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Aug 21 2020 03:50pm
Quote (Dante @ Aug 21 2020 05:26pm)
I really want a viable single player, having 3 mobs hitting you just sucks :/


there's a significant number who beat the game with seriously bad gear.

I still remember a guy who i was helped, got him a 100ee club level 30, level 25 armor 100ee and some str charm as he'd just hit 30, went to bed.
Next day that guy had mq'd with that gear. It's worse than level 55 gear with 0 ee :/


The only thing i don't like is how MD events kinda mess with the balance so they really actually cant.



Anyway, some great thoughts here Gunslinger
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Aug 21 2020 04:34pm
Quote (Bigheaded @ 21 Aug 2020 23:50)
there's a significant number who beat the game with seriously bad gear.

I still remember a guy who i was helped, got him a 100ee club level 30, level 25 armor 100ee and some str charm as he'd just hit 30, went to bed.
Next day that guy had mq'd with that gear. It's worse than level 55 gear with 0 ee :/


The only thing i don't like is how MD events kinda mess with the balance so they really actually cant.



Anyway, some great thoughts here Gunslinger


I think people are misunderstanding. I'm not saying solo is undoable, I'm saying playing solo against 3 mobs sucks.
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Aug 21 2020 08:08pm
Quote (GunslingerOfOld @ Aug 22 2020 02:21am)
Ladder Slasher v1.4



Items


Newly added items for specific "Classes" & "Skills" (just re-written to verify this was what was meant)


Amulets


Each class has its own class specific amulet. These amulets feature many but not all mods from the current pools but also some of the new mods as well. Amulets have no level restriction nor tier and thus can not be transmuted. They can be found at any level. Class mods and current existing mods ( not all ) are spawnable based on class specific pools. Magical levels ( magical - unique) do apply to amulets.

Amulet Specific mod pool-
+ detection ( found on some classes but not all )
+ stats in abilities ( warlock amulet may have +2 in multicast )
+x weapon specific mastery for melee classes ( excludes mage, warlock, alchemist )
+x attack charm specific mastery for caster classes ( only mage warlock and alchemist )

More specifics on "Weapon & Cast Charm Mastery"? I may have misread the idea here, because if you remove Mage / Warlock from Weapon Mastery, then you are negating the chance of better Hybrid type of builds... same goes for the Cast Charm Mastery, but the only one negated should be the Guardian. And, are these new Mastery(s) only applicable to the Amulets? I personally don't want them added to other items and reduce chances of better drops.

Example of a warlock amulet.

Legendary Eye of Mu' Rakar

Td detection while equipped
+ 20% reduction of Accessory slot reduction
+ 2 Multicast
+ 4 Earth Mastery
+ 3 Wild Heal Mastery
+ 1 - 45 mana per kill
+ 2% Mana Syphon


While class amulets have magical levels and no tiers their names are not generic but can be named as items ONCE permanently in game for free. * see Below for naming item feature. mod pools not specific to amulets will only draw on associated class mods. For example a barbarian amulet would not have mana syphon.

Shields

Shields can be equipped in the accessory slot but only for certain classes. As shields are primarily tank or defensive in nature do not expect to find these with casting stats.

Shields will have static and dynamic mods depending on type and tier. while the main function will be defense expect to see more mods related to defense than otherwise. All shields come with -xx% to character damage as well as -xx% damage reduction.

Shields function differently on paladin and guardian as their -xx% character damage will be negated. Is this like "Enhanced Defense"? & why exclude Paladin & Guardian ... also, Shields should not be worn in conjunction with Heavy Weapons.


I only chose to read up to this point as there are a ton of ideas and re-suggestions. Will read up more on the rest, the removed parts (above Shields) I don't really care about as they seem more cosmetic.
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Aug 21 2020 10:36pm
Quote (izParagonzi @ Aug 21 2020 10:08pm)
I only chose to read up to this point as there are a ton of ideas and re-suggestions. Will read up more on the rest, the removed parts (above Shields) I don't really care about as they seem more cosmetic.





np.
Code
Newly added items for specific "Classes" & "Skills"


No i meant class specific items. such as a warlock only item. as well as new skill items.

Code
More specifics on "Weapon & Cast Charm Mastery"? I may have misread the idea here, because if you remove Mage / Warlock from Weapon Mastery, then you are negating the chance of better Hybrid type of builds... same goes for the Cast Charm Mastery, but the only one negated should be the Guardian. And, are these new Mastery(s) only applicable to the Amulets? I personally don't want them added to other items and reduce chances of better drops.


The only added mods being weapon masteries. These similiar to charm masteries we currently have. but few the mod changes to see other specific changes to these.

Amulets have their own pool of mods. Yes i am aware making a class specific item that doesnt allow for supporting all classes all the while considering an item for a specific class would hurt hybrid to some extent, but seriously are you not missing the point. How can you have class specific only to say it should be able to get everything. Be sides its only on the new amulet slots. Which are class specific. The amulets pulling from a pool of mods that would be traditional to that class. Some classes would be able to have hybrid stats such as rogue. but not warlock or alchemist.

classes being removed from these mods only affect amulets as they are class specific.

Code
Is this like "Enhanced Defense"? & why exclude Paladin & Guardian ... also, Shields should not be worn in conjunction with Heavy Weapons.


Personally i have always felt once we had stun mobs heavy weapons have been nerfed enough. the exclusion on guardian and pally is only to the - damage from shield use. if you use a shield you deal less damage. unless using guardian or pally. shields are like enhanced defense yes what do you think a shield is or should do at a minimum other than defense. the -damage is the damage your player deals to balance the increase in defense gained. this penalty is removed or weakened by playing a tank class. Play something specific as the class its designed around should be rewarding in that on its own.

taking a headhunter and casting on it, while possible, isnt even remotely something to be bothered with balancing if you are going to use something against design intent for your own reasons. if you want to ebb against the flow dont expect much support. unless im misunderstanding. which may be possble.

This post was edited by GunslingerOfOld on Aug 21 2020 10:45pm
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Aug 22 2020 02:57am
Quote (GunslingerOfOld @ Aug 22 2020 04:36pm)
np.
Code
Newly added items for specific "Classes" & "Skills"


No i meant class specific items. such as a warlock only item. as well as new skill items.

Code
More specifics on "Weapon & Cast Charm Mastery"? I may have misread the idea here, because if you remove Mage / Warlock from Weapon Mastery, then you are negating the chance of better Hybrid type of builds... same goes for the Cast Charm Mastery, but the only one negated should be the Guardian. And, are these new Mastery(s) only applicable to the Amulets? I personally don't want them added to other items and reduce chances of better drops.


The only added mods being weapon masteries. These similiar to charm masteries we currently have. but few the mod changes to see other specific changes to these.

Amulets have their own pool of mods. Yes i am aware making a class specific item that doesnt allow for supporting all classes all the while considering an item for a specific class would hurt hybrid to some extent, but seriously are you not missing the point. How can you have class specific only to say it should be able to get everything. Be sides its only on the new amulet slots. Which are class specific. The amulets pulling from a pool of mods that would be traditional to that class. Some classes would be able to have hybrid stats such as rogue. but not warlock or alchemist.

classes being removed from these mods only affect amulets as they are class specific.

Code
Is this like "Enhanced Defense"? & why exclude Paladin & Guardian ... also, Shields should not be worn in conjunction with Heavy Weapons.


Personally i have always felt once we had stun mobs heavy weapons have been nerfed enough. the exclusion on guardian and pally is only to the - damage from shield use. if you use a shield you deal less damage. unless using guardian or pally. shields are like enhanced defense yes what do you think a shield is or should do at a minimum other than defense. the -damage is the damage your player deals to balance the increase in defense gained. this penalty is removed or weakened by playing a tank class. Play something specific as the class its designed around should be rewarding in that on its own.

taking a headhunter and casting on it, while possible, isnt even remotely something to be bothered with balancing if you are going to use something against design intent for your own reasons. if you want to ebb against the flow dont expect much support. unless im misunderstanding. which may be possble.


"Class specific items", assuming you are referring to "Abilities" (okay, got the general idea, so now to Amulet)
"Shield on Paladin does NOT reduce damage output" ... think I got the idea here.

Paladin Amulet example has +2 Revenge and some other mods (now add on the shield).
Now Paladin joins full group climb and chooses "Multistrike, Powerstrike and Dble Strike. (nice, 4 Abilities)
Uses EE Axe (or Battleaxe if allowed with Shield)

So the issue is this, do you get to have 4 abilities, or 3? i.e. you have to at least have 1 base point in Revenge to get the +2 from the amulet?

Maybe I misread it again.

As for adding in "Weapon Mastery" like "Heal Mastery" ... maybe, but definitely not casting charm mastery, just stick to the ones we have as you mentioned.

Kinda sidetracked atm, let me know if I got the gist of your idea now. Thanks.

This post was edited by izParagonzi on Aug 22 2020 02:58am
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Aug 22 2020 04:45am
Quote (izParagonzi @ Aug 22 2020 04:57am)
"Class specific items", assuming you are referring to "Abilities" (okay, got the general idea, so now to Amulet)
"Shield on Paladin does NOT reduce damage output" ... think I got the idea here.

Paladin Amulet example has +2 Revenge and some other mods (now add on the shield).
Now Paladin joins full group climb and chooses "Multistrike, Powerstrike and Dble Strike. (nice, 4 Abilities)
Uses EE Axe (or Battleaxe if allowed with Shield)

So the issue is this, do you get to have 4 abilities, or 3? i.e. you have to at least have 1 base point in Revenge to get the +2 from the amulet?

Maybe I misread it again.

As for adding in "Weapon Mastery" like "Heal Mastery" ... maybe, but definitely not casting charm mastery, just stick to the ones we have as you mentioned.

Kinda sidetracked atm, let me know if I got the gist of your idea now. Thanks.




You got the right idea. im not sure about abilities trump one of the 3 or adding a 4th. not that it would matter if it was preferred and im sure if these existed preferred stats would be the ideal go too.

Amulets are class specific. you could find a barbarian amulet. and only be able to equip that on barbarians
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Aug 22 2020 04:34pm
Quote (GunslingerOfOld @ Aug 22 2020 02:21am)
Mod rework
- Looking at the available mods currently in the pool and how items are saturated beyond that which desired mods currently can be found several changes to the existing mod pool and their values as well as drop mechanics have been changed in the following ways:

1. Most mods have had their values substantially increased across the board. While these may be too much may tweak in the future but for now most have have been doubled. ( with the exception of stats ( str, dex, vita, Int ) Enhanced effect, Extra Equipment slots, Extra item slots, Damage reductions)

2. Weapon Masteries have been added. While not wanting to further dilute the possible pool some tweaks to all masteries have been adjusted to not spawn on conflicting items. For example you would not find Axe mastery on a dagger, nor would you find Fire mastery on an ice charm. The limitations in what they can spawn on should help slightly in finding less fails and more desirable stats on the desired item this way.

3. Masteries all newly added weapon as well as existing heal and attack charm masteries now are ~ enhanced effect for their respective mastery. This reverts previous heal mastery nerf as well as making masteries desired stats.

4. lpk mpk now proper give life and mana based on the values on the item. A bug previously could give only 1 mana after a monster kill even though user had mpk on all three items equipped for a minimum of +3 mpk. Unspawnable values are still affected by the "over spawn" tier cap but this is reflected on the users level and not the item tier itself allowing you to use the items at higher levels for differing results.

5. Accessory slot mod change - All mods that are not stats ( str dex vita int ) now work from the accessory slot with the standard 75% reduction. This currently works for all other mods.

6. Mod roll and Magical tier rework. Far too often so many items of legendary if not the ultra jaw dropping unique items drop from higher tiers however they result in only 1 if at all of the rolled mods actually being of a higher tier roll. magical levels in general have been reduced in preference of the new system which allows higher rarities to be associated with higher rolls. While not guaranteed that all mods listed will be a higher roll the adjustments will lead to having more rolls be higher than before but more centered on the rarity of the item. Finding an EPIC item honestly should be an epic experience. Yes rick your armor may not be the only one of its kind in the future

7. Magical luck boost - Starting in 1.4 any any time that rolled a higher stat because of magic luck will have that stat highlighted in blue on menu as well as a visual cue while viewing the inventories of the character page of the main site

8. Vitality - items with vitality now also give maximum life as if they were hard -statted vitality as well as a hidden benefit to armor defense in the damage calculations. no longer is a base stat going to be a wasted fail if you get it on the right item. Vitality bonuses to physical defense have also been slightly buffed

9. EIS is back. Newly added Extra Item slots mod has been added to the mod pool increases item slots to hold more essences and other items.

10. Skilling item mod pools

+x Proficiency level ( only active while using item during skill )
+x Proficiency gained
+x% experience gained while skilling ( not type specific )
+x item slots
+x% faster skilling ( type specific )
+x% reduction in failures ( downgrades of mutes, loss of glpyhs or other items, reduction in !?!!!? symbols while glpyhing, reductions in flaming and snags while fishing )


Weapon changes


All heavy weapons can now be transmuted.

Weapon Ratios tweak but really slight as well as clarification. The existing rations for damage on weapons is now going to be that of power/crit respectfully. If you want to crit all the time with your swords you would be statting dex but damage would be lower. While crits ~ damage or at least the balance should be found as such i will be watching the values to adjust the ratios in the future. With new mod roll caps increased crit and damage potentials will be higher than before but only if you invest in certain mods for your characters weapons or attack charms. The guide section for weapons explains this a bit more in detail but for the most part choosing to crit more versus base damage now requires a bit more investment than simply statting one stat or the other based on weapon type.


Not fully sure of everything here (Mod Rework, but will make a suggestion) ... am I guessing with Weapon Ratios tweak you are trying to balance out the "Crit Strike" without reducing damage?

Mod suggestion. How about just making a new mod list specific to the "Amulet" & "Shield" idea you posted... you could also have a "Skilling Ring" where the ring mods are just active with skilling (since those are the only mods you find on them).

Going back to the Paladin again;
Abilities chosen being Multistrike / Dble Strike & Powerstrike (to use revenge from amulet you just click the charge box that appears instead of having a hotkey)

Amulet:
+2 Revenge
+20% Axe Mastery
+2% Physical Damage Reduction
xxx
xxx

Shield: (NOTE: Can only be worn in ACC slot and all mods are Active shields only)
+18% Enhanced Defense
+15% Axe Mastery
+2% Physical Damage Reduction
+1-2 Life per Attack
xxx
xxx

Note: Now you just have to collate a list of mods for those two items & one for the skilling rings.

I am not trashing your idea(s), basically just giving some feedback on other factors that may help to make it a real "Suggestion Post" in the Suggestion section other than the LS section.
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Aug 23 2020 08:15am
i love most of your ideas esp skins that do nothing but look cool. give me your jacket!!!

This post was edited by Henchman21 on Aug 23 2020 08:15am
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Aug 30 2020 06:59am
UP THIS EPIC SUGGESTION TOPIC
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Aug 30 2020 08:19am
Quote (Tye @ Aug 30 2020 08:59am)
UP THIS EPIC SUGGESTION TOPIC


Thank you tye. I was thinking about doing some more detail laying out features of new items and such with photos. idk if there is any interest. Let me know here if you guys wanna see some more
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