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Member
Posts: 40,183
Joined: Apr 29 2006
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Jan 31 2026 07:16pm
I like "Monster Abilities" that remove player "Abilities" because we NEVER had abilities, that was an update and made the game so much easier to get to Master Quest, and people runs so fast as one hour group runs. This update was actually a balance issue, and the people that are crying about it, are those that want an easy run.

Think about when Abilities were never included, do you think you would play as often as you do now?

You could not increase character levels to join your group runs (having higher level characters in your group), players created the bridging system to pick up lower level players, give them the lead and drive so that group could MQ together, now that is community working with each other... now it is easier, however it has turned into starting @ level 1 to Master Quest in selected groups for 1.5 hour runs "Whistling" ... hey, they find fun in that, I don't and some others don't as well.

There are nerfs that were bad and people quit, but that is way in the past, the game is way easier, the drop rate was increased TWICE during updates.

I hate whistling, it reduced competitions, I like how a lot of players have made competitions to heighten enthusiasm to play the game, how about an update that does have "Competition Rules" for Holidays, a time period, maybe have a 30 Day Event with some of the best mods, but based on a voting system (Poll)

I would like to just have 16 Hardcore Characters like in the past, now I am stuck with 13 because of death of 3 others, why should I have 3 SC toons... they are just for show.

However there are a few things that need updating, like Abilities per Class needs to be revamped, the Multi Strike ability should not be the Samurais ability, it should be a Ninjas, but that is just my opinion.

I agree with "Detect Trap" classes should work vs Emblems Trap Door feature.
Member
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Jan 31 2026 07:22pm
Hot take, but more mobile-friendly updates would be appreciated. :D
I'm not saying they should take precedence over other things, but there are some small changes that could be made that would really enhance mobile play.


Other than that and off the top of my head:
- skilling resumes after disconnect
- "I am not looking for a group" persists after reload so you don't keep having that shit pop up on you all the time
- add a hotkey for towning


Member
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Joined: Mar 15 2008
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Feb 1 2026 04:37am
I look forward to updates even if they are nerfs. And like Alex said we have had some really good ones that people seem to have forgotten about, some which were even suggested by players.

When I first started playing, the most rewarding (loot-wise) thing in the game was increased monster difficulty which has since been nerfed and removed from event spawns... However, there is still quite a bit of benefit in fighting stronger mobs (even if the monster difficulty % boost has been nerfed).

Sometime in the next couple of decades I hope to see an update where we get at least a little more benefit/drop boost when fighting down more than a few trapdoors and/or very high level monsters (130+).

But there are definitely tons of other cool updates that could happen and some more nerfs that could also happen. I would say suggest as much as you can if you want an update. I believe that Paul will implement one if it fits his vision for the game. If it doesn't, he will most likely ignore it. It doesn't mean your suggestion was bad or the playerbase wouldn't like it, but he's gotta like it for it to be implemented. It's his game after all and he doesn't really care if lots of people play it or just 17 die-hards :evil: so if he doesn't respond, do a different suggestion :lol:
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Feb 1 2026 07:10am
I'd love to see a pvp implementation, even though it would benefit long-time players
Yet still, it would be nice to organize tournaments and/or events
Member
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Feb 1 2026 02:57pm
I'd love to see a pvp implementation, even though it would benefit long-time players
Yet still, it would be nice to organize tournaments and/or events


This is something that was nerfed, we even had a "Colosseum" for the fighting
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Feb 1 2026 04:05pm
This is something that was nerfed, we even had a "Colosseum" for the fighting


Oh wow
Why was it removed?
Member
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Joined: Feb 4 2008
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Feb 1 2026 04:06pm
Happy with the removal option of the abort button for skilling.

Has made mobile nicer, while a pause and reconnect when solo would be nice not sure how viable it would be to implement.


Currently players have no incentive to explore Trap Doors, at that point they have already lost their map and just reset.
Other than forcing inclusion of a TD detecting class in Mirror Maze groups, TD's they have little effect on gameplay at present.

My simple ask would be for Trap Doors to go back to increasing monster difficulty instead of monster level. It was something Paul had mentioned as a something he was considering awhile back.
We lost increased monster difficultly given by events because too many people cried about it.
This would be an optional challenge with potential rewards.

The barriers to entry do appear rather high if you’re just starting out, so I’m sure that’s a major factor as well.


Barriers to entry are the creation of the community more than the mechanics of the game.

This post was edited by HoneyBadger on Feb 1 2026 04:18pm
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Feb 1 2026 08:01pm
I'd love to see a pvp implementation, even though it would benefit long-time players
Yet still, it would be nice to organize tournaments and/or events


There was PVP. Multiple times. Game had PVP at the start even. In fact, you could bet fg on duels. I made thousands low level dueling. Then again, back then, a solo climb was still possible in around 45 minutes to an hour with decent enough gear.

Paul intentionally made solo slow, shitty, and 1000x more difficult and 1/1000th as rewarding, and removed pvp, to try to force players into team play.

Now you have absolute geniuses like Rex talking about how "nerfs are good" because he thinks team play is "too op!" What his bourbon-addled brain fails to comprehend is that every nerf impacts solo play FAR more severely than group. Want to save up that powershot stack or salvation stack for when you hit the 3 wave EP at level 75 on your robe-locked monk/ninja/warlock/alchemist? Too fucking bad, every other mob wave you spawn kills your stacks. Doesn't even impact group play, at least with offensive skills. Tank takes most of the stack-killer hits, and in group play, multistrike and such is best to spam off at 10-30% anyway. NN for one person to try to go overkill on a wave. WAY faster and more effective for entire group to simply toss their skills at low stacks at every single wave with 5+ mobs.

But, Rex is still a noob, never experienced the original game, and has no friends, so doesn't understand just how badly every negative thing that he begs for (nerfs) effect him more than literally every other player in the game.

Edit: One last thing about the absolute genius talking about his love for nerfs and how the game is "too easy": https://forums.d2jsp.org/user.php?c=3&i=234344

Notice how he doesn't focus one character to unlock monk+ classes? He hates all over group play, claims the game is "too easy", then intentionally stays on heavy armor classes. Too easy? If he finds things easy, it's because he intentionally only plays the easiest classes and ONLY the easiest classes because he's shit at the game, and will never be anything else.

I've made Warlock completely solo since soloing was nerfed to shit. I've made HH multiple times and Alchemist as well via group play since soloing was nerfed to shit. I play the game to experience all the classes, both group and solo (though I dedicate the most time to solo). The same as most players. Rex wallows in the first three class tiers because he's simply so bad at the game that he can't manage to get beyond easy mode. And because he's so bad he won't dare monk? He wants Paul to screw your game experience over too.

Don't buy into the bullshit. Rex is just a bitter forever-noob who wants to see the game crash and burn, because he's so bad at it, that's the only way he'll have a chance to make anything more of himself than some ancient-ass alcoholic that spends 90x the time ranting about retarded and nonsensical bullshit than actually playing or even understanding the game, let alone getting good at it. AKA, "I can't beat them, so let's beg for nerfs that bring everyone down to my shabby, worthless level. Can't beat them competitively? Demand the dev make them suck no matter what they do or how much time and forum gold they invest, so that I don't feel like such shit."

This post was edited by InsaneBobb on Feb 1 2026 08:28pm
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Feb 2 2026 05:14am
There was PVP. Multiple times. Game had PVP at the start even. In fact, you could bet fg on duels. I made thousands low level dueling. Then again, back then, a solo climb was still possible in around 45 minutes to an hour with decent enough gear.

Paul intentionally made solo slow, shitty, and 1000x more difficult and 1/1000th as rewarding, and removed pvp, to try to force players into team play.

Now you have absolute geniuses like Rex talking about how "nerfs are good" because he thinks team play is "too op!" What his bourbon-addled brain fails to comprehend is that every nerf impacts solo play FAR more severely than group. Want to save up that powershot stack or salvation stack for when you hit the 3 wave EP at level 75 on your robe-locked monk/ninja/warlock/alchemist? Too fucking bad, every other mob wave you spawn kills your stacks. Doesn't even impact group play, at least with offensive skills. Tank takes most of the stack-killer hits, and in group play, multistrike and such is best to spam off at 10-30% anyway. NN for one person to try to go overkill on a wave. WAY faster and more effective for entire group to simply toss their skills at low stacks at every single wave with 5+ mobs.

But, Rex is still a noob, never experienced the original game, and has no friends, so doesn't understand just how badly every negative thing that he begs for (nerfs) effect him more than literally every other player in the game.

Edit: One last thing about the absolute genius talking about his love for nerfs and how the game is "too easy": https://forums.d2jsp.org/user.php?c=3&i=234344

Notice how he doesn't focus one character to unlock monk+ classes? He hates all over group play, claims the game is "too easy", then intentionally stays on heavy armor classes. Too easy? If he finds things easy, it's because he intentionally only plays the easiest classes and ONLY the easiest classes because he's shit at the game, and will never be anything else.

I've made Warlock completely solo since soloing was nerfed to shit. I've made HH multiple times and Alchemist as well via group play since soloing was nerfed to shit. I play the game to experience all the classes, both group and solo (though I dedicate the most time to solo). The same as most players. Rex wallows in the first three class tiers because he's simply so bad at the game that he can't manage to get beyond easy mode. And because he's so bad he won't dare monk? He wants Paul to screw your game experience over too.

Don't buy into the bullshit. Rex is just a bitter forever-noob who wants to see the game crash and burn, because he's so bad at it, that's the only way he'll have a chance to make anything more of himself than some ancient-ass alcoholic that spends 90x the time ranting about retarded and nonsensical bullshit than actually playing or even understanding the game, let alone getting good at it. AKA, "I can't beat them, so let's beg for nerfs that bring everyone down to my shabby, worthless level. Can't beat them competitively? Demand the dev make them suck no matter what they do or how much time and forum gold they invest, so that I don't feel like such shit."


I love this.
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Feb 2 2026 06:28am
Happy with the removal option of the abort button for skilling.

Has made mobile nicer, while a pause and reconnect when solo would be nice not sure how viable it would be to implement.


Currently players have no incentive to explore Trap Doors, at that point they have already lost their map and just reset.
Other than forcing inclusion of a TD detecting class in Mirror Maze groups, TD's they have little effect on gameplay at present.

My simple ask would be for Trap Doors to go back to increasing monster difficulty instead of monster level. It was something Paul had mentioned as a something he was considering awhile back.
We lost increased monster difficultly given by events because too many people cried about it.
This would be an optional challenge with potential rewards.



Barriers to entry are the creation of the community more than the mechanics of the game.


Well said and totally agree
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