QUOTE(Tenboro @ Apr 25 2011, 01:46)

Stamina
- Stamina has now been added. This is primarily an anti-cheating mechanism, but is also used to add a "Rested" EXP bonus.
While well intended, this system seems like it will royally fuck up the higher level players.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Second Wind and Powerup Gems
- The random Second Wind effect has been removed.
- Health Gems now recover 100% of base health, up from 25%.
- Mana Gems now recover 50% of base Mana, up from 25%.
People aren't going to like this change, especially since Gems don't replace each other.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- The restoration effect from Health, Mana and Spirit Gems is now instant. Obviously, this means you can now use them at the same time as potions and other restoratives.
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QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Cloak of the Fallen no longer gives full immunity to damage. Instead it triples your natural physical and magical absorption stats.
The point of Cloak of the Fallen was to prevent players from dying twice in a turn. I don't see how this change doesn't completely negate that. How about reducing the duration on it to 1-2 turns instead?
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- The spell Spirit Shield has been fully revamped, and now works as follows:
-- Any attack that hits for more than 25% of max Health is reduced to 25% Health damage. The remainder is absorbed as damage to your Spirit.
-- The amount of Spirit damage depends on the power of the blow that was absorbed, and is 40% of base (reduceable to 20% with 5 AP) for blows that would otherwise take off 100% or more health, linearly reducing to 0 at exactly 25% damage.
-- The spell will obviously fail if you don't have sufficient Spirit.
-- Mana cost was cut in half, and duration was increased by 50%, making it the same as Spark of Life.
-- It can now be used with Innate Arcana.
This sounds decent, but I'd obviously have to test it out.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- The number of stat-ups you can get from Snowflake's Shrine was increased to 20.
WTFBBQ? I had those maxed.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

Monster Lab
-- Monsters will no longer enter active service until they have had at least one upgrade.
QUOTE(Boggyb @ Apr 20 2011, 16:41)

I'll wait until you implement your solution, but be prepared to be told you fucked up.
The obvious solutions are a minimum level of investment or for a player to maintain a certain level of HV activity, neither of which would be good.
As predicted, YOU FUCKED UP.
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Three new Hath Perks, the Crystarium series, were added. These work by increasing the number of crystals you get from all monster drops. (Which, incidentally, is why crystals had a low sale value in the first place.)
-- Each level increases the number of crystals received per drop to 2, 3 and 5, respectively.
Those are kinda expensive...
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- A new training, "Assimilator", has been added. Each level of this training increases the rate of proficiency gain by 10%. (As in, you will gain proficiencies 10% more often.)
Why force people to work hard to get what they want, eh?
QUOTE(Tenboro @ Apr 25 2011, 01:46)

- Monsters now do more damage the more agitated they get. At 100% health they now do 50% less damage compared to before, while at near death, they do 50% more.
-- While mostly to make long battles less about settling into a routine, this is also a buff to classes that focus on one monster at a time.
This may make it impossible to beat the Gods on higher difficulty levels.