If the point of this thread was just to be an announcement, please ignore this post
If it was posted to garner feedback, carry on.
Stormbringer wrote:no +skills on gear (too hard to balance).
most uniques and runewords toned down (dramatically)
most rune bonuses cranked up to compensate
uniques renamed to rares, and rares renamed to uniques (when was the last time you saw two rares that were the same?).
I particularly liked Rare <-> Unique.
Stormbringer wrote:Reduction in item types (how many different kinds of sword and polearm do you need anyway)
May drastically reduce number of class weapons (e.g. claws) - this is to free up item states for later on.
+1 to the 1st.
My problem with class-specific items:
They're generally markedly better then any 'equivalent' item.
And since D2 is all about maxmaxmaxing your capabilities, any non-class-specific goes unused, contributing to #1.
Stormbringer wrote:Other item changes to drastically reduce benefit of using BugY (e.g. recipe to convert one set item into another set item of your choice).
Drop-rate aside, there's the issue of base-item drops, in the first place.
Unless I'm mis-reading is, this would make that a non-issue, for better or worse.
Stormbringer wrote:No ethereals
Really? I thought they were hardcoded to 0.5% (iirc).
Stormbringer wrote:Increase level requirements for skills from 1,6,12,18,24,30 to 10,20,30,40,50,60
Personally, I don't like this.
Actually, I dislike level-locks in general.
(They detract from (any) game, imho.
i.e. "Phew! That monster / quest / boss was tough!
But I got it! ^_^
And, hey! Look at this amazing weapon / armor / spell that I got from it!
Which I can't use?!")
Of course, they're there to counter twinking.
Back on topic:
So, assuming clvl 99 as max, you've gone through 2/3 of the game with a crippled skill-set?
if the higher-tier skills are wa-a-a-ay better then the lower ones, the lower ones will be eclipsed (see <Element> bolt).
And (unless you advocate using PlugY's respec,) since # points in a skill =/= # points in synergy, (especially without +skills) you're basically "dooming" any player, to play through the game with 1pt.ers.
Not my idea of a good time.
Which would leave you the sticky proposition of trying to make them just enough better they they're worth using: Not so much better that they eclipse the lower tier skills, but not not-better-enough, which, combined with the lateness at which you gain access to them, will lead to their being ignored.
Stormbringer wrote:Diminishing returns on most skills beyond 10 points invested (to encourage variety)
except on especially under-utilised skills (Holy Bolt, Teeth, Magic Arrow, Bash, Inner Sight etc)
This may counteract my above sentiments, but I'd have to see it in-game to get an idea of it.
Stormbringer wrote:Mercs crippled
This is good.
Since Merc AI is stupid, it's a numbers game.
Either the merc is strong enough to tank / kill / survive the monsters - in which case you need do nothing but wait - or it isn't, in which case, wth is it there except as a gold-sink? (In which case people will just not use mercs).
Also: a2 merc auras?
renamed to Magician because noone can spell Sercerer properly
Stormbringer wrote:reshuffle synergies to benefit skills which are currently not used,
at the expense of spells which are over used.
in concept.Good luck
making it work.
Stormbringer wrote:most charge up skills effective at 2 charges for maximum benefit to encourage dual claw wielding
Blade Sentinel renamed to Boomerang and damage increased (both flat and %)
1st - Interesting, but I'm not sure it's a good move.
(Again, eclipsing other skills)
Boomerangs? On a Ninja? O.o
Stormbringer wrote:Base run/walk speed of Ninja greatly reduced (it is hard to be sneaky when running) to make Burst of Speed more attractive
Meh, tell that to my Silent Running feat!
Stormbringer wrote:Blade Shield pulse frequency to increase with more skill points
This is probably good.
Stormbringer wrote:Shape Shifting tab renamed to Gangrel etc
kinda mixing your metaphors / genres, though. No?
Stormbringer wrote:... Blood Spells which cost life to cast
FYI, (in case you don't,) unless you're planning on using the Bloodmana state, *which makes all
skills cast life instead of mana,* the only simple missile and novas can have lifedrain attached to them, afaik.
Stormbringer wrote:Combat skills to emphasize life leech, open wounds and other blood related abilities
The problem with OW is that its damage is hard-coded, and sucks.
But, it disables monster regen, so it's not a total loss.
Pulsing auras to only effect different monster types, e.g. Sanctuary - Undead, Holy Freeze - Demons, Holy Fire - animals etc
Interesting, but I'm not sure if good.
=> Leads to greater soecialization -> More skillpoints required to be globally effective. 20 skillpoints * ? monster-types vs. 121 skillpoints?
Stormbringer wrote:Might provides flat damage bonus (but removed from Act II merc)
Be advised: +%EWD multiplies flat damage.
Leap renamed Jump Jets
Leap Attack renamed Death From Above (Battletech players represent!)
Stormbringer wrote:Combat Benefits when using wands
Base damage? (Yesss, I saw about twiddling the affixes. Still and all...)
Stormbringer wrote:# of Skeletons and Mages returned to 1 per point
Sprite limit? (8 sprites per skeleton, iirc.)
lol at Harry Potter conversion.
Stormbringer wrote:I will do something to Bone Armour make it worthwhile putting points into
Self synergy -> Increasing returns. ?