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May 10 2024 02:30am
Quote (izParagonzi @ May 10 2024 09:54am)
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.


it's not dictatorship, it's called law :D ofc it's not me building the fence but it's the owners duty to prevent the dog from attacking random people on the street, in that case a high enough fence would have solved the problem and kept the owner away from a lawsuit :D Ofc the dog is out of my control, but the law is giving the framework to at least try to prevent this, same as the programer of a game should give the framework to avoid such rng (back to the topic, this is getting really off-topic here :D )

according to the % to trigger certain abilities; the idea behind the suggestion is not to interfere with that; it's just that there is a maximum of 3 possible triggers each monster each wave; and the immunity and the cooldown can only start when an ability is triggered anyway, so to get back to the pawfulgore example; once he triggers a quickdraw hit he's not able to get another quickdraw hit within 3-5 seconds (option nr. 1); or if he did 3 abilitiy hits he's not able to do more (option nr. 3); can't really see a reason why this system should not work on % chance per hit abilities
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May 10 2024 03:24am
Quote (Matthi @ 10 May 2024 20:30)
deleted. Yup, I agree in a sense, and YOU are correct... keep it on topic.

according to the % to trigger certain abilities; the idea behind the suggestion is not to interfere with that; it's just that there is a maximum of 3 possible triggers each monster each wave; and the immunity and the cooldown can only start when an ability is triggered anyway, so to get back to the pawfulgore example; once he triggers a quickdraw hit he's not able to get another quickdraw hit within 3-5 seconds (option nr. 1); or if he did 3 abilitiy hits he's not able to do more (option nr. 3); can't really see a reason why this system should not work on % chance per hit abilities


Okay... um... Pawfulgore Quickdraw ability is... in a sense NOT an ability. Also, "Stun Effect" can NOT be used by our character builds... thus "Stun" is an ability.

Quick Draw activates based on a % chance when you successfully hit a monster (this is reversed for Pawfulgore) ... thus not an ability, just a game mechanic.

So... if you render "Quickdraw" in your suggestion by 3 to 5 seconds to activate or similar... you are also saying that our characters are susceptible to those same mechanics (if implemented)

Oh Note: I can say for certain, if you have a character with 20+% Quickdraw, it can actually be detrimental and your character can die ... Quickdraw on a character over rides you when you want to HEAL your character when your hit points are low ... even Salvation won't save you... that ability is over ridden by Quick draw.

Not sure if that happens with the Monster Pawfulgore thought.

EDIT: Hmm.. just thought I would add in this monster Ability (there are two monsters I know that act the same)

Camoslauge: There is a % chance per successful hit that this monster will "Call forth" another of its kind. (game mechanics).

Now when facing Slugslider or Gigabee, they can Call for Help without attacking them.

Now... if there was a "Silence Potion" that stops the monster ability "Call for Help", then that would be beneficial in comparison.

This post was edited by izParagonzi on May 10 2024 03:34am
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May 10 2024 04:52am
Just an add on.

Goocidic and the ability to be immune to physical attacks is activated by being successfully hit, and this means it is % chance taking damage will activate this ability.

Other Monster abilities also act in the same way.
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May 10 2024 08:09am
Honestly a slug slider wave with a stun mob EP wise is a death wish.


I don't mind fighting ep slugsliders.
But being stunned every other Attack seems futile. (If any other mob can add to the fight)

I voted cool down.
But even only using abilities a few times seems fair too.

I didn't read anything above besides OP so maybe the conversation moved beyond what I'm touching on.


I think it would be nice to see a cap of monster abilities. In general though. 2 stun mobs with a slugslider just becomes an unnecessary challenge
Now imagine that as a 4corners Mob.


There's got to be some middle ground

This post was edited by Outraged on May 10 2024 08:12am
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May 10 2024 06:14pm
Honestly a good idea would be to have some, maybe alot, of monsters that have a chance to take away your abilities from time to time. Just something i was thinking of the other day cuz we rely so much on our abilities to get thru catas. Would make it extra challenging specially during climbs.
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May 10 2024 09:09pm
Quote (Light_Prince @ 11 May 2024 12:14)
Honestly a good idea would be to have some, maybe alot, of monsters that have a chance to take away your abilities from time to time. Just something i was thinking of the other day cuz we rely so much on our abilities to get thru catas. Would make it extra challenging specially during climbs.


Not sure if you have read the latest patch(es), they do have monsters that remove Abilities, also removes some experience points as well.
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May 11 2024 12:53am
Lovely suggestion Matthi!
Hard to say which one of the 3 options i like the most, all of them are nice! But would be to OP to have them all implemented, only one of them would be a great help when soloing and getting stunlocked vs 3 EP wave.
Leaning towards the order 1-3-2 of the options thou, and maybe tweak the second timer but its a nice suggestion! :thumbsup:
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May 11 2024 12:54am
Quote (n1ghtm4r3 @ May 11 2024 08:53am)
Lovely suggestion Matthi!
Hard to say which one of the 3 options i like the most, all of them are nice! But would be to OP to have them all implemented, only one of them would be a great help when soloing and getting stunlocked vs 3 EP wave.
Leaning towards the order 1-3-2 of the options thou, and maybe tweak the second timer but its a nice suggestion! :thumbsup:


Word! Same order here ... and also think 1 should be enough.
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May 11 2024 08:37am
Quote (izParagonzi @ May 10 2024 11:09pm)
Not sure if you have read the latest patch(es), they do have monsters that remove Abilities, also removes some experience points as well.


Omg really? Holy shit where have I been? All these amazing updates are wild! Damn were lucky.
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May 11 2024 01:47pm
I voted cooldown.

We cant Spam abilities with any hit aswell :) so forcing the monster to "Charge Back Up" with Like 2-3 Hits Just AS Players do seems Like a fair concept
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