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Aug 21 2020 08:21am
let me start by saying i know how this site works. and this community. good group but some will flame and just put down anything just because. I get it. Im over it. I know there are old and new slashers here. No matter where I have gone in gaming or life i do remember ls fondly. I have pre-teen children that werent even born when i started here. thanks to pauls creation of the site as a whole i believe i am not alone in my opinion that i sometimes can not play any game unless there is some way to xtrade out into fg. the benefit presented by fg by carrying your success and time spent in one game transferring to something new is something we all have experienced as members here. His site straight up has affected my attitudes and preferences in gaming for more than a decade. As i get older and mentally flail seeking some nostalgic vision of the past, whether to feel younger or simply feel that experience again, I continue to return to this site. But regardless i had a dream that led to an idea and i just typed it all out. obviously i am not a coder, a programmer, or fuck i can hardly spell but it was an idea i just had to get out and as i did it just grew. take it or leave it. laugh hate or cry. I don't care. but for those that appreciate it just for a moment you are welcome. in the end it gave me something to do for a few hours.

While there is no end to the wants and wishes of the community we are all at the whim of its creator. we know that. but doesnt stop of from voicing opinions. This is a collection of my own personal thoughts throughout the years. if all you have to say is you havent played in a while i really dont care about your comment. I was thinking way to early in the morning and I was bored. I dont need to explain my reasons beyond that. there is certainly a million more ways to waste some of your day on some other form of worthless content. this is what i typed. this is what i wanted to share. i do wish i had some graphic ability because i wanted to do pretty pictures but i suck at that.

If you like an idea leave a comment about it. if you want more info leave a comment. i have alot more than what i have typed here. but kinda got lost by the end. id love to expand. consider it fan fiction.

Ladder Slasher v1.4


Two new town features have been added.

The Garden of Heroes
is now accessible in town. Inside you can find statues of previous champions whom have reset the ladders. A plaque on the statue will show you information such as the season as well as a date in which that person reset.

Clothing shop
A tailor will be available at your beck and call to sell you wonderful visual only items. currently models for weapon, armor, boots, and hats are available. Season specific rewards may work them selves into the available pool. This is a visual only option that skins your character with the selected artwork. These can be purchased with fg. It is rumored of totems being exchanged for new outfits. * this isn't to provide a huge selection of skins that take away from the ls esthetic, but more so to provide a fun way to customize how your character looks.


Items


Newly added items from class specifics to skilling items.


Monster Parts


Different types of monster parts have been added to the game. these are stackable non wellable items. They are use in conjunction with other items during skills such as muting, fishing, and cooking. Different monsters drop different parts. For now there is one type for each monster, but some monsters may drop the same as others * read there are not 100 different monster part types. more may be added in the future. These are items and take up item slots in your inventory. they also stack and automatically do so when being picked up.

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 )

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.
Skilling items


Each skill currently in game now have additional items equipable similar to fishing rods in the skilling window. These are "items". Similarly to amulets these do not have tiers nor level requirements but may have prof requirements based on the mods the items carry. As such these items also can not be muted but can be found at any level. These are not consumable items.

-- Fishing nets- because everyone knows you can just reel in those floppy fish the best way without a proper net.
-- Glypher's Flute- The magic behind turning items into temporary enchants is known only to those who practice the lost arts of the Bard
-- Transmuting Hammer - pounding steel leaf and adamantium alike, forging new items from old without or without essences requires not only mastery of technique but also the proper tools.
-- Suffing Wand -- because wands = magic ? I mean seriously what else would you call increasing comfrey effectiveness or glyph duration anything other than a magical thing. Also everyone knows you must have a wand to do such magic
-- Cooking Chef Hats - as anyone will tell you cooking at the proper temperature is most certainly key to finishing the perfect dish. One size fits all here but cooking will certainly be your future.



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.


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.

This post was edited by GunslingerOfOld on Aug 21 2020 08:25am
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Aug 21 2020 08:22am
Class Changes



Guardians can now also equip mid armors.

Paladin and Monk have had their starting values tweaked as well as switch in the Unlockable order of passing master quests.

Samurais can now equip Staffs

Some melee classes can now equip weapons in their accessory slot for "dual wielding" *see dual wielding for more info

Master Quest has been reworked with more doors on all classes but with a new feature of unlocked doors. In order to make the effort given for the people that put it in doors you now unlock will stay unlocked unless you fail another Master Quest. For example if you get to the second door and fail on your first mq the first door will be unlocked on the next attempt, but if you fail again on the same door you will be set back one door. . *This change not go into effect until the existing season finishes* While this may speed up seasons temporary the increase in doors should balance this out to not have too long nor two quick doors. the amount of doors you go through may be adjust per class in the future.

Passing warlock now allows you to choose to play as a headhunter or an alchemist. Both must be passed in order to reset the ladder but the order is up to you. Once chosen a choice persists until reset. Doors are adjusted accordingly. This should be more consistent in rewarding those higher classes and the efforts associated in getting there.

Dual wielding- rogues, fighters, and ninja have the ability to dual weapon weapons from their class. there is a flat chance of attacking twice with a reduced overall damage between the two. This should add a bit more to melee classes that can not use shields. Weapons in accessory slots still maintain only 75% of their effective stats.

Shield users currently consist of barbarian, guardian, paladin, and headhunters

Alchemists stats have been re-tweaked slightly to make it more overpowered compared to warlock as a caster but also staying inline with head hunter.


Catacomb Changes


All objectives have been reworked to spawn at proper levels but no longer will you not be able to NOT spawn an objective.
Objectives will only spawn once for any given character. The rewards for completing it and a hidden spawn counter are separate. The objectives in the game are features that should be experienced and not gated behind other factors. the spawn limit is to prevent abuse. Also removed is the timer before objectives can be triggered.

Spins will no longer spin you to an explored location on the map.

rooms within catacombs have been further increased but balanced with sizes of the catacombs in general.

Trap doors are reworked to be more rewarding in all ways but balanced with difficultly. if your goal is to get to mq but not loot these certainly are not for you.

With new mods on class specifics td detection is now achievable for most classes with enough effort. Solo exploring should be improved. Never should exploring to find maps be a days effort wasted by a trap door you can do nothing about.

Td detection has been reworked. detection also being a mod spawned on class specific items detects tds no matter where they are. the td will visually be persistent in all catacombs of a certain size but possibly more than one. Choosing to take a td is available on every class. HRMMM wouldn't that also be nice to have detection's of other types you ask? that guardian who heals use may have the DL on those warm lights ill have to investigate *hint hint*

Room types have been balanced per each existence of catacombs. if an objective is active in a game it should certainly be able to be proceed within that catacomb. Wells and tds are more common and it should be a rarer occasion that a catacomb not have either present.

Sizes have been re-balanced based on levels as well as respect to objectives and types of rooms within. overall exploring should be that exploring to see whats there. whistling has provided the player base the ability to mass mq to get to preferred classes or making serious attempts at resetting the ladder. Exploring catacombs is now something to undertaken seriously as something to be found. New room events such as altars, flares, water rooms, armories, gardens are all some of the new rooms that can be found. the mechanics and new features simply have to be explored to be found out what they really do.

Back tracking now no longer will generate a wave of monsters while changing directions within a single room. While i wanted to make them similar to maps with no events at all it felt too over powered given the additional changes to catacombs. This should get you back to exploring faster and overall be a smoother exploring experience.


In addition to new catacomb rooms finding rooms within the catacombs that allow skilling with bonuses to each can be found. Kitchens, Dank ponds, stone circles, and forges are some of the rooms that can be found that preset boost to related skills in some way. Find one today and investigate yourself.

Maps


Maps have been reworked to allow for more rewards quality and or quantity dependent on the difficulty of the cata explored to find them. Spending 6 hours exploring a catacomb successfully for the map as the final reward should be exactly that rewarding. Level, magical tiers, stats re-balanced on their own algorithm specific for maps which are based the actual difficulty present in that catacomb. factors include but not limited to eps, objectives enabled versus completed, group size, damage dealt, and many more.

maps in general should be a rewarding experience now have higher caps to allow you to use maps on a more regular basis while climbing. In short not running a map because you will spend too long fighting monsters without adequate exp shouldn't happen as frequently.

Maps now have bosses guarding then end map treasure chests. Similar to eps but with some kick. Bosses will be slightly themed to map type.


Proficiency Changes


When proficiency were added they gave you the ability to control a level of investments one puts into their characters. New changes to these as well as synergies and mechanics below.

Skill proficiency's are now account wide on their related server. Since you don't lose any prof from deaths on soft-core and allowing skilling to be more fluid while playing prof for skilling is now the same on any character played. ladders have changed to reflect users and not characters for skills.

Prof mods
at level 5 in any given category there will be a mod given to your characters based on that skill. these are increased after obtaining every 5 levels of a given mod. some examples are below

Transmuting - level 15 +3 Magic Luck

Axe - Level 24 +4 Power shot

Staff - 36 +7 Parry

Skill changes


Suffusencing


Essences can now be combined to create a higher essence. This requires proficiency and is not instant. Higher level essences can be made. There is a chance of loss of both essences. Beware great rewards require great risk. Failure rate reductions from events and skilling items will affect these.

Transmuting-


Essence downgrade has been tweaked. No longer is it a even chance of what you get when stripping items. there is some weighting to favor better outcomes. Having Arcane items becoming magical essences should be a bit rarer than 1/6.

Transmuting items recipes are back. When rerolling items with essences a third box appears available in the muting window. This allows you to add an additional item that will be consumed. Rumors of the quality of this item affecting outcome have yet to be proven but some level of control on potential outcomes similar to old recipes. a table has been included in the ls portal information will be filled out as the community discovers them.

Cooking-


New items found from monsters such as beast hearts, or dragon teeth can be added when cooking fish. These have mysterious bonuses depending on the items used. be warned you may need alot or you may just need the right one.

Fishing


New monster items such as hearts, teeth, bones can all be used while fishing as well as BAIT.

Using the proper bait can affect the quality and type of fish caught are some of the various effects different bait have.

Bait are not immediately consumed upon catching a fish but do a chance of being consumed.



other changes-


Totems can have + proficiency rolled on them. this is prof value not an entire level. type of prof is also rolled. for example +876 fire proficiency. this is a permanent addition and will persist through resets of seasons.

Totems and potions drop rate adjusted not generically but more likely doing harder more rewarding content.

Items can be placed on the market listed with 0 fg tax and a cost of free. Note these items will be removed from your personal market upon placement. There is a secondary select screen confirming this action. Free items will show up upon searching the market place and can be purchased by anyone. Free items also delete after their timers have expired. Post up unwanted items for new folks today. There is a random delay from the time you post and item to the market as free as to when it will show up from searching. This is a feature for sharing of unwanted but usable gear for new folks not as a way to circumvent trading. usage will be monitored and adjusted as necessary.

Evil wells now display a counter visually with hover of cursor on the remaining usages available.

Guild only games are now password protected games which require a password when creating and entering them.

Guild only bonuses will automatically be enabled when all members of a group of the same guild. An in game notification will be sent to all group members when this is enabled or disabled by related member joining.

/g command has been added to the in game commands allowing you to talk to members of the same guild. toggles for turning off this feature can be found in the menu in game. /g messages will be shown with green text in game. sending "/g what level are you noobs? " Would send the message to all guild members logged in who have not disabled /g messages from the menu.

Return of chatroom from town allows members to meet up and chat and skill while in a "group" there is no max size to these groups but cata is disabled.

Character Renaming now allows you to select a new potential name before payment of fg for the rename. Allowing you to see if a name is available.

Chat log can again be highlighted and copy pasted as text.

Passage of master quests now initializes server wide mini event bonuses. In addition to the events schedule that rotates on Monday and Thursdays small random bonuses will be granted to the server whenever an individual passes a master quest. These will be displayed globally. these are temporary but will persist for a minimum of 2 hours. new command /event will display all active bonuses in game. Types of bonuses may or may not be based on the class passed as well as how good or fun they are.

White items are now stack-able. items need to be the same tier and type to stack.

Auto stack option in vault added and can be toggled in the game menu. This allows items to auto stack upon depositing them into the vault.

Un-stacking is now available. Simply hold alt while dragging and item to an empty slot to deposit one from the stack. keep clicking to add more from that stack held to the new stack. Unstacking can also be performed in the Market Place sale screen. When placing a stack up for sale a quantity can be entered to place up for sale the remainder will be placed back in your inventory.

Market Place logs have been added in game allowing you to search the last 3 months of SALES that have happened by using the new tab logs. searchable filters are the same as finding an item on the market place but results will list any item being sold within the last 6 months. Currently adjustable time searches are not available but may be patched in the future to allow for more control.

Hovering over an item in the marketplace will show you small recent history of previous sales of that item. this same information can be found using the item history in your gold logs. Item number, amount of times sold, most recent sale price are some of the information displayed. Plugging the item number into the history found in gold log can show complete history.

Extending vault duration x 30 days now adds 1 day to guild transfers

Item Naming feature- items can be given your character's name or a unique name for 100 fg. This is permanent.

Sex changes available on character selection screen

additional purchasable character slots are now available

Mod rolls ( item stat quality ) has been boosted across the board.
Member
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Aug 21 2020 08:40am
No red bold sad face. Lots of good ideas
Member
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Aug 21 2020 09:01am
there is a good amount of great ideas. While reading i was wondering why some of it is not implemented yet . I Like
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Aug 21 2020 09:06am
:thumbsup:
Member
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Aug 21 2020 09:25am
To quote the bard:

Quote
To sleep - perchance to dream

Shakespeare: Hamlet: Act 3 Scene 1 Page 3 ...
Member
Posts: 91,249
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Aug 21 2020 09:28am
Can i get the spark notes version of this book
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Aug 21 2020 09:33am
damn i read the first post and agree with about 95% of it... So many ideas though its like 5 years of suggestions
will come back and read more and provide comments, i appreciate all the work you put into this post and alot of us feel the same way about this game
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Aug 21 2020 09:41am
so many hot ideas could only imagine the work you put in and would love to see most of this implemented in game
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Aug 21 2020 09:42am
Quote (Tye @ Aug 21 2020 11:41am)
so many hot ideas could only imagine the work you put in and would love to see most of this implemented in game


this was 6 hours of typing ( mostly formatting) but a decade in thinking. honestly i rushed to post. i was going to put more.

This post was edited by GunslingerOfOld on Aug 21 2020 09:42am
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