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> HV Suggestions 0.90, Let's keep using this thread for 0.90 as well - starting Aug 2022

 
post Jan 9 2021, 23:27
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Nezu



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I closed the old ~700 page suggestion thread over in System Discussion (partly because I'm working on revamping that section for a more guided purpose). While we'd normally do suggestions and feedback in the release notes thread itself - and I encourage you to do that if you want it to be seen by Tenboro - this can serve as a more open discussion thread for things you'd like to change in this patch, and I'll try to make sure anything a lot of effort and insight went into gets seen.

I'd like to note the same thing I did in the old suggestions thread before we get started; calls for direct stat increases (whether that's through abilities, equipment changes or whatever) are unlikely to be heeded. If you want to suggest improvements for [insert playstyle here], try to do it through changing skills, spells, the style-specific procs, and other such mechanisms (again, preferably not just the numbers on them unless it's absolutely necessary).

This post has been edited by Nezu: Jan 9 2021, 23:28
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post Jan 9 2021, 23:48
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Noni



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First!

Cheaper soulfrags.

This post has been edited by Noni: Jan 10 2021, 00:10
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post Jan 9 2021, 23:58
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Juggernaut Santa



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QUOTE(Noni @ Jan 9 2021, 22:48) *

First!

Second!

Nice suggestions we made here, xD.

So I'll start, nerf mages!
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post Jan 10 2021, 00:04
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Nezu



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QUOTE(Juggernaut Santa @ Jan 9 2021, 21:58) *

Second!

Nice suggestions we made here, xD.

So I'll start, nerf mages!


You know, funnily enough, I'm not actually in disagreement with you entirely.

I think part of the problem with buffing melee is that most avenues for improving it also result in 1-shot gameplay (which is bad and undesirable). So instead of buffing melee, it might actually be better to start by slowing down mage so it's a little closer to them in time, and then increasing overall reward rate to compensate (which is basically the same as a huge melee buff). Of course, mage survival would need to be increased a little, because lasting longer in a round = more MP/SP attacks against you.

But I don't know if we'll actually get that - imagine the rioting when the dinosaurs think they're being nerfed even though things are staying functionally the same for them. (IMG:[invalid] style_emoticons/default/laugh.gif)

These kind of changes are likely dependent on the mitigation rework first, though, before seeing where that ends up.

This post has been edited by Nezu: Jan 10 2021, 00:04
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post Jan 10 2021, 00:08
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Basara Nekki



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If you cannot increase the numbers, there is only one solution left: modify the damage equation for ADB.

There is no other solution. The damage done by a melee over the course of levels does not keep up with the monsters' increased resistance. The gap only increases with time. (IMG:[invalid] style_emoticons/default/faint.gif)

Anything that is suggested in addition will only be a paleative with minimal gains. And that will still require refinement in the style of play (that is, it will require more manual skill and attention to the game; more precision).

But honestly, I think this is going to be another topic of illusions, of unfulfilled dreams. (IMG:[invalid] style_emoticons/default/dry.gif)
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post Jan 10 2021, 00:28
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shote1369



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Equipment:
Lance(Spear,Trident, Halberd) - Two hand
Scythe - Two hand
Chakram - One hand (Dual-hand)
Wand, Orb - One hand Mage with shield
Spellbook (Offhand) - With wand or orb
Claws(Talons) - One hand (% Crit dmg) (Dual-hand)
Dagger - One hand
Voodoo Doll(Or something like it) - Shield (or Offhand)
Fan/Spell (Wooden) Sword - One hand Magic
Charm - Be with Fan/Spell Sword for Magic
Bow/Crossbow(Chu-ko-nu) - One hand
Quiver (Offhand) - be with Bow/Crossbow => Filled it with arrow from bazaar or dropped from monsters.
MUSICAL INSTRUMENTAL - Magical or Physical damage

Class:
Bard (aka/or Musician) - Using each kind of magic spells currently.
Archer (with new stat accurate to decide that hit the targets, pre-calculation of hit chance. In real situation, Arrow could hit accurately but the target still can evade the arrow, this is what hit chance would do). New idea! Arrow can deal piercing damage on hit by piercing chance and piercing chance will reach 100% chance when a target's taken down to the most of the next target, maximum 3-5 consecutive targets.
Shaman - Main archetype of Dark (like Dark Mage)
Lancer (Piercing chance when critical hit, maximum 3 consecutive targets)

Effect:
(Old) Poison effect: Lose life overtime and weaken (a little bit) poisoned targets.
(New) Poison effect: Lose spirit in certain 1-3 turns, can not be stacked, can only renew by certain change after it's expired. And (by anyway) just can only affect to 1-2 targets
Charming: charmed target (insanely) tribute some life and deal (10-25)% to the charmer.

Spell:
Rooting: Binding targets (reduce attack speed to 0)
Earth elemental (or even Plant elemental too)
Sound Ability (for Physical Musician)
SOME of Sound Spell (pure Magical damage)

Duel:
PVP !!!!

It's all what in a Snom's head (UwU). Please bardon for Snom if there were stupid things. (>""<)

This post has been edited by shote1369: Jan 10 2021, 02:46
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post Jan 10 2021, 00:28
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Then I suppose, short of Tenboro having an aneurysm & going insane (preferably not), either allowing IA Heartseeker or giving 1-Hand Domino Strike is out of the question.
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post Jan 10 2021, 00:39
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Scremaz



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QUOTE(shote1369 @ Jan 9 2021, 23:28) *

Scythe - Two hand
Dagger - One hand

Class:
Shaman
Lancer

Effect:
Poison effect: Lose life overtime and weaken (a little bit) poisoned targets.

JFYI, scythes and daggers were present, once. then removed. some of them also had fancy names, btw
classes are imho a bit too complicated for this game. but they may come in terms of preset PAB combos, dunno
poison... iirc there was something similar to that. or at worst, it can be achieved with slashing weapons' process

QUOTE(SivSilly @ Jan 9 2021, 23:28) *

Then I suppose, short of Tenboro having an aneurysm & going insane (preferably not), either allowing IA Heartseeker or giving 1-Hand Domino Strike is out of the question.

heartseeker (or regen) ia would be quite close to autoplay, in admin's view. so it's a big no
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post Jan 10 2021, 02:42
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QUOTE(shote1369 @ Jan 9 2021, 23:28) *

Equipment:
Lance(Spear,Trident, Halberd) - Two hand
Scythe - Two hand
Chakram - One hand (Dual-hand)
Wand, Orb - One hand Mage with shield
Spellbook (Offhand) - With wand or orb
Claws(Talons) - One hand (% Crit dmg) (Dual-hand)
Dagger - One hand
Voodoo Doll(Or something like it) - Shield (or Offhand)
Fan/Spell (Wooden) Sword - One hand Magic
Charm - Be with Fan/Spell Sword for Magic
Bow/Crossbow(Chu-ko-nu) - One hand
Quiver (Offhand) - be with Bow/Crossbow => Filled it with arrow from bazaar or dropped from monsters.
MUSICAL INSTRUMENTAL - Magical or Physical damage

Class:
Bard (aka/or Musician) - Using each kind of magic spells currently.
Archer (with new stat accurate to decide that hit the targets, pre-calculation of hit chance. In real situation, Arrow could hit accurately but the target still can be evade the arrow, this is what hit chance would do). New idea! piercing chance to this class too.
Shaman - Main archetype of Dark (like Dark Mage)
Lancer (Piercing chance too)

Effect:
Poison effect: Lose life overtime and weaken (a little bit) poisoned targets.
Charming: charmed target (insanely) tribute some life and deal (10-25)% to the charmer.

Spell:
Rooting: Binding targets (reduce attack speed to 0)
Earth elemental (or even Plant elemental too)
Sound Ability (for Physical Musician)
SOME of Sound Spell (pure Magical damage)

Duel:
PVP !!!!

It's all what in a Snom's head (UwU). Please bardon for Snom if there were stupid things. (>""<)


about 2012 HV had more types of equipment and A LOT more possible options for suffixes and prefixes, Soul magic, more spells etc. It seems to me that all those options were added first and foremost to sound fun (SWORD-CHUCKS!). All of it was gradually trimmed down to what we know today, because balancing ALL those combinations was nigh impossible, also made it harder to have a consistent market. I'd say it was closer to rogue-like where absurd variety of equipment is the point and trimmed down to achieve a balance closer to MMORPGs (yes, it's unbalanced still). I doubt we will see any new types of equipment in the future, and even changes in stats are unlikely.

This post has been edited by Paarfi: Jan 10 2021, 02:42
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post Jan 10 2021, 02:42
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Chaisy



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To make mage harder:

Increase the monster level cap by increasing the amount of resists they can have. Maybe combined with decreasing the amount of crystals per point, so that on day one of this change all monster resists passively increase (along with power level), assuming points have been put into resists at all.
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post Jan 10 2021, 17:33
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Basara Nekki



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Some suggestions. I know that none of them will be accepted, but I will post anyway. (IMG:[invalid] style_emoticons/default/tongue.gif)

[ 1 ] End of Isekai.
[ 2 ] Transfer "The Tower" to HV persistent, as a new battle mode.
[ 3 ] Increase the tower's difficulty level.
[ 4 ] Make the award annual and permanent, in the same way as for galleries, with its own icon.
[ 5 ] In addition to an extra percentage of damage, add to award another modifier experience, hath and credits. There is no need for Mod Power.
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post Jan 10 2021, 17:53
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ikki.



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for Isekai:
1) plugin postage paid perk
2) nerf melee (IMG:[invalid] style_emoticons/default/tongue.gif)
3) make tower rank list public

This post has been edited by Ikki Pop: Jan 10 2021, 20:09
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post Jan 10 2021, 20:07
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Maharid



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QUOTE(Basara Nekki @ Jan 10 2021, 16:33) *

Some suggestions. I know that none of them will be accepted, but I will post anyway. (IMG:[invalid] style_emoticons/default/tongue.gif)

[ 1 ] End of Isekai.
[ 2 ] Transfer "The Tower" to HV persistent, as a new battle mode.
[ 3 ] Increase the tower's difficulty level.
[ 4 ] Make the award annual and permanent, in the same way as for galleries, with its own icon.
[ 5 ] In addition to an extra percentage of damage, add to award another modifier experience, hath and credits. There is no need for Mod Power.


This will be definitely good, just a little something until a real rework of melee will be done but still good.
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post Jan 10 2021, 21:49
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limitway



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The (draught) lasted fifty rounds too short.
The (draught) must be supplemented frequently
and it's very inconvenient in battle.
I hope the (draught) can be increased to one hundred rounds.

This post has been edited by limitway: Jan 17 2021, 11:22
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post Jan 11 2021, 02:50
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Juggernaut Santa



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QUOTE(Basara Nekki @ Jan 10 2021, 16:33) *

Some suggestions. I know that none of them will be accepted, but I will post anyway. (IMG:[invalid] style_emoticons/default/tongue.gif)

[ 1 ] End of Isekai.
[ 2 ] Transfer "The Tower" to HV persistent, as a new battle mode.
[ 3 ] Increase the tower's difficulty level.
[ 4 ] Make the award annual and permanent, in the same way as for galleries, with its own icon.
[ 5 ] In addition to an extra percentage of damage, add to award another modifier experience, hath and credits. There is no need for Mod Power.

[6] More soul fragments sources, we have no REs and Soul Catcher is disabled. Soul fusing is a pain in the current HV. I can't even soulfuse a superior after 2 days...
[7] 3 floors per day is too few, make it stamina based. That also means that floors shouldn't stop at 100 but be (potentially) unlimited.


QUOTE(Ikki Pop @ Jan 10 2021, 16:53) *

for Isekai:
2) nerf melee (IMG:[invalid] style_emoticons/default/tongue.gif)

Yeah right. I already can't soulfuse anything, make me bad too (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jan 11 2021, 02:53
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QUOTE(Juggernaut Santa @ Jan 11 2021, 00:50) *

That also means that floors shouldn't stop at 100 but be (potentially) unlimited.

They already are
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post Jan 11 2021, 03:36
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Juggernaut Santa



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[8] Display Isekai level on the forum on the side of the Persistent level
Something like:
Lv 500 (Godslayer) / Lv 200 (Isekai Protagonist)

[9] Custom titles for Isekai HV that are different from the Persistent HV ones.

[10] A more consistent way to get metal wood and cloth since there is no monster lab
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post Jan 11 2021, 04:13
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Nezu



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QUOTE(Juggernaut Santa @ Jan 11 2021, 01:36) *

[10] A more consistent way to get metal wood and cloth since there is no monster lab


They drop instead of precursor artifacts, the rates may be adjusted in future depending. But since everyone's getting the same amount it's pretty arbitrary for competitive reasons, and you're not really meant to complete isekai mode by getting level 500, full forged perfect legendaries, etc - it's more about improvising to get as far as you can with what you've got available.
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post Jan 11 2021, 05:55
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Juggernaut Santa



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QUOTE(Nezu @ Jan 11 2021, 03:13) *

They drop instead of precursor artifacts, the rates may be adjusted in future depending. But since everyone's getting the same amount it's pretty arbitrary for competitive reasons, and you're not really meant to complete isekai mode by getting level 500, full forged perfect legendaries, etc - it's more about improvising to get as far as you can with what you've got available.

There's a difference between level 500 fully forged and being unable to do level 1 upgrade on anything (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jan 11 2021, 05:59
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Nezu



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QUOTE(Juggernaut Santa @ Jan 11 2021, 03:55) *

There's a difference between level 500 fully forged and being unable to do level 1 upgrade on anything (IMG:[invalid] style_emoticons/default/laugh.gif)


Well, see how it feels in a month or two's time, rather than on day 3 before you're even farming all arenas daily (IMG:[invalid] style_emoticons/default/tongue.gif)
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