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HentaiVerse 0.6.8, Monsters need love too |
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Jun 10 2012, 18:09
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Kinsei
Group: Members
Posts: 168
Joined: 18-June 11

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Interesting Shifts. It should be fun. I think I'm going to like the better drops for my moster
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Jun 10 2012, 18:14
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rpgman1
Group: Members
Posts: 7,375
Joined: 28-November 09

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Not sure what to feel just yet. Hope it doesn't suck when I die against buffed up mobs.
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Jun 10 2012, 18:18
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kakashi524
Group: Members
Posts: 4,145
Joined: 6-February 09

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Holy s.... damn? So many changes. Time for some experimenting!
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Jun 10 2012, 18:34
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(Tenboro @ Jun 10 2012, 03:45)  - Equipment drop chance was doubled, but equipment bazaar value was halved.
Bawwww there goes my credit source. I'm also not sure if my Binding of the Turtle became rare and valuable or outdated and useless. My IWBTH hourly took about 50% more rounds and twice as many spirit points (with 7 opponents). If I face 9 or 10 monsters in IWBTH I might actually have to heal myself during battle. Which is as it should be - never having to cast cure at the highest difficulty was a little silly. Extrapolating down to lower difficulties, though, this is going to make the 100-round arenas more of a bitch (I'm looking at you, End of Days). Generally, there are so many changes that I'm reserving judgement until things shake out. edit: While I realize that having twice as much of something that's worth half as much still comes out as the same amount of money in terms of the bazaar, my original thought was along the lines of person-to-person sales dropping. At this point I'm thinking that having twice as many chances to update my personal equipment might turn out to be good. This post has been edited by Panuru: Jun 10 2012, 18:41
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Jun 10 2012, 18:37
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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I guess I didn't have to rename anything, even though I did have a couple breaking the o=0, i=l=1 rule. Does that mean the originals were under PL 25 and were removed? I can't try to rename them either since they have too high of a PL.
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Jun 10 2012, 18:43
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eqwer
Group: Members
Posts: 2,467
Joined: 19-June 11

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without auto-cast and magnet(and it's impossiple to get the magnet any near soon), looks like i'm going straight to hell.....
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Jun 10 2012, 18:50
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cs987987
Group: Gold Star Club
Posts: 7,154
Joined: 11-March 12

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QUOTE - "Minibosses" have been retired, since they were fairly wimpy compared to most user created monsters by now. -- Tweaked the spawn patterns for arenas to compensate for this. The Minibosses was were fairly wimpy compared to most user created monsters remove Minibosses but add more monsters LV 200 up in the Battle almost user created monsters now monster can use token up the stats the arena remove a Miniboss add more user created monsters Will the Difficulty be too hard
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Jun 10 2012, 18:57
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pocky00
Group: Catgirl Camarilla
Posts: 1,257
Joined: 20-September 09

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Good changes
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Jun 10 2012, 18:59
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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So, for Club or Mace users, this update isn't actually all that bad. Sure, the stun damage bonus was removed, but... QUOTE - Using Defend will now additionally trade 10% overcharge to recover 10% base health.
- Using Focus will now additionally trade 25% overcharge to recover 5% base mana. If you can keep the monsters stunned for long enough, you can recover quite a bit of health or mana essentially for free. Since overcharge is pretty much free for non-mages anyway, this is quite helpful. Also: Fine dagger of balance... With Wisdom? wat. This post has been edited by Drksrpnt: Jun 10 2012, 19:07
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Jun 10 2012, 19:13
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Vulpino
Group: Members
Posts: 264
Joined: 6-July 11

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This is a very well considered and exceptional patch. Thank you, Tenboro, for your continued work on HentaiVerse.
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Jun 10 2012, 19:13
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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0.6.7 - Primary Attributes get a buff! Yay~ 0.6.8 - Equipment no longer automatically get PABs. lolwut?
With the monster upgrades, I'm thinking their HP modifier's gonna need to be toned down again or removed entirely soon.
This post has been edited by derpymal: Jun 10 2012, 19:13
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Jun 10 2012, 19:15
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zzyzzyxx
Newcomer
 Group: Members
Posts: 25
Joined: 6-December 06

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QUOTE(Tenboro @ Jun 10 2012, 05:45)  - Equipment drop chance was doubled, but equipment bazaar value was halved.
Seeing the results, for me it looks like you exchanged 6 for half-dozen (IMG:[ invalid] style_emoticons/default/tongue.gif) The tweak on the hourlies was a really nice thing. It's nice to feel challenged in them again. I also vote for bringing the minibosses back, buffed in one or other way. Our monsters aren't the only ones that deserve some love. This post has been edited by zzyzzyxx: Jun 10 2012, 19:18
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Jun 10 2012, 19:19
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(Drksrpnt @ Jun 10 2012, 10:59)  So, for Club or Mace users, this update isn't actually all that bad. Sure, the stun damage bonus was removed, but... If you can keep the monsters stunned for long enough, you can recover quite a bit of health or mana essentially for free. Since overcharge is pretty much free for non-mages anyway, this is quite helpful.
Yeahh. Been there. Tried that. Conclusion: impractical on iwbth I guess the action speed of both actions is just too bad to be useful.
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Jun 10 2012, 19:27
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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Funny how stun itself is now actually shittier than before it got any buff at all. (IMG:[ invalid] style_emoticons/default/laugh.gif) BTW... Overcharge is free!? ... It cost turn to produce OC, and each turn cost you your sanity, hence it's not free; quite costly, in fact... This post has been edited by buktore: Jun 10 2012, 19:33
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Jun 10 2012, 19:30
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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Spirit Shield needs to change, monster skills reach easily into the 15-20k+ damage range now
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Jun 10 2012, 19:30
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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QUOTE(Death Grunty @ Jun 10 2012, 19:19)  Yeahh. Been there. Tried that. Conclusion: impractical on iwbth I guess the action speed of both actions is just too bad to be useful.
Eh, I don't play on IWBTH though. Way too difficult for me. In higher arenas I usually hover between Normal and Heroic/Nightmare. In lower arenas I might play on IWBTH, but even so, monsters do so much damage now... What happened before, I think Hitokiri84 (the monster) did some skill and did a crit, taking up 60 spirit points. That's insane. And that was on Hell difficulty, normally not that difficult. The monster damage is just way too high now.
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Jun 10 2012, 19:38
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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Addendum: I'm not recovering spirit points quickly enough for them to refill between hourly battles. That is a bad thing.
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Jun 10 2012, 19:54
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(derpymal @ Jun 10 2012, 12:13)  With the monster upgrades, I'm thinking their HP modifier's gonna need to be toned down again or removed entirely soon. I always thought it was a placeholder for this chaos token upgrade patch. The damage growth needs to be toned down too. On one Normal-IW as a mage, I was getting hit for 12k+ damage and sometimes needed 3-4 tier 3 AoE attacks on some previously high resist monsters because my attack either did next to no damage with non-directly targeted attacks, or they just flat missed several times (monsters I'm sure have been loaded with tokens already.) And trying to melee anything on IWBTH? Yikes, agitated skills make power armor paper thin. Looks like I'm stuck with slower shield armor again. It's definitely not fun anymore, and something needs to be toned down or people will start disappearing pretty fast. EDIT: Also, now that we've been given so much incentive to create beastly monsters, how about that patch where all my own monsters don't come to bash my face in? This post has been edited by hitokiri84: Jun 10 2012, 20:03
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