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Old Apr 22, 2011, 01:32 AM // 01:32   #1
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Default single dp removal for heroes

Make it so you can use wintergreen/peppermint candy canes on heroes. It would be cool to use single dp removers on them. If you want to waste 7 ccs on them I think you should have the right, it will cost you more money anyways. Keep all the other single cons away from them though.
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Old Apr 22, 2011, 01:33 AM // 01:33   #2
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/signed

oh gods yes i want this. so hate how the party wide is always more then the single dp remover. plus it would save room in my bag. xD
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Old Apr 22, 2011, 01:46 AM // 01:46   #3
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Very useful.

Monsters tend to target the one with the most DP. Therefore making my healer hero accumulate 60 DP very fast.
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Old Apr 22, 2011, 05:25 AM // 05:25   #4
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/signed

Would be very useful since then I wouldn't have to use my 4 leaf clovers..
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Old Apr 22, 2011, 08:11 AM // 08:11   #5
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Would you still get sugar points for using it?
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Old Apr 22, 2011, 08:32 AM // 08:32   #6
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You should add a concrete suggestion *how* to implement this, particularly one that is easy/simple, if you expect it to see the light of day. It's not like this idea has never crossed anyone's mind before.
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Old Apr 22, 2011, 10:03 AM // 10:03   #7
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Quote:
Originally Posted by FoxBat View Post
You should add a concrete suggestion *how* to implement this, particularly one that is easy/simple, if you expect it to see the light of day. It's not like this idea has never crossed anyone's mind before.
How about having it apply to whatever hero is currently displayed in the inventory screen? Open Inventory, select hero's image at top, open bag in which DP removal is stored, double-click as usual.

Oh, and /signed.

I have a rather large stock of honeycombs & rainbow candy canes at my disposal for use as hero DP removal (I didn't get nearly as many clovers as I'd have liked), but it feels very wasteful to me when I can't direct one of the many 15%/full removals I have towards my heroes instead.
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Old Apr 22, 2011, 10:12 AM // 10:12   #8
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/notsigned

I'll admit there are times when I wish I could use the removals on heroes but really if they are dying so often you're suppossed to actually fix the builds, not spam sweets to make the punishment go away.

Last edited by Outerworld; Apr 22, 2011 at 10:17 AM // 10:17..
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Old Apr 22, 2011, 12:25 PM // 12:25   #9
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/notsigned

I'll admit there are times when I wish I could use the removals on heroes but really if they are dying so often you're suppossed to actually fix the builds, not spam sweets to make the punishment go away.
Not every build for a hero team ( or any team ) can be 100% strong - remember your only as strong as your weakest link and every team build has a weak link somewhere.
Eg Discordway can have probs if theres strong hex/condition removal.
Say you have a team build with 2 mm`s pumping 10 minions each and some reason 1 or both dies ( say a boss got a lucky aoe on them ) now you have a problem where you are temporary 2 men down and foes have increased by almost 20 due to masterless minions and this puts more strain on team especially with healing.
Thats just a theoretical scene but it can happen - i even did sparkfly swamp vq and from start to finish every foe seemed to have it in for dunkoro ( they left the other monk well alone ) and i was surprised at the end he only had 18% dp even tho he spent most of his time dead - was both funny and sad as the sad part was i even stopped attacking and stood still and i was ignored by foes ... next time i might make dunkoro into some fun tank and take a load of aoe nukers to wipe foes out while they see to dunkoro lol.
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Old Apr 22, 2011, 12:47 PM // 12:47   #10
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That's why it's more effective to use different builds in different parts of the game...

Of course, I don't really care what builds other people use. If they want to use less effective builds and DP removal, I don't really have a problem with it. I can always sell them my sweets.
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Old Apr 22, 2011, 01:10 PM // 13:10   #11
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Quote:
Originally Posted by Spiritz View Post
Not every build for a hero team ( or any team ) can be 100% strong - remember your only as strong as your weakest link and every team build has a weak link somewhere.
Eg Discordway can have probs if theres strong hex/condition removal.
Say you have a team build with 2 mm`s pumping 10 minions each and some reason 1 or both dies ( say a boss got a lucky aoe on them ) now you have a problem where you are temporary 2 men down and foes have increased by almost 20 due to masterless minions and this puts more strain on team especially with healing.
Thats just a theoretical scene but it can happen - i even did sparkfly swamp vq and from start to finish every foe seemed to have it in for dunkoro ( they left the other monk well alone ) and i was surprised at the end he only had 18% dp even tho he spent most of his time dead - was both funny and sad as the sad part was i even stopped attacking and stood still and i was ignored by foes ... next time i might make dunkoro into some fun tank and take a load of aoe nukers to wipe foes out while they see to dunkoro lol.
That dp gained from that scenario wouldn't significant however so you wouldn't need to use sweets there. It only really becomes an issue when 1)It's partywide and 2)It's past 30%.
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Old Apr 22, 2011, 01:45 PM // 13:45   #12
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Originally Posted by Outerworld View Post
That dp gained from that scenario wouldn't significant however so you wouldn't need to use sweets there. It only really becomes an issue when 1)It's partywide and 2)It's past 30%.
3) When only the healer gets 60 DP.

-Foes will target the healer.
-If Foes kill the healer, the healer gets concentrated on. Therefore targeting only the healer.
-Healer heroes will have less energy, making energy management even worse than before.
-Whole group dies from not having enough heals.
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Old Apr 22, 2011, 02:07 PM // 14:07   #13
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Quote:
Originally Posted by Miteshu View Post
3) When only the healer gets 60 DP.

-Foes will target the healer.
-If Foes kill the healer, the healer gets concentrated on. Therefore targeting only the healer.
-Healer heroes will have less energy, making energy management even worse than before.
-Whole group dies from not having enough heals.
It's highly unlikely that the one healer will have 60% dp and the rest having no dp at all, bringing me back to what I said earlier; you should fix the team, not just eat sweets and make it go away
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Old Apr 22, 2011, 02:18 PM // 14:18   #14
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Originally Posted by Outerworld View Post
It's highly unlikely that the one healer will have 60% dp and the rest having no dp at all, bringing me back to what I said earlier; you should fix the team, not just eat sweets and make it go away
Really? After being spiked by one group, my healer accumulated 15 dp, and then after going to the next group, the healer got spiked again.
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Old Apr 22, 2011, 02:43 PM // 14:43   #15
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We mean by a common scenario - Not everyone runs meta team builds and especially sabway or discordway.
Another example in a way would be vaetire farmers who apart from the vaetire farms risk of death they have a small risk of death running to jaga because the map contains a random worm popup which is only random in the sence he doesnt always show.
You can run it say 100x and only 2 or 3 times get the wurm and often its that unexpected you get hit/hexed and die but this is a weak example and only covers 1 person.
But if in a zone where there are popup spawns but the spawns have several spawn locations that can catch a party out - think of mindblades in chaos plains and 3 possible spawn points each mob.
Remember some zones and elite zones have anti caster foes , enviromental effects or even secret lair of snowmen where theres no xp to be gained and if bad luck arises on your heros they will gain dp which will never go down.
Think of it this way - we have to equip our heros with runes/weapons/skills , they steal our drops and xp/cash but weirdly unless we use clovers and have dp ourselves we have no real way to remove their dp
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Old Apr 22, 2011, 03:07 PM // 15:07   #16
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Originally Posted by Miteshu View Post
Really? After being spiked by one group, my healer accumulated 15 dp, and then after going to the next group, the healer got spiked again.
Then fix your healer.
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Old Apr 22, 2011, 03:13 PM // 15:13   #17
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Another button off to the side of your heroes/henchies (a USE) button and after clicking it, you can click on something that would normally only affect you (such as a candy cane), but it affects the hero/henchie that the USE button is pressed for. Just a thought off the top of my head.
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Old Apr 22, 2011, 09:04 PM // 21:04   #18
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Quote:
Originally Posted by FoxBat View Post
You should add a concrete suggestion *how* to implement this, particularly one that is easy/simple, if you expect it to see the light of day. It's not like this idea has never crossed anyone's mind before.
It can be easy as dragging the CC to the hero's picture, skill/health and energy box or have a drop box when you click on it with a list of names in a party. The later would only need to be implemented if they made all personal cons usable on heroes though. The first part is so simple I shouldn't need to say it.
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Old Apr 22, 2011, 10:55 PM // 22:55   #19
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/signed

+ Sweet title will be easier (single dp remove just doesn't work for sweet title)
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Old Apr 22, 2011, 11:21 PM // 23:21   #20
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/signed

Feels like a bit of a waste using Honeycombs to get rid of DP on 1 or 2 heroes.
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