d2jsp
Log InRegister
d2jsp Forums > d2jsp > Ladder Slasher >
Poll > Monster Abilities
Prev1234Next
Add Reply New Topic New Poll
  Guests cannot view or vote in polls. Please register or login.
Member
Posts: 39,129
Joined: Feb 28 2007
Gold: 9,801.77
May 9 2024 02:11pm
I also agree that cooldown would be the best option!
Member
Posts: 33,405
Joined: Apr 20 2007
Gold: 233,550.69
Trader: Trusted
May 9 2024 07:54pm
IMHO Balance the amount of monsters that do the same ability/skill. Right now its not balanced.
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
May 9 2024 08:20pm
Voted: No Changes Needed.

Reasoning, well years ago people were saying the game was too easy and wanted it to be harder. Hmm, implementing this would just make the game easier.
Member
Posts: 22,760
Joined: Mar 9 2006
Gold: 36,807.83
Trader: Trusted
May 9 2024 10:49pm
thanks for the input everyone, intresting to see what people think

i agree that 5 seconds might be to much; and yeah it would make the game easier but first of all it would make it more predictable and less luck bases

although slushs post most likely is not meant to be serious but it might be not a bad idea how about just making the abilities less effective the more often they hit you in the same wave? like removing 25% of the stun duration for example on the 2nd stun, or the attack immunities get reduced by 1 second each time
Member
Posts: 5,900
Joined: Apr 13 2005
Gold: 578.93
May 9 2024 10:52pm
Definitelly cooldown. Or even cooldown + immune after hit combined ...
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
May 10 2024 12:11am
Quote (Matthi @ 10 May 2024 16:49)
thanks for the input everyone, intresting to see what people think

i agree that 5 seconds might be to much; and yeah it would make the game easier but first of all it would make it more predictable and less luck bases

although slushs post most likely is not meant to be serious but it might be not a bad idea how about just making the abilities less effective the more often they hit you in the same wave? like removing 25% of the stun duration for example on the 2nd stun, or the attack immunities get reduced by 1 second each time


"Luck Based?" vs "Random Generation?" (RnG). Personally don't think that can happen with some of the changes mentioned, I guess a classic example is:

Your character level is 70, you find a Well, you drop in a level 55 Battleaxe (actually any heavy weapon level 55), now, let us say that the weapon you dropped in the well is a potential to be 150% Enhanced Effect based on RnG ... and a % chance to Crit Hit is successful ... well... one hit and you are dead ... I know from experience seeing it happen in game, also, I know from dealing 12,000 + damage using an 8x% enhanced effect level 55 weapon that it will kill off any character level 100 and below with base 100 Vitality. And this is just welling.

So to counter issues like "Stun", maybe the post I made earlier... a "Anti-Stun Potion" and implementing Potions and Totems drop rates increase. The potion only acts like all potions... you re-roll, master quest etc.. the effects are removed. Thus increasing trade volume and say... removing FG from the site... Like Paul likes.

Dang... I hope people can come up with other additions... it keeps the difficulty of playing as is, and it also helps the economy of the game to proceed even longer... well that is my wall & 2 cents worth.
Member
Posts: 22,760
Joined: Mar 9 2006
Gold: 36,807.83
Trader: Trusted
May 10 2024 12:31am
Quote (izParagonzi @ May 10 2024 08:11am)
"Luck Based?" vs "Random Generation?" (RnG). Personally don't think that can happen with some of the changes mentioned, I guess a classic example is:

Your character level is 70, you find a Well, you drop in a level 55 Battleaxe (actually any heavy weapon level 55), now, let us say that the weapon you dropped in the well is a potential to be 150% Enhanced Effect based on RnG ... and a % chance to Crit Hit is successful ... well... one hit and you are dead ... I know from experience seeing it happen in game, also, I know from dealing 12,000 + damage using an 8x% enhanced effect level 55 weapon that it will kill off any character level 100 and below with base 100 Vitality. And this is just welling.

So to counter issues like "Stun", maybe the post I made earlier... a "Anti-Stun Potion" and implementing Potions and Totems drop rates increase. The potion only acts like all potions... you re-roll, master quest etc.. the effects are removed. Thus increasing trade volume and say... removing FG from the site... Like Paul likes.

Dang... I hope people can come up with other additions... it keeps the difficulty of playing as is, and it also helps the economy of the game to proceed even longer... well that is my wall & 2 cents worth.


luck based or rng, english is not my main language, so i won't argue about the right terminology, guess we both know what i meant with luck based in that context

the whole point of the suggestion is to NOT keep the "difficulty" as it is, cause it's not considered a difficulty if you can die randomly without players fault; it is also discusable if wellmonsters should be able to one shot players, i also think that this is a mistake and needs a fix (but this is not part of the suggestion here)

especially in a game with a hardcore mode the understanding of difficulty should be based on player skill and not rng; to be honest i don't understand how people can still play their main character in hardcore since you can easily die even if you go full vita; if you're unlucky you die and you can't do anything about it, just with the wrong combination of monsters and them using their abilities; it is rare to happen (like i said i died once in 2 years, but there is no real reason for that risk of death of no fault of one's own action to be part of the game)

can't really support the Anti-Stun Potion suggestion cause i see this as a game problem in general and i don't want to hunt for a potion to change the game to the version i think it should be all the time
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
May 10 2024 01:04am
Quote (Matthi @ 10 May 2024 18:31)
luck based or rng, english is not my main language, so i won't argue about the right terminology, guess we both know what i meant with luck based in that context

the whole point of the suggestion is to NOT keep the "difficulty" as it is, cause it's not considered a difficulty if you can die randomly without players fault; it is also discusable if wellmonsters should be able to one shot players, i also think that this is a mistake and needs a fix (but this is not part of the suggestion here)

especially in a game with a hardcore mode the understanding of difficulty should be based on player skill and not rng; to be honest i don't understand how people can still play their main character in hardcore since you can easily die even if you go full vita; if you're unlucky you die and you can't do anything about it, just with the wrong combination of monsters and them using their abilities; it is rare to happen (like i said i died once in 2 years, but there is no real reason for that risk of death of no fault of one's own action to be part of the game)

can't really support the Anti-Stun Potion suggestion cause i see this as a game problem in general and i don't want to hunt for a potion to change the game to the version i think it should be all the time


Hey, this is a great response to my post, and I agree & respect it. I don't know how to explain it without giving some examples of real life and game play.

[Real life example]
... You are walking down a street on the left hand side, this street is not known to you, and a Dog from the house on your left suddenly rushes out to bite you... you instinctively move right, but accidentally you step on the Road and a car hits you and you die.
... Is this just bad luck? Yes... could you do anything about it? No... you died, you weren't prepared for something like this to happen... it is just Random.. hey, this could have happened even if you were walking on the other side of the street.

This is just the same as playing Ladder-slasher. You are bound to die at some time or another. This actually happens with all games. However, I (I) feel that your suggestion is trying to negate this and make the game too damn easy.

I have died many times.. yes to my own failures and also those that are out of my control... the potion idea I posted is just a consumable idea for players to profit from, and for Paul to remove FG from the system... it is a game after all. And you can NOT change RNG in a game.

Well... I wish I could have explained it better... the mechanics are fine, you need to find a different avenue for the game to be more enjoyable instead of making it easier... well that is my thought.

Remember, I actually respect your reply and post ... I am one of those that try to come up with a different solution to the problem, even though it sound like trash to most using "Gaming" mentality.
Member
Posts: 22,760
Joined: Mar 9 2006
Gold: 36,807.83
Trader: Trusted
May 10 2024 01:17am
Quote (izParagonzi @ May 10 2024 09:04am)
Hey, this is a great response to my post, and I agree & respect it. I don't know how to explain it without giving some examples of real life and game play.

[Real life example]
... You are walking down a street on the left hand side, this street is not known to you, and a Dog from the house on your left suddenly rushes out to bite you... you instinctively move right, but accidentally you step on the Road and a car hits you and you die.
... Is this just bad luck? Yes... could you do anything about it? No... you died, you weren't prepared for something like this to happen... it is just Random.. hey, this could have happened even if you were walking on the other side of the street.

This is just the same as playing Ladder-slasher. You are bound to die at some time or another. This actually happens with all games. However, I (I) feel that your suggestion is trying to negate this and make the game too damn easy.

I have died many times.. yes to my own failures and also those that are out of my control... the potion idea I posted is just a consumable idea for players to profit from, and for Paul to remove FG from the system... it is a game after all. And you can NOT change RNG in a game.

Well... I wish I could have explained it better... the mechanics are fine, you need to find a different avenue for the game to be more enjoyable instead of making it easier... well that is my thought.

Remember, I actually respect your reply and post ... I am one of those that try to come up with a different solution to the problem, even though it sound like trash to most using "Gaming" mentality.


actually i'm not trying to negate the possibility to die in a game; i want to build a high enough fence for that dog to not randomly attack me, i'm not asking for a car that i don't have to walk on the sideway anymore :P (to stay within your example :D) i just want that "out of my control" death to not be part of the game anymore; same as i don't like the possibilty to die while having a disconnect, or losing an item while transmuting due to a disconnect, or getting a one shot questionmark while glyphing way below your rank

i know life is not fair and you can't produce a world without rng, but in a small environment like this game it should be possible to creat this framework
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
May 10 2024 01:54am
Quote (Matthi @ 10 May 2024 19:17)
actually i'm not trying to negate the possibility to die in a game; i want to build a high enough fence for that dog to not randomly attack me, i'm not asking for a car that i don't have to walk on the sideway anymore :P (to stay within your example :D) i just want that "out of my control" death to not be part of the game anymore; same as i don't like the possibilty to die while having a disconnect, or losing an item while transmuting due to a disconnect, or getting a one shot questionmark while glyphing way below your rank

i know life is not fair and you can't produce a world without rng, but in a small environment like this game it should be possible to creat this framework


Your first paragraph made me smile, especially when you stated this;
"i want to build a high enough fence for that dog to not randomly attack me"

So, you are building a Fence on the Dog owners property? This is not your property, nor is the dogs actions. Isn't this similar to Dictatorship? Don't get me wrong in my explanation... I instruct my children under my care to NOT leave my sight (if they walk ahead of me, they should NOT turn the corner and leave my sight.)

The Dog, and the Car is out of your control... RNG in a game and mechanics. You can NOT change this even with these ideas. The best example is this:

Pawfulgore ability is Quick Draw, and it is activated based on a % chance to activate it ... this is the game mechanics... there is NO cooldown, there is NO 1, 2, 3 or 5 second rule (it is based on a % chance that it is activated), as for the "3 times to activate ability" ... again it is negated because it is based on a % chance to activate it.

Hence my response for "Stun Effect" to be a potion.

Oh, there are other Monster abilities that only activate based on a % Chance per attack (hit) ... it is not activated by seconds, but your characters actions.

Again.. I like your response, and I hope some of the information I posted is relevant for you to make more suggestions.
Go Back To Ladder Slasher Topic List
Prev1234Next
Add Reply New Topic New Poll