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It wouldn't have to be simple adjusting of drop chance on Herald. It could be solved in many ways.
My first idea:
I really like fighting Heralds. I feel excited whenever they spawn. And going this route:
Allow players to activate multiple instances of shards to add extra Heralds for each spawn in corresponding Act.
So if I activate three Eastern Worldstone Shards, every time I would spawn a Herald in Act 2 I have to fight three of them at once.
This would not only make things more fun but also increase value of Shards.
Possibility for some good fights and strategizing which act to use to level Herald before multiplying.
And obviously there could be a Cap of how many same shards can be activated.
Second :
Increase Latent Charms drop chance but gate Renewed ones behind more ingredients. Maybe more shards in recipe, maybe some statues, maybe Torch/ Standard of Heroes. I don't know exactly, I admitt it's more a loose thought than specific idea.
How about your ideas?:)
My first idea:
I really like fighting Heralds. I feel excited whenever they spawn. And going this route:
Allow players to activate multiple instances of shards to add extra Heralds for each spawn in corresponding Act.
So if I activate three Eastern Worldstone Shards, every time I would spawn a Herald in Act 2 I have to fight three of them at once.
This would not only make things more fun but also increase value of Shards.
Possibility for some good fights and strategizing which act to use to level Herald before multiplying.
And obviously there could be a Cap of how many same shards can be activated.
Second :
Increase Latent Charms drop chance but gate Renewed ones behind more ingredients. Maybe more shards in recipe, maybe some statues, maybe Torch/ Standard of Heroes. I don't know exactly, I admitt it's more a loose thought than specific idea.
How about your ideas?:)
Can be used to make Runewords:
It wouldn't have to be simple adjusting of drop chance on Herald. It could be solved in many ways.
My first idea:
I really like fighting Heralds. I feel excited whenever they spawn. And going this route:
Allow players to activate multiple instances of shards to add extra Heralds for each spawn in corresponding Act.
So if I activate three Eastern Worldstone Shards, every time I would spawn a Herald in Act 2 I have to fight three of them at once.
This would not only make things more fun but also increase value of Shards.
Possibility for some good fights and strategizing which act to use to level Herald before multiplying.
And obviously there could be a Cap of how many same shards can be activated.
Second :
Increase Latent Charms drop chance but gate Renewed ones behind more ingredients. Maybe more shards in recipe, maybe some statues, maybe Torch/ Standard of Heroes. I don't know exactly, I admitt it's more a loose thought than specific idea.
How about your ideas?:)
My first idea:
I really like fighting Heralds. I feel excited whenever they spawn. And going this route:
Allow players to activate multiple instances of shards to add extra Heralds for each spawn in corresponding Act.
So if I activate three Eastern Worldstone Shards, every time I would spawn a Herald in Act 2 I have to fight three of them at once.
This would not only make things more fun but also increase value of Shards.
Possibility for some good fights and strategizing which act to use to level Herald before multiplying.
And obviously there could be a Cap of how many same shards can be activated.
Second :
Increase Latent Charms drop chance but gate Renewed ones behind more ingredients. Maybe more shards in recipe, maybe some statues, maybe Torch/ Standard of Heroes. I don't know exactly, I admitt it's more a loose thought than specific idea.
How about your ideas?:)
In response.. Lightning Bolt you to the face!
2026: Show me your Hephasto and I'll tell what kind of man you are.
2026: Show me your Hephasto and I'll tell what kind of man you are.
Just doubling chance to drop would help. I mean, c'mon, there are so many variables when rolling them so there will not be that inflation of perfect ones like we had with old sunder system. And doing ladder with any elemental based character without sunder is just meh.
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I've also thought of Latent Sunders being just as common as pre-RotW, but Renewal recipes requiring more specific ingredients. This doesn't address a specific person's complaint of "Sunders are too common" but it lessens the psychological value of the Sunders by making people know that they could be even better. We are optimizers - we'll not be so focused on Latent Sunders anymore even if they remain exactly the same.
Alternately, I also thought of Heralds going deeper. Allow a 0.5% (or less) chance of Sunder drop for Tier 1 Heralds and increase the drop chance by 0.5% per each tier, then go up to 20 tiers. Still a matter of chance, but this way Sunders become a thing where persistence matters tremendously. This would make Sunder-hunting an entirely different kind of endgame for D2, I think. Hell, even make a leaderboard of how many tiers you've burst though.
Alternately, I also thought of Heralds going deeper. Allow a 0.5% (or less) chance of Sunder drop for Tier 1 Heralds and increase the drop chance by 0.5% per each tier, then go up to 20 tiers. Still a matter of chance, but this way Sunders become a thing where persistence matters tremendously. This would make Sunder-hunting an entirely different kind of endgame for D2, I think. Hell, even make a leaderboard of how many tiers you've burst though.
If you use a shard, after clearing 90%+ of all mobs in that act, a T6 Herald spawns with a 10-20% chance to drop a sunder.
If you use all 5 shards in the same game and clear 90%+ of all mobs in that game, an uber Herald spawns with a 100% chance to drop a sunder.
Takes long enough to properly clear a fully tz'd game. That really should give you at least one sunder.
Even more so if you consider how critical sunders are for many builds and how just plain idiotic the alternative of "just start in LoD and convert after you got one" is.
If you use all 5 shards in the same game and clear 90%+ of all mobs in that game, an uber Herald spawns with a 100% chance to drop a sunder.
Takes long enough to properly clear a fully tz'd game. That really should give you at least one sunder.
Even more so if you consider how critical sunders are for many builds and how just plain idiotic the alternative of "just start in LoD and convert after you got one" is.
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Renewed ones has so many rolls it's really hard to get perfect (or close) ones. I think latent charms need to be much more common.
I would just remove the Ire part of it. 1% chance any monster can be Herald at any time.
I would just remove the Ire part of it. 1% chance any monster can be Herald at any time.
Lol, that is nearly exactly what I was thinking. Two fools, one thoughtSchnorki wrote: 17 hours agoIf you use a shard, after clearing 90%+ of all mobs in that act, a T6 Herald spawns with a 10-20% chance to drop a sunder.
If you use all 5 shards in the same game and clear 90%+ of all mobs in that game, an uber Herald spawns with a 100% chance to drop a sunder.
Takes long enough to properly clear a fully tz'd game. That really should give you at least one sunder.
Even more so if you consider how critical sunders are for many builds and how just plain idiotic the alternative of "just start in LoD and convert after you got one" is.
After a 20 year break from D2 I started playing D2R in 2024 with my sons (9 and 10 years old)
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
Clearing 90%+ of the trash mobs would be a chore, that's like dozens of Den of Evil light. I don't think that would be fun. You kill the elite and champion packs. If the density is good or you like the TZ you maybe kill 90%+, but this should never be mandatory.
Exact number would be tbd, naturally but that is kinda the whole point. It still shouldn't just be thrown at you for optimizing your route and ignoring most of the mobs out there. At the same time, 10% leniency built in to avoid having to chase down that last single mob across 5 acts for 9 days.mikelessar wrote: 13 hours agoClearing 90%+ of the trash mobs would be a chore, that's like dozens of Den of Evil's light. I don't think that would be fun. You kill the elite and champion packs. If the density is good or you like the TZ you maybe kill 90%+, but this should never be mandatory.
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I think even casual players should have a (small) chance to find a Sunder (although they will need much longer for it, of course) but they would never 90%-clear an entire act, let alone all five acts. All this running around in just one game (Most don't have Enigma).
The drop chances should just be MUCH better. If MrLlamaSc's party goes to level 99 and never sees just one sunder, then something is off by a large margin. Doubling the drop rates is not enough at all, more like 5x or 10x.
They could also reintroduce the old normal sunders (with a reduced drop rate), so that there are two tiers of sunders, one that is more common, maybe like an Um or Mal and one that is rare, but maybe Vex/ Ohm rare, not Cham rare
The drop chances should just be MUCH better. If MrLlamaSc's party goes to level 99 and never sees just one sunder, then something is off by a large margin. Doubling the drop rates is not enough at all, more like 5x or 10x.
They could also reintroduce the old normal sunders (with a reduced drop rate), so that there are two tiers of sunders, one that is more common, maybe like an Um or Mal and one that is rare, but maybe Vex/ Ohm rare, not Cham rare
They can leave latent drop rates as is, and just put back in the old one's. That would be the simplest solution. One for those that want the item chase, and one for those that just want their build to function without compromises.
This is what I said all along. But I really like the idea that when you terrorize the entire game, you are guaranteed to get a Sunder from Herald X or some sort of Uber Herald. You are already guaranteed to get a Jewel from the Colossal Ancients and a Torch from the Ubers. Why not do the same with Sunders? - especially because they are far more important for the viability of many builds than a torch or one of these "super jewels".D2Veteran wrote: 11 hours agoThey can leave latent drop rates as is, and just put back in the old one's. That would be the simplest solution. One for those that want the item chase, and one for those that just want their build to function without compromises.
Furthermore, I have never TZ an complete act (I have a hard time finding shards in the first place. I still have not found an Eastern Worldstone Shard and a Northern Worldstone Shard - At least for my taste the drop rates of those could be increased a little, too) but am I right that you can kill the boss only once? In this case I think it would be nice if the drop rate of statues would be increased to maybe 50%.
To include the possibility to play every TZ when you have time is really a nice addition for casual players like myself. Most of the time I simply cannot hop on my PC whenever there is a nice boss TZ. Therefore, to collect statues is really a hard thing to do if you cannot organise your free time as you wish. For this reason I would appreciate it, if they could also drop in non TZ - but, as far as I'm concerned, with a significantly lower drop rate (maybe 1:50).
After a 20 year break from D2 I started playing D2R in 2024 with my sons (9 and 10 years old)
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
I think this is a concern that was touched on by a certain streamer which i won't name who played a significant role in influencing the development team to make latent sunder drops feel meaningful and rewarding by ensuring that they do not drop often, as opposed to the old ones. Latent sunder charms were not designed with the casual player in mind, the datamined drop rates on them more than support this notion. You're right that sunder charms play a crucial role in the viability of many builds, and is why i feel they should reinstate the old sunder charms.oOKIWIOo wrote: 5 hours agoThis is what I said all along. But I really like the idea that when you terrorize the entire game, you are guaranteed to get a Sunder from Herald X or some sort of Uber Herald. You are already guaranteed to get a Jewel from the Colossal Ancients and a Torch from the Ubers. Why not do the same with Sunders?D2Veteran wrote: 11 hours agoThey can leave latent drop rates as is, and just put back in the old one's. That would be the simplest solution. One for those that want the item chase, and one for those that just want their build to function without compromises.
That is obvious and it is just stupid that Blizzard listened to Llama (I can name him) here, a guy with 40,000 hours in this game. D2 is literally his job.D2Veteran wrote: 5 hours ago
(...) Latent sunder charms were not designed with the casual player in mind (...)
Getting back the old sunders for casual and "ambitious" players and the new overpowered sunders for no-life-or-it's-my-job-players is a good idea.
I like the idea of latent sunders to be rare. It should be exiting when they drop. I don't think the reroll cost should be increased. That would just make the hunt more of a grind an less exiting. That said, the current odds are tough. I have found one latent sunders, but I don't expect to find more of them any time soon.
I do like the idea of increasing the odds by spending more resources. If actually got worldstone shards piling up. It feels like when I clear an act, I find at least one, and then I get the ones from random TZs on top.
The current system encourages us to stay in the game for longer, and to clear areas I wouldn't visit otherwise. I think that's good, but it shouldn't be over done. I sometimes keep my computer running for hours on end, just so that I can come back later to clear the next act.
I don't understand why llama is blamed for literally everything. I am glad the developers included him in the development. Only a few people have the same Passion and understand of D2 as llama. He doesn't spend all day grinding the late game. He is a speed runner. He starts from lvl 1 without gear all the time.
I do like the idea of increasing the odds by spending more resources. If actually got worldstone shards piling up. It feels like when I clear an act, I find at least one, and then I get the ones from random TZs on top.
The current system encourages us to stay in the game for longer, and to clear areas I wouldn't visit otherwise. I think that's good, but it shouldn't be over done. I sometimes keep my computer running for hours on end, just so that I can come back later to clear the next act.
I don't understand why llama is blamed for literally everything. I am glad the developers included him in the development. Only a few people have the same Passion and understand of D2 as llama. He doesn't spend all day grinding the late game. He is a speed runner. He starts from lvl 1 without gear all the time.
Actually, something I've learned doing exactly that on my barb for fun:mikelessar wrote: 13 hours agoI think even casual players should have a (small) chance to find a Sunder (although they will need much longer for it, of course) but they would never 90%-clear an entire act, let alone all five acts. All this running around in just one game (Most don't have Enigma).
[..]
It evens the playing field and brings new/casual players closer because it makes Enigma FAR less important. The point of Enigma is to cut down on travel time as you move from "valuable target to valuable target" and to skip everything in between. If instead you actually kill everything in between, you suddenly don't miss the Teleport much, if at all. It's actually kinda refreshing. Pointless, sure, seeing how normal mobs still don't have a real point to them atm, but refreshing none the less.
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You have a point there, but in levels like the Underground Passage it still takes longer without Enigma because you have to turn lots of corners.Schnorki wrote: 3 hours agoActually, something I've learned doing exactly that on my barb for fun:mikelessar wrote: 13 hours agoI think even casual players should have a (small) chance to find a Sunder (although they will need much longer for it, of course) but they would never 90%-clear an entire act, let alone all five acts. All this running around in just one game (Most don't have Enigma).
[..]
It evens the playing field and brings new/casual players closer because it makes Enigma FAR less important. The point of Enigma is to cut down on travel time as you move from "valuable target to valuable target" and to skip everything in between. If instead you actually kill everything in between, you suddenly don't miss the Teleport much, if at all. It's actually kinda refreshing. Pointless, sure, seeing how normal mobs still don't have a real point to them atm, but refreshing none the less.
I have mixed thoughts on this, and if there's one thing i find very nice about warlock is Blade Warp. Sure it isn't an Enigma Teleport, has limited use with walls, but it is still a Teleport allowing you to reposition your merc and skip "useless" areas, i guess many necros would love to have that in their skill tree. For me it removes the "need" for an Enigma while it doesn't make Enigma useless.Schnorki wrote: 3 hours agoActually, something I've learned doing exactly that on my barb for fun:mikelessar wrote: 13 hours agoI think even casual players should have a (small) chance to find a Sunder (although they will need much longer for it, of course) but they would never 90%-clear an entire act, let alone all five acts. All this running around in just one game (Most don't have Enigma).
[..]
It evens the playing field and brings new/casual players closer because it makes Enigma FAR less important. The point of Enigma is to cut down on travel time as you move from "valuable target to valuable target" and to skip everything in between. If instead you actually kill everything in between, you suddenly don't miss the Teleport much, if at all. It's actually kinda refreshing. Pointless, sure, seeing how normal mobs still don't have a real point to them atm, but refreshing none the less.
Sure, killing everything is getting more chance at finding that shiny high rune or a very rare unique, but it's tedious and almost pointless 99.9 % of the time. I would say "unfun" for myself, but i know fun is way too subjective.
As long as you are hunting Shards and Heralds and not statues
Despite that, I also like this addition with "manual TZs and Heralds" because you now have a reason to visit almost every part of the game again and again.
After a 20 year break from D2 I started playing D2R in 2024 with my sons (9 and 10 years old)
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
Time Zone: UTC/GMT +1/+2 (Germany)
Online workdays: casually from 07:00-09:00 pm
Online weekends: casually midday to evening
Non-Ladder | Softcore | Expansion
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