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Member
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Jun 27 2016 09:45pm
This is really one suggestion of 2 parts but I'll lay them out separately.

For the TL:DR crowd:


1- Change monster skill dynamics for the (Insert charm type) immune monsters to ONLY an immunity, instead of doing no damage AND healing the monster. (I'd also very much like for the % chance of this skill being triggered to be reduced!)

2- Add a visual skill indicator to inform the player that the skill is active.

More detailed explanation / support:

1- Currently the skill dynamics are set up so that a monster is not only immune to attacks from that charm type while the skill is in effect, but they actually heal the monsters. There is one (or more?) mob that is actually immune to charm attacks in the true sense of the word, but also one (or 2 in the case of Fire) mobs for which certain charm types actually heal it. I believe this creates a substantial (and downright annoying) disadvantage for casting chars as there are no mobs which display similar skills which effect only certain weapon types. (imagine a mob that was healed when you stabbed it with a dagger!). For catacomb / group play, encountering one of these mobs usually means you sit out for a few actions while your fellow players kill it. When soloing, it means trying to kill the darned thing with your int wep, carrying an ee wep, or maybe a 2nd charm of a different type with you, or trying to guess when the skill effect is up. As mob levels get higher, the chance for this skill increases such that I've spent several minutes and half my mana bar trying to kill one using the "guess when the skill is up" method combined with the "Int wep" method. Each wrong guess heals the monster and a plain lvl 30 dagger poke only takes a few % of the monsters life bar. Very frustrating.

2- For the 2 mobs who are actually immune in the true sense of the word (meaning that they are not effected for good or for ill) to casting or melee attacks respectively, there is a visual indication of the skill in the form of a blue or red circle. Though I've found this indicator to be somewhat unreliable or confusing in that it doesnt always indicate that the skill is active right that second... It is SOMETHING and is generally useful in indicating whether or not the skill is activated. I propose that a simple symbol either be transposed over the mob (much like the circles) or a smaller symbol flash above and to the right or left of the mob to indicate that the skill has been activated (and preferably the symbol would be present until the skill is no longer active).

Please vote and comment.
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Jun 27 2016 10:08pm
yes to both, no further questions
Member
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Jun 27 2016 10:36pm
Playing Hard Core I end up leaving and starting a new map when this happens.



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Jun 27 2016 10:37pm
both is great! i would love to see the monsters even not immune but recieving for example 1/6 of the dmg while they got their shield active.. that way you could at least kill them over time... really annoying to cast half of your mana pool on a single monster and not being able to kill it (with waiting in between or without... sometimes it just doesnt work)
Member
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Jun 27 2016 11:49pm
I like both ideas.

Personally I would like to say that these monsters should only be "immune" to element, there should NOT be any of them healing to it at all.

Basically the items that drop can NOT drop for any character to be immune and also heal vs an element. Also, a monster or two or more healing after immunity ONLY effects solo playing, as for a group, it means crap... so... how about giving something back to the solo players that have to deal with this imbalance of Solo'ing vs Team play.

End note: Great ideas there... null vote from me sorry.
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Jun 28 2016 07:43am
These monsters are the bane of casting solo, on alchy i end up using half my mana or have to dig out a level 25 ice charm ad hit em 87 times at level 67, usually leave and remake, yes to both tldrs
Member
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Jun 28 2016 08:03am
I do not see anything wrong with mobs that require you to actually pay attention to what is going on.
An indicator might be nice to show the shield/sorb effects are up.

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Jun 28 2016 08:40am
Im pretty sure he added the immunes because casting is way better than meleeing, it makes alot more dmg.
Crit way more often aswell.
Easy to scale damage, and you dont need to put anything into Vita really.


I agree that some of the immunes are terrible to find when you solo, cause if u dont have more than 1 set you wont be able to kill it sometimes, or it takes like 2-3 manapools before you can dmg it.
All elements have 2 immune ones /3 for fire.... If you count the one that are immune to all elements.

This is also one of the reasons he added "mastery for the elements" to make urself immune against one element or more.
but to become completly immune and become healed from the mosters u need to get 101+ mastery into one element.
I dont remember if your prof counts as a mastery or not, but if it doesnt u need 4x items with 25mastery on each item.
= u need a glypher to be able to get there. and there's not even items to put u there either.

But all mastery gear is still resistance.

and now i have no idea what this clusterfuck had to do with ur post... xD


_____________

O/T
If something would make the immune stuff easier solo, i'd be all down for that :)
But there's also maps that you could play in to skip all the immunes for your element, so it's not really that hard to avoid.
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Jun 28 2016 09:43am
i like the ideas , specially 2* an indiacator for the shields because it is not clear when it ends.

on the first idea i have similar thoughts then Ristvall. Since casting is stronger(crits) there should be something to hinder caster chars. But yes, im for tweaking that aswell .

PS: play maps to avoid that. to shorten the shield/immunities/absorb duration it feels it ends quicker if you dont click every second but wait 3-4 sec inbetween. That way you save mana aswell.

voted yes to both

This post was edited by sp_patl on Jun 28 2016 09:46am
Member
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Jun 28 2016 11:50am
yes to this !
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