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Member
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Joined: Nov 28 2006
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Aug 4 2012 03:39pm
Like it

or

Lump it

:banana: :bouncy: Just my thoughts :bouncy: :banana:



MISC:
- Make a casting ability for each class that charges with cast
- Make fishing poles wellable / shrineable
- Make it so +1 stat Potions last until reset OR you pass the class you used it on
- Make it so Alt + Clicking a charm assigns it to the ACC slot
- Make a check-box in the settings menu to turn off the global MQ updates (so and so has failed Warlock)
- Make it so while in cata you can open up your MP to send skillables or other items from your inventory to your other characters (NO MP ACCESS ITSELF)
- Make it so the auto deposit feature with Shift + Click work for trasnferring items between your characters
- Make it so the abilties are actually explained in the Ladder Slasher portal for newer members to read up on
The following picture would more than do this:


TOTEMS:
- Increase drop rate add new types of totems
- Totem reworked: If totem drop rate not increased give better reward for it. +1-5 gps during use OR have a set of 5 doors and each door unlocked is +1 gps (+1 for failing first door, +2 second door fail, & so on)
- +1 to any prof totem OR +1 to a designated prof totem (CANNOT BE TRADED)
- +1 door totem (unlocks any door of choice) OR +1 designated door/class totem (unlocks only a certain door for a certain class) (CANNOT BE TRADED)


SKILLS REWORKED:

I will explain this one a tad because many skillers will be scared at the idea of skills being reworked yet again. Fishing is currently the only skill that uses a utensil of some sort to make it better / easier / more fun. I would like for EVERY skill to have a skill item with the same idea of fishing rods. Would get the same durability and proficiency bonuses as fishing rods and break like fishing rods.

SKILL ITEMS:

Cooking: Chef's hat
Trasmuting: Transmuting box
Glyphing: Chisel


VAULT REWORKED:

This idea only concerns trasferring items to other members of your guild. The picture pretty much explains it all:



MONSTER ABILITIES:

The following are ideas for future monster abilties:

Mana Leech: Monster steals mana from the player attacked
Life Leech: Monster steals life from the player attacked
Magic Aura: Monster creates an aura making itself and rest of mob wave more resistant to magical damage
Physical Aura: Monster creates an aura making itself and rest of mob wave more resistant to physical damage


NEW OBJECTIVE:

Stop The Seargent General:
- Monsters spawn in a plus sign pattern (+)
- The middle mob controls all the other four mobs and their attacking pattern
- The controlled mobs will all focus on the same player the middle mob attacks


NEW CLASSES:

3 door class: A casting class that can cast, but cannot heal unless heal charm is MCC slotted (no ACC slot)
4 or 5 door class. Able to use any type of heavy weapon, but can also ONLY use heavy weapons. This class CANNOT wear robes.


CLASSES REWORKED:

Okay I am going to explain this one a bit more than the others because most will dislike this idea and say it makes it too easy without thinking it over first. Alchemists as everybody knows are not allowed to use any type of weapon. I have an idea to change this, but it wouldn't be a weapon. I suggest a new type of weapon ONLY useable for Alchemists. This item would NOT be able to do ANY type of damage, but would get a few different possible boosts from where Alchemists lack compared to Magician & Warlock. I introduce to you the "Alchemist's Vial".

The vial would NOT have any mods that would make the Alchemists overpowered, but basic side mods to help the Alchemist in several areas where they lack. Also vials will ALWAYS be magical.

MODS FOR VIALS:


Critical Strike (minor boost)
Armor Pierce (minor boost)
Mind Numb (decent boost)
Parry (minor boost for those soloers)
Critical Flux (another minor solo boost)
Experience Gained (something Alchemists really need)
Max Life (not really a huge need, but helpful for HC)
Magic Luck (for those few that like soloing their Alchy)
Physical Damage Reduction (solo mod)
Magical Damage Reduction (solo mod)
Life Regen (why not?)
Mana Regen (again?)
Jubilance (for those unlucky people)


- Allow Headhunters to use clubs (possible balance for this would be to make it so they can't wear robes)

:santa: Thanks for looking! :santa:


This post was edited by PhiRip on Aug 4 2012 03:39pm
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Aug 4 2012 03:41pm
I likes. Somethings are left open like the new char name/type/design so thats cool. Some of these are things people have mentioned before of course but good to have it all together.
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Aug 4 2012 03:45pm
I like quite a few of these, nice :O

Not sure about the heavy weapon only class - don't think there's enough decent heavy weapons to go around, tons of people would get stuck.
But ofc if there were more heavy weapons, it would be very interesting :)

Love the idea of HH using clubs. Axes can be quite expensive, and I love clubs :D

Good work man!

This post was edited by BwJ on Aug 4 2012 03:49pm
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Aug 4 2012 04:04pm
Liked some, didnt like some, going to mention one of them.

I dont like the idea of other skills using 'rod' like items. I feel like fishing needs to have a cost of some sort. The other skills all consume an item in the process of doing that skill. Fishing does not. I would like to see rods become wellable tho.

This post was edited by KakeWalk on Aug 4 2012 04:25pm
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Aug 4 2012 04:22pm
This is good stuff.

nvm the nonsense i said

This post was edited by McClain on Aug 4 2012 04:25pm
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Aug 4 2012 04:23pm
Wow Phil, you got a lot of good ideas here. I am impressed. I hope it doesn't fall on deaf ears (eyes).
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Aug 4 2012 04:32pm
all fine but the class stuff at the end^^ these last ideas are all bad imo.

that new objective could kill some ppl in hc with some lucky crits by the mob.
could make it, that every mob has a personal opponent. so even the guys in back get hit every second, but never by more than one enemy. so the group should take out the enemy attacking the guys in the back first.


ps: maybe no club for hh, but polearm and warhammer added^^

This post was edited by derDrops on Aug 4 2012 04:34pm
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Aug 4 2012 04:35pm
Quote (derDrops @ Aug 4 2012 05:32pm)
all fine but the class stuff at the end^^ these last ideas are all bad imo.

that new objective could kill some ppl in hc with some lucky crits by the mob.
could make it, that every mob has a personal opponent. so even the guys in back get hit every second, but never by more than one enemy. so the group should take out the enemy attacking the guys in the back first.


Meant to put the objective bonus for completion is 2-5 exp gain for the group.

Also figured with alot of people talking about how the game is too easy it would make it harder a tad.
Member
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Aug 4 2012 04:35pm
Quote (derDrops @ Aug 4 2012 06:32pm)
all fine but the class stuff at the end^^ these last ideas are all bad imo.

that new objective could kill some ppl in hc with some lucky crits by the mob.
could make it, that every mob has a personal opponent. so even the guys in back get hit every second, but never by more than one enemy. so the group should take out the enemy attacking the guys in the back first.


I like this idea a lot. Personal enemy objective. 1 EP per person in game

What would be even cooler is if you could only attack your own personal enemy. You can still heal others tho. After defeating your own enemy the others become visible and you are able to help out the healers or whoever is still fighting theirs. This is a bit much for LS, but ya, what derDrops said is good enough for me.

This post was edited by KakeWalk on Aug 4 2012 04:37pm
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Aug 4 2012 04:44pm
Quote (derDrops @ Aug 4 2012 06:32pm)
all fine but the class stuff at the end^^ these last ideas are all bad imo.

that new objective could kill some ppl in hc with some lucky crits by the mob.
could make it, that every mob has a personal opponent. so even the guys in back get hit every second, but never by more than one enemy. so the group should take out the enemy attacking the guys in the back first.


ps: maybe no club for hh, but polearm and warhammer added^^



no the objective would have to be set so it can't do crazy amounts of damage to one person, thought that would be easily understood. Of course it can't be hitting one person for a combined 3k per. but at the same time if they all hit for 100 per thats 500 per which is healable. next would be how tough they would be to kill would also need to be examined.
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