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> HentaiVerse Isekai 2025 Season 2, With Update 91 Preview

 
post Nov 3 2025, 12:16
Post #161
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QUOTE(Shinosawa_Hiro @ Nov 3 2025, 11:14) *
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.


That's not really how people work, though. Remember when Diablo 3 had an Inferno difficulty that was actually difficult? People were furious.
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post Nov 3 2025, 12:19
Post #162
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The reform of the defense mechanism now incorporates monster attributes, but players are only aware of their own attributes, while the attributes of the monsters they encounter in battles remain a black box to them. This leads to players having no concrete understanding of their own defensive attributes, ultimately resulting in them being killed by monsters.

Since the monsters encountered in battles are all cultivated by players, will there be a feature provided later that allows players to view the various attributes of the monsters?
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post Nov 3 2025, 12:19
Post #163
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About the EXP modifier: the exp requirement for is steep, so cutting exp modifier means a lot more time required to play the game.

For the persistent world, getting to level 400/500 allows player to access more arenas and soulbind more equipment (most usable equipment comes from LV500 playrers), also it already needs a lot of effort to farm more proficiency when players reach LV500, plus that they won't be getting EXP anymore from dawn.

For isekai, actually it's possible to clear the first two arenas at LV1 PFUDOR, gambling for better drops from the start, but of course need to lower the difficulty then. In the past few days players complained about difficulty, there are many reasons, my thought is that's because of the new mechanism and by tweaking it, situation should get better.

The early bird drop rate change is a good one, power players can choose to level up fast and challenge themselves while casual players can enjoy playing it slowly.

When I finished typing the reply, some changes have been done, but I'd like to post this anyway. Thanks for the effort.
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post Nov 3 2025, 12:42
Post #164
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QUOTE(mewsf @ Nov 3 2025, 12:19) *

For isekai, actually it's possible to clear the first two arenas at LV1 PFUDOR, gambling for better drops from the start, but of course need to lower the difficulty then. In the past few days players complained about difficulty, there are many reasons, my thought is that's because of the new mechanism and by tweaking it, situation should get better.


This is what I would do as well, I would also run item worlds for crude gear on PFUDO or IWBTH as early as possible because the drop quality was simply incomparable to the lower difficulty levels.

Would narrowing the drop quality of difficulty tiers further be an option as well as a buff to nintendo drop quality, not IWBTH level but at a buff to the chance of getting Exq gear at expense of mag, becuase the drop rates for Exq on nintendo is far too low from what I have found.

I think if people could reliably get decent exq gear grinding on nintendo that would be ok.
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post Nov 3 2025, 12:48
Post #165
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I don't really think that a lot more time is "required" to play. The time is tied to stamina, although maybe you clear some arena and tower slower, I don't really agree with that.

QUOTE
For isekai, actually it's possible to clear the first two arenas at LV1 PFUDOR


coding of this might be hard, but we could possibly be awarded one tier 7 for it?
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post Nov 3 2025, 13:00
Post #166
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Just for avoidance of doubt, as discussions elsewhere people were also misunderstanding, but the original equip buff was up to IWBTH (10bo clearly noted the affected difficulties), the exp drop did not effect PFUDOR, it wouldn't have significantly changed peoples prof grinding, and would have made getting equips for low level players significantly better.

Not being able to pfudor day 1 doesn't matter, how many days realistically are going to be added onto a season just for not being able to do that, and how many more equips would you have got to make up for it. It was going to be a really good change...
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post Nov 3 2025, 13:09
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QUOTE(Shank @ Nov 3 2025, 13:00) *

Just for avoidance of doubt, as discussions elsewhere people were also misunderstanding, but the original equip buff was up to IWBTH (10bo clearly noted the effected difficulties), the exp drop did not effect PFUDOR, it wouldn't have significantly changed peoples prof grinding, and would have made getting equips for low level players significantly better.

Not being able to pfudor day 1 doesn't matter, how many days realistically are going to be added onto a season just for not being able to do that, and how many more equips would you have got to make up for it. It was going to be a really good change...


I agree and I fully support it, because the only reason I would go for IWBTH and PFUDOR early on was for equips. The reduction in exp would only really slow players down by 1 to 2 days at most, and they would have better gear for it, and would probably be able to go for PFUDOR earlier and make up most of that time.
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post Nov 3 2025, 13:12
Post #168
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it feels like youre forced to play on nintendo+ now.
before i would play on hell or nightmare but the xp nerf is very noticable
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post Nov 3 2025, 13:21
Post #169
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QUOTE(teddy.bear @ Nov 3 2025, 19:09) *

I agree and I fully support it, because the only reason I would go for IWBTH and PFUDOR early on was for equips. The reduction in exp would only really slow players down by 1 to 2 days at most, and they would have better gear for it, and would probably be able to go for PFUDOR earlier and make up most of that time.


I don't think early equip drop could make up to rushing level to farm school girls
feels like using a stable income to exchange a better gambling.
how many m or l will be extra drop and how many of them could be useful, in a low based rate, before you reach 200 level?
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post Nov 3 2025, 13:22
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While leveling up both in ISK and persistent there is a "pressure to be playing at the highest difficulty possible" to improve your progression by giving you more EXP and drops.

The cost of said "enhanced progression" is playing eternal, incredibly slow, super defensive strategies that are the opposite of fun and interesting. This makes ISK progression a grindfest only available to the unemployed, and most importantly (to me) drives new players progressing in persistent out of the game.

Locking the hardest difficulties away from progressing players is a great step in the right direction, in my opinion. Monsters being weaker in general is generally very necessary too. Keeping the same (or better) drops while doing it is the icing on the cake.

This reaction to change feels absolutely insane. It seems everyone wants to keep doing the same thing they did "last season, last year, last decade". But change is needed, I dont understand why everyone seems to be requesting to play 1 hour arenas in which you have to manually weaken and slow every monster, just to be playing in PFUDOR as soon as possible.

This post has been edited by Byza: Nov 3 2025, 13:22
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post Nov 3 2025, 13:22
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What I'm saying is, every game has skilled players and less skilled players.
If you're just playing casually, then lower the difficulty, lower your expectations for gear drops, and play casually.
Skilled players increase the difficulty, get more gear drops, and gear prices go down, making it affordable for casual players too—Plus your own drop.
Now you tell me: a casual or low-skilled player can enjoy the Early Bird 5x drop bonus + halved XP on X7 (Hell difficulty) below level 200. ←Very low difficulty, very comfortable consumption.
BY keeping your stamina at 60-,it's more effective.
I don't know if that's even better than the drops challenger players get from tackling IWBTH or even PFUDOR(without Early Bird)?

This post has been edited by unitready: Nov 3 2025, 14:01
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post Nov 3 2025, 13:35
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I vote to lock unitready at pfudor with 0% drop rate, while everyone else can have the good stuff

We don't need to rush pfudor day 1, how many other games want you to do this? The argument of "but low level players can buy soul fragments and buy the equips I drop because I want to rush" instead of just dropping their own equips is a bit...
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post Nov 3 2025, 13:42
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QUOTE(Byza @ Nov 3 2025, 13:22) *

This reaction to change feels absolutely insane. It seems everyone wants to keep doing the same thing they did "last season, last year, last decade". But change is needed, I dont understand why everyone seems to be requesting to play 1 hour arenas in which you have to manually weaken and slow every monster, just to be playing in PFUDOR as soon as possible.


This, I hate the endless potion chugging that is required to sustain these early high difficulty runs. I feel it is a bad game play mechanic that is just mind numbingly tedious.

That is why I have been in favor of restricting the amount of potions you can take into battle while allowing potions picked up in battle to be used as well. This would of course require a much larger change to the core game play to accommodate but I hope the changes to equip allow much more changes to game play in future because the game as it is now is rather stale, especially higher levels of the tower as it is potion chugging to the extreme....
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post Nov 3 2025, 13:44
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I should say, my description might have been a bit crude, and I can apologize for that.
But I feel this system is deeply unfair—it's like forcing everyone to do the exact same thing before reaching level 200.
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post Nov 3 2025, 13:50
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QUOTE(teddy.bear @ Nov 3 2025, 19:42) *

This, I hate the endless potion chugging that is required to sustain these early high difficulty runs. I feel it is a bad game play mechanic that is just mind numbingly tedious.

That is why I have been in favor of restricting the amount of potions you can take into battle while allowing potions picked up in battle to be used as well. This would of course require a much larger change to the core game play to accommodate but I hope the changes to equip allow much more changes to game play in future because the game as it is now is rather stale, especially higher levels of the tower as it is potion chugging to the extreme....


I agree with this approach. Using potions in a single battle can be completely disadvantageous against monsters, which is not favorable for players who like raising monsters. I fully agree with limiting potions or even prohibiting their use. This way, players can have enough time to enjoy the gaming experience. Experiencing a full game should take a few hours of fun!
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post Nov 3 2025, 13:52
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How do we now determine the remaining equipment inventory?
Previously, there were numerical displays like "Equip Slots".

QUOTE(Shinosawa_Hiro @ Nov 3 2025, 19:56) *

https://hentaiverse.org/isekai/?s=Bazaar&am...filter=equipped

Here you can see the number of equipment items.
So it was on this page, thank you.

This post has been edited by ericeric91: Nov 3 2025, 14:03
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post Nov 3 2025, 13:56
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QUOTE(ericeric91 @ Nov 3 2025, 19:52) *

How do we now determine the remaining equipment inventory?
Previously, there were numerical displays like "Equip Slots".


https://hentaiverse.org/isekai/?s=Bazaar&am...filter=equipped

Here you can see the number of equipment items.
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post Nov 3 2025, 13:56
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QUOTE(Shank @ Nov 3 2025, 19:35) *

I vote to lock unitready at pfudor with 0% drop rate, while everyone else can have the good stuff

We don't need to rush pfudor day 1, how many other games want you to do this? The argument of "but low level players can buy soul fragments and buy the equips I drop because I want to rush" instead of just dropping their own equips is a bit...


Shank,after seeing the updates, I'm too scared to touch PFUDOR difficulty.
I mean, a thousand people have a thousand Hamlets.
Players are different—at least give them room for diversity.
When a playstyle becomes too advantageous, everyone rushes to copy it.
Is that really fun?
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post Nov 3 2025, 14:00
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Locking difficulty levels behind level requirements in nannying. I'm against it.
QUOTE(ericeric91 @ Nov 3 2025, 11:52) *

How do we now determine the remaining equipment inventory?
Previously, there were numerical displays like "Equip Slots".

In the organize tab in the armory, it will be in the panel on the right. If you hover your mouse over some equipment, the panel will change and you have to move your mouse over to the left of the screen to get the inventory details back.
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post Nov 3 2025, 14:02
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I’ve noticed that the admins seem to be considering making the game a bit easier, so I’d like to share two suggestions of my own. It doesn’t matter whether they’re adopted or not — just my personal thoughts.

1. Increase the global drop rate for equipment

There are so many new items now that getting a really good piece of gear feels harder than ever.
It’s not that I want everything to drop easily, but when the item pool gets bigger, the chance to find something useful naturally goes down.
So maybe slightly increasing the global drop rate could help balance that out.
It’d make farming feel less frustrating without breaking the overall balance.

2. Make proficiency grow faster

Honestly, getting proficiency up to 600 takes forever.
It’s something that accumulates over years — way longer than reaching level 500.
At some point it stops feeling like progress and just feels like endless grinding.
If proficiency gain was even a bit faster, it would take off some of that burden and make long-term play feel more rewarding.
It wouldn’t make the game easier in a bad way — just more fair and satisfying.

Just like the line from Wonder Woman 1984:
“Welcome to the future. Life is good, but it can be better.”

(IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by xiboly: Nov 3 2025, 14:35
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