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Jun 8 2016 12:58am
i wouldnt run solo at lvl 60+ to find nmnm.. i also wouldnt complete 60% of a small map soloing before my team comes. you make a small map and complete is as team which is far more comfortable than soloing (which would need me to stat vita + extra salvation to do it comfortable. but that again would slow my down in my team).
i will have far better results in doing high lvl maps with extra eps or monster difficulty. (or just shaman runs which could be done until lvl 85 ish.. but if i we do shamans we just go to lvl 71 as the rewards dont increase as much as the difficulty)
maybe you get higher lvl chars to kill shamans at hc ^^ but at sc it isnt too hard to kill them just at your own lvl ;)
to be honest.. (like you) i have not spawned NMNM for a long time.. i would have to check how often it spawns and see if it is worth farming (after the update)
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Jun 8 2016 08:24pm
Quote (ahs_darkhunter @ Jun 8 2016 07:58pm)
i wouldnt run solo at lvl 60+ to find nmnm.. i also wouldnt complete 60% of a small map soloing before my team comes. you make a small map and complete is as team which is far more comfortable than soloing (which would need me to stat vita + extra salvation to do it comfortable. but that again would slow my down in my team).
i will have far better results in doing high lvl maps with extra eps or monster difficulty. (or just shaman runs which could be done until lvl 85 ish.. but if i we do shamans we just go to lvl 71 as the rewards dont increase as much as the difficulty)
maybe you get higher lvl chars to kill shamans at hc ^^ but at sc it isnt too hard to kill them just at your own lvl ;)
to be honest.. (like you) i have not spawned NMNM for a long time.. i would have to check how often it spawns and see if it is worth farming (after the update)


Once upon a time... yup... I used to solo NMNM at least twice beginning from level 55 ... but that was yonks ago. Tried the smaller map thing also, that got debunked, there wasn't enough time to spawn em.

Higher level maps... those are great... they don't come readily with HC ... it is a dying artform... :D Shamans... can't go wrong there... used to do them upto level 65, dependent on the group of course.
Alas... nothing has changed that much.

I know... how about a Christmas tree in town for 12 days [you know, around December]... are you a good boy/girl or a bad/boy girl... random gift... coal or something else... could be a tier1 sardine, better than coal, you can not use coal... :D
Yup... the Christmas event. Hey you might even be level 1, enter the tree and your reward is intant lvl71 and you can MQ... :rofl:

Jokes aside ... the one thing I do agree whole-heartedly with your ideas... return Heal Mastery to the way it was, basically all monsters got buffed and healing got nerfed... but then, maybe it is a way to get people to use fish/comfreys more often, but, that is miniscule for newcomers, they want to play and beat up monsters, not spend time fishing, they also don't want to spend fg on consumable items that disappear after use, they want to buy equipment... old gamers here find the use of fish to be good, take the time or organise to obtain them, but not all newbies, and most likely, those newbies are gone within a week to a month.

How about buy prof points ... 1 point = 1 fg ... think about it, you are not going to spend like 100k fg on prof points are you? Or, if someone does... at least it reduces the flux in fg. [oh my f@#$ing god... dumb idea]
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Jun 8 2016 11:15pm
i think there was a discussion about buying prof points in the past.. but one bad thing would be that you can simply buy everything then if you are rich.. i think it should be enough to buy great gear and have a nice advantage.. if you can buy a "trained" char you dont even have to play to obtaian those.
heal mastery was a stat that could be used by some. it was not "imbalanced" as it had an advantage to int (like it should be since it is heal mastery). but now the stat is almost useless.. i mean sure it is nice to have a little, but far away of being worth to invest into.
i mean sometimes a change doesnt have to be final.. it is a part of progressing to take a look back here and then and ask yourself: is everything i changed better now or was this little aspect better in the past. this doesnt mean that the whole game should be changed back.. hell no ^^ there are many things that are far better than they used to be in the past.. but there are some things like HM that just dont make as much sense as they used to be.
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Jun 10 2016 11:46am
Quote (ahs_darkhunter @ Jun 9 2016 06:15pm)
i think there was a discussion about buying prof points in the past.. but one bad thing would be that you can simply buy everything then if you are rich.. i think it should be enough to buy great gear and have a nice advantage.. if you can buy a "trained" char you dont even have to play to obtaian those.
heal mastery was a stat that could be used by some. it was not "imbalanced" as it had an advantage to int (like it should be since it is heal mastery). but now the stat is almost useless.. i mean sure it is nice to have a little, but far away of being worth to invest into.
i mean sometimes a change doesnt have to be final.. it is a part of progressing to take a look back here and then and ask yourself: is everything i changed better now or was this little aspect better in the past. this doesnt mean that the whole game should be changed back.. hell no ^^ there are many things that are far better than they used to be in the past.. but there are some things like HM that just dont make as much sense as they used to be.


Prof Point Buying:
Rich or not, to get a decent rank it costs a shitload from Rank 10 and upwards per rank... to reach Rank 11, you pay 11,000 fg for 1%, then another 12,000 fg to reach rank 12, basically that is paying 23,000 fg for 2% increase... the only benefit for buying Prof points are for those people that are like Rank 18 with 19,585 prof points to reaching Rank 19... so they pay 415 fg to to achieve the next rank... they still have done the work to get that amount of prof points... how many people have died because of dumb luck and lost a shitload of prof points when they have like rank 15-20+ ... and let's put it this way, you can only choose prof points from the category of melee, casting, all other skills are ignored... we don't want to ruin the skill tables like fishing, muting, cooking when they just sit in town. Well, thoughts are thoughts, and these can be discussed further.

I whole-heartedly agree with you on Heal Mastery, basically, improving the monsters in the game to be potentially dangerous as you gain levels [no matter what level you are], this warranted the "original" effect of Heal Mastery in the game... but it got nerfed making it practically useless... just like jubilance as an example.

Change:
Let us take a look at "Events", these are great, they work... how about increasing the LENGTH of the event from 3 days to 7 days... currently all they are... are just band-aids and a tool to identify issues with the current mechanics of the game... also, you can NOT identify issues when it only lasts 3 days with a maximum of what?... 30 people? Take a multitude of events and combine them for a period of one (1) month... test the drops, the responses from the regulars and any newbies that play... gather this info and identify how to better the game... it is basic.
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Jun 10 2016 04:10pm
i agree with rex in weekly events.
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Jun 11 2016 01:30am
Quote (sp_patl @ 10 Jun 2016 23:10)
i agree with rex in weekly events.


yeah! this is allready happening in some points and could be further improved :thumbsup:
after the "more rewards for quests" week, the rewards have been increased permanently
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Jun 11 2016 05:33am
Quote (ahs_darkhunter @ Jun 11 2016 08:30pm)
yeah! this is allready happening in some points and could be further improved :thumbsup:
after the "more rewards for quests" week, the rewards have been increased permanently


Are you talking about the rewards for objectives?

We did a bit of calculations on stat rewards, even including potions with +1 Stat, it did not really make a difference when it came to str/dex,
now, based on the character build, the only +stat items that are/were useful was the intelligence ones [outside of vitality if consumed at level 1].
Based on what has been stated, the droprate of potions/totems NEED to be increased... they don't do much at all... now, if the droprate is NOT
increased, then how about increasing the reward of those items... like +1-3 stat or more. Personally I would like to see them around the +5-15
reward considering the rarity they drop.
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Jun 11 2016 11:01pm
Starting with items and minimum stat spawn.

weapons...each tier the minimum EE is increased 3 ee...its not funny to see a lvl 55 item with 1 EE.

tier1...tier2...tier3....tier4.....tier5......tier6......tier7......tier8......tier9.....tier10....tier11.....tier12.....tier13....tier14
3-20...6-40...9-60...12-80...15-100...18-120...21-140...24-160...27-180...30-200...33-220...36-240...39-260...42-280
.................lvl 0.....lvl 5.....lvl 10......lvl 15.....lvl 20.....lvl 25.....lvl 30.....lvl 35......lvl 40.....lvl 45.....lvl 50.....lvl 55

str / dex / intel / vit stats.. each tier increase minimum goes up 1.

tier1..tier2...tier3...tier4...tier5...tier6...tier7...tier8...tier9...tier10...tier11...tier12...tier13...tier14
1-5...2-10...3-15...4-20...5-25...6-30...7-35...8-40...9-45...10-50...11-55...12-60...13-65...14-70
................lvl 0....lvl 5...lvl10...lvl 15..lvl20...lvl25...lvl30....lvl35.....lvl40....lvl45.....lvl50....lvl55

minimum life/mana per tier 10 or 20...this is what 20 looks like.

..tier1......tier2......tier3.....tier4........tier5.......tier6.......tier7........tier8........tier9.......tier10.......tier11.........tier12.......tier13.......tier14
20-100...40-200...60-300...80-400...100-500...120-600...140-700...160-800...180-900...200-1000...220-1100...240-1200...260-1300...280-1400
.........................lvl0........lvl5.......lvl10........lvl15.......lvl20........lvl25.......lvl30........lvl35.........lvl40..........lvl45........lvl50..........lvl55


life / mana per kill...1-10...2-20...3-30...4-40 and so on to tier 14 = 14-140


Jubilance +2 per tier...2...4...6 and so on to tier 14 ( 28 )


fishing rods +5-25 minimum per tier...5-25...10-50...15-75 and so on to tier 14 ( 70-350 ) no need in 1 dura rank 30 rods...

NEW ITEM i brought up over 2 years ago. tier 1-14 baskets holding 10 fish per basket...fish automatically go in the appropriate 1.
Even holding 1-5 tier baskets takes up 5 slots.


This works for maze and map running.

Warm light...A holy light shines down and gives you and your allies the strength to fight through.
Physical and magical defense increased by 20% for 10 minutes cant activate again for an hour. This works again after an hour when you find another warm light.

NEW
Cries of terror come from the depths of the maze and gives you and your allies confidence. (random) Lasts 10 mins and cant activate again for an hour/maze.
This will improve the game by not just spinning/whistling and encourage people to explore/get maps

All 90/10 and 10/90 ratio weapons gain 25% critical chance.
All 75/25 and 25/75 ratio weapons gain 5% critical chance and 10% increased damage.
All 50/50 ratio weapons gain 15% increased damage.
When casting a charm the mana cost is reduced 20-25%...Great for casters.


Can think of more ideas...heres a few.


/EDIT also i think healing mastery is fine where its at...

This post was edited by richboy1991 on Jun 11 2016 11:13pm
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Jun 11 2016 11:20pm
Creating economic floors seems like a bad idea for the economy. I agree there needs to be a fix but this would be soon it the wrong way. Some kind of gold sink that is affected by a skill,

Ie. Forging: hone a blade with a new item, some kind of metal or scrap etc, 1% chance to gain 1ee on a weapon or piece of armor, cost idk 5 fg to attempt, maximum of 10% on an item. Or you could hone it to intellect, strength etc, maximum of +5 per item. The higher tier u go for is more fg and more scraps* etc, idea needs to be fine tuned but by decreasing fg in play every item becomes more valuable

Some of the maze quests or times bonuses could be fun
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Jun 12 2016 01:56am
Quote (harmacintyre @ Jun 12 2016 04:20pm)
Creating economic floors seems like a bad idea for the economy. I agree there needs to be a fix but this would be soon it the wrong way. Some kind of gold sink that is affected by a skill,

Ie. Forging: hone a blade with a new item, some kind of metal or scrap etc, 1% chance to gain 1ee on a weapon or piece of armor, cost idk 5 fg to attempt, maximum of 10% on an item. Or you could hone it to intellect, strength etc, maximum of +5 per item. The higher tier u go for is more fg and more scraps* etc, idea needs to be fine tuned but by decreasing fg in play every item becomes more valuable

Some of the maze quests or times bonuses could be fun


This game is already a huge fg sink with none generated, we need to get people playing and making current items more valuable without making them more obtainable is probably the worst way to try do that.
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