grade stuff. Isekai also doubles the gain of salvage. And yet you are barely able to upgrade at all. Persistent, on your own, you get NOTHING. There should not be the need to invest billions of credits before anything reasonable can be gotten. The lab was definitely not designed with how things ended up working. I'm sure you need to play a long time to get massive chaos tokens, but that's the same for literally anything in this game. Are you complaining about the insane hath costs of some perks with how little they do? Everything in this game follows a simple logic: The more you invest, the less you get out of it. The one exception is the Monster Lab. There's a wall that you have to climb nowadays, before anything reasonable is granted. A wall completely separate from just the chaos tokens, which is (in my opinion) enough of a wall by itself. My proposal puts equal importance on PL, Chaos Tokens and activity. In fact, it puts a lot more importance on chaos token upgrades than what the current model does. It would basically mean that, the more monsters you have, the more important their PL becomes. Likewise there'd be more of an incentive to invest into monster chaos upgrades, before you max out your lab.
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