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> HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022

 
post Mar 15 2024, 10:23
Post #421
uchimatan



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QUOTE(exotico @ Mar 14 2024, 01:44) *

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.
If you just do not have leather helmet, buy one at the equipment shop or shrine one trophy for exactly leather helmet for the sake of getting bonuses, honestly, thats not that big of a deal for the bonuses you're gonna get from it.

This post has been edited by uchimatan: Mar 15 2024, 10:24
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post Mar 15 2024, 21:58
Post #422
exotico



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QUOTE(uchimatan @ Mar 15 2024, 10:23) *

If you just do not have leather helmet, buy one at the equipment shop or shrine one trophy for exactly leather helmet for the sake of getting bonuses, honestly, thats not that big of a deal for the bonuses you're gonna get from it.


Oh, for sure—I was forgoing a helmet by choice, for flavor reasons. I assumed based on the ability text that I was receiving the ability bonuses, hence my suggestion that the text be changed for added clarity, though it's also partially my fault for not noticing until after I reached level 100. Thanks for the advice, though :)
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post Mar 30 2024, 04:07
Post #423
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Not really a balance thing, just something that would be cool:

Make using an elemental infusion of the same type as the strike the weapon already has give some special effect.

IE using Infusion of Divinity on a weapon with Holy Strike maybe makes hitting with that weapon give the debuff that holy spells can proc. Would give a bit more flavor to things.
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post Mar 30 2024, 16:05
Post #424
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QUOTE(Drksrpnt @ Mar 30 2024, 11:07) *

Not really a balance thing, just something that would be cool:

Make using an elemental infusion of the same type as the strike the weapon already has give some special effect.

IE using Infusion of Divinity on a weapon with Holy Strike maybe makes hitting with that weapon give the debuff that holy spells can proc. Would give a bit more flavor to things.


I am opposed to this.


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This post has been edited by sssss2: Mar 30 2024, 16:05
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post Mar 30 2024, 17:11
Post #425
Dead-ed



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No defense perks? Y'know, for those who play for fun.
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post Mar 30 2024, 21:10
Post #426
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QUOTE(sssss2 @ Mar 30 2024, 14:05) *

I am opposed to this.
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Personal interest is not a valid reason, just saying.
I'm still against it too, but more for practical reasons. Enhancing existing strikes is a good idea, but TBH it'd be more logical to just increase their damage output.

This post has been edited by KitsuneAbby: Mar 30 2024, 21:23
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post Mar 31 2024, 07:51
Post #427
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It would be great if the weekly average transaction price was displayed on the item listings in the market.
(Browse Items tab only)

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post Apr 6 2024, 18:52
Post #428
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Some low hanging fruit:

in the abilities page, add to description of 'Spike shield' - " ' ------' Resistance is lowered."

I don't play enough to remember these small details. (IMG:[invalid] style_emoticons/default/cry.gif)

This post has been edited by treesloth: Apr 6 2024, 18:52
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post Apr 8 2024, 00:12
Post #429
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Disclaim: Due to my poor English, feel free to point out anything I do not explain clearly without scolding me (IMG:[invalid] style_emoticons/default/smile.gif)

After reading a bunch of suggestions, I have some suggestions based on their suggestions
Random Encounter:
Two ideas for this problem
1, Allow RE to be stackable. Players can stack RE up to x times. So, they don't need to come back too often.
For example, a player triggers the dawn of day and then leaves the game for 3 hours.
Then, he can play RE up to x times. If the stack reaches the cap, the RE time will stop.

This will be friendly to people having work or go to school.

2, Hath perk, but with low cost.
The effect can be like 1

IW potencies:
The mechanism reminds me of many Gacha games. Especially Chinese and Japanese.
Many of those games are toxic in the Gacha system (personal view, no offense)
As we know, a low chance of the Gacha system will significantly hurt a player's will to keep playing.
For some "God-Cursed" players, which is 1% in my programmed simulation,
they need to level up more than 100 IW level to get 5P4S in staff.
Not to mention how many possible potencies can a armor have.
A goal with visible sight but unmeasurable afford is crazy.
The general solutions for this mechanism are a guarantee mechanism, a high Gacha rate, or a low Gacha cost.

So, here comes my solutions:
1, Partially Guarantee Mechanism with higher Gacha rate:
For every 10 IW levels a gear gains (including past IW that erased with shard),
the player can choose to fix a potency.
For example, I want 5P4S. So, after 20 failed IW levels. I can fix P and S.
Then, the chance of getting what I aim for will be a lot higher.
I may end up having 4P5S or PSx(x is another potency), but it's much better
Amnesia shard cannot erase fixed potencies unless the play specifically chooses to,
and only calculates the number of unfixed potencies.

Pro: Better IW experience
Con: Need two systems for amnesia shard

2, Totally Guarantee Mechanism with Potency Slots
For every IW level, the gear gains 1 potency.
The IW level is limited to the number of possible potencies, P, times the maximum level, M, of potency can have, which is 5, equal to MP.
For example, staff can have a potency level of 25.

Then, the player can select up to x potencies to be activated.
For example, for staff with a potency level of 25, I can select 5P4S to be activated.

Pro: This maintains the balance of the game while significantly improving the player's experience
Con: Amnesia shard will be useless

3, Partially Guarantee Mechanism with Potency Slots
Generally, it's the same with 2, but the IW level is capped at floor(MP/k) (k is up to the designer's choice, and I prefer ceil over floor)
So, the amnesia shard still has a place to use

The Tower
The tower consumes too much stamina (not me, I see many complain about it)
Someone suggested that it should use no stamina.
Here is a possible problem.
Should it give exp, too?
If yes, why not play the tower twice with fleeing at the end of the last round and clear it the third time?
No exp? Then, the tower is a tower of tortured souls
Here is my little fix.

No stamina cost and equipment cost in the tower.
Also, no exp, unless with a successful clear.

This guarantees that there is only a one-time EXP per floor.
But, it still allows players to try multiple times for drops.
However, I think it's ok. What if a player fails in the tower?
Taking away their drop will ruin their day.

Misc:
Just want to mention something again that people already mentioned, you can skip it.
More soul fragment source.
Transformation of useless source in the end game.
Like chaos token, soul fragment

PS:
I really like the idea of forging two gears into one or the binding craft.
As long as it doesn't add any unique method to get certain gear.
This needs to add a "regret" button since the consequence of misclicking is enormous.

Issue: All my Bold titles are not working. This decreases the readability of this post
It's working now

This post has been edited by l13763824039: Apr 8 2024, 00:19
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post May 3 2024, 02:14
Post #430
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suggestion: Channeling Scroll
or buff Scroll of Absorption: add Channeling Effect on use

This post has been edited by ikki.: May 3 2024, 02:21
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post May 14 2024, 14:42
Post #431
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More hath perks - preferably that cost a lot of hath bc they're good (help me play faster and better... oh and improve hath value)

- increase max spirit charge
- decrease spirit usage
- each day, Snowflake randomly picks boosts a single offense or one defense stat
- ponyslayer damage perk
- use of fus roh dah in isekai
- use of orbital friendship cannon in isekai
- increase potion restoration turns
- rare random proc'ing of highest available skill (of respective fighting style), without using any charge or turns
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post May 25 2024, 22:31
Post #432
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Every season, I have two thoughts:
  • The Tower exp boost doesn't compare to the required exp to level curve
  • Self-drops are fun but even specific magnificent equipments are near-impossible to find

I don't think there's any particular risk in isekai players reaching higher levels more easily.

I also don't think it's imperative to consider the flow of equipment into persistent - the 6 month delay and requirement to soulbind already seem to dissuade many from even browsing isekai auctions, with reasonably good equipment usually going to someone who'll use it on isekai (even if it's a wasteful expense - speeding up their arena runs for comfort!).

I think it would be cool to expand the Tower into four different Isekai-only challenges with unique rewards (like the Tower exp rate).

These would be:

Divine Tower
- elementals, humanoids, celestials only
- aimed at melee players
- exponential exp bonus per floor cleared - aim to hit 500 with time to spare, if this Tower is maxed early

Gateway to Hell
- undead, daimons, beasts only
- aimed at fire / holy players
- 0.5% damage bonus per floor cleared

Jungle Ruins
- mechanoid, sprites, giants only
- aimed at dark / elec players
- 1% base loot drop chance per floor cleared

Mountain Caves
- arthropods, dragonkin, reptilians only
- aimed at cold / wind players
- 1% maximum health & mana per floor cleared

Each of these would be capped at floor 100; difficulty would scale as Tower currently does. Reaching a cumulative 256 floors (out of the total available 400) would be the 'good enough' marker for Peerless Voucher 1, and a 2nd for those who clear all 400. Unlimited attempts (stamina is valuable for the best arena you've got anyway); up to 10 successful clears per day, forcing some choices - especially early on.
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post May 26 2024, 15:51
Post #433
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Small suggestion regarding mana/spirit theft when using Drain with an augment ability.
We should keep draining whatever the monster generates as mana/spirit between turns when its bar is empty, instead of keeping the bar empty and not draining anything ourselves. It just makes the mana/spirit drain debuff completely pointless past a few turns.
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post May 27 2024, 02:55
Post #434
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I'll try suggesting again:

A moderately priced Hath Perk that increases the minimum number of monsters encountered during a random encounter. There's already code in place (or at least there used to be) that changes the minimum number encountered from 1 to 5 beyond level 100. Having a perk that can up that number to a guaranteed 10, or a re-purchasable perk that eventually does the same, seems reasonable.
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post May 27 2024, 10:22
Post #435
vplusvvisvvv



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Add Monster Equipment System: (Even Waifus Need Epic Gear!)

Ever thought your monsters (waifus) looked a bit... undressed for battle? You know they need gear to protect themselves and enhance their abilities. They would look fantastic equipped with Legendary or Peerless gear. (IMG:[invalid] style_emoticons/default/tongue.gif)

Unlocking Equipment Slots:

1. Introduce a new Hath Perk that allows users to unlock equipment slots for their monsters.

2. Each monster can have up to three equipment slots.

3. The first slot can be unlocked using Hath, and subsequent slots require a combination of Hath and Chaos Tokens.
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post May 27 2024, 13:14
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Allow Monsterbation to target monsters from either end. I think it would be great to have targetmonster(-1) be the last monster, -2 be second from the end, etc. It would be a nice quality of life buff tor imperiling 4- or 7- monster rounds where it's a bit awkward to hit that last monster with imperil.
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post May 27 2024, 14:26
Post #437
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QUOTE(mathl33t @ May 27 2024, 13:14) *

Allow Monsterbation to target monsters from either end. I think it would be great to have targetmonster(-1) be the last monster, -2 be second from the end, etc. It would be a nice quality of life buff tor imperiling 4- or 7- monster rounds where it's a bit awkward to hit that last monster with imperil.


I've always wanted this. Or, easier to achieve, that there are never 4, 7 or 10 monsters in a round, just 5, 8 and 9.
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post May 27 2024, 19:52
Post #438
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QUOTE(mathl33t @ May 27 2024, 13:14) *

Allow Monsterbation to target monsters from either end. I think it would be great to have targetmonster(-1) be the last monster, -2 be second from the end, etc. It would be a nice quality of life buff tor imperiling 4- or 7- monster rounds where it's a bit awkward to hit that last monster with imperil.

extra level of imperil ability that targets all? Additional skill Full Imperil with 3 times the mana cost?


This post has been edited by Noni: May 27 2024, 19:53
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post May 28 2024, 00:39
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QUOTE(mathl33t @ May 27 2024, 07:14) *

Allow Monsterbation to target monsters from either end. I think it would be great to have targetmonster(-1) be the last monster, -2 be second from the end, etc. It would be a nice quality of life buff tor imperiling 4- or 7- monster rounds where it's a bit awkward to hit that last monster with imperil.

Even 10b himself has no end border check when spamming spells.
I hate that my T2 spell can't target hit all if I target 4-9 monster.
He should do that, too
I don't understand. It's not difficult to implement that.

Edit: Is this legal? I also want to do that

QUOTE(Noni @ May 27 2024, 13:52) *

extra level of imperil ability that targets all? Additional skill Full Imperil with 3 times the mana cost?

It's also great to sleep the top monster and T2-T1 rotate the bottom monster

Again, I need IW Guarantee mechanism

This post has been edited by l13763824039: May 28 2024, 01:05
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post May 28 2024, 01:34
Post #440
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QUOTE(Nezu @ May 25 2024, 17:31) *
  • The Tower exp boost doesn't compare to the required exp to level curve


Here it is very simple: just increase the boost. (IMG:[invalid] style_emoticons/default/tongue.gif) Double the current one would be good. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(Nezu @ May 25 2024, 17:31) *
  • Self-drops are fun but even specific magnificent equipments are near-impossible to find
I also don't think it's imperative to consider the flow of equipment into persistent - the 6 month delay and requirement to soulbind already seem to dissuade many from even browsing isekai auctions, with reasonably good equipment usually going to someone who'll use it on isekai (even if it's a wasteful expense - speeding up their arena runs for comfort!).


I had already given a solution to this problem in another topic. Just make the minimum quality of the equipment, in PFUDOR, to be Exquisite. With this there would be a redistribution between equipment quality levels, and we would get more Magnificent and Legendary than today. Also, even if most of the equipment obtained is bad, at least we would have a larger amount of Mid and High-Grade materials. (IMG:[invalid] style_emoticons/default/happy.gif)

QUOTE(Nezu @ May 25 2024, 17:31) *

I think it would be cool to expand the Tower into four different Isekai-only challenges with unique rewards (like the Tower exp rate).

Each of these would be capped at floor 100; difficulty would scale as Tower currently does. Reaching a cumulative 256 floors (out of the total available 400) would be the 'good enough' marker for Peerless Voucher 1, and a 2nd for those who clear all 400. Unlimited attempts (stamina is valuable for the best arena you've got anyway); up to 10 successful clears per day, forcing some choices - especially early on.


I didn't like this idea very much. This would make players spend even more time in ISEKAI than today.

And from what I understand your idea, players would be forced to play with different styles, and it is therefore necessary to set up different sets (it is difficult to set up a single good set, imagine setting up 4 (IMG:[invalid] style_emoticons/default/wacko.gif) ).

QUOTE(l13763824039 @ May 27 2024, 19:39) *

Again, I need IW Guarantee mechanism


I think the simplest way would be to limit IW to just 2 potencies. This way we would only have equipment with 5+5 or 5+4.

This post has been edited by Basara Nekki: May 28 2024, 01:40
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