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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Yesterday, 10:40
Post #141
teddy.bear



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QUOTE(Tenboro @ Nov 3 2025, 10:14) *

The most important thing is that there's no massive spike in difficulty when it goes to Persistent; if people can't do IWBTH anymore at 300+ with upgrades and stuff, then that would be a big problem.


I am more thinking in terms of how progression is in Isekai, I feel that the spike in dmg is too early to prepare for as we level up so quickly.

Also I have just tested IWBTH with the changes and I should be able to do arenas on it now as I can get to round 25-30 of a grindfest, it just feels so lame to be popping potions all the time to sustain it, which is why I was not opposed to the cooldown as it largely prevented that play style.

I dont believe that dropping down difficulty to nintendo is a reasonable way to combat the early difficulty spike in Isekai as that is when we are most in need of better gear, because what comes after the early difficulty spike is even worse, that was why I suggested changes to when the lvl of monsters are fought as that would make for a more even progression to gear up.
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post Yesterday, 11:02
Post #142
32Eff



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Relax, guys. Since Tenboro thinks level 167 is too early for IWBTH, it's probably intentionally designed (perhaps to prevent multi-account framers).

Besides, most of us haven't even gotten the Spirit Shield yet. The high damage from monster skills will still be transferred to SP at the end.

But I still agree that the cooldown of SoL should be removed.
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post Yesterday, 11:07
Post #143
Tenboro

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QUOTE(Jake643 @ Nov 3 2025, 09:33) *
-I had weakened monsters crit me.


I don't think this can happen, but post the battle log if you see it again.

QUOTE(Jake643 @ Nov 3 2025, 09:33) *
-I had weapon skills glance and partially parried.


Should be fixed now.

QUOTE(Jake643 @ Nov 3 2025, 09:33) *
Could you add them for people who ran the floors before they got fixed please? Not sure if your database keeps the clear timestamps.


I don't have enough information to determine who actually missed out of one, but it's no skin off my back, so I just added a free one for every cleared floor above the 10th. At least that way no one is in the negatives.

QUOTE(Jake643 @ Nov 3 2025, 09:33) *
I have the same experience as the previous poster. On Update 90, level 167 was far from early for IWBTH assuming good play and debuff usage, even with crappy early isekai gear.
In previous seasons, I don't drop below Nintendo, and switch to IWBTH after level 100.

I did today's runs just before the SoL nerf revert and IWBTH was still too dangerous at nearly level 200. I'll test IWBTH again next reset now that SoL is back to where it was, but I was testing out PFUDOR around this level last season.


Noted. But yeah, I don't think jumping to IWBTH at level 100 is a goal by itself, though if you have to drop the difficulty as you level up, that's more of a problem.

Possible IWBTH should be level-gated so people don't smash their heads into brick walls.

QUOTE(32Eff @ Nov 3 2025, 10:02) *
But I still agree that the cooldown of SoL should be removed.


Should be removed already.
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post Yesterday, 11:16
Post #144
Anemone



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I just switched my weapon to rapier and I noticed that the penetrated armor cannot be stacked to lv3. What is the performance for the new penetrated armor? Reduce 25% PMI or 75% PMI?

I did a quick math. The new penetrated armor looks like increasing 15%-30% damage.

This post has been edited by Anemone: Yesterday, 11:32
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post Yesterday, 11:26
Post #145
teddy.bear



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QUOTE(Tenboro @ Nov 3 2025, 11:07) *

Noted. But yeah, I don't think jumping to IWBTH at level 100 is a goal by itself, though if you have to drop the difficulty as you level up, that's more of a problem.

Possible IWBTH should be level-gated so people don't smash their heads into brick walls.


The problem is it is just not possible to reliably gear up below IWBTH given how fast we level up even on nintendo, and this is WITH early bird. Perhaps it would be best if the early 5 tower levels a day till is removed in future to slow the pace to enable players to more reliable gear up, though I am not sure if that would help either.

I don't know when the max tier monsters come into play on nintendo but when they do I don't think spirit shield will help as it will just drain spirit even faster on those with poor gear.
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post Yesterday, 11:43
Post #146
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I've made some tweaks to difficulties and early bird; this should both slow down the initial level explosion and give more drops during it. Also randomly addresses the "but loot pool dilution" concerns by increasing equip drops overall by a factor that's at least matches the droprate of the new drops. Which means the new old "obsolete equipment" drops are now basically a bonus.

Note that since we are still in Early Bird, the changes in equipment droprate would not have affected this season so far.

QUOTE
- The equipment-to-item drop ratio in Persistent was increased by about 20% (not percentage points, relative in percent to the old ratio). For Isekai, you now have twice the base equipment-to-item drop ratio compared to Persistent. For both, you now get the Early Bird equipment-to-item drop ratio (twice the base Isekai ratio) until level 200 regardless of other factors.

- Nightmare, Hell, Nintendo and IWBTH difficulties now give a smaller EXP bonus but a higher loot drop multiplier. This should help prevent out-leveling equips at lower levels.

- IWBTH now requires level 200 150; PFUDOR now requires level 300 250.
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post Yesterday, 11:46
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So,why whatever he says is right?
TBO,the difficulties changes like a joke.
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post Yesterday, 11:50
Post #148
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QUOTE(unitready @ Nov 3 2025, 10:46) *
So,why whatever he says is right?
TBO,the difficulties changes like a joke.


WDYM?
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post Yesterday, 11:51
Post #149
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ISK stamina consumption has doubled, yet the experience multiplier is now halved—this is unreasonable!
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post Yesterday, 11:54
Post #150
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QUOTE(a379808848 @ Nov 3 2025, 10:51) *

ISK stamina consumption has doubled, yet the experience multiplier is now halved—this is unreasonable!


Those changes would also take effect on Persistent eventually. Personally I think people would rather have more drops than more EXP, or am I wrong? Especially when the main complaint seems to be "I'm leveling too fast for my gear to keep up".
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post Yesterday, 11:55
Post #151
unitready



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QUOTE(Tenboro @ Nov 3 2025, 17:50) *

WDYM?

when the Sol returned I tried IWBTH,and feel really good,not so easy but still under my control.
As for PFUDOR I didn't dare enter the arena...'cause I don't konw monster's hit/counter-defense in PFUDOR,and I don't want to die in Arena

QUOTE(Tenboro @ Nov 3 2025, 17:54) *

Those changes would also take effect on Persistent eventually. Personally I think people would rather have more drops than more EXP, or am I wrong? Especially when the main complaint seems to be "I'm leveling too fast for my gear to keep up".

Plz allow me to clarify: gear in the Persistent World is relatively easier to get, and a major goal for players is acquiring basic prof at 550/580/600, which directly ties into experience multipliers.
Lowering the experience multiplier would essentially make the path to reach those prof significantly longer.

This post has been edited by unitready: Yesterday, 12:00
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post Yesterday, 11:59
Post #152
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QUOTE(Jake643 @ Nov 3 2025, 09:33) *
I did today's runs just before the SoL nerf revert and IWBTH was still too dangerous at nearly level 200. I'll test IWBTH again next reset now that SoL is back to where it was, but I was testing out PFUDOR around this level last season.


QUOTE(unitready @ Nov 3 2025, 10:55) *
when the Sol returned I tried IWBTH,and feel really good,not so easy but still under my control.
As for PFUDOR I didn't dare enter the arena...'cause I don't konw monster's hit/counter-defense in PFUDOR,and I don't want to die in Arena


Getting some mixed signals here, but fine, we'll make it level 150. I just don't want people to switch to IWBTH at level 1 and complain because it's too difficult.
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post Yesterday, 12:03
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QUOTE(Tenboro @ Nov 3 2025, 17:54) *

Those changes would also take effect on Persistent eventually. Personally I think people would rather have more drops than more EXP, or am I wrong? Especially when the main complaint seems to be "I'm leveling too fast for my gear to keep up".

What I mean is that if the experience multiplier is halved, the stamina cost should be adjusted accordingly. Otherwise, leveling up becomes extremely difficult.
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post Yesterday, 12:05
Post #154
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QUOTE(Tenboro @ Nov 3 2025, 17:54) *

Those changes would also take effect on Persistent eventually. Personally I think people would rather have more drops than more EXP, or am I wrong? Especially when the main complaint seems to be "I'm leveling too fast for my gear to keep up".

The reduced experience multiplier slows skill acquisition, nerfs players' survivability. It's now harder to clear the tower.
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post Yesterday, 12:06
Post #155
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I see no problem slowing the rate of lvling and increasing drop rates, the problem though is that nintendo loot quality is simply too poor, and by the time we hit 200 we are well into the highest lvl monsters, I just don't see getting decent gear by then on nintendo.

I think you are underestimating just how much doing IWBTH early in other season contributed to gearing up, not just ourselves but other players who purchased from the shop.

I think some data on loot drop quality of nintendo vs IWBTH would help the discussion.

This post has been edited by teddy.bear: Yesterday, 12:07
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post Yesterday, 12:06
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QUOTE(unitready @ Nov 3 2025, 09:55) *

Plz allow me to clarify: gear in the Persistent World is relatively easier to get, and a major goal for players is acquiring basic prof at 550/580/600, which directly ties into experience multipliers.
Lowering the experience multiplier would essentially make the path to reach those prof significantly longer.


I'm only really quickly skimming, but is this about Nightmare, Hell, Nintendo and IWBTH giving less exp but more drops? Because people grinding for prof generally do so at pfudor, esp. at the levels you mention, I don't think that's really changed?

Edit: I'd be biased talking about persistent as already at level cap, but at least in isekai, I also prefer more drops over more experience, equipment matters quite a lot and levelling up is mostly just time with little rng.

This post has been edited by Shank: Yesterday, 12:07
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post Yesterday, 12:08
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QUOTE(Tenboro @ Nov 3 2025, 17:54) *

Those changes would also take effect on Persistent eventually. Personally I think people would rather have more drops than more EXP, or am I wrong? Especially when the main complaint seems to be "I'm leveling too fast for my gear to keep up".


I think players have different goal in persistent and isekai.
In isekai, we got tower to clear, got school girl ar to unlock, so we have a goal of rushing, and of course complaintment about drops
I want awesome drops both in persistent and isekai, but endgame L mage gear in persistent, and just fine to keep up(won't mind if have endgame surprise) in isekai, they are clearly not the same

This post has been edited by ray5255: Yesterday, 12:09
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post Yesterday, 12:12
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How about changing level 300 to level 250 for PFUDOR? Player gets some decent improments at level 250 because of the abilities.

Can we have more drop rate or longer Early Bird duration due to the lower exp?
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post Yesterday, 12:12
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QUOTE(unitready @ Nov 3 2025, 10:55) *
Plz allow me to clarify: gear in the Persistent World is relatively easier to get, and a major goal for players is acquiring basic prof at 550/580/600, which directly ties into experience multipliers.
Lowering the experience multiplier would essentially make the path to reach those prof significantly longer.


Well, since people hate it, and I specifically don't want to nerf shit, I reverted the previous difficulty changes and made this tweak instead to let people choose:

- Hell difficulty now has the same loot multiplier as Nintendo, but half the EXP modifier.

QUOTE(teddy.bear @ Nov 3 2025, 11:06) *
I see no problem slowing the rate of lvling and increasing drop rates, the problem though is that nintendo loot quality is simply too poor, and by the time we hit 200 we are well into the highest lvl monsters, I just don't see getting decent gear by then on nintendo.


Which is why the loot quality was adjusted to match the old IWBTH, but well, it's gone now.

QUOTE(Anemone @ Nov 3 2025, 11:12) *
How about changing level 300 to level 250 for PFUDOR? Player gets some decent improments at level 250 because of the abilities.


Fair enough.
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post Yesterday, 12:14
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I'm currently at level 194. Can I unlock the PFUDOR difficulty at level 200? I believe that with the Spirit Shield unlocked at level 200, it should be possible to clear the PFUDOR difficulty arena.

Also, I think difficulty levels should be freely selectable by players. At most, add a hint to prevent new players from choosing an unsuitable difficulty at too low a level.
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