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Feb 26 2019 12:24pm
I don't think it's unreasonable to spend a couple hundred fg to get a shitty offset of charms for immunes just in case. And like everyone said most people just press q and whack at it til it dies.
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Feb 26 2019 04:57pm
Quote (BWConformity @ Feb 27 2019 06:46am)
As mclarke stated, casters are already quite overpowered compared to melee even in solo play.


I am sure you are in agreement here? The thing is, casters have always been overpowered since I started (1.15 if I remember correctly).
The commonly made welling character were mages. You needed caster in full group climbs, mostly healers.

The difference here is that Paul needs to balance it out differently, a caster has the highest Critical Hit chance % compared to Melee weapons.
This needs to be nerfed (haters gonna hate), or melee gets an increase of Critical Hit chance...
no point increasing Critical Strike mod, because Caster gains the benefit here also.

Reverse the cost of casting: v1.18 - Charm costs have been reduced to +8 MP per tier (5, 13, 21, 29, etc)
Don't :cry: about this idea, this was implemented BEFORE you could go to town and shrine, damn, the whole group would disband if a person left/died in catacomb.

In reality, you don't need no dumbass monster ability to balance out the overpowered caster... just use commonsense.
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Feb 26 2019 05:33pm
Quote (McDavid @ Feb 26 2019 07:54am)
And then you melee and run into the melee immune
Q fucking Q


The absolute largest number of hits I ever ever seen goocidic's skill protect him for is 8. Followed by him dying. There is no "melee immune" white mob that requires 60+ hits and a full mana bar to kill. And the funny bit? A white goocidic that does no damage to me isn't going to bother me much. Why? I'm not burning a needed resource to kill it.

Quote (BWConformity @ Feb 26 2019 10:46am)
Like you've already figured out, I basically 1-shot the one elemental immune type on sight in solo. In rare cases, I will fail to 1-shot it, and then I'll just wait for an opportunity to deal damage to it again--as soon as I see damage dealt, I'll immediately burn a charged cast to finish it before it can start to heal from elemental damage again. If it's an EP or extra-strong type (or if I'm at lvl 110+, I'll just go ahead and pull my 2nd element charm out of my vault (it's not a crazy charm, just a 165 ee MQ for scenarios like this) and burn it down normally, then throw that spare charm back in vault and carry on. Sure, you can also use an EE weapon and melee it down, but it'll be a lot less effective on most casters due to stats... if that's more fun for you though, sure go ahead. As mclarke stated, casters are already quite overpowered compared to melee even in solo play. If you have to get a bit more creative to take out elemental immunes, just put that extra intelligence to work ;) And if it's too hard to off-class cast for fun to the point where you're not having fun anymore, maybe stick to melee on classes that were designed to be better at melee :P


For the what, 4th or 5th time, if a second charm type is required, then why is a d2 equipment switch type system not implemented? This is the entire point of the topic. I'm not looking for advice on how to kill white mobs. I'm stating point blank that the ridiculous limitless nature of the skills of these immunes, while in solo, is actively counter to the point of this, or any other game: Fun.

This post was edited by InsaneBobb on Feb 26 2019 05:34pm
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Feb 26 2019 05:35pm
Quote (InsaneBobb @ Feb 26 2019 01:33pm)
The absolute largest number of hits I ever ever seen goocidic's skill protect him for is 8. Followed by him dying. There is no "melee immune" white mob that requires 60+ hits and a full mana bar to kill. And the funny bit? A white goocidic that does no damage to me isn't going to bother me much. Why? I'm not burning a needed resource to kill it.



For the what, 4th or 5th time, if a second charm type is required, then why is a d2 equipment switch not implemented? This is the entire point of the topic. I'm not looking for advice on how to kill white mobs. I'm stating point blank that the ridiculous limitless nature of the skills of these immunes, while in solo, is actively counter to the point of this, or any other game: Fun.


I see the suggestion, but I would hate to see Paul spend time implementing that fix before he fixes the random disconnects that cause me to lose 2/3 of a map I paid 200 fg per copy to run :mellow:
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Feb 26 2019 05:44pm
Quote (BWConformity @ Feb 26 2019 04:35pm)
I see the suggestion, but I would hate to see Paul spend time implementing that fix before he fixes the random disconnects that cause me to lose 2/3 of a map I paid 200 fg per copy to run :mellow:


Severe topic shift, but I'd like to point out that I've been logged into the game since roughly 15 hours ago. Primarily by mistake, forgot to log out last night. Can you be certain that the disconnects are the fault of the game?

Also, just looking at the majority of updates, it does not appear he focuses on only one thing. "I don't like this suggestion, because while it'd be useful, this other thing appeals to me more" seems rather self-centered and useless. If Paul were actively pushing hotfixes still, sure, I guess. But as it stands?
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Feb 26 2019 05:55pm
Quote (InsaneBobb @ Feb 26 2019 01:44pm)
Severe topic shift, but I'd like to point out that I've been logged into the game since roughly 15 hours ago. Primarily by mistake, forgot to log out last night. Can you be certain that the disconnects are the fault of the game?

Also, just looking at the majority of updates, it does not appear he focuses on only one thing. "I don't like this suggestion, because while it'd be useful, this other thing appeals to me more" seems rather self-centered and useless. If Paul were actively pushing hotfixes still, sure, I guess. But as it stands?


Yeah, the random disconnects are probably not Paul's fault... even though everyone blames him for them... I do think they are something that can be fixed though, because they weren't occurring before the rewrite, so some change somewhere, maybe even coincidental in its timing is still causing them. Anyway, they come and go, sometimes happening quite often in a single day and sometimes not happening for a week. It's been pretty annoying trying to figure out what's causing it, but I'm still trying and hoping that I'll figure it out and Paul can fix it (which I'm sure he would as long as he's able and knew what the cause was).

Anyway, I feel like that is a really important fix whereas this one is not really needed. Figuring out a way to deal with immunes in solo play as a caster is just an aspect of the game. You're supposed to have some challenges. After all, there are limits to what a solo player can do.
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Feb 26 2019 05:59pm
Quote (BWConformity @ Feb 27 2019 12:35pm)
I see the suggestion, but I would hate to see Paul spend time implementing that fix before he fixes the random disconnects that cause me to lose 2/3 of a map I paid 200 fg per copy to run :mellow:


But Paul stated, it isn't his connection that makes you drop, it is our end. Unless you can get definitive evidence it comes from the source, you aren't going to get jack anything fixed.

I would like map drop games to be fixed, there is an issue as I have noticed it also, getting dropped from larger maps though, smaller maps aren't an issue, but level 30+ for me drop... I even had +18 EPs on one... the ONLY thing I could think of that causes maps to drop is a conflict with "time out" and maybe a coding segment of a map mod, damn, it could also be the type of map being used... it needs real testing if these things effect maps dropping.

Quote (BWConformity @ Feb 27 2019 12:55pm)
Yeah, the random disconnects are probably not Paul's fault... even though everyone blames him for them... I do think they are something that can be fixed though, because they weren't occurring before the rewrite, so some change somewhere, maybe even coincidental in its timing is still causing them. Anyway, they come and go, sometimes happening quite often in a single day and sometimes not happening for a week. It's been pretty annoying trying to figure out what's causing it, but I'm still trying and hoping that I'll figure it out and Paul can fix it (which I'm sure he would as long as he's able and knew what the cause was).

Anyway, I feel like that is a really important fix whereas this one is not really needed. Figuring out a way to deal with immunes in solo play as a caster is just an aspect of the game. You're supposed to have some challenges. After all, there are limits to what a solo player can do.


Sorry, read this after I posted, but hope I gave a little clue on where to look

This post was edited by izParagonzi on Feb 26 2019 06:01pm
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Feb 26 2019 06:04pm
Quote (BWConformity @ Feb 26 2019 04:55pm)
Figuring out a way to deal with immunes in solo play as a caster is just an aspect of the game. You're supposed to have some challenges. After all, there are limits to what a solo player can do.


This is where I'd highly disagree with you. The immunity is a monster skill. The fact that a monster can toss off this skill for 60+ hits in a row is actively counter to every other aspect of the game, and is purely unique to cast immune mobs. Goocidic's immunity lasts no time at all. It's akin to the old version of multicast, where casters could literally hit all targets every hit all climb. The difference was, that was a testing phase on the road to implementing multicast/multistrike. The idea of having to go into vault, pull a different charm or weapon, equip it, kill the mob, take the item back off, reinsert it into the vault so as not to risk shrining it, all for a white mob? It would seriously be faster and easier to create group, leave, and start a new map. Over what I would absolutely consider a bugged mob, in the same way most of us who remember it would consider casters bugged during that testing phase.

This post was edited by InsaneBobb on Feb 26 2019 06:08pm
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Feb 26 2019 06:07pm
Quote (InsaneBobb @ Feb 26 2019 02:04pm)
This is where I'd highly disagree with you. The immunity is a monster skill. The fact that a monster can toss off this skill for 60+ hits in a row is actively counter to every other aspect of the game. It's akin to the old version of multicast, where casters could literally hit all targets every hit all climb. The difference was, that was a testing phase on the road to implementing multicast/multistrike. The idea of having to go into vault, pull a different charm or weapon, equip it, kill the mob, take the item back off, reinsert it into the vault so as not to risk shrining it, all for a white mob? It would seriously be faster and easier to create group, leave, and start a new map. Over what I would absolutely consider a bugged mob, in the same way most of us who remember it would consider casters bugged during that testing phase.


Wait 'til you encounter 3 stunner EPs at lvl 75+ in solo mode :P
Paul just increased the rate of monster abilities... also fixed some broken ones. I'm pretty sure it's working as intended now... probably was just too easy before. If a player gets buffed to a crazy extent, there's a problem, but if a monster gets buffed to a crazy extent, IMO that's just adding difficulty :)
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Feb 26 2019 06:13pm
Quote (BWConformity @ Feb 26 2019 05:07pm)
Wait 'til you encounter 3 stunner EPs at lvl 75+ in solo mode :P
Paul just increased the rate of monster abilities... also fixed some broken ones. I'm pretty sure it's working as intended now... probably was just too easy before. If a player gets buffed to a crazy extent, there's a problem, but if a monster gets buffed to a crazy extent, IMO that's just adding difficulty :)


3 stunners at 75 are why it's important to add a bit of vitality. Yes, I've experienced this, last night in fact. It was a slight challenge, nothing more. Once again, the cast immune mobs are still broken. Either that, or if multiple gearsets are now REQUIRED to kill regular white mobs, then a gear swap on hotkey system to support this should be a relatively important addition to the game.

And just because I'm fully aware some people are too lazy to read back... You cannot compare any of these white mobs to sneaky. Sneaky is a special objective, that you plan carefully for if you intend to complete. He's not a random weak white mob that turns unkillable for a specific build type.
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