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65 replies   4844 views
2

Description

5

Can be used to make Runewords:

7
Toggleable,
Key
bindable mercenary behaviour script.

1. Guard
2. Attack (so current)
3. Hide

and maybe

4. Explore 5 (?) yards in front of me

In response..
Lightning Bolt
you to the face!
2026: Show me your Hephasto and I'll tell what kind of man you are.
7
A totally serious suggestion that wasn't influenced by actual experiences at all:

Remove all shrines from hell difficulty and make the
Amplify Damage
effect from cursed permanent.

on a more serious note, more incentive to play with
Terror
zones turned off, not even sure why it's an option.
7
- a hot
Key
to auto apply buffs
- "players/" mode in MP (enough is enough - relying on the old lobby system has made public lobbies practically unplayable)
- an option to start every game with your loot display and filter ALREADY on
- tz mechanics that don't completely suck and miss the point of why looting in d2 worked
- much needed buffs for certain characters (like amazons fcr, why is she still moving around like a geriatric when another class basically one shots ubers)
7
Force monster drops to not vanish into the Void.

Loved watching a T5
Herald
drop nothing because I killed it over an act 4 pothole.
7
Cube recipes
3 of the same essence for 1 random of another
3 of the same statues for 1 random of another

Buff timers
7
1) This game still needs serious itemization improvements.

You shouldn't be able to go to almost any build for all the classes in a game and see pretty much all the same stats and gear on them (cta + Spirit on offhand, Enigma for armor (unless sorc),
Shako
, maras or highlord, arachnid or dungo, soj or fcr ring (or ravenfrost + leech if not caster), mage/trang/
Laying of Hands
, trav/gore/trek, etc). The only thing that really differs is the weapon.

One possible way to address the ubiquity of the cta + Spirit offhand setup could be to buff act 5 merc to either cast BO or grant you access to the BO skill to use yourself (so long as you can keep it alive...). This would both buff the a5 merc and open up offhand swap options other than just constantly having to use cta + Spirit. In the longer games the tz zones force us into, you have to constantly keep recasting cta bo too. Merc doing this for you could make it less annoying.

In the same fashion, the act 3 merc could be buffed to grant you
Teleport
so Enigma is not as required.

2) Mf rework. Part of the problem with itemization is MF. It just doesn't make sense not to run
Shako
+ travs in most builds when you already have gheeds and Enigma on giving you half the mf you need. Solution: lower the amount of mf needed to farm effectively, add mf to more items, OR as part of the attribute rework ideas below, a new attribute called Luck could be added that increases things like MF,
Dodge
chance, crit chance, etc. Taking pressure off gear mf needs would open up more gearing options.

3) Melee buffs. Maybe all melee skills could have slight activation range increases and/or a degree of splash damage that scales off the level of the skill and has radius increase breakpoints that go up every 5 base points. And so melee chars don't just instantly die, also remove the 0 armor while moving mechanic.

4) Attribute rework. Increase the base amount of hp gained per level so throwing everything into vit doesn't feel so necessary in the first place. Incentivize investment in Energy by making energy also increase mana regen (making a2 Insight merc feel less required on a lot of classes) and FCR (at certain investment breakpoints, like say 5%fcr every 50 pnts or something). It doesn't have to be a huge amount, even just realistically being able to squeeze an extra 10-20fcr onto a build through energy investment could be huge in terms of opening up gear possibilities. Since strength investors will typically be melee and they also need life to survive being melee, make strength add to hp as well, but at a lower amount than vit does. Alternatively or in addition to that strength could increase block or even life leech. Buff the melee dmg increase of strength investment too. Vit could also be changed to add resistances. Dex could add mana leech at certain breakpoints.

5) Immunity rework, just remove it entirely, it's a poor gameplay mechanic that sunders and Infinity are just a bandaid for. Some monsters having higher res to certain elements is fine though, but not to the point it completely invalidates builds unless you have specific items like Infinity and sunders. Immunity is also part of the reason A2 merc with Infinity feels so required in the first place.

6) Separate charm inventory and more char slots. Also, add a new unique charm with leech or fcr that drops from a new boss or maybe specifically from
The Cow King
.

7) Add a crafting NPC that opens up a window with your cube and a list of crafting recipes.

8) Pull a POE and consolidate 3 difficulties and 5 acts into 1 difficulty with 10 acts. Add missing class mercs to the new acts.

9) Improve co-op by improving the chat system, adding guilds/clans in game that have their own guild halls and guild chat menus. Have soul bound item drops as a game creation box that can be toggled on like the tz box. Have a soulbound duration slider also. Improve mob density.

10) Individual class buffs each season that rework trees for old classes, like Necro could get a curse rework by adding a curse mastery skill that increases the amount of curses that can be on an enemy. Maybe a curse damaging skill could be added too that in addition to the skill dmg itself also provides additional effects based on the number of curses on an enemy and the number of base pnts in the skill, like how
Bind Demon
does. Or maybe a curse skill could be added that turns the curses into auras for a duration so they don't have to be cast repetitively.

11) More keyboard control options, specifically for movement so this game isn't so carpel tunnel inducing.
9

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