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post Dec 25 2011, 18:12
Post #221
Thanatos Zero



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Aside from those bitching, can we have an option to name our spirit mode?
Like how we name it in the previous version (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 25 2011, 18:34
Post #222
Mi-Ala Starbreeze



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QUOTE(Tenboro @ Dec 25 2011, 17:55) *

Except for equipment upgrades and weapon skills, but talking about those would weaken your position, wouldn't it.

Except for both upgrades and weapon skills were given to mages in the same way, but mentioning this would be just way too obvious, wouldn't it?
Jeez. Lets say that mages had 1000 Effectiveness points and Melees had 900 back in 6.2. Now Mages have, say, 1500 EP while Melees got 1100. Yes, that is a "buff", but compared to what?
Once again, boost to the mages, pretty much nothing for melee's. Sorries~
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post Dec 25 2011, 18:34
Post #223
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To be completely honest, I'm quite content with this patch. Personally, I have no problems with the melee changes. It's hard to look back and put yourself in their shoes after you reach a certain point after all, but I do know where they are coming from. Spirit Mode needs a bit of tweaking as far as melee is concerned but otherwise it's fine as is. If anything, the 50% damage boost to mages should be removed entirely. It makes getting Dovahkiin so lax it's not even funny. It's nothing compared to doing it on BT prior to this patch. I would venture and say that the relative ease of doing ADwD on BT now is comparable to doing it on Hell or maybe Nintendo at best prior to this patch. Yes, it's that easy.

Equipment forging, however, still needs some tweaking. A screen that shows what a potential upgrade brings is essential, it's pretty shitty that we need to make an actual upgrade to see its effects with no way of reversing it if we don't like it. Also, the equipment counter needs to come back. Who do I complain to if my 1,001th equipment turns out to be a Legendary Ethereal Katalox Staff of the Sushi-Sauce and it gives me a equipment error message instead?

Overall, it's a good patch, the only gripe I have is the new Dovahkiin title. I think T-Brah made a mistake when typing out his patch notes, he probably meant to say "super-shitty title" that's exclusive to 300+ players only. insertyourfavoritetrollboro.jpg
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post Dec 25 2011, 18:38
Post #224
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I have a question about this new patch.
The players' spirit attacked is replaced by spirit mode. How about boss monsters' special attack. Are they also changed?
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post Dec 25 2011, 18:47
Post #225
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Played with mage spirit mode for a bit, it's only usable during arenas/difficulties where you have to ET. So in my normal play basically just DWD. Only lasts 10 turns so it's wasted if used mid-clear (MM-ing for CM-procs eats up buff time), so it's best saved for final round. I believe Hito said it was useful for the BT/IWBTH legendary arena clear (so the one time you clear it).
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post Dec 25 2011, 19:22
Post #226
Tenboro

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QUOTE(MiAla @ Dec 25 2011, 17:34) *
Except for both upgrades and weapon skills were given to mages in the same way, but mentioning this would be just way too obvious, wouldn't it?


So your logic is that melees should get all the swag and the mages should get nothing. Gotcha.

And yes, I bet mages will be beating stuff to death constantly now to get at those skills.
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post Dec 25 2011, 19:25
Post #227
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Know it was last page but:

QUOTE(Tenboro @ Dec 25 2011, 13:33) *

There are lies, and there are gross misrepresentations.

How many people had Overcharge maxed? Fully? Maybe one, two tops? And you expect me to balance everything for extreme outliers? Really?


Pretty sure it was more then two.

QUOTE(Sushilicious @ Dec 25 2011, 14:21) *

Who are the three people keeping it on? (IMG:[invalid] style_emoticons/default/smile.gif)


I've had it maxed, won't take it off until I can find something reasonable to put all those points into.
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post Dec 25 2011, 19:51
Post #228
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Can't tell about DwD on BT since it is too boring. Maybe I try when I get some interesting toy dropped. But I like this patch.

Prior this patch no matter how good your Equipment was you still sucked. Now upgrading your good pieces makes you actually stronger. Just some Upgrades to my Stick and a piece of Phase and I can already feel the increase in killing power.
Im sure it will be the same for my melee setup once I upgraded my Shades ADM enough (IMG:[invalid] style_emoticons/default/happy.gif)
Also I would need to find a weapon worth upgrading. Where is my Legendary Ethereal Scythe of Slaughter dear Santa?

/edit: I had my Overcharge Boost maxed. Pretty much every high level had.

This post has been edited by Ichy: Dec 25 2011, 19:53
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post Dec 25 2011, 20:06
Post #229
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After seeing Tenb received quite a bit of flak, I have this thought that maybe he's now making the same expression like Rainbow Dash pic in his sig. (IMG:[invalid] style_emoticons/default/ph34r.gif)

Maybe with a few tweak to skill, It might become worth the trouble of having to 'cast' Spirit mode now and then ... I'll looking forward to it. (IMG:[invalid] style_emoticons/default/smile.gif)

BTW Tenb ...

QUOTE
In this initial release, you will be able to upgrade most equipment stats except for procs ...


So you do plan to have them upgradable? ... Apart from Bleed, what's there to upgrade? Or do you mean proc chance? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Dec 25 2011, 20:09
Post #230
Mi-Ala Starbreeze



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QUOTE(Tenboro @ Dec 25 2011, 19:22) *

So your logic is that melees should get all the swag and the mages should get nothing. Gotcha.

Dont try to twist what I said the way you want please. My opinion is that you could do something to make melee spec be more viable, for melees to be on par with mages. Instead of that you increased the effectiveness difference between them even more. I did not say ONCE anything like "HURR HURR NERF MAGEZ TO ZE GROUND PLZ LOL K". All I asked for was Making Melee Viable.
Feel free to distort my words once again, huh.
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post Dec 25 2011, 20:24
Post #231
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QUOTE(MiAla @ Dec 25 2011, 13:09) *

Dont try to twist what I said the way you want please. My opinion is that you could do something to make melee spec be more viable, for melees to be on par with mages. Instead of that you increased the effectiveness difference between them even more. I did not say ONCE anything like "HURR HURR NERF MAGEZ TO ZE GROUND PLZ LOL K". All I asked for was Making Melee Viable.
Feel free to distort my words once again, huh.


At this point I'm going to forget about it, because no matter what apparently melee is f'n awesome and we all suck for saying anything about it, according to Ten's responses.

Upgrading...goody. Costs even more now to still not be as effective anyway. As far as I am concerned the enormous costs of comparably effective melee (or at this point of trying to switch to mage which is what we are being nerfed into anyway) are just taking away funding for any additional donations I would otherwise give here to the Mageverse.

"Yay".

This post has been edited by jcullinane: Dec 25 2011, 20:38
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post Dec 25 2011, 21:09
Post #232
Tenboro

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QUOTE(MiAla @ Dec 25 2011, 19:09) *
"HURR HURR NERF MAGEZ TO ZE GROUND PLZ LOL K".


Well, that's exactly what you're saying. It doesn't matter that melee got some active tools to make their gameplay more strategic since mages also got something they could use. For the vast, vast majority of players, melees are in no way worse off than they were before, and I'm not at all convinced any of them lost anything. And despite the wails of those who apparently lack any long-term memory, melees have been buffed in nearly every single patch this year.

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post Dec 25 2011, 21:19
Post #233
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Except for the fact that melee not having a permanent damage boost from max(or close to max) overcharge is a very significant nerf. To higher levels, anyway. Giving mages a 50% boost to their damage is irrelevant; they don't need it, because they do huge damage to pretty much everything anyway. On the other hand, Melee needs that permanent boost in order to keep up at higher difficulties. Spirit mode's double damage doesn't compensate for the fact that it's not permanent.
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post Dec 25 2011, 21:22
Post #234
buktore



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:: I planned to not talking about this anymore, but.. but... :: (IMG:[invalid] style_emoticons/default/sad.gif)

....

QUOTE(Ichy @ Dec 26 2011, 00:51) *

Prior this patch no matter how good your Equipment was you still sucked. Now upgrading your good pieces makes you actually stronger. Just some Upgrades to my Stick and a piece of Phase and I can already feel the increase in killing power.
Im sure it will be the same for my melee setup once I upgraded my Shades ADM enough (IMG:[invalid] style_emoticons/default/happy.gif)


The Forge upgrade service did increased my killing power by quite noticeable amount too compared to before this patch or even just before I upgraded my gear, which does surprised me.

... But only when you Spirit mode activated. (IMG:[invalid] style_emoticons/default/sad.gif)

...

Just done some arenas and I feel so weird like now. I don't know how should I say it ... It's so awesome, yet so suck... (IMG:[invalid] style_emoticons/default/cry.gif)
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post Dec 25 2011, 21:23
Post #235
Mi-Ala Starbreeze



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QUOTE(Tenboro @ Dec 25 2011, 21:09) *

Well, that's exactly what you're saying.

Omg.
/facepalm
QUOTE(Tenboro @ Dec 25 2011, 21:09) *

It doesn't matter that melee got some active tools to make their gameplay more strategic since mages also got something they could use.

For the 8576435'th time, I don't care if mages are buffed or not. I DO care, thought, when one aspect of the game receives ten times bigger candy than other one.
QUOTE(Tenboro @ Dec 25 2011, 21:09) *

For the vast, vast majority

How many melees are there from 50 to 200 lvl? And how many of them are 200-350?
QUOTE(Tenboro @ Dec 25 2011, 21:09) *

And despite the wails of those who apparently lack any long-term memory, melees have been buffed in nearly every single patch this year.

You remind me of Blizzard and their WoW game.
Yo, lets give *classname* a lot of cc and infinite survivability
Yo, lets give *classname* a lot of dps/hps
Yo, lets give *classname* a lot of funny and viable spells
Yo, cats? Throw a 2% buff to them, dey be fine, mon.
I wonder if your name is, by any chance, Greg "Ghostcrawler" Street :3



FOR THE LAST TIME!
I do not want you to nerf dem goddamn mages!
I just want you to buff melees in the same proportion!
(IMG:[img819.imageshack.us] http://img819.imageshack.us/img819/5020/facewall.png)

This post has been edited by MiAla: Dec 25 2011, 21:25
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post Dec 25 2011, 21:30
Post #236
Ichy



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Uhm easy solution:

Make Overcharge Boost work like it used to + 50% increase when Spirit Mode is activated.
This way people can still have their permanent Overcharge Boost or get stronger for a short period of time.
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post Dec 25 2011, 21:39
Post #237
Mi-Ala Starbreeze



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QUOTE(Ichy @ Dec 25 2011, 21:30) *

Uhm easy solution:

Make Overcharge Boost work like it used to + 50% increase when Spirit Mode is activated.
This way people can still have their permanent Overcharge Boost or get stronger for a short period of time.

That would be an excellent solution. Low-level players will get a lot of profit from new Spirit mode while high-level players will cherish their ol' good 280%
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post Dec 25 2011, 21:44
Post #238
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QUOTE(Tenboro @ Dec 25 2011, 14:09) *

And despite the wails of those who apparently lack any long-term memory, melees have been buffed in nearly every single patch this year.


I manage to catch on to this during the other few patches.
I'm a melee and I use to shift between magic in battle, just to keep the prof. well balance and to kill off my enemy and move on. If I was to switch to staff I'll end up in a handicap since its only 6.22 prof., in order to increase this hitting the enemy and using magic missile is the only way to do staff prof., but if there was another type of magic that builds up the staff prof. while hitting all the monsters then a of course i'll switch. The staff is the only prof. that take a well amount of time to build up from perspective.

4/10 Assimilator prof.
Any prof. higher then 100 goes up pretty slow even with assimilator well trained. I'll upgrade again then to see if I could work being a mage again, nuff said.

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post Dec 25 2011, 21:54
Post #239
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QUOTE(Ichy @ Dec 25 2011, 20:30) *

Uhm easy solution:

Make Overcharge Boost work like it used to + 50% increase when Spirit Mode is activated.
This way people can still have their permanent Overcharge Boost or get stronger for a short period of time.


This, pretty much.
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post Dec 25 2011, 21:55
Post #240
Randommember



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QUOTE(Tenboro @ Dec 25 2011, 14:33) *

There are lies, and there are gross misrepresentations.

How many people had Overcharge maxed? Fully? Maybe one, two tops? And you expect me to balance everything for extreme outliers? Really?

And your argument about mages having more use of it than melees fails flat on its face on the fact that melees will on average drain overcharge with Spirit Mode active at 25% the rate of mages, since they regain 5-10 points for every melee attack. And that's disregarding it having half effect and needing to take time out to charge it in the first place.

Don't even talk to me about balance if you disregard everything that's counter to your opinion.

There are exaggerations to get your point through, and there is math.

Of course not everyone is gonna have overcharged maxed, the first reason for that is that you have to be level 250 to even have access to all the ability tiers.
But that doesn't really mean that much, because it's not 93% damage boost with OC fully trained, or nothing. Even with no points in it at all, you still got 33% just from the basic overcharge.
So it varied between 33% and 93%, depending on how much AP into overcharge tanks you had.
Now it's 0% or 100%, and you can't have the higher bonus on you all the time, unlike with how the old system worked.

The fact that mages have more use out of it is because they didn't have it all.
That means that any use at all they get out of it is a buff compared to what they had before.
While for melees, what they got was effectively a nerf, once they were out of the lower levels.

And here's the kicker. Melees don't have it that hard at the lower levels, that's where it is fairly equal. Mages don't start to run away in power until level 200+.
And it's the high-level melees, the ones that least needed it, that got the kick in their teeth.

So to talk about balance, you need to take in the whole picture, and at higher levels, mages were more powerful than melees even before this.
Now melees gets a nerf and mages got a buff.
Guess what the result is?
The answer isn't balance.

QUOTE(Tenboro @ Dec 25 2011, 16:55) *

What?
Except for equipment upgrades and weapon skills, but talking about those would weaken your position, wouldn't it.

A good argument.
Except for the fact that mages use equipment as well, and therefore benefit equally.
Actually, one could easily argue that mages benefit more from it, since the damage bonus mages get from phase gear (which is a reason for why high-level mages do such tremendous damage) can be upgraded as well, and gets more benefit from +1 to holy/elemental/dark damage than a melee get from +1 damage on a shade piece.

QUOTE(Tenboro @ Dec 25 2011, 18:22) *

So your logic is that melees should get all the swag and the mages should get nothing. Gotcha.

And yes, I bet mages will be beating stuff to death constantly now to get at those skills.

No, the logic is is that mages were already more powerful than melees, and now they were made even more powerful.

Since it is about balance and comparison between the two, that's a pretty important logic.

And no, mages probably won't be beating stuff to death, but they will hit them with staffs every now and then, just like they used to.
Only now they get a sweet 50% boost to their damage output as a bonus for doing it, instead of just doing it for mana.

Now that might have been balanced with melees "boost", if melees didn't have any bonus damage from overcharge at all.
Since that got removed from melees. That is a really important thing. The damage bonus melees had was removed.
And it was replaced with a mode that both melees AND mages got. That melees can use it more doesn't make up for the fact that melees lost something pretty significant in order to get it.

If you gave melees a flat 33% damage boost (to equal the old damage boost from 100% base overcharge) and then had OC tanks give a 3% damage boost per filled tank, then it would be equal.
This in addition to the spirit mode, which affects melees and mages both.

QUOTE(Tenboro @ Dec 25 2011, 20:09) *

Well, that's exactly what you're saying. It doesn't matter that melee got some active tools to make their gameplay more strategic since mages also got something they could use. For the vast, vast majority of players, melees are in no way worse off than they were before, and I'm not at all convinced any of them lost anything. And despite the wails of those who apparently lack any long-term memory, melees have been buffed in nearly every single patch this year.

But melees also lost something.
That's the problem.
Melees lost something, and got something else, something weaker for higher-leveled melees, to replace it with.
Mages didn't lost anything, but they still gained something, something they didn't have and something that is a pure boost with no drawbacks (they can choose not to use it, which would leave them unchanged from before the patch).



And the fact that melees have been buffd in nearly every single patch just makes me sad to see that mages are still more powerful.
And there is the problem. It doesn't matter how much you buff melees, if you also buffs mages the same of even more than you buff melees.
Sure, both get more powerful, but the balance doesn't improve.

This post has been edited by Randommember: Dec 25 2011, 22:05
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