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HentaiVerse 0.6.3, Ponies |
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Dec 26 2011, 01:36
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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In the first place isn't Spirit Mode there to replace Spirit Attack? To me it sounds like Tenboro is saying: nothing changed for melee. With Spirit Mode and skills you have the same bonuses. But this is the problem. Nobody ever used Spirit Attack since it drained your SP. But now you're supposed to use it's successor to regain the loss from OC back? What's with the logic? A free bonus from before now drains your SP, is worse than before, works only 1/6 the time (since you need to build up the gauge beforehand) and isn't compatible with skills. Spirit Mode should be there to replace Spirit Attack only. Especially since both mages and melees profit from it. And the loss from OC bonus should be balanced out by skills alone. But the skills as they're now are too weak to actually do that. They bring variety which is nice. But fact is it got tougher. I can no longer do IWBTH. It's Battletoads instead. And EoD got really annoying as well. I get the feeling my I gained some nice AoE damage thanks to skills. However solo damage which I need against legendaries decreased greatly. (IMG:[ invalid] style_emoticons/default/sleep.gif) edit: Oh yeah. In short: make the skills stronger and more awesome. Period. This post has been edited by Death Grunty: Dec 26 2011, 01:43
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Dec 26 2011, 04:13
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GameMiko
Lurker
Group: Lurkers
Posts: 1
Joined: 16-December 08

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Yay Spirit Mode is awesome! but I miss getting healed after area battles =(
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Dec 26 2011, 04:26
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Sonic
Group: Catgirl Camarilla
Posts: 4,689
Joined: 16-November 07

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How do the Paradise Lost hath perks play into the new system? Are they simply now a passive of bonus damage or do they do more to the spirit mode?
As for O.C. and passive damage boost, I do feel it when my OC is at 200%. I sort of miss it but I understand why the change was done. The skill it replaces is a nice change in pace but I have to agree at the moment that due to lack of skills, it seems a little of a nerf to melee types. Perhaps if there were a few additional generic skills that used OC (not drain it completely) and SP, it would seem better. I'm thinking perhaps a generic skill that most classes can use that do something like +1 attack hit against the target or something.
That's just my thoughts anyways.
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Dec 26 2011, 04:38
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Raziel20XX
Newcomer
  Group: Members
Posts: 51
Joined: 30-January 10

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So much for playing how you want.
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Dec 26 2011, 04:54
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Annoyed
Group: Members
Posts: 2,781
Joined: 29-June 09

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May be Tenb is Right . For Mages it is require to hit Monster with Staff in-order to get OC instead killing them with spell.
So Conclusion is , it is only useful on higher difficulties. and don't forget melee also have awesome updates too . If they are able to use OC like they do before the patch, then its like using BubbleGum whole arena . (IMG:[ invalid] style_emoticons/default/laugh.gif) Please don't mind . And be happy , new year is coming.And if you have problem with Melee then switch to Mage ( I am just Kidding) This post has been edited by Annoyed: Dec 26 2011, 04:55
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Dec 26 2011, 05:00
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ohmightycat
Group: Gold Star Club
Posts: 11,384
Joined: 13-December 09

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I use melee. Can we have the following skills: 1. Total invincibility. 2. Completely unavoidable, devastating attack. Then we can stop bitching about mages.
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Dec 26 2011, 05:15
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(ohmightycat @ Dec 25 2011, 22:00)  1. Total invincibility. 2. Completely unavoidable, devastating attack. I remember when we had these. I miss them. SERIOUS QUESTION: (as noted by the use of The Royal Canterlot Voice) So will we ever be able to forge stats to equipment that they don't have? That make sense, obviously. Like putting crit on weapons that were generated before it was introduced. Or putting elemental mitigation on armor. Because elemental mit only appears if its got the suffix and, let's face it, those pieces (as well as the bindings for them) are generally bazaar fodder.
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Dec 26 2011, 05:15
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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I don't really like being accused of whining. I would appreciate something besides "longer spirit mode that takes longer to charge up so the gains are less than the AP needed to spend them" (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I understand why spirit mode is the way it is now, but what is effectively now OC tank is now even bigger of a waste than boosting HP tank. Maybe have it boosting OC generation outside Spirit mode at the same rate as OC? That would solve the "downtime" and "length of turns without damage boost" issues so someone with 280% OC would regenerate to full outside Spirit Mode (at generating up to 28% per melee attack) at the same rate as someone with 100% OC (who generate at up to 10% per melee attack.) Also, mages should also generate OC from casting damage spells (why this isn't in I have no idea...) And while Spirit Mode is on, the OC generation boost should be removed. I know that dealing rapid 5-14x damage attacks is a pretty big bonus, but you lose a lasting 50%/100% damage boost to use them in the first place. This post has been edited by Bunker Buster: Dec 26 2011, 05:30
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Dec 26 2011, 05:25
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Annoyed @ Dec 26 2011, 03:54)  May be Tenb is Right . For Mages it is require to hit Monster with Staff in-order to get OC instead killing them with spell.
So Conclusion is , it is only useful on higher difficulties. and don't forget melee also have awesome updates too . If they are able to use OC like they do before the patch, then its like using BubbleGum whole arena . (IMG:[ invalid] style_emoticons/default/laugh.gif) Please don't mind . And be happy , new year is coming.And if you have problem with Melee then switch to Mage ( I am just Kidding) Except that the new spirit mode gives a 75% damage increase in general (see calculations in earlier post), if you spread it out and compare how long you can have it on and how long it takes to charge up. Provided you use every single action to attack, and every attack is a hit. If you miss, if you cast spells to buff or heal or if you use potions, then that 75% drops. With full OC tanks before the patch, you had 93% damage increase, which didn't decrease if you did anything else except attacking and having a 100% hit rate. That's a pretty major nerf. For mages, they got something they didn't have before. They used to have no use for overcharge, and now they do. That's a buff. So no, it would not be like using bubblegum for melees, being able to use OC like before the patch just means noone would use spirit mode (except for newbies without points into OC tanks possibly, who only got a 33% damage bonus). So the only difference would be the skill, which would be a nice addition and actually be considered a buff. Even Tenboro himself admits that he had to remove the damage bonus, because noone would voluntarily switch their passive damage bonus for this shitty time-limited damage bonus that costs spirit points that we got instead. Mages on the other hand got some flower vases, they just can't use it very often unless they want to spend a few turns doing some melee attacks. And yeah, going mage seems like the thing. Of course, that was the thing even before the patch, so I've been in the process of changing over already. Just need to get my hands on some decent gear and get my proficiencies up. Unfortunately, I'm too lazy to scour the WTS forums for good deals. This post has been edited by Randommember: Dec 26 2011, 05:27
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Dec 26 2011, 05:33
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skillchip
Group: Catgirl Camarilla
Posts: 5,755
Joined: 31-December 06

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Please just allow skills to not drain Overcharge completely and give them a hotkey/quickbar
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Dec 26 2011, 05:43
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isatox
Group: Members
Posts: 5,140
Joined: 11-November 08

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Is it me or did stamina recovery not working while in battle? I left my character in a arena battle and came back a couple of hours afterwards and finished it and stamina didn't recover at all.
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Dec 26 2011, 05:45
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Annoyed
Group: Members
Posts: 2,781
Joined: 29-June 09

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May be your right . Before patch there are 4 special items and now also 1 soul stone 2 Bubble gum 3 Folwer vase 4 Last Elixit But Mages able to take only advantages of 3 items and soul stone is nearly useless for them. But melee use all 4 items . However while using BG and FV there turns are limited but soul stone's effect are ( which mostly mages are not using) long lasting for whole Arena or IW or Grindfest or Whatever . So now everything is balancing (IMG:[ invalid] style_emoticons/default/laugh.gif) . Hoverer there are certain Advantages that melee have High Mitigation , Low mana Consumption. And one more thing before 0.6.0 update mages are too powerful i able to clear round on heroic with one hit . but after the patch i am not . So mages are recovered from that time of changes and its now time for Melee to Recover. Conclusion :- Results may be whatever just enjoy , new year is coming. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Dec 26 2011, 05:46
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Annoyed @ Dec 25 2011, 22:45)  Low mana Consumption
LOLno.
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Dec 26 2011, 06:21
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Thanatos Zero
Group: Members
Posts: 115
Joined: 16-October 11

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Wah! I just went to sleep and this thread increased 3 pages from the last time I read XD So I skip reading a lot of posts, sorry (IMG:[ invalid] style_emoticons/default/tongue.gif) Well, it's good that people are so enthusiastic to make this game better (IMG:[ invalid] style_emoticons/default/biggrin.gif) I think sometimes you shouldn't mind too much detail or you won't be able to enjoy the game (IMG:[ invalid] style_emoticons/default/smile.gif) No offense, please spare me XD 3 days till New Year.
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Dec 26 2011, 06:45
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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QUOTE(Annoyed @ Dec 26 2011, 05:45)  Mages able to take only advantages of 3 items and soul stone is nearly useless for them. But melee use all 4 items.
So to make things simple, you tell us melees "if you want to be viable you have to spam-use rare consumables". That certainly is "balance". Yeah. No wonder. Let me guess, kind sir, you are a mage? How very unexpected! QUOTE(Annoyed @ Dec 26 2011, 05:45)  Hoverer there are certain Advantages that melee have High Mitigation , Low mana Consumption.
I switched to mage 2 days ago. I tried to clear a certain arena and found out that it takes me somethinkg like 50 turns to regenerate my FULL mana bar with my current pokestick, there you can have your "high mana consumption", it took me two days to learn how to manage that damned mana. Mitigation? Of course. Lets just ignore that mages can one-shot 80% enemies @ round 1 and take next to zero damage after that. Surely, mages need a lot of mitigation. Not to mention that my shade equipment provides me with 47% p.m. while phase cloth set with 20 proficiency (instead of 210 light armor) gives me 39%. Oh the difference. But hey, we forgot about Plate armor with protection suffix! It certainly is overpowered! Screw the horrible interference/burden that literally makes us take up to twice more hits~~ Whatever. You're a mage, so my argument is invalid. QUOTE(Annoyed @ Dec 26 2011, 05:45)  And one more thing before 0.6.0 update mages are too powerful i able to clear round on heroic with one hit . but after the patch i am not . So mages are recovered from that time of changes and its now time for Melee to Recover. Conclusion :- Results may be whatever just enjoy , new year is coming. (IMG:[ invalid] style_emoticons/default/laugh.gif) "I used to have one button, now I have two WTF DAT NERF WTF o god just nerf others plz IT HURTS SO BAD" No offense, but are you by any chance a relative to our honored game master? Smells pretty much like that. Seriously. You think its okay for you to oneshot heroic round on your level as mage WHILE melees have to waste up to ten rounds depending on their gear? Sir, are you even serious? And yes, screw the NY. Statistics shows me that every year tends to be worse and worse.
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Dec 26 2011, 06:47
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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I'm really enjoying the melee rage. Thanks for the great Christmas present T-Bro! (IMG:[ i422.photobucket.com] http://i422.photobucket.com/albums/pp308/hitokiri84/icon_thumleft.gif) It's pathetic actually. Go ahead and nerf melee damage another 2-3 times so they can know what it feels like to dread every new update, like mages did throughout 2011.
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Dec 26 2011, 07:37
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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Except no matter how much mages are nerfed, they're still better than Melee anyway. Melee needs higher damage to even keep up with that. Your argument is invalid.
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Dec 26 2011, 08:43
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(Randommember @ Dec 26 2011, 04:11)  It only lasts 10 turns if you have 100% overcharge, since it draws 10 overcharge percentageunits every turn it is active.
But it means you can slowly build it up, and then have a huge damage bonus for a few rounds (which mages can do a lot with) against the final round boss.
It is a bonus you didn't have, and you gave up nothing in order to get it. That is the definition of a buff, I'd say.
Yeah, I get how it works. Note as a mage I have 0 AP invested into OC boost (wasn't here when AP from artifacts were falling from the sky). Wanted to clear up the misconception that it's a huge buff for mages, it's very situationally useful (ie: long-ass one-time IWBTH clears). In normal play mages don't ET as it slows down clear times, and the damage buff won't make up for it.
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Dec 26 2011, 13:02
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Slobber
Group: Gold Star Club
Posts: 7,794
Joined: 4-February 11

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Hmmm... I'll have to agree with a lot of people here. I'll agree with Hito. The whining is pretty... abundant. I know there are a lot of melee that aren't whining or are doing it for fun, but if you *seriously* think mage is that great then swap to it. I've mentioned it many times prior - because of the nature of melee, it's very difficult to balance. Look at the introduction of Mace +dmg as an example. All other weapon options went out the window. But in all honestly, when you're dishing damage for free, it better be lower than spell damage =P I do agree that the Spirit mode isn't that great for melee. Why was the passive OC damage bonus removed? IMO the OC passive bonus should have been kept + Spirit mode implemented. Melees would have benefited greatly from the passive bonus (as always) and could have gone "super saiyan" literally for a short period of time at the cost of their passive damage. And of course no OC gain during spirit mode (to prevent prolonged super saiyan). And honestly IMO melee's should be spending spirit on their skills. Would make Spirit Potions way more useful (IMG:[ invalid] style_emoticons/default/tongue.gif) I also think a lot of players over-rate Spirit Mode it for mages. The style of mages is a tad contradictory to Spirit Mode. In a normal arena/grindfest/item fest etc a mage will *rarely* use spirit mode (if at all) because the situations won't work out right for it. In big high difficulty legendary clears it's super useful for those that pumped OC. But most mages have 0 levels OC so the duration is too short to really provide substantial benefit. tl;dr in 1 shot rounds you don't need it. in non 1 shot rounds it's not beneficial enough at all. While it's true the Mage advantage is speed, you need OMFG gear to truly be clearing shit fast on high difficulties since there's guaranteed to be at least 2 creature types with heavy resistance to your element of choice. (soul is an exception but that mana consumption blows) And I'd argue mages do have to use their heads more often than melee's *in* battle if they want to get far. Most melee's talk as if Mage damage is so good you can Banish a Konata down - but I can't agree with that. Now I'm not saying it's rocket science to use a Mage, but if you want to clear rounds fast - you have to think and react fast. Resistant monsters won't die on their own. And finally, not too sure how far the whole 80%+ dead in 1 shot thing applies to you guys... but for me that stops before hard difficulty on normal status... ie norm diff/norm status = sure. hard diff/norm status = uh no. 2+ survivors is pretty damn common... Maybe I'm doing it wrong - but with high-ish MDM destruct staves + phase EDB suits I don't think I'm way off.
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