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HentaiVerse 0.6.4, The Rise of the Ethereal Staffs |
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Jan 23 2012, 23:56
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lotto09
Group: Members
Posts: 220
Joined: 26-September 09

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QUOTE(Tenboro @ Jan 22 2012, 17:56)  - A new stat "Mana Cost" was added. Its default value is 100%, and it's currently only affected by interference.
That explains my mana pot consumption (IMG:[ invalid] style_emoticons/default/dry.gif)
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Jan 24 2012, 00:11
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Sushilicious
Group: Catgirl Camarilla
Posts: 10,384
Joined: 21-October 10

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QUOTE(Tenboro @ Jan 23 2012, 14:10)  Pony #1
QUOTE(Tenboro @ Jan 23 2012, 14:32)  Pony #2
Tenpony only posting two pony pictures thus far? What an outrage, you need to live up to your name. I demand at least ten.
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Jan 24 2012, 00:33
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Blacksheep_Eldric
Group: Members
Posts: 1,634
Joined: 3-August 11

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I like this new patch's direction (more diversification), but truthfully the new changes to the difficulty Monster stats is hard to acclimate for Newbies (anyone under 150) even under "IWBH" settings.
Maybe it should only kick-in for lvl 150~200 players?
This post has been edited by Blacksheep_Eldric: Jan 24 2012, 00:36
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Jan 24 2012, 00:40
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(Blacksheep_Eldric @ Jan 24 2012, 02:33)  I like this new patch's direction (more diversification), but truthfully the new changes to the difficulty Monster stats is hard to acclimate for Newbies (anyone under 150) even under "IWBH" settings.
Maybe it should only kick-in for lvl 150~200 players? trollmodeNah, it will be less fun then... (IMG:[ invalid] style_emoticons/default/rolleyes.gif) /trollmode
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Jan 24 2012, 00:44
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Ratio
Group: Members
Posts: 2,695
Joined: 16-June 08

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QUOTE(Blacksheep_Eldric @ Jan 24 2012, 00:33)  I like this new patch's direction (more diversification), but truthfully the new changes to the difficulty Monster stats is hard to acclimate for Newbies (anyone under 150) even under "IWBH" settings.
Maybe it should only kick-in for lvl 150~200 players?
This update is actually an allegory for SOPA and this thread mirrors the protests. (IMG:[ invalid] style_emoticons/default/smile.gif) This and ponies as well. I'm guessing that there will be new figurines in the near future.
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Jan 24 2012, 01:11
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observer1980
Group: Members
Posts: 2,709
Joined: 22-January 09

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Strange. Just finished a daily grindfest and I made it up to round 55 pretty quickly. The game seemed to be running faster software wise and I seemed to be doing more damage to the monsters, and im still using the same equipment from before the patch.
Mana Gems just tripled in value with this update. I got off lucky in GF cause they seemed to be popping up alot more often today. Yesterday I was getting spirit gems left and right.
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Jan 24 2012, 01:58
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Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

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QUOTE(Ratio @ Jan 24 2012, 08:44) 
This and ponies as well. I'm guessing that there will be new figurines in the near future.
wouldn't be surprised at all if that happens (IMG:[ invalid] style_emoticons/default/cool.gif)
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Jan 24 2012, 02:25
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esheep
Group: Gold Star Club
Posts: 2,713
Joined: 31-December 09

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A suggestion. Can we gain overcharge when we are throwing magic? We can not trigger the spirit mode as well as the new skills because the overcharge increases only when we hit the monsters using staff. (IMG:[ invalid] style_emoticons/default/sad.gif)
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Jan 24 2012, 02:42
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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So I played with the new patch today for the first time since yesterday I was stuck in Corrupted Cache Land.
If the purpose of the new HP Modifier was to curtail superlong grinds and deflate credit value, mission accomplished. I'm not against it, but it seems a little heavy handed, though, since it applies to everything. Its like using a battle axe in an appendectomy. Not a big deal for ROB and the hourly encounters, but it makes the arenas and IW such a chore.
The updates to the Spirit/Skill system are welcome and I'm looking forward to more. Its still incomplete, but this is how it should have rolled out instead of how it did last patch. It'd be nice to have a cooldown indicator somewhere since I don't think anybody reads the battle log when they're in the heat of battle. Actually, it might be a good idea to transition away from being so text-heavy with the battle log and use more HUD elements in the future. If the log only shows essential information that can't be done via UI, it can be made smaller to fit said new UI elements. It'll be much easier if we can see the status of most things with just a glance instead of having to scroll through that log.
I have mixed feelings about the changes to Burden and Interference. Heavy basically got fucked again with Burden/Evade (still getting hit for basically the same), and the Interference thing hurts but it can be managed to sting a little less. I'm expecting the whole Compromise thing to get fiddled with some more over the next patch or two.
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Jan 24 2012, 03:18
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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@ derpymalWhat do you think of the skill chaining thing? You request for it, didn't ya? (IMG:[ invalid] style_emoticons/default/tongue.gif) I found the skill itself is pretty nice, but the way to use it feels a bit too restrictive; the amount of turns before I need to throw the last skill is too short and often I had to make a decision whether to use it in a not-so-optimum way or don't use it at all (which often leave me a feeling of regret...), and the overall it feels very complicate... Although I used to be a skeptic when it come to Shatter Strike, now it surely occupied itself firmly in my heart! I still use it rather conservatively, but when I do, it's awesome! @ TenbCould you explains how GO NUTS! (frenzied strike) works? It feels so random... Every time I use it, I did't know what to expect... It's hard to make a good decision or a gameplay plan around it like this, especially for non RoB fight. So if you don't mind... (IMG:[ invalid] style_emoticons/default/blush.gif) Also... As a bonus, any words for a justification or reason for the HP buff would be nice, too! (IMG:[ invalid] style_emoticons/default/laugh.gif) ... I don't really have any problem with it; I just extremely curious about this. (IMG:[ invalid] style_emoticons/default/wacko.gif) This post has been edited by buktore: Jan 24 2012, 03:26
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Jan 24 2012, 03:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE @ TenbCould you explains how GO NUTS! (frenzied strike) works? It feels so random... Every time I use it, I did't know what to expect... It's hard to make a good decision or a gameplay plan around it like this, especially for non RoB fight. So if you don't mind... (IMG:[ invalid] style_emoticons/default/blush.gif) Also... As a bonus, any words for a justification or reason for the HP buff would be nice, too! (IMG:[ invalid] style_emoticons/default/laugh.gif) ... I don't really have any problem with it; I just extremely curious about this. (IMG:[ invalid] style_emoticons/default/wacko.gif) Pony incoming This post has been edited by skillchip: Jan 24 2012, 03:30
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Jan 24 2012, 03:27
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(buktore @ Jan 23 2012, 20:18)  @ derpymal
What do you think of the skill chaining thing? You request for it, didn't ya?
Still needs tweaking. I don't think the window for chaining should be too long, but it should still give you a few turns to get on it. Sometimes you need to stop and cast a spell or something, otherwise you die. And that's awful. QUOTE(buktore @ Jan 23 2012, 20:23)  QUOTE(skillchip @ Jan 23 2012, 20:21)  Pony incoming
One can hope... (IMG:[ invalid] style_emoticons/default/unsure.gif) It'll be a while, mods are asleep.
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Jan 24 2012, 03:34
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rpgman1
Group: Members
Posts: 7,189
Joined: 28-November 09

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HV seems to run slower than normal and I get killed more often at lower difficulties. However, it does seem to make DW more useful and I can parry incoming attacks somewhat well. Still have to keep up with healing my HP and MP or else get crit or special attack quickly.
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Jan 24 2012, 03:35
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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TBH the 'Chaining' that I had in mind was maybe something similar to mage elemental explode thingy... But I can contented with the way it work now.
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Jan 24 2012, 04:43
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Madprank
Group: Members
Posts: 491
Joined: 17-November 11

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I found chaining to be overly cumbersome. Why should I waste turns and OC on two almost useless skills (DW tier 1 and 2)? Onehand has better skills, but evade and mana cost hit in this patch for that style murdered all of its redeeming qualities (WTB ethereal tower shield of the barrier). (IMG:[ invalid] style_emoticons/default/wink.gif)
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Jan 24 2012, 05:28
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qqaaqq
Group: Members
Posts: 464
Joined: 30-December 10

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might just be me and noticed this last patch too, but it seems that stun an PA don't affect the weapon skill damage.
on a side note, at my level doing my arenas take about the same time as it did in the previous patch using the same equip and mana consumption is only slight more.
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Jan 24 2012, 05:29
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ExTe
Group: Members
Posts: 9,716
Joined: 6-April 09

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Since activating Spirit Mode takes so much action points to do so. It is possible to make us perform things slighting faster during spirit mode.
To make Overcharge boost more worth while...
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Jan 24 2012, 07:02
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FiniteA
Group: Members
Posts: 2,419
Joined: 3-November 11

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Can we have stamina regeneration while in Arena back? Cuz it is now 3 times longer (IMG:[ invalid] style_emoticons/default/sad.gif)
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