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Everything posted by Horsting
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Definitely. When I heard about his first, since someone posted a link with session ID, so everyone on the forum was able to use his session and play his account, I thought it was some mistake/accident. Would have never expected this being by design by any serious website/game/whatever. It's like using user:password@host in the address bar, which modern browsers block, reasonably. _____________ Mission accomplished: Take care guys :).
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I btw did not want to imply a blame by mentioning this, but to show that I tend to see the positive things and defend developer/design decisions. I know I am also a thick head, when I think I am right, and sometimes I see too late that I am wrong. And I am not always careful the way a write things, so it's easy to take my words more offensive than they were meant. With two or more similar characters like this, discussions can quickly heat up 😅. And yes, I certainly understand better where the negative expectations and frustration was and is coming from. Definitely. I mean, I was mentioning and criticising these things a lot within the last year, but bundling it once again was probably a needed part of finally drawing the line. Thanks, I am also very happy to finally did the choice. And indeed, being invested, also always seeing the next opportunity to catch a new girl around the corner, does not make it easier. I did just seriously finished 1st and 2nd CbC days as first, now have 5x 1st and 3x top 4 stashed for DP or LC 😄. No, I just saw DP and won't do something about it anymore. Will finish the league as 2nd (sadly switched too late to blue-eyes-blue-hair team, and one hard opponent), claim all those CbC rewards, invest them in my girls and that will be it :). I was also thinking and talking about quitting since months ago, said that I will most likely quite after watching the first weeks or the first Lust Race event, because it was a quite significant P2W feature added, compared to how the game was before. But I got over it, after all I was still able to get a fair amount of rewards from every LR without paying particularly for it. And to be true, HH is much less P2W than many other browser games I have seen in the meantime, and they listened to feedback (I guess) and relaxed LR, made it easier to get all girl. Actually one point where user feedback seems to have been taken into account. So on the P2W end, they actually did/do the balance act okay, IMO. But the time and attention consuming event repetition click work, paired with the quantity and quality of new and long standing bugs, was finally too much for me. One thing I took from it, is to always start playing any game as 100% F2P for one month. If I see no chance to reasonably progress at some point within this month, its too much P2W, and better to stop. Else, I should know until then whether the technical quality and efforts of the developers are worth to pay for, to get some speedup perks and such. ___________ Thanks for all your kind responses! Wishing you all the best, with or without HH (and/or clones) 👋.
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Hey there, after 15 months I will stop playing Hentai Heroes, by the end of this league week. It has been an interesting time, a pleasure to chat and discuss with the community here (when I was still more active), and I also enjoyed parts of the game, especially the kinky and funny adventure story, which made me laugh loudly by times, the teasing art, and the challenge of beating even post level 600 veterans in the league, becoming a serious top 1 candidate with fixed top 4 position since, not sure, over 6 months at least. I crossed level 500 some weeks ago, did beat the hard labyrinth a few times without loosing a single girl (hard difficulty is unlocked once you reach level 500), and collected 32 mythic girls. However, I am posting here since I find it fair to give some feedback as serious power user, and also someone who did pay a fair amount of money for this game: I started with probably around 20 €/month, ended with almost strictly 15 €/month (season pass and gold card), which is also the maximum I see as actually fair for a game like this. I mean I was playing World of Warcraft in the past, when I was still in school, which did cost as well 15 €/month in average, which includes the fixed cost for buying it and extensions, when released. And does anyone seriously want to compare HH with the quality and efforts going into a game like World of Warcraft, with thousands of people involved in a complex full- and real-time 3D MMO 😉? But I know, inflation, and as F2P game, where most players (I guess) do not pay at all, there must be P2W elements for the others to compensate that, and whales to actually make profit. That is all fine, and a difficult balance act for sure. I am also software developer, have experience with web applications, maintaining a larger open source software project on my own, hosting a website, download server, software repository, blog, forum and all of this myself as well, so I can say that I know a bit what I am talking about, when it is about efforts, costs, end user support, maintenance/development/release cycles and all these things. I already mentioned some positive aspects above, art, story, generally the creative elements of the game, and at least the league as competitive element, which is for me the central game mode: Aside of trying to collect as many girls as possible, unlocking their art where I can, I do level, equip, skill, progress to be successful in league. Contests are also secondary for me: I do not want to win them for winning them, but for getting new girls and valuable resources, needed for becoming stronger in league. I was playing and paying for 15 months, so HH must have done something good enough. But I stop playing HH, because IMO there are some serious problems I want to outline. For me, it is not so much about how the game is right now, but about how I do not see it becoming better, but worse, by design, which I want to split into two main points: The Quality-, testing and bug fix management of Kinkoid is obviously horrible. I did not have much experience with browser games like this before, but I was shocked about the massive amounts of totally obvious/visible/major bugs that were introduced with (literally) every new feature, even with smaller updates, not being fixed for months or even years or ever until now. I can hardly imagine how the condition of the game developers/coders are so that such is even possible, where obviously no one is seriously testing or even carefully reviewing changes. There is a test server, which is sometimes used, sometimes not, but even when I am/we are testing new things there and report all the bugs, the changes/new features are just merged right away without any reported bug fixed. A prominent example is the league GUI rework, where sorting did not work, buttons were misplaced, the new booster indicators did not work (with several different bugs affecting this one feature for 9 months, IIRC), opponent stats (and own defensive stats) are often wrong until now, as well caused by a conglomerate of different entangled bugs, and much more. The introductions of girl skills just shortly after, when most of the league bugs were not fixed, introduced a bunch of new bugs, broke the x3 button (which is broken until now), and further broke opponent stats, since skills were not used at all after opponent boosters expired. Since the league is such a central element for me, I maintained a bug report thread about all of those, where you can see the history a bit, and all those things not fixed until today: Next prominent example was the Labyrinth. It was announced with the hint that it will be on test server for several weeks to assure we can test and give feedback, so I had the hope that this time it will be better than with the league and girl skills, while at the same time I was pissed that it was even worked on a new feature, while the long list of major league/skill bugs was still not yet addressed. I invested hours of my time to test it thoroughly on the test server and reported a long list of bugs and balance issues with much details, many of them trivial to fix. Well, IIRC, the Labyrinth was released not even a full week after I gave my feedback, without any change, full of major bugs and problems. IIRC the were some changes/balancing done a week later, which were again on the test server. However, the trivial, obvious and primary problems were not addressed, but balancing done on top a wrong base stats calculation (KH, CH and HC do not raise the girl stats as documented, which means that "tanks" are no good tanks and "mages" are no mages at all, but often better tanks), which is still wrong until now. I reported this over and over on Discord etc, and that every balancing done, while these basic stats mapping is still wrong, is complete nonsense. But I have been ignored 100% everywhere. Total frustration, and I never used the test server again for testing from that point on. What a waste of potential community efforts for raising the quality of the game. And damn, how is it possible that the club chat is started fully scrolled up to oldest messages since months, with only a tiny scroll button that is very hard to grab? Our club chatting has become significantly less since this, since people just do not see new messages, or are too lazy to always scroll down first to see whether something new has been posted. No one is perfect, and complex software always has bugs, so that is okay. What I am criticising is that I see zero efforts to make it better, after an obviously horrible feature introduction/update happened, even when announced. Yes, there were some weeks of bug fixes, with a bug fix survey, but it was a one time thing, fixing a few bugs (not all major ones), and afterwards many new were introduced, even some of those which were fixed before already. I have no idea how such is even possible. Like developers are working on an old branch/version of the code, and then force merge it, reverting bug fixes done on main branch in the meantime? Puhhh ... For me, on my software project, bug fixes have highest priority over everything else: If we find a bug, or users report it, all efforts are going into investigating and fixing it. There is no survey needed about which bug people want to have fixed first. It is mandatory standard for me that a known bug has at least tried to be fixed before working on any new feature. It is rare that a bug is outside of own abilities/responsibilities, like if it is in an external library, and especially when it is hardware-related, in kernel, firmware, drivers. But all HH bugs I reported and I am talking about here, are in the game code, or can be fixed/addressed in the game code. It just looks like KK has no real interest in doing this consequently, which I find unacceptable and incompatible with the natural ambition and honour I have as software developer to deliver a good quality product, which I do also expect from software I consume and pay for (fair or not). Related to this is the user feedback management. It is normal that one cannot make everyone happy. I talked about World of Warcraft, where also every update triggered a bunch of trolls in the forum to criticise every change, while I was almost always among the ones to defend the changes, try to explain the positive sides and that some criticism points are also factually wrong. I also defended the girl equipment here at first, which was much criticised by most of the community, and I was even blamed here for doing this, as a new player, in a probably too "aggressive" way. More than a year later, I am still confused that the (native game) GUI around managing girls gear is still extremely bad, very slow, zero overview over which girl currently wears what, has which bonuses etc. So yeah, if new features are dropped in like this, without caring about the GUI around, listening to user feedback and enhancing it accordingly, it is better to not introduce a new feature, IMO. Generally, I am confused that all those years where community scripts do heavy improvements (I would say mandatory improvements for any serious player) to the game GUI, absolutely none of those have been ever implemented into the game (ah, side of the "booster detector" script, however in a broken way for 9 months or so): several pages give very bad overview, require unnuecessary scrolling and navigation steps, where scripts provide a clean compacted version with no scrolling needed, better overview quicker navigation etc. In the game instead, some elements have become even larger requiring more scrolling and reducing the overview one has at a glace. Similarly the league's pre-battle page, which added the need to navigate back and forth whenever battling an opponent in league, while the main league page implies a lot of data load and processing, and is hence very slow. This was almost instantly reported as regression by many players, quickly addressed with a great/mandatory community script, but never been enhanced in the game itself. Instead, the x3 button, intended as time saver, is left broken until now. It is so easy to look through the features of the community scripts, which give free information about which aspects of the frontend need to be enhanced. But this potential has just been ignored. Another major point of criticism among the community is the constantly increasing time this game costs, which is also one major reason I do stop playing now. I am not generally about depth in games, like with girl equipment and skills, but the GUI around it has to allow dealing with this depth properly, which good overview and quick toggles/buttons/etc to manage things. If I have the impression that most of my time is pure click work, waiting for pages to load or skip buttons to pop up, then something is wrong, IMO, and I see my time wasted unnecessarily. This has never been addressed properly, so that e.g. the weekly adjustment of the league team(s) has become very time consuming, when aiming for top 4, at least (where fine tuning is needed), especially if not using community scripts. But more importantly than the GUI is the added new game modes, and increasing repetitions of existing game modes. Since I started, aside of girls' equipment and skills: - The number of monthly mythic events raised form 2 to 3. - The number of PoA events has been raised form 1 to 2. - The number of KC events has been raised from 1 to 2. - The number of seasonal (now "mega") events has been raised from 1 every 3 months to 1 every month. - A new contest with 6 days has been added (increasing the number of contest days and potential overlaps by 3). - The Labyrinth has been added as new game mode to be done every 2 days. - And as a negative synergy, many of these added events/modes give more energies rewards, which again cost time to deal with. Especially the large amount of added kisses take huge time to spend in season: similarly to x15 button in league, the x10 button in season cannot be used by any serious player, since the auto-choice is bad, breaking any ambition to compete with max PvP battles in e.g. LR and league top 1/4, of course. And those 10-20 minutes every day to click over and over battle, skip, ok, battle, skip, ok (at least I wrote a little own script to just hit RETURN for skip (and "ok", while it was broken in game code)), and often needed to wait 10 seconds before the new player draft appeared, because somehow the opponent choice timed out. This has been addressed now, but instead, I have almost always a 1-2 seconds delay, when the initial level/mojo limits are lifted to find opponents. No idea how such an operation, which should take milliseconds at the backend, can lead to any noticeable lag at the frontend. These 10-20 minutes every day, especially on those were I do the Labyrinth as well, are the most annoying minutes I face in this game. At the same time, there has been zero event/mode removal or speed up. This is easily doubled time invest for me since I started with the game, clicking through all these new GUI and game mode elements, increased season battles, and the same repeating event types over and over again. Instead, we got some statement from the boss that "playing 30 minutes is better/more interesting than playing 5 minutes" and we should not be so "nostalgic" or something like that, completely non-understanding or ignoring the point of our criticism. It makes sense to give new players the option to get older girls, but be a little creative about how to do that, instead of just adding repetitions of the same events. Shops are a good existing example, having also event girls stashed like PoP, CC and league girls are another one. There is zero reason to do any identical revival of any event, IMO. It is simple: Rosso and whoever is responsible, you have a full-time job, and you likely have a family and friends, which require a certain time daily. Now try to seriously play Hentai Heroes. With "seriously", I mean to participate in all events, finish the Labyrinth every 2 days, trying to compete in D3 league, min/max your PvP and PvE teams/girls etc, with the native game as it is, playing all its facets, using all resources. Do this for some months, then tell me that this is enjoyable and does not have a negative impact on your job and RL, and that the GUI around all those features is sane. Of course, you are not playing this game with such competitive/ambitious way, and this is okay. But then, listen and try to understand those who do, who constantly repeat over and over the same major points of criticism, while the game is constantly developing into the opposite direction, adding more and more repetitions, new buggy features around a too slow and non-fitting GUI to actually manage them properly. We started this game when it was more casual, and did consume less time, and we kept playing it because it was that casual and consumed that much time, at least most of us, which I read here on this forum. Of course you are free to develop this game for kids (who should not play it) with plenty of free time, but you will loose your veterans, like many who have gone already, and now me. I have no full insights into income/profit of this game, but the last time I saw derived user numbers from the LR event, it was decreasing. Similarly, most popular clubs seem to struggle keeping their number of users full. Two important forum moderators just vanished without leaving a note, at least three major community script developers stopped playing as well. So at last to me it looks like the direction of development and design does have a negative impact, and that it is not clever to ignore feedback that way, especially from the long playing veterans who make such an important base of this community, coding scripts, writing guides, doing testing, mechanics investigation etc. So TL; DR: I stop playing this game because it is not seriously taken care of delivering it with good quality and few bugs, and because it is not seriously listened to community feedback, especially about the increasing amount of time it costs to deal with the slow GUI any increasing event repetitions. Start to seriously review code, before merging it, seriously test it, with static code tests but also functional tests, and manual tests of new features. Let users test new features on the test server, and do listen to their feedback, addressing the bugs they find and report. Listen to your veterans which are so essential for the community, try to understand and take serious their feedback for game design directions. Much text, sorry for that, many here will know me in this regards 😄. Thanks to the community for all the nice conversation and interesting discussions, and I wish you all the best, with or without this game. After experiencing the past 15 months, I have no hope that this thread has any effect, or is even read by anyone responsible (it surely does not help that it is so long), but I did not want to let the opportunity go to drop off once again my thoughts 🙂. Take care, stay safe, assure to enjoy what you do and do what you enjoy.
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Okay so it all works as expected, but some of you are in a level and mojo range, where simply no player is in range which gives more mojo and is beatable with high chance. What I would change is to make level and mojo upper and lower borders equal in all cases, so that one is always within the range of all players who are in one's range. Currently, it is possible that there are only 4 players within your range 16 - 25 levels below you are close to 1000 mojo below you (or ~87-75% level/mojo below you for low level/mojo values). In this case, both can be stuck: you get only 1 mojo for defeating them, and you are outside of their level range, hence they cannot get 40 mojo for defeating you. If their are not using #WeakInSeason teams, they may have also bad changes to beat each others, hence do only slowly catch up. This would certainly help with the problem, since whenever you see only 1 mojo opponents, you can be sure those see you as 40 mojo opponent, so that you can help them catch up with a #WeakInSeason team, to benefit from it later on.
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Since I do get the expected mojo and also expected opponents offered at my level and mojo range, did you guys check whether the mojo you get is wrong (not 20 or up while you have some or less mojo), or whether you just get opponents with much less mojo than you? And if the latter, are there actually players in the leaderboard around you, within your level range, which could have been taken? Would be good to find out whether or what exactly is bugged. I mean there are always circumstances where you are just alone in your mojo and level range for a while, so just seeing low points for 1-2 days is not a prove of a bug.
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Thanks, sadly adding the filters key as empty list did not help either. On the phone it works, so it has to do something with this browser. Again, I cleared all cookies and browser data, and it is still broken. I'll open a ticket.
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There was this bug in the past where leading the season was hanging for 10 or 20 seconds, because the system could not find 3 opponents (excluding the ones from last draft) within the level and mojo range. And then often one had a doubled entry (same opponent two times), or one completely outside of the expected range. However, since a longer time I did not face this anymore, so I thought it was fixed already. Now the patch notes contain exactly the suggestion I made that time: to raise the level and mojo ranges for valid opponents, if no 3 could be found, instead of letting the system running into some timeout. No idea why this was even still required, and obviously, while it on its own is a reasonable change, it broke things elsewhere.
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Since the menu does not expand, there is no "reset filters" button visible. I tried to remove the related keys form local storage, but that did not help either. Could you show your local storage keys? Probably the filter key requires a valid entry. In my case it is not defined now, and only the sorting and grid keys are generated automatically so far.
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Am I the only one affected by non-expanding (classic) harem filters? Simply nothing happens, when I click the filter button, only the selected girl's class icon disappears, likely to make more space for the filters. This happens independent of any scripts 🤔. No error in browser console, not any other hint I could find. Clearing cache etc does not help.
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Ah thanks for the info. I just wanted to try it, but today's update seems to have broken the harem filter, which does not slide in anymore (with and without scripts) 😑. Nice idea to fetch girl data from opponents 👍. @renalove since the Harem++ collector seems to not work anymore at all, what do you think about the idea to use the HH++ harem data, if available? The HHPlusPlusGirlDictionary value needs to be base64-decoded and then gzip-decompressed to get the JSON, or just import and use the HH++ Helpers. Seems to make more sense to me than fixing/developing an own collector, doubling processing and storage, for those which use both apps. Best would be probably a JavaScript library for the collector, which can be used by all apps, and loaded only once by whichever app does so first 😄. I could try to come up with a PR or patch which implements this, if wanted, but your time rare.
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@zoopokemon @renalove Is there any idea how to collect data about girls one does not have all shards yet? Some weeks ago, while debugging something, I accidentally purged the local store. Since then, the shards batch for all those cases are unknown to HH++, at least until I collect another shard: Browsing through all those girls in the classic harem does not help. Not sure if there is a good way to collect data when new girls are loaded while scrollen the harem? Better than nothing, at least. In case of Harem++, I was surprised that its old snapshot of girl data and shards survived, and realised that it uses the "cache storage" instead, which I didn't know about: Seems to be a good idea for larger amounts of data, which could hit the local storage limit. However, the problem is the same, the shards counts are outdated (stuck at 26th January, the games harem performance update) and new girls added to the game do not appear in the traits filter, until one has 100 shards of them. Not sure which info is available from girls below 100 shards, and where, but probably both apps can contribute to and share the same harem cache with a new collector. I'll have a look into it the next days.
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I was a little lucky this time: one Pachinko-only girl from EPx1 during DD and the other one from 1/1 EvP. Only 40 girls left in EP pool, so 2 more DDs and I'm finally able to assure the CE chest and farm OD girls more effectively.
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The Labyrinth - Feature since December 6th 2023
Horsting replied to bolitho76's topic in General Discussion
There are already two reports where logout and login helped. Worth an attempt 🙂. -
I needed only 25 CP to get the video, which I had left from past ME cards. I would have never bought or claimed extra CP for this, so guess I was lucky. I got it while there were shards. There is no one who confirmed a video drop while there were no shards, right?
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In my club someone with the same issue says that logout and login helped. Better than sacrificing the remaining team, so worth an attempt until KK fixed it.
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Legendary bulbs are still a bottle neck for new players, I guess, so I would not recommend to "waste" bulbs on +100, just because the cap has not been raised to 750 yet. One could reset skills, but Ymen are probably the largest bottleneck until (hero) level 300 or so. So for L5 I would keep it simple indeed, and just recommend the +1% as this is finally best for them. Regarding R5: I don't think that anyone will be able to gear them above 10k, at a point where it is still regularly needed to use them to complete the roaster. Let's see, 6 maxed mythic items give 1.8k, so a girl needs to have above 8.2k main stat to ever be able to benefit for more +1%. I just checked all R5: Only Battle Bunna has ~8.5k main stat, all others are below 8.2k. Once one has a nearly full set of level 10 mythic gear, I don't think she or one of the two E5 in the game will be relevant for PvP anymore. So I agree to keep it simple, just recommending +1% for all L5 and above, +100 for all others. Similarly +70/70 for all 5* first, and skipping that one for all 3*. Still not sure whether the non-primary stat has relevant impact (defence) for champs in early/mid game, but similarly not worth to make it over-complicated for draft filler-girls.
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When adding info about how to skill 3* (and 1*) girls, it however is all they can be reasonably used for. It's about rarities up to epic only, of course, when one simply has the bulbs left, which happens pretty fast. What I personally do, is when I finished a draft for a champ, and there are some rare, epic or common girls among them, I skill their tier 2. The benefit/difference is tiny, of course. However, when not taking champs into account, the only other "correct" info would be to not waste bulbs into any other then 5* and up girls at all. As said, all "new" (non-ancient) L5 girls are close to, but above 10k, 10,313 to be precise: https://harem-battle.club/wiki/Harem-Heroes/HH:Hardcore-Haremettes Some ancient ones as well, like Demi. Only some ancient ones are below 10k, and then much closer below than the others are above, like Blet or Bianca with 9,938: https://harem-battle.club/wiki/Harem-Heroes/HH:Know-How-Haremettes https://harem-battle.club/wiki/Harem-Heroes/HH:Charm-Haremettes I tested now whether the bonus applies to gear as well, using Harem++ which does remove (or not show) the gear stats bonus, but the skill bonus: Without gear: With level 9 mythic (+270): The main stat diff without blessings is 10,735.8 - 10,725 = 10.8 = 4% * 270, matching precisely the additional skill bonus from gear. The main stat diff with blessings is 14,493.33 - 14,478.75 = 14.58 = 4% * 270 * 1.35, matching precisely the additional skill bonus from gear and blessings. To be sure, I also checked her actual stats with full gear bonus from the team edit page: Without gear: With gear: 14,857.83 - 14,478.75 = 379.08 = 270 * 1.04 * 1.35, again matching exactly the (full) gear bonus with added skill bonus and blessings. So the gear bonus indeed does contribute to the skill bonus, which easily brings every L5 girl above 10k, even with only level 1 common gear. Oh, did you actually check with battle simulator whether this is better than replacing the 1st girl with shield, despite the missing tier 3 bonus? I did check this several times, and it was always much better to use an M6 shield. For attacking in league it was/is just SO much stronger, that all those bonuses and also blessings just did not matter. The only thing I could not test yet is other skill M6 with full tier 3 synergy + double blessing, vs M6 shield without any tier 3 synergy or blessing. But for defence, indeed the question is then whether, in the defence team, to replace the shield M6 with a reflect M6, or a stun one with full tier 3 synergy. Also depends a little on the additional gear you have for them, or whether you are in mood to always switch the gear between the two girls (which I never was) 😄. Nice overview. It probably makes sense to recommend Harem++ in the guide, where everyone can check this right in the game, for the girls one actually owns. For me, as I mentioned above, M6 without shield skill are not so relevant, but instead I check whether I have an M6 with shield skill and matching pose or eye colour, for at least half tier 3 synergy. Also, agreeing with you about C5 and R5: I do not consider them anymore, since their tier 3 and tier 4 bonuses are simply too low to be competitive. Only exception is "Previously Mythic Mala", who has at least L5 base stats, while she is C5. With common blessings, this shifts her slightly above the threshold. However, this is pretty much fine tuning, too much for an initial guide, I'd say, and also depends much on the personal game progress/girls.
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@Attirm A very nice summary, many thanks for posting it! I do not agree with each and every part, though. E.g.: I do not skill the +70/70 stats bonus for 3* girls and below, which are relevant for PoPs and champs only, where only the primary stat counts. So there I max out +100 primary stats and rest into +1% primary stat. Though, in case of champs, I am not 100% sure whether the secondary stats do have a relevant impact on the girl's defence. For early and mid game, their defence can help enormously to gain equilibrium with damage you receive and healing your girls do, when using a mix of alternating CH and KH girls, maxing out the benefit of their class skill bonus effect (mostly ignoring the double damage poses, if it is HC). In a low average level club, this is also possible against Chayotte, gaining up to 20M Ymen in one battle. However, I don't know how the defence of girls against champs is derived. L5 should get their +1% primary stat raised to level 4, instead of +100. All new ones have their base value above 10k, the older ones get it above 10k with little gear. Though, not 100% sure whether the gear stat bonus is raised by this skill. Will check back. It should be mentioned, that the reflect skill is particularly strong for your defensive league team, since relevant opponents attack you when they are boosted, usually with a mythic booster as well, which gives them very high AP, while you are usually attacked unboosted. The reflect skill is very nasty for any attacker, since it reflects the very same damage, no matter how weak the opponent is, basically assuring lost points if you crit yourself, and do not have a shield with very high ego (which is why Chloralla boosters are best with shield against reflect). Stun is only better than shield, if you are battling an opponent that is stronger than you, i.e. if you are mostly assured to loose points anyway, and it is only about raising your change to lower lost points with lucky stuns. Reflect is often good then as well, so one needs to compare shield, stun and reflect then, and it also depends on your boosters, the opponents skill etc. For top 1 and top 4 candidates, it is usually not relevant anymore. But that's minor things to discuss, add and in case adjust. Otherwise a great starting point for a guide 🙂. EDIT: Ah, @bohammettuz just mentioned the reflect thing. And right, stun can be also annoying as defensive skill, at least if stronger opponents use it. But at least when using the full tier 3 bonus exhibitionist/submissive or physical/voyeur teams, it is out of question, since you have only shield and reflect available with those 😄.
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laa (league addicts anonymous) How you doing in the "League"
Horsting replied to casey's topic in General Discussion
Looks good. Not my best week, battled e.g. Gor when he was just re-boosting, and had the bad luck loss as well. Was expecting a better score thanks to the counter bonus against all those playful teams. But I am happy to have defeated sinnet89 🙂, which I was not able to in the past. Not sure whether he played all serious this week, though. -
If anyone ever wants to write a Q/A guide about girl skills: With the 2024-06-26 patch income normalisation, it has become much easier to choose the perfect tier 1 skill combination: For grade 3 girls and below: 5x200 + 1x2% For grade 5 girls and above: 1x200 + 5x2% Here the table for the grade 3 girls, which are closest to the 10,000 breaking point: Grade 3 Base 8890 +200*X Sum +2%*X Sum +10% club bonus 1 9090 5 9999 10908 2 9290 4 10034 10963 3 9490 3 10060 11009 4 9690 2 10078 11047 5 9890 1 10088 11077 With 8,890 base income, even with +200*X bonus maxed, they do not reach the critical 10,000 income, where +2% would become more than +200. And the club bonus is added additively to the +2%*X bonus, i.e. base income + 200*X is multiplier with 1.12 - 1.2, so that the club bonus has no impact on perfect skilling.
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The Labyrinth - Feature since December 6th 2023
Horsting replied to bolitho76's topic in General Discussion
A 100% ego shield would require at least 4 stacked ones already, so then they do stack, which still makes the shield the most valuable skill to have multiple in the team, even when 100% shielded girls would not be avoided. I also have min 3 of them each run, while only max 2 submissive healers. -
I was thinking the same. Would be OCD version, since the shards symbol has been removed in BDSM version, probably because it regularly caused this overlap with the number. But, at least the left side screenshots are from contest rewards, and there, the vanilla game must show the number of shards as well? I claimed mine already, so cannot check. EDIT: Just checked on test server, and indeed the batches and overlap do show up on contest rewards in vanilla game. So no HH++ issue here. EDIT2: Here Tom verifies it: And as said, the BDSM HH++ does not show the shards symbol anymore, but the number only.
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This is however expected and good IMO. Note that level 2000 was the last level a while ago, and was meant to be VERY hard to crack. You basically need 4x Cordyceps, a headband mythic booster, some luck/a good team with blessings, and a good mythic girl with reflect or stun skill, to have a decent chance to win that one. If Pantheon would remain to be as easy as up to level 1500 or so, everyone would just be stuck at the new max 3000 by now, the leaderboard would loose its purpose etc. Also this feature does not take much more or less time, no matter how hard it gets at the high level bosses: You have to take care once every 100 levels, when legendary/mythic days/revival are ahead, and that's it. This is also well known: The Pantheon bosses do not get their power from the girls (which is naturally limited), but from their own stats, like your hero stats, which are higher than yours. And, after the girl skills and gear have been implemented, they give bonuses to AP/defence/ego directly, bypassing the team power (which is only the sum of their HC+CH+KH). Especially the tier 3 skill can give huge AP bonuses. The team power basically lost its importance to rate an opponent's difficulty, after girl skills have been implemented. I usually have pretty average team power in D3 league, and I still won most of them, never were outside of top 4, the last months, since I take much care about good tier 3 synergies and matching mythic girl equipment bonuses, so that my AP and ego stats are among the bests. There are already quite some women playing this game, also here on the forum 😉. Indeed, apart of the league, the adventure story is what kept me going when I wanted to quit a few times. I fear the moment when I reach the end of it, or when the story gets boring (so far I still like it). Still some worlds to go for now. But not sure what this has do to with the topic that other game modes are taking increasingly too much time? Maybe if KK invested less time in implementing new unwanted features and game modes, but more into a creative, funny and interesting adventure story.
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The Labyrinth - Feature since December 6th 2023
Horsting replied to bolitho76's topic in General Discussion
Didn't the shields just stack in this case, i.e. a girl with 100% shield will get a shield with doubled durability? Also, when I watched it last, it was possible that one girl got two (times) shield, even when others did not have one yet. Has this changed, so that girls without shield are preferred first? That would be an enhancement. -
The Labyrinth - Feature since December 6th 2023
Horsting replied to bolitho76's topic in General Discussion
This is one of the reasons why the eccentric girl's bonus was overrated once (is in the performance handbook). Crit "damage" really means "damage" here, not "attack power". Otherwise it would be an AP multiplier, not a damage multiplier. That KK mixes the AP/attack and damage wording further in Laby relic texts does not exactly help to clarify what means what. 5% AP bonus is clearly superior to 5% crit bonus (as long as you do not have a very high crit damage bonus), since +5% AP raises the "damage" by more than 10% against harder opponents, where their defence is usually above half of your attack. Against the hardest opponents/bosses, where of course all this matters most, it has the weakest effect. It takes another week before I can play hard difficulty, so I can just imagine that red opponents and bosses have probably ~75% of your girl's AP as defence, reducing the effectiveness of (crit) damage bonuses by 75% compared to AP bonuses? EDIT: Removed the block about "Vigorous Motivation", which is an AP multiplier, not a damage multiplier, and hence still very strong.
