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> Syndicàte And Friends Ladder Slasher Discussion I
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sigma89
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#1811
May 3 2009 01:46pm
Quote (themanthelegend @ Sun, May 3 2009, 03:50am)
soup Jan,
sex ?
you best be slashing ofc
Come slash Hardcore!
Justyn
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#1812
May 3 2009 03:53pm
Quote (sigma89 @ Sun, 3 May 2009, 14:46)
Come slash Hardcore!
nou
sigma89
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#1813
May 3 2009 08:05pm
Quote (Tamale012 @ Sun, May 3 2009, 03:53pm)
nou
Justeeen!!
sigma89
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#1814
May 16 2009 02:47am
13 days since the last post here?
Jeez...
Josha
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#1815
May 16 2009 04:33am
With ventrilo and notebox we haven't had much use.
mfmage
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#1816
May 29 2009 02:03pm
Quote (sigma89 @ Sat, May 16 2009, 04:47am)
13 days since the last post here?
Jeez...
I was thinking the same thing
how are you guys mate?
CyberJunkee
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#1817
Jun 16 2009 10:00pm
Quote (njaguar @ Tue, Jun 16 2009, 05:57pm)
Quote (cyberjunkee @ Mon, 8 Jun 2009, 23:20)
my guys lost access to delete and pin ?
what happened?
Click the edit icon next to it to reassign, thanks
np mate
i did want to ask if you have considered the mute effects on the HC market and items in general?
my observations are the following:
building proficiencies is a fabulous add to the game
taking away a part of the game which set the
ECONOMY
of Ladder Slasher (aka muting) is difficult to deal with under the current circumstances:
1) Muting has become daunting instead of fun and a way to help your character with items (which on HC are uber rare as it is ) was a method/economy of ladder slasher for shrines/mutes which made it plausible for low level players to grow, it will take any number of characters/players a significant amount of time to get mute levels which will be helpful for an entire climb (saw some such calculation that it could take 2 years to reach level for 55 mutes?)
2) Drops were supposed to increase such that it would replace what was lost in muting (not even close from the HC perspective - no drops for me or any of our guildies of mention since update, before we would find about 1-2 items a climb in catacombs and solo 1 item usually)
3) Shivers are way tough --- nice/enjoy the challenge --- but uber challenging in HC (AMBUSH = RUN) --- but for best drops in game --- still nothing of note except many blanks which turn into wells
4) OBJECTIVES ARE AWESOME
my guys who have not been playing much since the muting update, SLAM DUNK love the objectives and hunt to complete many of them
5) Heavy Weapons can't be muted? this seems really rough for a weapon that drops very rarely, and with a frequency with gg mods that it is practically more likely I will win the lotto
btw can you fix it once for me
6) Welling --- going from rare to magical is fine if the drops were more beneficial/rolled better mods --- heavy weapons can be detrimental --- HC people fear a lot of heavy weapons --- particularly longswords
7) Glyphs --- you can add another glyph if it has the same type of mod included in another glyph (i.e. mystical glyph III - +10 str, +2 luck, +1 regen can't be used with rare glyph III - +1 luck, +8 dex, +12 vita) would be nice if you could stack glyphs to max of tier and such others glyphs with one or more similar stats take on the best value (or to tier max, if you like that idea)
Suggestions/Solutions
1) Muting - Allow muting by character class (the old way) magician gets 1/3 level in capability to mute items (lvl 71 can mute lvl 20 items), warlock gets 1/2 level in capability to mute items (lvl 71 can mute lvl 35 items), alchemist MUTE LIKE OLD SCHOOL
proficiency works as is for all other classes and adds to roll for mutes like magic luck
2) Heavy Essences - Heavy Weapons can only be muted by Heavy Essences which come only from Heavy Weapons and can only be used on Heavy Weapons (idea from mfmage-Eclipse) Guardians are only ones to extract Heavy Essences and can mute only heavy weapons --- requirement: must complete mq's = tier of Heavy Weapon to mute/extract or capability to extract/mute based on 1/2 lvl of guardian (lvl 71 can mute lvl 35 items)
3) Treasure Path --- this probably make people cream in their pants
a) Objectives add to your Magic Luck
Completing a set of Objectives will grant random super treasure: unique chest, magic anvil, altar, or magic key
c) Unique Chest - delivers one item of class specific value (randomly rolls favorable stats for any one class specific item/class determined randomly) mage (int, max mana, mana syphon, etc.) item is permanent
d) Magic Anvil - randomly adds to existing stats of item (+5 str might go to +10) and adds randomly adds ee to item this effect is permanent
e) Altar - adds a blessing for one climb +10 all stats, +50 defense, +500 life/mana, +5 regen
f) Magic Key - drops in a type of color matching the master quest keys, can only one per climb, key selected will tell you if the key selected is the key needed to open the door
4) Add Mob Chain Counters for Maze games --- perhaps it works for group, and is number of monsters killed/number in party = 1 MCC
Thanks for taking the time to consider my thoughts, feedback and guild suggestions
Stay well mate
and keep up the great work
PS - If you ever wanna re-create this type of site for my video business, I am sure we could literally make millions
All my best to you, your family and those close to you mate
This post was edited by cyberjunkee on Jun 16 2009 10:03pm
mfmage
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#1818
Jun 23 2009 12:30pm
hey guys! How are you?
Nice message Cyber! Did he get back to you at all?
Also, thanks for mentioning me in the message!
sigma89
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#1819
Jun 24 2009 08:02am
Nice cyber...now we can just hope that Paul actually does something to fix this game. Not looking too great at the moment
And hey nag
JimmyHoud
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#1820
Jun 26 2009 02:37pm
Looks like we are awful close
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