Quote (Azn Masta @ Nov 10 2021 09:39am)
So I've tested this (extensively if I may add) and so have those who participated in the DFC Season 3. If we open the doors to poison builds, we will also have to establish rules around Poison Mitigation (either 175% PLR or 85% PLR + 10% Max). With 175% PLR, Poison Nova will only hit for a small % of someone's HP (I'm happy to record this on video if anyone wants to help test with me). Also, unlike Bone spells, poison nova requires that the necro get close up (which puts them at risk). Unlike in D2 LOD, poison nova isn't as big of deal as people think in D2R because of shared stash. Everyone is going to have plenty of room for stack gear and PLR set up. Its essentially no different than blizzard at this point. No longer need to ban it.
As for Plague, I believe 30k was the number (though I'm open to more testing) because that's the amount that would put someone at 25% - 50% HP after one hit with PLR gear on. We don't want a bunch of 9x jav gc plague amazons cheesing people and running away after getting 1 hit in, but I think it will make duels more interesting to watch with more variation. If someone is unprepared, that 30k is enough to take them to 1 hp. If they're prepared with PLR gear, then it will do between 25% to 50% life.
Unless Plague is functioning wildly different in D2r, I don't see a reason to limit Plague Javelin. It's just a bad dip of resources tbh.
It's too easy to smoke a Zon out of the Cloud defense position and read the telegraph of the internal cool-down on the skill, to be able to reliably get in at the Zon when you know it can't throw a Plague at you.
I mean honestly, in 9/10 duels if a person gets hit by Plague Javelin, it is their own fault and they deserve to lose that round.
Aside from that ^ you guys might want to test poison length reduction in pvp in D2r, to see if it is working in pvp.
The last time I had checked this in D2original, it was either not working at all, or certain mods off certain items were definitely not working in pvp.
As in, "Natalya -75% poison length reduction" was not effecting poison in pvp at all.
If it is working in pvp, you could allow rules to allow such gear to cull poison in the same way a wisp or t-god would cull lightning.
Just seems like a better move to enable gear options for balance, rather than to limit the use of class content.
I think at this point after 20+ years, seems like everyone is kind of ready to experiment with new D2r mechanics and seek more viability, not less.
Quote (Aaronoob @ Nov 10 2021 09:43am)
Am not considering allowing the use of poison nova and poison jav zon, or auradin. Play a real class, or u can use those in coooley's events if he allows it.
Just curious, why are these builds being disqualified from play?
They were never good in higher tier competition for 20 years before this, so why now?