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Dec 18 2021 07:01am
With the PTR around the corner for D2r, I am going to make a consolidated wish list here in terms of what would be nice in the game, or fixed.

Without further ado -

1. The MDR Bug

Quote (Cadagan @ Jun 13 2010 08:15am)
http://diablo.incgamers.com/forums/showthread.php?t=549866

If the opponent is using string + vmagi for a total of 28 mdr

You have a guided arrow that does 1000 physical damage

You are using cow kings and have 25-35 fire damage
using 2x soj for 2x 1-12 lightning damage (2-24)
A charm in your inventory has 1-2 cold damage.


Physical damage without ele damage would be reduced to 166.66 damage or 166.


Now, with the mdr glitch.

28*6=168 ele damage needed to just equal mdr.

We'll assume highest ele damage rolls

168-35(fire damage)=133 screen damage left
168-24(light damage)=144 screen damage left
168-2(cold damage)=166 screen damage left

mdr effects all separately, and will take away from physical damage after it runs out of ele damage.

1000-133(fire)-144(light)-166(cold)=557 screen
557/6=92.833 pvp damage.

So with three sources of small ele damage:
166 pvp damage becomes
92 pvp damage



Therefore the ask is to cap MDR at the elemental damage and for it not to take away from the physical damage after it runs out of ele damage.

2. The Jewel Bug

For EVERYTHING other then a weapon =

Quote (Cadagan @ Aug 26 2011 04:24pm)
I re-uploaded the old videos and will consolidate all the information into one post so that people can refer to it.

How the glitch works.

Anytime enhanced damage is added after, or at the same time as max/min damage, it will glitch out any enhanced damage for that min/max on the item (including base)


Example 1:
A random fills his perfect 65/121 heraldric shield 4OS with 20%ed/15 max jewels

The stats on his shield look relatively decent, 145% enhanced damage, 60 max damage, 121 ar. Since ed/max was on the same jewel, enhanced damage for maximum damage is glitched out, the result of the socketing:
60 max, 145% enhanced minimum damage. The ed on the jewels and the shield glitch out.

Example 2:
You have 2 jewels to put into a circlet for your lvl 18 zon, the circlet has 30%enhanced damage on the base.
-4 min, 9 max, 4 str, 6 dex
-20%ed, 4 str, 6 dex

Now you know that ed/min/max on the same jewel is bad, but it can be on the same item. This is where the order comes in.

Good socket order:
1. 20%ed,4 str, 6 dex
2. 4 min, 9 max, 4 str, 6 dex

result: circlet with 50% enhanced damage, 4 min, 9 max, 8 str, 12 dex

Bad socket order:
1. 4 min, 9 max, 4 str, 6 dex
2. 20%ed, 4 str, 6 dex

result: circlet with 4 min, 9 max, 8 str, 12 dex

Example 2 extended:
Let's throw 2 of each of these jewels into the same paladin shield from before just for shits and giggles

Good socket order:
1. 20%ed, 4 str, 6 dex
2. 20%ed, 4 str, 6 dex
3. 4 min, 9 max, 4 str, 6 dex
4. 4 min, 9 max, 4 str, 6 dex

Any other order but this will fail. Enhanced damage must be first

Example 3:
Let's go back to the circlet in Example 2, but this time it has 1 max damage on it.

The same socket choice

results in: 4 min, 10 max, 8 str, 12 dex

However, adding 2x 4 min, 9 max, 4 str, 6 dex jewels results in: 30%ed, 4 min, 10 max, 8 str, 12 dex. At no point can you add enhanced damage without screwing up the base enhanced damage as well as what you jewel.


How to think about base ed/min/max (whether this is how the game is coded, I dunno, but it works)
Think of every prefix/suffix as it's own jewel when it is on the base of an item. So jeweling order on example 3 would be:

circlet
1.30%enhanced damage (prefix)
2. 1 max damage (suffix)
3. 4 min, 9 max
4. 4 min, 9 max


Therefore the ask is for this bug to be fixed. i.e. that a jewel (as an example 20ed/15max damage) with ed+min/max damage can be put into an armor with or without base ed/min, and that the mods 20ed/15max correctly apply to total damage.

3. Grief

For the majority of melee players, Grief is the best weapon possible (for pvp). This stifles diversity. would recommend you either reduce the damage roll (from 340-400 to something like 340-350) or change how that damage is applied to total damage, or remove the Deadly strike.

4. Faith

For 99.99% of the Bow player base Faith is the ONLY weapon possible (for pvp). Consider a comparable Bow Runeword that grants the Assassin Skill Burst of Speed. This is not a solution but at least its adds diversity and potential balance fix.

5. Enigma

For the majority of players Enigma is the end goal, only goal. It has stupidly good mods (+skills, +str, +teleport, +%life + %dr + %mf. Nothing compares to it. please explore the option of a 2nd runeword that grants +teleport. The only easy way to combat enigma, would be to add the mod "faster cast". i.e. something like +teleport + 10%-30% (Varies) faster cast. This also will create diversity and make a new armor relevant.

6. Oath

I watched your stream about mid level runewords. As a very small quality of life, consider allowing Oath to be made in Polearms and Spears.

6. Shapers (Wolf and Bear)

Even with WSG and Str bug, shapers vs teleporting players was a very low chance of winning in pvp. consider increasing the duraton of feral rage red ball by a minute @ lvl 1. Or for Bears and Werewolfs, consider giving them increased FRW (skill rework) for WereWolf/Wearbear. I mean they should faster then humans ok.

7. WSG

For the purposes of PvP please put this bug back in. It enables PvP to be more skill based then not.

8. Assassin kicks

Are currently unblockable in PvP. Please make them blockable again. The community has simply banned these skills in PvP or watered the assassin down. The skills should be there to be used.

More to follow.
Member
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Dec 18 2021 02:08pm
9. "mid level runewords".

Preface - rares should always have the possibility of being better then runewords, with only a few exceptions. The runeswords should be used as a crutch until the rares are found, or complement rares/magic on the character. That is the principal being used here by me.

Ok so the Dev's of D2 made reference to a lack of "Mid Tier" Runewords. so while noting "6" above, here are some observations:
1. Spirit Sword is king at low levels and Hoto is King at High Levels. I dont really see a need to fill any gaps for this kind of runeword.
2. Honor is king at low levels, Oath is king at mid levels and Grief is king at high levels, the only gap is for a shaper 1 hander before or at 30.
If you make Oath allowed in Polearms and Spears you resolve a shaper issue. If you dont, then 1 possible mid tier rune word would be something with 40ias 2 sox (or simply 70ias) 300-350ed (varies) with the repair mod, for polearms and spears only.
3. Everyone plays sorc, so well, you really dont need sorc specific runewords. They are already the best at low and mid levels for pvm and pvp. Therefore for runewords, you could consider the melee classes (and assassins). i.e.
Runes start from level 11. At the minimum consider a new rune word for level 18, level 30 and level 49.
level 18 -> a 3sox armor with +max damage. Something like El Eld Ith with +50ar, 30max damage, and minor adds. If you fix the jewel bug (#2 above) you can make it +50max damage. This will help melee's that have a hard time early game.
level 18 -> a 3sox druid pelt with +1 shape and +damage (ed or flat max damage).
level 30 -> An axe 5-6 sox, needing x3 shaels and a hel, with something like 100ed, 70ias and 25% deadly strike. {This fills the shaper gap caused by honor}
level 49 -> Oath in Polearms and Spears or something similar (i.e. 300-350ed eth Repl with 50-70ias). {This somewhat improves shapers mid game}

You should have noticed my favouring of shapers. this is because they are shit and are far behind every other build.

level 51+ -> lets be controversial. a runeword armor that grants +1 teleport. This makes other classes viable earlier in the lifetime of ladder then they otherwise would be. w/e other mods you add to it are irrelevant.





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Dec 19 2021 09:57am
10 fcr 24 fhr 20 mana 5 life rep unique belt pls
Member
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Dec 19 2021 09:58am
xD

the devs said runewords, nothing about uniques im afraid.

This post was edited by ferdia on Dec 19 2021 09:58am
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Dec 19 2021 04:16pm
10. The game is all about finding stuff. This should not be a negative. i.e. x100 jewels in your personal stash causes a bug where you lose everything in your inventory. players have already quit the game after losing stuff. please fix this.

11. the staff mod issue ~

https://forums.d2jsp.org/topic.php?t=80882726&f=21&v=1

This post was edited by ferdia on Dec 19 2021 04:34pm
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Dec 20 2021 01:29am
12. Fix charge bug (occurs when you charge opponent and hold shift and mouse at their feet (it charges and hits too fast).

https://www.youtube.com/watch?v=UunZUbl3vME
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Dec 20 2021 03:48am
refering to #10
here some good indepth explanaitions in the official forum
https://us.forums.blizzard.com/en/d2r/t/items-disappearing-randomly-from-personal-stash-and-inventory/48073/19
major part is:
"I want to give an update on this one. The d2s savefile limit really seems to be at the original value of 8192bytes (tested in singleplayer of D2R, see: https://ibb.co/ZBKj6Ps. Credit goes to Decay for testing)."
And this would be even more an issue, if they are working on bigger stashes / shared stashes.

refering to #11
we already have mentioned this with "whirlwind" in discord, but im close to pretty sure it counts for all "attack" staffmods today.
i browsed the trading board and not a single barb-helmet had any kind of attack staffmods on it. im not sure if this is just a coincidence or a given fact, since im not farming nm cows for lld bases, like i did in legacy.
maybe we could point it out in terms of the %chances to spawn "attack" staffmods in general and why we dont have equal chances. it could be also a possibility this is intentional by blizzard.
since im getting pretty old lol, i can only remember to late 1.09 and 1.10 in my mind. it was back then possible to spawn the "attack" staffmods for barbarians, but at a really rare given point, like the guy in the topic mentioned.

another point
Ive noticed im loosing my skillbindings on my barbarian when im creating, rejoining new games on weapon-slot #1. It doesnt occur when im quitting/rejoin on weapon-slot #2.
The weired thing about it, im only noticing this issue on my barbarian. ill do some testing, wich setup of "d2r options" or "character skillbind" will cause this issue, to give some proper detailed informations about it.
Was just a quick mentioning of another ingame bug.

according to teleport:
ive mentioned yesterday the enigma in project D2
imo this is a really good solution to balance the runeword from "overpowered" to "pretty good"



i really like the idea behind this balance and enigma would have still a big inpact ingame, but not so much in terms of pvp.
maybe im really a bit old-fashioned, but in general i like the idea of having an unqiue lets say defensive advantage for my class compared to the other classes.
sorc = teleport, barb = bo, druid = oak, paladin = charge/cleanse, necro = wall, ama = dodge/dummy, assa = mb as range stun or df for offensive usage
But in terms of the progress with runewords in d2, we have already the first 3 skills for everyone. Hopefully its understandable what im trying to say. i dont like to have every class is a wash of the other one.
Diversity and a unique behavior makes it more enjoyable to play a certain class. its not ment to be an issue for balancing pvp. but when you look at the new runewords, we will get another unique ability of the paladin for everyone with cleansing.

but as i said, maybe ive only got an old-fashioned point of view ^^ when it comes to playing a game with different classes.

This post was edited by DerGuN on Dec 20 2021 03:49am
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Dec 21 2021 08:06am
OK theory crafting again, for "PVM"

At the start of D2r the majority of players made Sorc, Java's and Paladins. Everything else was completely under-represented. Sorc's have teleport, Java's can Cow and Paladins can clean Throne/CS. So the first observersation is - a mini-enigma (+teleport) runeword is a sound proposal if the Dev's want to make mid level runewords relevant/impactful in the game (while making the game "easier").

Some personal "rules"
1. Must be in a 4 sox armor. This is because:

(a) Only four 4 sox Armor Runewords, All are high level, i.e. Bramble, Chains of Honor, Stone & Fortitude.
(b) Larzuk gives 4 sox. The idea is to make this armor relatively straight forward to get but still requiring effort.
(c) Must have a relative cost, yet not price the majority of players out of the market. Therefore, 2 Ists required.

2. Must have +1 teleport. This would immediately enable other classes to be relevant within days of Ladder start, to tele MF areas or tele exp areas.

3. Must have +MF, and it must vary in amount, but it must not exceed existing MF armors (Enigma, Skullders, x$ Ptopaz). This will keep mid level runes relevant longer, noting alot of players will roll/reroll for better stats. This is good for the economy of the game as a whole. Something like Adds +40-60% magic find (varies).

4. Must not have +Res. Too strong
5. Must not have + damage. Too strong
6. Must not have %FCR. Too strong
7. Would suggest x2 Ist Fal and a Dol. Something like FalIstDolIst. Therefore something like: +tele charges, Adds +40-60MF, +10 Str, Replenish Life 7. If you make it any stronger then this you make too much other stuff irrelevant.
For a name, "Simplicity".

Speed (teleport) will always trump damage. i.e. if fortitude was lvl 50, ppl would still start as sorc noting speed i.e. efficiency of time, is what the game is all about.

This post was edited by ferdia on Dec 21 2021 08:10am
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Dec 21 2021 12:00pm
hmm interessting pov

what do you think about a helmet runeword with Ist...like you said Ist-Fal-Dol

for exsample:
+1 skill
+1 teleport
+10 str
+10 vita
+ 7 lrep
+25-50% mf roll
+10-20 fhr roll

so a budget mf option wich would open up way more other builds and not being to overpowered to outperform descent rares/magics/uniques.
just in case of pvm you could run this rw+skullders or talamor+talbelt (not only as sorc). imo helmets are the least used rw slots in general and could need a little boost.
Member
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Dec 22 2021 09:40am
https://forums.d2jsp.org/topic.php?t=91360466&f=147

Quote (Aaronoob @ Dec 21 2021 10:51pm)
We've all been crying about this for a while now, so I went ahead and put a video together to make it obvious for the devs.

Please provide feedback on the official forum bug report linked below
https://us.forums.blizzard.com/en/d2r/t/whirlwind-is-super-buggy/86804

Assassins Martial Arts Finishers Guaranteed Hit (bump this one too)
https://us.forums.blizzard.com/en/d2r/t/assassins-martial-arts-finishers-guaranteed-hit/86684

https://www.youtube.com/watch?v=cDc857Xey_o


https://www.youtube.com/watch?v=cDc857Xey_o

This post was edited by ferdia on Dec 22 2021 09:42am
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