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Description
Can be used to make Runewords:
Toggleable, Key bindable mercenary behaviour script.
1. Guard
2. Attack (so current)
3. Hide
and maybe
4. Explore 5 (?) yards in front of me
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.
2026: Show me your Hephasto and I'll tell what kind of man you are.
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.
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.
- 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)
- "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)
Cube recipes
3 of the same essence for 1 random of another
3 of the same statues for 1 random of another
Buff timers
3 of the same essence for 1 random of another
3 of the same statues for 1 random of another
Buff timers
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 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.
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 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.
Give me genderswapped characters (not gonna happen).
However imagine MALE ZON.
However imagine MALE ZON.
Never stop never stopping!
Update Runewords (discovered or otherwise) in the chronicle so they display any item requirements/restricions (For example, state that Heart of the Oak can only be made in " Mace" Maces i.e Flails, or any runewords that require missile weapons display this information or provide hints).
I do really hope, one day they will fix that stats screen experience bar bug, which appears somewhere on level 92(93).
I know, it's purely a visual bug, but nevertheless it's annoying
I know, it's purely a visual bug, but nevertheless it's annoying
Did 90mins of TZs between yesterday and today (Mainly andy and tombs).
Did only boss act areas as they rotated (Catacombs/Tombs/Durance/CS/WSK)
Some things I found:
Farming Heralds is basically useless in its current form. I might get 1, 2 if lucky with full clears. Their drops are slightly above average compared to regular Boss packs, but still meh, especially given how hard some of them can be to kill.
The real reward is statue farming. Assuming a 60-90s clear time on average (outside tombs), it's far more ideal to farm statues.
I average 2 statues every 20-30 runs. Andy seems to drop them more on balance, but I basically never go without finding a statue in a single TZ rotation. (Fingers crossed that I haven't jinxed myself).
I think Herald spawn rate needs to be increased, because as of now it's simply not worth it. Targeted act boss farming is way more rewarding.
EDIT: Doing full act clears is a lot of fun, a nice switch up from targeted farming. I wish it was more rewarding though.
Did only boss act areas as they rotated (Catacombs/Tombs/Durance/CS/WSK)
Some things I found:
Farming Heralds is basically useless in its current form. I might get 1, 2 if lucky with full clears. Their drops are slightly above average compared to regular Boss packs, but still meh, especially given how hard some of them can be to kill.
The real reward is statue farming. Assuming a 60-90s clear time on average (outside tombs), it's far more ideal to farm statues.
I average 2 statues every 20-30 runs. Andy seems to drop them more on balance, but I basically never go without finding a statue in a single TZ rotation. (Fingers crossed that I haven't jinxed myself).
I think Herald spawn rate needs to be increased, because as of now it's simply not worth it. Targeted act boss farming is way more rewarding.
EDIT: Doing full act clears is a lot of fun, a nice switch up from targeted farming. I wish it was more rewarding though.
Statue farming on diablo's terms is pure self-torture.
I will not take offers that bypass diablo2.io
With most of the things here I agree. It was also mentioned already that the mechanics and drops for the new materials (statues and shards) are a mess. I want to add some evidence for that. The following screenshot is the result of farming TZ bosses in the last three weeks (I work at home for two to three days per week and therefore I can sometimes take a break midday for a boss TZ).
I think when you look at the last top and bottom "section" of the screenshot it becomes obvious that there is a "slight imbalance" concerning Act 5 material...
(and it is even worse because I already traded a few Korlic's Pain and Talic's Anguish for 4 Worusk's End).
I have no hard evidence yet but on top it seems, at least to me, that Worldstone Keep is one of the rarest TZs lately...
I think when you look at the last top and bottom "section" of the screenshot it becomes obvious that there is a "slight imbalance" concerning Act 5 material...
I have no hard evidence yet but on top it seems, at least to me, that Worldstone Keep is one of the rarest TZs lately...
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 would love it if we could have a button in the "Gems" and "Runes" section that allows for Auto-Merge of all possible upgrades. I think the button should have two click confirmation as people are less likely to want to roll-up their runes, but it is very tedious to do all the individual gems in sequence.
Now that we can terrorize whole acts, would be good if there was some reward for a full clear of each act. (as in Den of Evil, every monster dead and every inch of map explored)
Could be act specific and along the lines of:
A1 Charsi Imbues an additional item
A2 Atma lowers vendor prices further for 30 minutes - A further 30% discount for some slightly improved gambling odds?
A3 ? - Maybe 1Mil Gold since this is the act of Gold farming.
A4 Extra Hellforge Drop
A5 Extra Larzuk Socket quest reward
Whole Game - In Cows level, every single mob is a Herald pack of cows - this would be very challenging but at least give some chance to drop a latent sunder...
Could be act specific and along the lines of:
A1 Charsi Imbues an additional item
A2 Atma lowers vendor prices further for 30 minutes - A further 30% discount for some slightly improved gambling odds?
A3 ? - Maybe 1Mil Gold since this is the act of Gold farming.
A4 Extra Hellforge Drop
A5 Extra Larzuk Socket quest reward
Whole Game - In Cows level, every single mob is a Herald pack of cows - this would be very challenging but at least give some chance to drop a latent sunder...
It does seem that way, between work and life, I am lucky if I can get 1 or 2 WSK TZ in a weekoOKIWIOo wrote: 1 day agoI have no hard evidence yet but on top it seems, at least to me, that Worldstone Keep is one of the rarest TZs lately...
I hope in a future patch they allow Whirlwind Barbarian to spin while equipping a bow. It doesn't make sense that a Barbarian who can spin with his bare fists and even dinky wooden Wand would suddenly get a bow in their hand and think, "I shan't spin with this delicate weapon" He'd have it outstretched an fiercely twirl.
I don't think it should even shoot Arrows since it's part of Amazons identity to spin around in circles shooting Arrows. He'd just beat demons over the head with it.
I don't think it should even shoot Arrows since it's part of Amazons identity to spin around in circles shooting Arrows. He'd just beat demons over the head with it.
I’m gonna do what’s called a pro gamer move.
Apologize if this has already been stated but I always tend to focus on backend improvements. For example:
- Let me switch server regions in-game versus messing with command lines in Steam.
- Make the load times a fraction what they are today by simply extracting the files automatically per patch (I don't want to do anything manually myself).
- Provide more network performance communication. Yes there is the /fps command to find ping but it would be helpful to know when there is an actual network stability issue and highlight that somewhere in-game like many other videogames already do.
- Remove Cap on blocking players who spam channels all day long (better yet auto-detect marketers and mute).
- Enable TZ for game creation by default (surprising how many players have it toggled off without realizing).
- Allow players to 'join previous game' (in the instance they forgot game name).
- I've stated it ad nauseum but fix the lobbies/chat as it remains full of bugs.
- Fix the Ladder UI (sometimes previous seasons won't load).
- Remove visual puke, Mosaic comes to mind but players should have the option to reduce this diarrhea in settings.
- Player names and Bnet IDs are still messed up post-patch, in-game it can be confusing who's chatting.
- Ability to sort games in the 'Join Game' menu by time elapsed. Why on earth do I have to sift through games where someone has been AFK for 32 hours?
- Make the Game description more visible at first glance, small italicized text at the bottom of the UI isn't helpful.
For me high on the list is the ability to leave Trade chat for good, without automatically rejoining it every time you enter a lobby.
Other than that I think TZs should last 45 minutes and not 30 (but still start every 30 minutes), and then overlap for 15 minutes with the following zone. That leaves more room to farm out one zone and possibly skip the next one. It would create organic pockets of rest as well if you want to farm every 2nd TZ for 45 minutes at a time. It can become overwhelming running from one TZ to the next with no break.
Other than that I think TZs should last 45 minutes and not 30 (but still start every 30 minutes), and then overlap for 15 minutes with the following zone. That leaves more room to farm out one zone and possibly skip the next one. It would create organic pockets of rest as well if you want to farm every 2nd TZ for 45 minutes at a time. It can become overwhelming running from one TZ to the next with no break.
A basic UI for buff durations which you can toggle on/off
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