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.