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Member
Posts: 40,183
Joined: Apr 29 2006
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Mar 6 2025 05:34am
Changes?

Classes / keys to pass:
Feeder (3 keys)
Monk (3 keys)
Paladin (4 keys)
Ninja (4 keys)
Samurai (5 keys)
Warlock (5 keys)
Headhunter (6 keys)
Alchemist (5 keys)
... did not make a mistake in key order for character classes.

Objectives:
Increase maximum List from 3 to 5 if requirements are met.

Innate Abilities per character class: (note; need options)

Barbarian = 1% Regular Heal Return based on Damage Dealt (character = to Tier Level of 5's)
Fighter = 1% Wild Heal Return based on Damage Dealt (character = to Tier Level of 5's)
Mage = 1% Physical Damage Reduction based on Elemental Damage Dealt
Rogue = Detect Trap Doors (no change)
Guardian = 1% Lightning Damage based on Melee Damage Dealt (character +/& weapon type (normal / heavy) = to Tier Level of 5's)
Monk: = Detect Trap Doors (no change)
Paladin: = 1% Multi Heal (if a heal charm is in either charm slot) based on Melee Damage.
Ninja: = Detect Trap Doors & Spins.
Samurai: 1% chance to Stun a monster(s) attacked. (even using Multi Strike)
Warlock: 1% Life (hit points) returned based on the elemental damage dealt.
Headhunter: Detect Trap Doors & Spins
Alchemist: 3% Life (hit points) returned based on the elemental damage dealt.

Drop Rates:
Heavy Weapons drop rate are the same as all normal items.
Potions and Totems drop rate are the same as comfrey.
There are no Zero(0) % chance of an item dropping from any and all monsters.

I have other ideas, also, if you think of something, post it. Oh... I this is nothing compared to what I normally think of.
Member
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Mar 6 2025 05:42am
yes for the #1 but no in life your door choices :D :P hh 6door would be so baddddd
i would go for

Feeder (2 keys)
Samurai (3 keys)
Monk (3 keys)
Paladin (4 keys)
Ninja (4 keys)
Warlock (5 keys)
Headhunter (5 keys)
Alchemist (6 keys)
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
Mar 6 2025 05:58am
yes for the #1 but no in life your door choices :D :P hh 6door would be so baddddd
i would go for

Feeder (2 keys)
Samurai (3 keys)
Monk (3 keys)
Paladin (4 keys)
Ninja (4 keys)
Warlock (5 keys)
Headhunter (5 keys)
Alchemist (6 keys)


I like this reply. Hmm, did you get the order wrong of class placement? If yes, I altered it. Also... the reason why I made Headhunter 6 keys and Alchemist 5 keys was longer time on HH and better chance to Reset Ladder with Alchemist. Note: I HATE the 2 key pass on feeder, so maybe I can make an adjustment by one(1) Less key on another class... so here goes:

Feeder (3 keys)
Monk (3 keys)
Paladin (3 keys) Note: instead of 4 keys.
Ninja (4 keys)
Samurai (4 keys) Note: instead of 5 keys.
Warlock (5 keys)
Headhunter (6 keys) Note: more time on melee???
Alchemist (5 keys) Note: easier to MQ: RESET (Edited here)

Also... key sequence is basically the same all round. NOT arguing... both setup are the same outside of feeder of 2 keys and compromised it with unlocked characters etc.

Thanks for great feedback... it is just an idea.

This post was edited by izParagonzi on Mar 6 2025 06:00am
Member
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Mar 6 2025 06:06am
definitely feel a mixup in class order like you suggested would make sense...would be surprised if most ppl didn't feel the same way, esp with monk and ninja being so similar and consecutive. probably would be good to bump up warlock a spot so magic isn't all backloaded

no particular thoughts about # of objectives

unique innate abilities like the existing trap door detection would be really cool, as you suggested. a lot of possibilities for the specific classes, if the overall concept were ever approved

mostly indifferent to drop rate suggestions. i like heavies being kind of a niche thing, but maybe the drop ratio could be upped just a bit. with death farming no longer being a thing, increasing potion drop rate couldn't hurt
Member
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Mar 6 2025 06:25am
i have been thinking about a similar idea..

-feeder (2 doors)

-samurai (3 doors)

-ninja (3 or 4 doors) (4x 4 door classes would make the middle game a bit longer.. also casting is available on alchemist, tanking is available on paladin without the big gap that we have now from paladin to headhunter)

-alchemist (4 doors)

-paladin (4 doors)

-monk (4 doors)

-warlock (5 doors)

-headhunter (5 doors)

-allrounder (or any other cool name) (resets on 6 doors)
new class: can use ALL types of weapon/armors/charms to give a lot of variation in the grinding process of a reset.
got all abilities blue which makes him even more versatile.
~ 50-55 str/dex/int/vita

so he will be a cool tank/melee class/caster/hybrid or whatever.
Member
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Mar 6 2025 06:42am
i have been thinking about a similar idea..

-feeder (2 doors)

-samurai (3 doors)

-ninja (3 or 4 doors) (4x 4 door classes would make the middle game a bit longer.. also casting is available on alchemist, tanking is available on paladin without the big gap that we have now from paladin to headhunter)

-alchemist (4 doors)

-paladin (4 doors)

-monk (4 doors)

-warlock (5 doors)

-headhunter (5 doors)

-allrounder (or any other cool name) (resets on 6 doors)
new class: can use ALL types of weapon/armors/charms to give a lot of variation in the grinding process of a reset.
got all abilities blue which makes him even more versatile.
~ 50-55 str/dex/int/vita

so he will be a cool tank/melee class/caster/hybrid or whatever.


this :drool:
Member
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Joined: Apr 24 2007
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Mar 6 2025 06:42am
I'm definitely in favor of mixing up where each class is in the order. I don't like that heavy armor is only used by the first 3 classes which realistically can be gone through by the first couple days of a season.
Member
Posts: 55,600
Joined: Jun 8 2007
Gold: 71,973.29
Mar 6 2025 06:44am
i have been thinking about a similar idea..

-feeder (2 doors)

-samurai (3 doors)

-ninja (3 or 4 doors) (4x 4 door classes would make the middle game a bit longer.. also casting is available on alchemist, tanking is available on paladin without the big gap that we have now from paladin to headhunter)

-alchemist (4 doors)

-paladin (4 doors)

-monk (4 doors)

-warlock (5 doors)

-headhunter (5 doors)

-allrounder (or any other cool name) (resets on 6 doors)
new class: can use ALL types of weapon/armors/charms to give a lot of variation in the grinding process of a reset.
got all abilities blue which makes him even more versatile.
~ 50-55 str/dex/int/vita

so he will be a cool tank/melee class/caster/hybrid or whatever.


me like it! :D
game def need some fresh stuff.
i mean not like mobs that cancel your skills or poofing well after 1 item..
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
Mar 6 2025 06:48am
definitely feel a mixup in class order like you suggested would make sense...would be surprised if most ppl didn't feel the same way, esp with monk and ninja being so similar and consecutive. probably would be good to bump up warlock a spot so magic isn't all backloaded

no particular thoughts about # of objectives

unique innate abilities like the existing trap door detection would be really cool, as you suggested. a lot of possibilities for the specific classes, if the overall concept were ever approved

mostly indifferent to drop rate suggestions. i like heavies being kind of a niche thing, but maybe the drop ratio could be upped just a bit. with death farming no longer being a thing, increasing potion drop rate couldn't hurt


Great reply and love the input.

I am not aware if any readers realize the significance of changing the position of classes I listed. Base starting stats could be an issue, this is the total base starting stats currently;

https://ladderslasher.d2jsp.org/index.php?g=2

150 (total) Feeder Classes
155 (total) Samurai
160 (total) Paladin
165 (total) Monk
170 (total) Ninja
170 (total) Warlock
170 (total) Headhunter
175 (total) Alchemist

Now, with the Class placement I proposed, starting base stats haven't changed.

150 (total) Feeder Classes
165 (total) Monk
160 (total) Paladin
170 (total) Ninja
155 (total) Samurai
170 (total) Warlock
170 (total) Headhunter
175 (total) Alchemist

What compensates the difference in Base starting Stats? Use of Abilities in my opinion... Multi Strike on a Samurai is more beneficial in comparison to a Monk or Ninja (and Paladin).

As you stated... re-positioning also contributes to class specific items... Medium / Heavy Armor (robes are all round except Feeder Guardian).

Casting Warlock is in my opinion in the correct place since Casting and Headhunter is Melee then Casting from an Alchemist.

There is also a difference in Heavy Weapon selection with the Class re-positioning as well.

I am off to read the reply of another posted while I replied to yours. :D Thanks for input, combined thinking may come up with another update. :D
Member
Posts: 40,183
Joined: Apr 29 2006
Gold: 20,826.51
Mar 6 2025 07:03am
i have been thinking about a similar idea..

-feeder (2 doors)

-samurai (3 doors)

-ninja (3 or 4 doors) (4x 4 door classes would make the middle game a bit longer.. also casting is available on alchemist, tanking is available on paladin without the big gap that we have now from paladin to headhunter)

-alchemist (4 doors)

-paladin (4 doors)

-monk (4 doors)

-warlock (5 doors)

-headhunter (5 doors)

-allrounder (or any other cool name) (resets on 6 doors)
new class: can use ALL types of weapon/armors/charms to give a lot of variation in the grinding process of a reset.
got all abilities blue which makes him even more versatile.
~ 50-55 str/dex/int/vita

so he will be a cool tank/melee class/caster/hybrid or whatever.


Previously I posted about Starting BASE stats per character Class... HOWEVER, we did NOT cover the Class specific LEVEL to Master Quest.

OH $HITE... does this mean that the Alchemist level is 85 to Master Quest and the Paladin (unlocked after the Alchemist in YOUR post) only needs to get to level 75 and have the same amount of keys to unlock???, or 4 keys & level 75 and Alchemist is 4 keys @ level 85???

Hmm... anything thing else... I maybe lost in my reading & comprehension of your post.
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