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Horsting

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Everything posted by Horsting

  1. To be true, I never understood the need for events in ingame news: As you said, there are the event buttons with the timer already, including those starting within the next 12 hours, in most cases. What does the news popup add to this? E-Mail notifications make sense, for those who are not online regularly, but want to be informed offline. And for patch notes, surveys etc, where you have no (prominent) ingame button for, ingame news make sense. For events, I find the popups annoying, especially when the shop/bundle popups come on top: You only want to start a daily missing, but need to click away two redundant popups first.
  2. Strange indeed, I thought it was already fixed with week #11 patch (2024-03-12). Probably only visually for oneself in one's league table, while effectively, for others, the bug still exists .... Patch notes entry says Since expired and reapplied boosters, as well as when one visits any team selection or edit page, the true gear is applied, a typical symptom indeed was that opponent's stats could have raised after their boosters expired. At least, opponent's boosters do now really expire immediately, instead of somewhere between 5 minutes and 5 hours after the timer ended.
  3. Same here. Didn't recognise since I use Harem++.
  4. Since the time consumption of the game raised to much, and after wasting huge amount of time testing Laby there, I have no mood and time for test server anymore. That one has to level up the hero and girls like on live server to be even able to test everything, this makes it even impossible to test all aspects. So I am not surprised that the number of those who did tested it is very small at best. But still surprising that really no one at least mentioned that +5% damage versus reviving tired girls is so light years away from anything that could be called "balanced" ... Probably most of us are too used to that, being happy already if an update does not break down the whole game. Got it. Strictly seen, still your thread, just not alone your content 😉. I just wanted to reference it non-ambiguously.
  5. Even worse when it was on test server, but still completely unbalanced. Sure, this is also well known from basically every other new feature, but no reason to not keep complaining about such unprofessional game development. That is true, for Laby in particular. No reason to keep going bad ingame documentation. Of course I have zero hope, as always, but I was too annoyed when a guild mate asked and I needed to search through quite a lot of girls to find the few mostly irrelevant ones having a role. Until then I thought that the patch notes were, as by times before, promoting something which was not really live yet. Looping through all information that is available, it was finally bolitho's the Laby guide put together by bolitho, which contain the essential "Laby exclusive" sentence. I mean some of the roles themselves, like reviving tired girls, make sense in Laby only. But with KK you never know ...
  6. It is a petty that Rosso does not (want to) understand the majority of the long-term players of the game. I don't think it would help to list the time it takes. They have statistics that show how often/long players are online, so they know pretty well. It is the central misunderstanding that it would be always better for such game the more time you "can" invest. Probably there is another misunderstanding that players would spend more money the more time they invest, or the ingame ads generate significant more money in that case. I think we made pretty much clear all over the place, that we want to be able to "finish" all daily tasks, even when having a job, family, other hobbies etc, and most of us chose to play/stay with this game because it originally was designed to allow that. And we want to be able to "finish", meaning that we want to stay competitive in PvP and at least have a chance to keep up with new content/girls and have some hope to "get them all" at some point. If staying competitive and keeping up with new girls/content requires too much time, those of us with some ambition but a real life can simply not play it anymore, first stop playing the clones, probably stop doing test server, testing, bug reports (that one for other reasons as well), mechanics investigation, spending time in forum etc. I basically mostly stopped being active in forum, since I am too busy now to click through the mandatory daily tasks, Laby, ME/champs, the new game mode revivals etc. However, this has become more than boring. I am someone who likes to dive deep, spend time with the community, discuss things etc. Clicking through a mostly bad (better thanks to scripts only) and slow GUI for hours is not what I have fun with, in a game without interactive (battle) system. After loosing the opportunity to do two mythics during a business trip due to bad internet, which was too slow for this game, but fast enough for everything else, I was again extremely close to stop playing this game. It again was pretty much only the adventure story which kept me going, and then a positive league week (another 1st). I do not wonder that large numbers of veterans quit. I disagree, at least the way it was implemented now. PoA and MD/R are both pretty time consuming, since you need to have a lot of short time slots going online. Finalmecia MDR showed that one cannot rely on plenty remaining shards even at the end, and of course one needs take care to spend all CP from natural regeneration, Laby, DGs, Pantheon etc, but only when M shards are available. To finish PoA without needing to spend kobans, one usually needs to keep all resources close to their max, respectively make a good plan to not loose natural regeneration or use resources when they do not match the current PoA objective. And champ objectives mean to have a 15 minutes timer for half a day. Planning this is time-consuming, needing to be online regularly before the current or next objective's resource runs full is stressful, and often hard to do when you have a job or family/friends activity etc. So knowing this, just cloning the event for its revival is a pretty bad decision, as it raises the needed time and stress level. It would be perfectly possible to use simpler modes for the revival, which give you more freedom to when you do them. The ME shop is a good example, especially during HA, such shop systems in general. BB is also an event type, which is completely independent from anything else in the game, so you have 4 days to choose any 15 time slot to finish it in one run. For mythics, I do understand that they shall remain something special and not to easy to obtain. Still, doing just another clone of the already existing MD clone MDR was IMO wrong, too "cheap" (zero excitement, zero creativity), too stressful overall. And for newer players: Affording 3 MD/Rs per month is impossible without spending decent money. Well, this however can be wanted, of course, and I do not generally blame KK for making money, specially when it is for mythics, which are still the most valuable reward in the game.
  7. As always, ingame documentation/info about new features is more than horrible, also patch notes do not contain essential info, like that it is relevant for Labyrinth only. I hate it to always need to search the forum or run tests to answer more than essential questions. This, apart from the fact that it is all completely imbalanced, at best some pre-alpha state for the test server, well, I personally would not even move it there but do some basic internal testing and balancing first, but being used to being misused as early tester on live server ...
  8. @renalove something is weird with the battle simulator in Pantheon and reflect skill: I have a headband equipped, and 3x cordy + 1x chlorella, as this was shown as best before I equipped the headband. I am not 100% sure, but AFAIK it did indeed show 9.55% win rate, which are now shown below the opponent team, definitely something close to it. After equipping the headband, the booster simulator as well as skill simulator tables however show much higher win chances, even without headband, and 4x cordy being best. At first I thought, it still thinks there is no headband equipped, but when switching to shield skill, all is shown 100% correct/consistent, so it knows that I have a headband equipped.
  9. Ups, right, I just saw the accents and denied to have any closer look. Since I learned a little French, I should have seen it, otherwise 😄. My first answer was based on only screenshot, my experience with the changed drag&drop and xRob91's answer/link.
  10. When will girl stats in Labyrinth finally have the effect documented on the Labyrinth info page? I understand that this is a balance shatter, and the more important it is to do and (let) test this ASAP on testing server. The actual code change should be more than trivial. This would contribute to @SamRei's suggestion as well, making tanks more tanky, and mages actual mages => more tactical options for skills in general. Indeed, instead of raising the difficulty to balance this, I would also prefer to have smaller squads instead, but that is a different question.
  11. Yes, this is for you to use to post in English here, instead of forcing everyone else (who cannot read French) to use it to even just understand what you are writing. The forum is called "HentaiHeroes EN", and there is a "HentaiHeroes FR", if you want to write in French. I usually do not care about such, as it just takes longer to get an answer or reaction, hence to one's own disadvantage. But I find it extremely impolite to point others to a translator, when you got a hint that you are writing in the wrong language in this forum, which is clearly named as English!
  12. Ah, so indeed something changed around drag&drop in champion drafts. When I tried move girls after the update, at first they were just not moved but moved back. I then recognised that I need to move them quite precisely above the spot/girl to replace, and was wondering whether this was much easier before. In my case it is however impossible to have 2 spots highlighted, i.e. the change has the opposite effect here: The "drop zone" has become much smaller, so that it requires more precision to move girls, while the effective gaps between them has become much larger, at least this is my impression. I guess there is a difference between mobile devices and desktop clients. I think before the update, the drop zones were just needless aside of each other, i.e. no overlaps or dead areas between them. Clearly a regression now.
  13. Seconded. Sadly, the way sexuality is still widely treated nowadays (this law is quite a prove), makes it impossible for me to share my identify online with anything related to it, no matter whether I in general trust the related actor or not. I am not talking about porn where the origin of the content, the free uninfluenced consent, and also age of all participants is questionable. IMO it makes sense for porn websites to (be forced to) verify as good as possible that no one got hurt or abused for the content they host/share. It is a delicate matter and much shit happens behind the scenes of a lot of (unprofessional) porn, same like with prostitution. However, this does not mean that porn or prostitution is bad per se, and in case of HH/KK we are talking about a game with paintings, not real human, in case of PSH it is at least verified known porn stars. For the consumers: IMO the right way to deal with children consuming porn is open education. In the end it is not so much different than (violent) movies, video games, beauty in (social) media, etc, where it is essential that one knows about/keeps separate fiction/fake/entertainment from reality. When doing so, also the movie/game/beauty tip/porn can be educational/inspiring. Trying to prevent everyone below 18 (long after the interest in sex arises) to access porn is IMO counter productive and a waste of resources. It just shows how much behind the moon some politicians live, or that they are too much afraid of people who live behind the moon, trying to please them for next election, while knowing that it is nonsense. We can only hope that KK fulfils the law in the most minimal possible way, allowing e.g. bypassing any identity check via VPN. Otherwise I'm out, too.
  14. True, it is consistent, but I am a little disappointed regarding the grade of details of the poses. I am also no big fan of how her skin looks/is coloured. Similar to VR Neono somehow, too smooth, too much/strong reflection/light effects, not sure what exactly it is, but it looks more like plastic than skin to me.
  15. Just recognised the same. Also the daily ME card rewards arrived just now. At least the missions are really available now.
  16. Is there a little glitch with DST change and missions? Right after reset, I could collect 150 kobans for completing all missions (which I am sure collected before reset already) and new missions are stated to appear in 1 hour, while everything else was reset now.
  17. I had 5 shards in a x10 fight, but only 1 SP charge left, hence 4 drops.
  18. There is another bug. Sadly I did not have developer tools open to get the AJAX response, but I am sure this is what happened: One of my tanks died through to the eccentric damage burn skill. She however did not die visually, but instead was kept showing ~13k ego, but she neither was attacking, nor was attacked, nor anything else, and after the battle she was lost/tired. So there is a visual bug when girls die from eccentric GS5.
  19. As said, with sufficient healers I actually see opponent voyeur girls as a gift, so that heals do not come all in one round, being mostly wasted. The chance that all healers get that much mana stolen that they are all delayed for a round is small, at least it never recognised this happening. But that was on normal difficulty, maybe on hard, the typical (red) battles, especially on higher floors, happen a little different. There is a way to manipulate which opponent girls are skilled (aside of choosing the right opponent, of course)? That sounds like abusing a bug, so be careful with this. Okay, if shield stacks, then having 3 shield girls does not seem to be bad, minimising the chance that tanks are not shielded, but not loosing the effect. I would still rate healing overall higher/more important, healing a higher ego amount, usually fully required on first heal, and assured to affect both tanks. But indeed they do not stack that well, so some measure to raise the chance that they cast in different rounds, at least when using 3 or more healers, taking into account also KH with higher starting mana (anyway preferred as being good DDs with high speed), is helpful.
  20. It definitely cannot be succeeded by only spending much money, like Pantheon, and it is a new battle system, with currently often changed balance, so that experience from other PvP and PvE modes do not really help in Labyrinth. You definitely do not only require a large amount of girls at max level/promotion, but also a selection with specific element/skill and those max out with skill bulbs. And then you still need a good strategy and luck with the relics. So yeah, currently even the players at the top of other leaderboards cannot all reliably make it without using stones, but other players with a faster/better understanding and strategy for the Laby in particular instead succeed, and when using stones, the number of players who can beat it is much larger. So I think it is okay, otherwise indeed there is not really a use for stones. Probably the gap between normal and hard is too large, and normal could become slightly harder while hard a little easier, to have players more evenly split over the difficulties, but that won't make everyone happy either.
  21. Pretty similar here, not >=100%, but practically still invincible: I could have taken Neono on front line alone to get a perfect score with 0 tired girls, but I do not care about the leaderboard and did let LanaLana tired beside her, before Mala got the (weaker but more than sufficient) duck master as well. And ego rebound was significantly buffed as well, I just did not see this last run. It does something, but not that significant, as long as the tank is not a DD in the same turn. For Neono as KH, of course this worked much better, but again was completely unnecessary as she was never in danger anyway. This was after the 4th boss on normal mode btw, hence some lost ego, mostly due to boss skills. Are you sure/did someone verify that multiple shields do stack? Since it hits 3 random girls only, and often 1 shield is enough to survive until the next healing is incoming, IMO also the value of shield girls, similar to healers, reduces significantly after you have 2 already. Actually it is more important that they do not all cast in the same round, hence I think having 1-2 exhibitionist girls with mana buff might benefit more after all than filling the whole team with healers/shields. But depends also on the classes and which elements you have as tanks. Unreliable indeed, I would probably also not prefer it as long as they are not blessed. Currently they are simply awesome DDs and in above team I had 3 of them, so the chance for any stun to happen was quite high. That is true, and awesome, since the other one keeps her mana and can stun after the other expired. Compared to most other defensive skills, this one actually "stacks" much better. But again, healers and shield and probably exhibitionist to have some healers/shielders cast earlier from 2nd iteration on, are overall most like more beneficial. But e.g. to me all other skills are much weaker, and it is hence a question how many girls of which element you can actually max out, or did as of blessings etc. And if there are just not enough healers/shielders, and playful are blessed, then I prefer them. I see the benefit mostly from mid to end of the battle: Opponent skills are IMO pretty irrelevant anyway, especially since they do not heal anymore now. It is by times to relax the gap between 1st and 2nd skill iterations, and to have the last opponent girls mostly stunned, so that your girls can be healed up for the next battle. Without stun skill, it happens more often that your tanks go damaged into next battle, so you either need to heal them in easy battles in mid/back line, exchange them, or have a higher risk that one gets tired in next battle, before first healing/shield comes in. The last two runs, with 2-3 playful girls, it was able to take one red opponent after another, and standing tanks were almost always at max health at the end of the battle. But probably you can achieve similar well, when you exchange them for more healers/shields, of course, especially when you have own exhibitionist or opponent voyeur girls. I actually love opponent voyeurs, when having multiple healers, since they cast in separate rounds when one lost mana from opponent voyeur skill, making the healing more effective. It's 4-5-6-7-8: All skills start at 50% and scale by 12.5% with every further level. I mean it is hard to see the effect of defence, when not watching/comparing the numbers in AJAX response, but to me it never made any relevant difference. Also 8% raised defence simply is a tiny damage reduction. Let it be 2k - 2.5k raised defence for the next 4 rounds, means 8k - 10k damage reduction split over 4 rounds from the 3rd - 4th round on, compared to a ~100k shield which is fully present immediately (of course not assured on the tank(s)) or ~150k healing, immediately. I think even a stun, despite being not assured, helps more in average than this little defence buff. And once you have some protective bubble, defence becomes even less relevant, as it is mathematically reduced by the bubble as well, while shield and healing (and stun) keep their full potential. I would rate the physical skill among the weakest, with voyeur and eccentric, at best a little higher with dominatrix, which IMO is also not too strong anymore: With healers and shields and in case stuns, you might want battles to last longer at the end, so your tanks can be healed up to max.
  22. Right, you can derive it from here, as long as the schedule does not change: https://harem-battle.club/wiki/Harem-Heroes/HH:Mythic-Days The last months, both MDRs revived the earliest mythic girls one after another. Last was Golden Lupa, hence next is expected to be High Mage Arcana etc. But there is no guarantee, since this changed, and by times girls were skipped for unknown reasons, like Level up Red.
  23. The per-girl relics are finally interesting, at least when there is any chance that they survive for a while, when you can use them against some boss or so. I got an intentionally picked some: I was surprised about how strong the Duck Master became. Sadly I got only 1, and actually Bunna was healer in mid line. However, 72%, only with the legendary relic, holy shit, and as HC she has quite some ego, hence she became tank. And she just never died in my normal mode run, while every red opponent killed the 2nd tank most of the time. I could have actually left that position empty, but was hoping for a second Duck master relic. 1 mythic Duck Master will usually mean safe win in easy and normal mode, no matter which girl gets it. Just put her to the front, and if you have any healing skill girls, no 2nd tank strictly needed. With the strong healing (Melisandre) and shield skills (Rabbi) skills, getting multiple Double Attack relics for them, makes them even more powerful: The only weakness/limit of healers is that, when they, like usually, do their skill all in the same round, most of the healing is wasted, and it can be too slow to safe a tank, or take too long after the first heal, for the 2nd to come to safe a tank: Girls start with 20 - 35 Mana, but for the 2nd skill they start at 0, hence tanks need to survive 1-2 rounds longer than, which can be tricky if not some opponent girls are down, stunned or such. With 42% double attack, Melisandre almost always healed 1 round earlier, sometimes 2 rounds, so Bunna's heal had a chance to have an actual benefit. So yes, they definitely do stack. Sadly my 3rd healer Mala died on the very first red opponent, getting all first 10 attacks in a row (I hate RNG, sometimes). I should not have taken her as tank, but well, she is CH and has hence lots of defence :(. Even when healing might still have been a little late by times, or insufficient against red opponents/bosses, Rabbi's shield came usually pretty early as well with her 63% double attack chance. Sadly, it can happen that, on the 2nd cast, the shield affects the very same girls who already have a full shield. Would be great if it would prefer shielding those girls which do not have it yet. Probably the 2nd best relic, though ... I also like the stun skill. Thanks to this week's blessings, I started with 3, later 2 (one was tank and died) skilled playful girls. The RNG is a bit nasty, sometimes they just won't stun, but usually they do, earlier or later, at least one, and this relaxes the battle significantly when you have some healer and shield skills as well. Most fights ended with only 2 stunned opponents left, allowing my healers to heal everyone back to max. I was actually pretty unlucky with all other relics this run, partly of course also since I took so many double attack relics: only 1 legendary protective bubble, only 1 mythic rejuvenation, only 1 rare finish move. And even that it was only this 4% finish move, the two defeat medication relics I had did nearly nothing, also since I had very few damage raising relics. When going for hard opponents with low single-hit damage, 1 hit from tanks simply does barely do 4% damage, hence has no chance to trigger defeat medication anymore. And even when this gets fixed, in such long fight duration, now with healers, it indeed does not make much difference. Previously, it was not uncommon that the 5 DDs brought down 1 or 2 front line opponents so much, that very often 1, sometimes even both tanks did the final hit in the first round, healing the often serious opponent attacks back up. Now with halved damage, in normal mode harder opponents with even more ego and defence (and in hard mode it will be even more), the first round has lost its thread, and tanks have zero chance to do a final hit in the first round, very low chance to ever do one. Some front defender and some egoist relics were the better ones I got, turning this overall into a pretty defensive and skill-intense run, where everything I ever lost was Mala with the unlucky hit burst, and then whichever tank I threw as fodder to Bunna's side. And I took all red opponents I could! Ah, and I skipped ego rebound relics now. They really lost much value after the (normal mode introduction) update, as of course their healing was halved together with damage and tanks do not do much damage. It just does not feel like they make much difference now, even some same-rarity rejuvenation (affecting all girls instead of 1) seems to heal at least similar on a medium damaged girl, more on a heavily damaged girl. It was not much buffed with the update either, compared to the other per-girl relics, was it? I also saw low rarity ones only this run, maybe higher rarities are more valuable, when combined with some Duck Master on a DD, used as high-damage-dealing tank then. I won't have much time the next week(s), but will at some point also update my harmony relic comparison table, so see whether the raised harmony buffs are not better compatible with crit chance or others. I still doubt it, but at least they seem to be no complete waste anymore.
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