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patch 1.13 november wish list Rate Topic: -----

#1 User is offline   Inkarnus Icon

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Posted 22 November 2009 - 09:10 PM

Patch 1.13 feels far away now...no shared stash, no stash change at all...
so here are some more wishes....


MONSTERS
bonuses:
* Cold Enchanted, Fire Enchanted, Light Enchanted: When they die and do nova/explosion/bolt damage, the damage is capped to 50% of your current life. That means that if you kill 3 monsters same time: first
monster take you from 100 to 50% life, second take you from 50 to 25% life, thierd take you from 25 to 12,5% life and so on.


PVP
* Each time you take a portal or leave, all your active spells are removed. That means you cannot leave traps, tornados and so on behind that kill players when you go hostile in town.

* and when you push the hostile button it takes 1 second before it starts. You can not use portals 2 sec from you push the hostile button


BARBARIAN
Battle Command
* change: each point you spend will give you +1% magic dmg

Find Item and Find Potion
* change: each point you spend will give you +1% magic find

Grim Ward
* now 0 bonus in pvp, so: change: each point you spend will give you 1% faster hit recovery

PALADIN
Thorns aura
* returned dmg is capped at 75% of current life. So you must use something more to kill the enemy.

Blessed Hammer
* remove: Blessed Hammer has the ability to damage multiple enemies if it hits them
* nerf synergi, se below

AMAZON
Inner Sight
* add: each point you spend will give you 1% chans to cast Inner Sight when you do an attack.

Slow Missiles
* add: each point you spend in will give 1% chans to cast Slow Missiles when you are hit with a range
attack.

Decoy
* change: each point you spend in Decoy give you +1% speed for 5 seconds when the Decoy are killed.

Valkyria
* synergi: each point you spend will give you +1 resist all.

NECROMANCER
Iron Maiden
* dmg is caped at 75% of current life. So you must use something more to kill the enemy.

SORCERES
Teleport
* each point you spend will give you +1% faster hit recovery
* change it to be more like a charge that needs to recharge, like the repleniss quantity of Titans revenge.
This mean: For each point in Teleport you will get one charge of Teleport. The charge replenis 1 charge every 2 sec. Enigma get 3-5 charges when created.

Telekinesis
* each point you spend will give you +1% faster cast rate

Warmth
* each point you spend will give you +1% to maximum mana

DRUID
Tornado and Twister
* each point you spend will add 1% of your crushing blow to the tornadeo/twister

CRUSHING BLOW
* can not do dmg on monster that have lost 75% of their max life.

Nerf multiplayer experience points after lvl 90. It should be a little bit better to be 8 players in a game, but the difference should be small so you can level with smaller party or solo also.

NERF ALL SYNERGIES
cap +dmg synergi. You can no longer recive +dmg from more then 20 synergi points. This will open up for more hybrid builds.

How to compensate a little for all the nerfs above and still get a fun game?
All characters on the ladder will get +100 to Magic Find!!! Yeah!!!

This post has been edited by Inkarnus: 22 November 2009 - 09:18 PM

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#2 User is offline   DesmondTiny Icon

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Posted 22 November 2009 - 09:51 PM

I like it!
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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last

By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask

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#3 User is online   Magistrate Icon

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Posted 22 November 2009 - 10:01 PM

I...really like most of those. Good list, methinks.

NPC's don't have souls and other such musings:
Gör den galna hamsterdansen!
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#4 User is online   Macros Icon

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Posted 22 November 2009 - 10:17 PM

I'm not sure about Teleport, but I like all your other suggestions.

Inkarnus said:

How to compensate a little for all the nerfs above and still get a fun game?
All characters on the ladder will get +100 to Magic Find!!! Yeah!!!

That's a better bonus for playing ladder than being able to get exclusive items that then ruin the non-ladder economy each season! :)

Inkarnus for president 2009! :thumbsup:
This signature has been edited by Macros: 25 August 2010 - 04:00 PM
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#5 User is online   Magistrate Icon

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Posted 22 November 2009 - 10:23 PM

Well, what don't you like about it?

NPC's don't have souls and other such musings:
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#6 User is offline   DesmondTiny Icon

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Posted 22 November 2009 - 10:29 PM

I think there should be a limit on teleport. I wouldent mind it being removed from the game honestly.
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#7 User is online   Magistrate Icon

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Posted 22 November 2009 - 10:40 PM

Hm... Interesting.

Then, in your opinion, what would compensate for the Sorceress' natural frailty? They aren't made to just stand in place and take hits, and they certainly don't have faster running skills or passives like the Assassin, Paladin, and, I believe, Barbarian.

NPC's don't have souls and other such musings:
Gör den galna hamsterdansen!
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#8 User is online   Macros Icon

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Posted 22 November 2009 - 10:42 PM

I think he's right that it's imbalanced, but I sort of like teleporting all over the place with my sorceress xD

It's an old game, having to run around again might get annoying.

Maybe teleport could be changed so it transports you back to where you were a few seconds earlier. Like Tanya's ability in Red Alert 3.
This signature has been edited by Macros: 25 August 2010 - 04:00 PM
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#9 User is offline   treckin Icon

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Posted 23 November 2009 - 12:28 AM

Maybe they should leave tele the way it is, and just make the +1 tele item less godly?
If tele was ONLY on a +1 tele ammy, it would make the wearer have to make hard choices in their other gear to compensate.
As it is now, Nigma's basically the best armor for a mf hdin anyway.

I think tele is crucial to the pace of the game, and I dont htink we all want to go back to the days when day1 of ladder was 99% sorc, now do we?
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#10 User is offline   Jamoose Icon

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Posted 23 November 2009 - 12:33 AM

Nice list you got here.
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#11 User is offline   edi-lupus Icon

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Posted 23 November 2009 - 02:37 AM

well the best way to nerf tele (from enigma), is to make it unaffected by + to skills and faster cast rate, e.i. his hammers can go fast but his tele is still slow
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#12 User is offline   Dingler Icon

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Posted 23 November 2009 - 03:01 AM

treckin said:

Maybe they should leave tele the way it is, and just make the +1 tele item less godly?
If tele was ONLY on a +1 tele ammy, it would make the wearer have to make hard choices in their other gear to compensate.
As it is now, Nigma's basically the best armor for a mf hdin anyway.

I think tele is crucial to the pace of the game, and I dont htink we all want to go back to the days when day1 of ladder was 99% sorc, now do we?


Make it happen!
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#13 User is offline   Inkarnus Icon

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Posted 23 November 2009 - 07:38 PM

I was thinking of this suggestion:

Enigma: remove teleport

or

Enigma: Replace +1 to Teleport with +X number of CHARGES of Teleport...so you have to pay a lot to recharge it...
but a lot of people are not dupers and have worked hard to get that overpowered Enigma so a more balanced suggestion might be:

Enigma:
* Jah = Increase Maximum Life 5%
* Ith = 15% Damage Taken Goes to Mana
* Ber = Damage Reduced by 8%
* and keep +1 to Teleport

but that is all... remove the rest:
+2 To All Skills
+45% Faster Run/Walk
+750-775 Defense (varies)
+ (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)
+14 Life After Each Kill
+ (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)

This way Enigma keep the imba teleport, and are therefore one of the best items in the game even after a needed nerf.
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#14 User is offline   Ophion Icon

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Posted 23 November 2009 - 08:11 PM

The idea of removing teleport completely has been tossed around. It is mostly used as a transportation skill, which makes the Sorceress the best for almost every purpose. But it is also a very useful escape skill for her. A Sorceress that is trapped by enemies that are dangerous to her would easily kill her. So what alternatives do we have for an escape spell that can be used often.

Inkarnus has one suggestion, I happen to like it a lot. I would also suggest that the amount of charges you can have is capped somewhere around 10. Putting points in the skill would reduce the recharge time from 7s down to 2s (only recharging when not teleporting, like stamina). The FHR bonus would increase by 1.5% per point when you no longer gain a bonus to the actual teleport. This would cause you to teleport in bursts instead of continuously teleport through a whole level. The recharge time between each burst is what you improve.

Another choice is Cloud Form. You become transparent and you are no longer affected by collision. You also move faster. It drains mana while on. This skill can be used to run faster or escape from trouble. It would also come with the FHR bonus to make it worth leveling. The movement speed increases with each level while mana drain decreases.
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#15 User is offline   Jack in the box Icon

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Posted 23 November 2009 - 08:21 PM

I like the Cloud or invisible kind of thing. Maybe a good skill for D3. I do think teleport needs to be nerfed. I like Enigma's bonuses. Instead of nerfing Enigma make another awesome or maybe two MF armor so you have to choose other awesomeness or Enigma. I bet there will be some people that choose other armors for different bonuses and have MF. Maybe a MF armor with +3 to decrepify or something. I don't know just something else.
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#16 User is online   Magistrate Icon

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Posted 23 November 2009 - 09:16 PM

I do like that cloud form idea, exactly what I think Teleport was created to address but can't be used to... destroy the economy through bot exploitation?

However, I don't think it really makes sense just to nerf Teleport. I can honestly say that if it follows suit of any of the suggestions so far, it will never be used again. It will be the Telekinesis of 1.13. I don't think we want or need that. So far, I don't think the suggestions have been fair for Sorceresses. Take away Teleport or make it nearly useless and she has no upside. As it is, all her skills are elemental, and facing the high probability of dual-immunes all over the place, or even every monster being single-immune is not fair for her. At all.

I say if Teleport gets turned in to a useless skill, immunities need to go, or we at least need much cheaper gear that allows the breaking of immunities. At least for non-unique monsters.

NPC's don't have souls and other such musings:
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#17 User is offline   Don_guillotine Icon

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Posted 23 November 2009 - 09:27 PM

Frankly just adding a cooldown to teleport would make all the necessary nerfs to it. Maybe even make the cooldown something miniscule like a second or two for the sorceress and double that for oskill teleport.

As far as I know, teleport was not designed to be a transportation skill as in a method of skipping all the monsters and just repeating bosses indefinitely but more of an escape skill. Think of the blink of the Warden of Warcraft 3 or the Mage of WoW, those classes handled the skill nicely.

However without fixing duping it would just hurt all the legit players and be pointless.
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#18 User is offline   Ophion Icon

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Posted 23 November 2009 - 10:06 PM

Either teleport has to go, or town portals. There are no compromises.
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#19 User is offline   Jack in the box Icon

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Posted 23 November 2009 - 10:32 PM

They can't take out TP for those parties who DON'T have sorc. You can't take out teleport because it makes the sorc a useless character in hell.

Keep them both, but make other armor options with MF besides Enigma.
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#20 User is offline   VladDracul Icon

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Posted 23 November 2009 - 11:36 PM

Quote

MONSTERS bonuses:
* Cold Enchanted, Fire Enchanted, Light Enchanted: When they die and do nova/explosion/bolt damage, the damage is capped to 50% of your current life. That means that if you kill 3 monsters same time: first
monster take you from 100 to 50% life, second take you from 50 to 25% life, thierd take you from 25 to 12,5% life and so on.

Wouldn't work simply for fact that if you horde up a bunch of monsters this could easily spell death for anyone, maybe make the monsters stronger but to have them do % of life just wouldn't work.


Quote

PVP
* Each time you take a portal or leave, all your active spells are removed. That means you cannot leave traps, tornados and so on behind that kill players when you go hostile in town.

* and when you push the hostile button it takes 1 second before it starts. You can not use portals 2 sec from you push the hostile button

Simply remove hacks and you remove the ability to do the top argument.
Also when you hostile you can only take your own TP and as soon as you hostile the TP vanishes so thus no argument here to make since it doesn't exist.


Quote

Grim Ward
* now 0 bonus in pvp, so: change: each point you spend will give you 1% faster hit recovery

Why would Grim Ward give FHR? Maybe give allies more defense since it is supposed to scare monsters away and give you courage, makes alot more sense then FHR. Also FHR on a skill just wouldn't balance right, the barbarian would easily become main PvPer since he can substitute FHR gear for more dmg / life.

Quote

Thorns aura
* returned dmg is capped at 75% of current life. So you must use something more to kill the enemy.

Thorns should be able to kill people and monsters, it does literally 0 dmg at the moment and should be upped to be remotely useful atleast.

Quote

Blessed Hammer
* remove: Blessed Hammer has the ability to damage multiple enemies if it hits them

Pretty sure it does this already since the hammer keeps going after it hits something, but if you want this I want the ability to Slow Missle hammers again.


Quote

Valkyria
* synergi: each point you spend will give you +1 resist all.

Kinda makes Barbarian less unique in fact amazon gets his skill? Why would a Valk give resistance? MAYBE a damage increase since amazons are grossly underpowered since .9.

Quote

Iron Maiden
* dmg is caped at 75% of current life. So you must use something more to kill the enemy.

Same argument as thorns, it should be able to kill, and it does 0 damage unless it is against monsters or bone wall / prison.


Quote

Teleport
* each point you spend will give you +1% faster hit recovery
* change it to be more like a charge that needs to recharge, like the repleniss quantity of Titans revenge.
This mean: For each point in Teleport you will get one charge of Teleport. The charge replenis 1 charge every 2 sec. Enigma get 3-5 charges when created.

Keep the cool down for teleport but remove the FHR since it is highly unbalanced.

Quote

Telekinesis
* each point you spend will give you +1% faster cast rate

If you want sorcs being super tanks then by all means sure go right ahead! Who doesn't want sorcs with 4-5k life dishing out 20k FB cause they don't need FCR.

Quote

Tornado and Twister
* each point you spend will add 1% of your crushing blow to the tornadeo/twister

Elemental druid as is dominates most classes, adding crushing blow to a 6-7k Tornado that can hit 3x = instant death for anyone.

Quote

CRUSHING BLOW
* can not do dmg on monster that have lost 75% of their max life.

Why..it does a % as is and after 75% it isn't that useful, what about classic barbarians that are built around crushing blow and open wounds? Want them to run around till open wounds kills them?

Quote

NERF ALL SYNERGIES
cap +dmg synergi. You can no longer recive +dmg from more then 20 synergi points. This will open up for more hybrid builds.

How about...REMOVE ALL SYNERGIES, blizzard broke Diablo when they made synergies and told people how to build their characters.
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