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> HentaiVerse 0.5.2, Gone with the Winded

 
post Apr 28 2011, 20:11
Post #441
Nazure



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Now I see why I didn't have second wind at all. :|
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post Apr 28 2011, 23:38
Post #442
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I suppose it would be logical to halve the stamina consumption in the IW.
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post Apr 29 2011, 00:15
Post #443
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QUOTE(Tenboro @ Apr 28 2011, 09:39) *

The original stamina implementation did have a stamina drain on each action as well as on each turn, but I discarded it as a bad idea, for several reasons.

Were higher difficult god fights on of those reasons?
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post Apr 29 2011, 04:09
Post #444
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Another fantastic day in the HV...mid level Arena on NORMAL, 75% health w/ greater potion active, got agitated crit by 3 monsters simultaneously and dropped.

Seriously, this agitation is one of the worst updates ever. A few more grossly unfair rounds like this and I'm done with HV...just makes me want to cheat to unfairly trash the monsters. Is that the agitation you wanted, Ten? Congrats then.

UGH!

</rant>

- JC

P.S. I apologize for the bluntness but this one new aspect has been sure-fire fun killer for me.
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post Apr 29 2011, 06:26
Post #445
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It's not just you, players across all ranges of levels have been complaining about this change. I really do hope Tenboro tweaks it. At least make it an upgradeable option for custom monsters, so not every single monster and their dogs are hitting you for 25% of your life bar per hit in agitation.
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post Apr 29 2011, 06:30
Post #446
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I wish the HV had regulations like Armored Core. One for each path version.
I think I'd be somewhere in the 0.3.8 range, lol.


Credits were so easy to get back then D:
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post Apr 29 2011, 07:21
Post #447
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Agitation wouldn't be so bad if it weren't for the custom monsters. Custom monsters guarantee that they'll probably have some sort of resistance to your attacks (melee characters at the least and some magic users who haven't learned all types of elements) and hence will stay at an agitated phase for longer periods of time (ex. all normal monsters and mini bosses have hardly any resistance to soul but there are quite a few custom monsters than have resistance to it and several forms of physical attacks). Not to mention their power levels are higher than yours... Heck, I'm even more afraid of some custom monsters now than the mini bosses (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Ratio: Apr 29 2011, 07:30
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post Apr 29 2011, 08:27
Post #448
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I definitely find myself aiming at Conquest first before Manthras nowadays (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 29 2011, 09:36
Post #449
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QUOTE(dkplee @ Apr 29 2011, 12:26) *

It's not just you, players across all ranges of levels have been complaining about this change. I really do hope Tenboro tweaks it. At least make it an upgradeable option for custom monsters, so not every single monster and their dogs are hitting you for 25% of your life bar per hit in agitation.


Lost to a near-death Dalek when it used a Brain Sucker for 1190 damage and one-shotted me, even with Weaken and Poison (5 points on each). That's never happened before with my current equipment, even on my off-days. (IMG:[invalid] style_emoticons/default/sad.gif)

Even if it might not be the case, I can't help but feel that each successive update caters more towards the "power" users and widens the gap between them and the casual players.
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post Apr 29 2011, 10:03
Post #450
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QUOTE(Sonic @ Apr 27 2011, 20:32) *

Oh come on, again!? I had at least 300 or so various draughts and I was still using them! Went to do a battle and noticed half of my battle inventory was missing. (IMG:[invalid] style_emoticons/default/dry.gif)


QUOTE(Ratio @ Apr 27 2011, 21:04) *

They didn't get converted into potions?

Don't think mine converted either, and I had a ton that I still used. FFFFFFFFFFFFFFFUUUUUUUUUUUUUUUU

This post has been edited by Warren: Apr 29 2011, 10:14
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post Apr 29 2011, 10:05
Post #451
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Fair enough. But in the coming back to bite you in the ass effect of unintended consequences, that does mean that monsters revert to doing full damage when undamaged.

- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal.
-- 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.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.
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post Apr 29 2011, 10:15
Post #452
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oh gawd, level 100 again, everything starts there. At least undeads shouldn't be that ridiculously painful to fight anymore.
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post Apr 29 2011, 10:21
Post #453
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QUOTE(Tenboro @ Apr 29 2011, 18:05) *

Fair enough. But in the coming back to bite you in the ass effect of unintended consequences, that does mean that monsters revert to doing full damage when undamaged.

- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal.
-- 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.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.

Hmm, not sure about this - i don't mind the agitated trigger being 20% or the damage they do, but being primarily a buff for single monster attacks, the loss of the full health damage reduction does hurt the melee classes a bit. If you reduce the lowered damage threshold to 20 or even 10%, that should keep the intended melee buff in place.
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post Apr 29 2011, 10:27
Post #454
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maybe those high PL costom monsters are too strong? (IMG:[invalid] style_emoticons/default/huh.gif) more than the mini boss.
in Arena, almost every turn I should first defeat them, instead of mini boss.
and in a Arena battle I should face 4 mini boss in past, now face 6 or more, because of the Powerful custom monster (IMG:[invalid] style_emoticons/default/sad.gif)
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post Apr 29 2011, 10:32
Post #455
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QUOTE(ST-Ru @ Apr 29 2011, 10:27) *

maybe those high PL costom monsters are too strong? (IMG:[invalid] style_emoticons/default/huh.gif) more than the mini boss.


They are supposed to be strong.
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post Apr 29 2011, 10:57
Post #456
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QUOTE(Tenboro @ Apr 29 2011, 10:05) *

Fair enough. But in the coming back to bite you in the ass effect of unintended consequences, that does mean that monsters revert to doing full damage when undamaged.

- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal.
-- 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.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.


Fuck, full live -50% dmg is gone?
This will definitely hit me as a dualwielder.
I don't understand cries about drificulty, as since this patch growing strom become for me finnaly passable without scrolls of shielding. Mostly thanks to great stamina and this -50%.
Tenb, why did you give it back to mages (IMG:[invalid] style_emoticons/default/dry.gif)
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post Apr 29 2011, 10:59
Post #457
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QUOTE(Tenboro @ Apr 29 2011, 16:32) *

They are supposed to be strong.

tks for answer (IMG:[invalid] style_emoticons/default/smile.gif)

as a meele player, indeed, I don't afraid of a agitated monster.

but to face 4~6 full health mini boss( or high PL custom monster), they will take 100% damage or 90% or 80%....it will make a battle a great different.
it means more botions and more scrolls to be consumed in one Arean battle.

another way, some ones hate the agitated monsters.

so, can there be two styles to be chose? monster agitated low 50% health but has full health damage reduction and another agitated low 20% health but no full health damage reduction.
of couse, you can set cost for switching between the two styles, e.g 10 stamina or Haths or other.

edit:
try a GF routine after the patch.
normal scale, without the full heath damage reduction, without botion and scrolls, I only hold 12 turns....
every turn meet less than 6 monsters, half of them is custom....no mini boss....

so , in every battle I have to use cureII once or more. just feel in Arena.

at the release of patch 0.5.2, e.g. yesterday, I can do 25 turns or more, without botions and scrolls.

if you want to make it be so difficult, ok, you win.
may I'd better to play Cake.

This post has been edited by ST-Ru: Apr 29 2011, 11:35
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post Apr 29 2011, 11:56
Post #458
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Then try playing the item world you will see wot happend's now.

This post has been edited by max1: Apr 29 2011, 12:06
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post Apr 29 2011, 11:58
Post #459
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I just played my arenas and:
-I got pwned randomly at rolling stone
-i got pwned hardcorez at final round of blazing field on great health potion and casting cure
-got raped on 6 round of fresh meat
-got raped on 9 round of dark skies
-and as I not noticed that I ran out of very last greater health potions after all this raep as I'm writing this I flee from growing storm (IMG:[invalid] style_emoticons/default/dry.gif)
Bye, moment of immortality.
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post Apr 29 2011, 12:18
Post #460
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QUOTE(Tenboro @ Apr 29 2011, 09:05) *

Fair enough. But in the coming back to bite you in the ass effect of unintended consequences, that does mean that monsters revert to doing full damage when undamaged.

- Monsters will now become Agitated when they are below 20% health. Agitated monsters do 50% more damage than normal.
-- 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.
-- Visually, Agitated monsters are displayed with red text. A log entry is also created whenever a monster enters the Agitated state.
-- The agitation mechanism is only enabled when you reach level 100.



....What the heck? I'm getting curb stomped on normal item world only ten levels into a fair rapier! its like they are permanently agitated with a critical booster! I counted the amount of crits I was hit by and it was almost one in every three turns - it might be (very) bad luck but....


(note - I've been levelling my cap for ages and I've never had to use a single item in the runs... so having to use a health potion on round five...)
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