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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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Oct 28 2023, 23:32
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Lady_Slayer
Group: Catgirl Camarilla
Posts: 5,421
Joined: 20-December 16

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QUOTE(Maharid @ Oct 28 2023, 12:26)  One-Handed oriented, to make OFC don't force you on losing Spirit Stance. Cost: 1000-2500 Hath
could this done by simply reduce the charge cost of OFC? (I would be happy to see it's reduced to half of it costs now) and since we have a perk of extending riddlemaster's blessing from 20 turns to 50 turns, could we also have a perk that reduce OFC's cd from 50 turns to 20 turns XD.
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Oct 29 2023, 05:33
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Basara Nekki
Group: Gold Star Club
Posts: 7,602
Joined: 13-September 12

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QUOTE(Maharid @ Oct 28 2023, 15:26)  Eternal Warrior: Increase the Overcharge Bar by an extra fixed 50% (up to 300%) One-Handed oriented, to make OFC don't force you on losing Spirit Stance. Cost: 1000-2500 Hath
I had already thought of a perk like that. But I think that alone wouldn't be enough. To complement this idea, there would also be a perk that would increase the overcharge load speed ("rapid charge"). This would surely help all melee's styles. (IMG:[ invalid] style_emoticons/default/happy.gif)
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Oct 29 2023, 19:40
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(Acetominaphene @ Oct 23 2023, 20:37)  I'd suggest to add more blood token drop rate.
Similar to Chaos Token perks, yes. It would also be nice to have a perk to have bosses appear more frequently during RE / IW / Grindfest. Or perhaps one that increases the likelihood of SGs dropping their trophy during SG arenas. or make it a training, doesn't matter that much to me TBH. Basically, ways to get more trophies overall.
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Oct 30 2023, 04:21
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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QUOTE(Acetominaphene @ Oct 28 2023, 22:32)  could this done by simply reduce the charge cost of OFC? (I would be happy to see it's reduced to half of it costs now) and since we have a perk of extending riddlemaster's blessing from 20 turns to 50 turns, could we also have a perk that reduce OFC's cd from 50 turns to 20 turns XD.
Both of those suggestions are interesting and will probably never happen, a bit of overcharge more is probably the best we can hope for to revive One-Handed players.
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Nov 5 2023, 12:54
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Mmmm. One more monster per round in the arena "Eternal Darkness" please. It feels very pointless to fight at all in those rounds of only 3 monsters, and we don't reach 6 monsters per round until very late in the arena. Or even start all SG arenas with at least 4-5 monsters per round just like in the non-SG arenas, that'd be even better.
This post has been edited by KitsuneAbby: Nov 5 2023, 12:56
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Nov 14 2023, 00:18
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BlueWaterSplash
Group: Members
Posts: 3,335
Joined: 15-March 11

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QUOTE(sigo8 @ wielder of bob)  QUOTE(BlueWaterSplash @ wielder of ooood)  Woo that is the best looking, powerful melee weapon in the whole game! The equipment ID is quite neat looking at 292382839 and the key is b0b41a6ac8 therefore, you could name him bob! I also bought a decent looking, powerful melee weapon with an interesting name, a Peerless Ethereal Club of Slaughter. The equipment ID is nothing special but his name one day could be doooo. Yes, it was worth it to spend an extra 1m to be granted the name of doooo by the gods. ...Hmm. Does anyone have an equipment named doodoo? Preferrably a leggings. For the most OCD of us, I propose that we be allowed to pay credits or have some other way to change our existing equipment ID and/or key.
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Nov 23 2023, 06:17
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Fireboy2009
Newcomer
  Group: Members
Posts: 66
Joined: 8-December 12

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Remove Riddlemaster from REs. I now have low riddle accuracy because lately I've only been doing REs . I click to start and immediately switch away from the new window that opens and come back to it later. I guess there have been some riddlemasters that timed out because of that resulting in low riddle accuracy. Its not like you could much use out of the Riddlemaster buff in an RE anyway.
This post has been edited by Fireboy2009: Nov 23 2023, 06:18
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Nov 23 2023, 11:50
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Nezu
Group: Catgirl Camarilla
Posts: 3,935
Joined: 29-January 12

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QUOTE(Fireboy2009 @ Nov 23 2023, 04:17)  Remove Riddlemaster from REs. I now have low riddle accuracy because lately I've only been doing REs . I click to start and immediately switch away from the new window that opens and come back to it later. I guess there have been some riddlemasters that timed out because of that resulting in low riddle accuracy. Its not like you could much use out of the Riddlemaster buff in an RE anyway.
You know it's there for a reason, right?
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Dec 1 2023, 20:39
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sssss2
Group: Gold Star Club
Posts: 3,962
Joined: 11-April 14

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There are some perks for mages... but not for melee. Magic prof perks are a great help to page play. Elemental mages can use cotton shoes instead of pants (or cap) and get more edb->damage. Level 500 prof 600 mages can wear cotton robe, not gloves plus shoes. And higher deprecating prof increases Imperil's accuracy. My idea of hath perks for melee: Increase Overcharge gains.This will allow melee to stay in spirit stance longer and use skills more. The additional weapon/equipment proficiency perk will not be a significant buff for melee. And, I've mentioned Manehattan Project before. QUOTE(sssss2 @ Aug 28 2023, 03:37)  I've unlocked all hath perks except the Manehattan Project. That is of little use to rich and powerful people who can pay the price. I kill most (normal) monsters in a single OFC even without the MP.
It is much more efficient for the MP to reduce cooldown rather than increase the damage of OFC, and it is also reasonable for its high price.
The damage of OFC is already sufficient, but the cooldown is too long. Conversely, FUS RO DAH's cooldown is short, but its damage is weak. So I think a new perk to increase FUS RO DAH's damage would be good. This post has been edited by sssss2: Dec 1 2023, 21:06
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Dec 6 2023, 03:02
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Maharid
Group: Catgirl Camarilla
Posts: 2,393
Joined: 27-April 10

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QUOTE(KitsuneAbby @ Nov 5 2023, 11:54)  Mmmm. One more monster per round in the arena "Eternal Darkness" please. It feels very pointless to fight at all in those rounds of only 3 monsters, and we don't reach 6 monsters per round until very late in the arena. Or even start all SG arenas with at least 4-5 monsters per round just like in the non-SG arenas, that'd be even better.
This is a good suggestion, i also like to see more Boss Monster around, i'd say to at least put one in the last 15-20 rounds of "To Kill a God" and "Eve of Death" and at least 35 rounds for "The Trio and the Tree".
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Dec 8 2023, 06:42
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Necromusume
Group: Catgirl Camarilla
Posts: 6,852
Joined: 17-May 12

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Increase the number of monster lab slots to 208 so we can have exactly 16 sets of the 13 monster types without having to skip any. "I have to have it even! My autism is kicking in!"
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Feb 14 2024, 15:09
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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I'd like to reiterate the following: Please have the elixirs have either their regeneration effect stack on top of the draughts, or at have htem replace the draught effect entirely but with a stronger effect. Right now they're only ever used to refill their respective bars and nothing else. For my part, if we were to have elixir effects to replace a draught's, I'd appreciate if they were 3 times stronger, while the Last Elixir would be 5 times stronger. At least we'd use elixirs to actually survive harder challenges, and we'd stop treating Last Elixir only as a "backup" Health Elixir or Spirit Elixir and we'd use them more consistently for a more comfortable gameplay. Knowing that Last Elixir was probably originally meant to be an ultimate item for gameplay purpose, just like Flower Vase and Bubble Gum.
And also the followings: -Please let Grindfest's crystal drops continue to increase beyond round 500, until round 1000. RIght now we're basically going through extremely painful grind for no real gain over the 500 first rounds, knowing that the end 5000 Credits is negligible. Or have 10k Credits instead of 5000, that also works. -And probably yet another level in Crystarium and Tokenizer.
This post has been edited by KitsuneAbby: Feb 14 2024, 15:13
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Feb 15 2024, 06:00
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kamio11
Group: Catgirl Camarilla
Posts: 1,358
Joined: 6-June 13

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Remove or increase the 100 slot (200 for Gold Stars) limit on the Monster Lab and keep the existing scaling in Chaos Token cost. To keep people from creating hordes of low-PL monsters, require that all currently unlocked slots have monsters with a certain PL (that scales with the number of slots beyond 100 / 200) until it requires that all of your monsters be max PL before you can create more. Possibly also require a training or hath perk (e.g., Monster Trainer I, double the number of slots you can unlock, but you can only unlock a new slot if all your existing slots have monsters with at least PL 1000). (I refer to slots having monsters instead of just monsters so it's clear that you can't cheat by unlocking slots and not creating monsters until later.) This would: - Provide a use for Chaos Tokens that is more tangible than just chaos upgrades.
- Encourage people to grind more to get more Chaos Tokens.
- Let me create new monsters named after new characters in long-running series.
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Feb 15 2024, 09:57
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(kamio11 @ Feb 15 2024, 04:00)  This would: - Let me create new monsters named after new characters in long-running series.
I have that issue too. Even with 500 slots I'm not sure if I would have enough room. Every time there's a new girl in my series I just can't add her. I'd have suggested that catgirls could get slots x4, but well I don't think most users would agree. Though frankly that would be an incentive to donate up to catgirl. People would totally say that I'm suggesting that because it'd be convenient for me, and yeah I agree I'm totally selfish for once.This post has been edited by KitsuneAbby: Feb 15 2024, 09:58
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Feb 16 2024, 10:07
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Drksrpnt
Group: Gold Star Club
Posts: 3,550
Joined: 27-December 10

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Hath perk to increase the proc chance of melee weapons by a percentage of the weapon's proc rate on its own. IE if it has a 25% chance to stun, and the hath perk adds ~20% or so, it would equal out to 30%.
Also, DW is in sore need of a buff. Make Frenzied Blows, in addition to what it already does, proc both weapons special effects.
Also, make hit chance >200% count as counter-parry to an extent.
This post has been edited by Drksrpnt: Feb 16 2024, 11:04
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Feb 17 2024, 10:07
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Another suggestion, but this time regarding the Manehattan Project hath perk: instead of just multiplying its damage output by 2, have the damage output increased by only 50%, but require only 150% Overcharge (instead of 200%) and half its cooldown (25 turns instead of 50). And now that would really be a justified cost for that hath perk.
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Feb 17 2024, 14:01
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peter723pan
Group: Gold Star Club
Posts: 656
Joined: 16-June 11

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About OverCharge, since item using round costs no time and not counts as CoolDown round , so time paused , why using item in Spirit Stance still consumes one SP and 10% OverCharge ?
It would be nice if change to not consume , just same as normal stance using item.
By the way , if exiting Spirit Stance not consumes OverCharge , make exiting act like item using round costs no time and not counts as CoolDown round . Well , the OverCharge using would be more flexible .
Another suggestion about OverCharge , Crit or not crit, a successful melee attack gains 5-10% OverCharge . Could that minimum value be a little bit more if crits ? for example gains 7-10% OverCharge when crit, or gains 6-10% OverCharge when crit .
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Mar 6 2024, 19:14
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minnazzo
Group: Gold Star Club
Posts: 1,053
Joined: 19-October 22

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QUOTE(peter723pan @ Feb 17 2024, 04:01)  About OverCharge, since item using round costs no time and not counts as CoolDown round , so time paused , why using item in Spirit Stance still consumes one SP and 10% OverCharge ?
It would be nice if change to not consume , just same as normal stance using item.
Yeah I'm peeved about that as well
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Mar 14 2024, 00:44
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exotico
Newcomer
 Group: Members
Posts: 21
Joined: 28-January 19

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Change armor abilities to apply even when some armor slots are empty, or change the ability text to better reflect the fact that this currently isn't the case. For example, the Light HP/MP ability states that it "increases your maximum HP and MP when using only light armor"—this is a little misleading, as I'd consider wearing (for example) all leather armor but no helmet to be using only light armor, but the ability doesn't apply if you have any empty armor slots. Granted, the vast majority of players will never not have a full set of armor equipped, but hey.
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Mar 15 2024, 08:03
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liddlemicky
Group: Gold Star Club
Posts: 132
Joined: 24-March 10

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Is it possible to make it less tedious to manage hp/mp pots in long encounters like IW? Every time I do one I find myself wishing it was possible to auto use one as soon as the previous one's effect runs out.
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