Magic Arrow:
Problems: sucks, what was its max damage at level 20? ........... was it 20?
, sure it cant be more powerful than any other skills that require arrows, but it could at least have some tactical bonus.
Solution:
Give it some kind of tactical bonuses, stun, knock back, weaken monster, that can increase per level,
AND, OR, maybe it could do serious damage, but at a SEVERE mana cost, or perhaps life cost?
I dont think any one mentioned this one, but I looked through this thread pretty quick
Bone Teeth: now this was a disapointing skill, especially when someone told me to pump points in it on my first necromancer only to end up doing what? 6 damage per bone teeth at level 30 or something? plus it doesnt work as pimp as the sorcs Electric equal, that could have multiple hits on single targets.
I dont think anyone has ever seen a necro clearing a cow level with bone teeth.
Solution: Again some kind of tactical ability, Stun, slow, or something like that,
AND, OR have great damage at higher levels, but with a HUGE mana cost
or it could give some kind of bonuses to summons, like a paladins holy bolt on other players.
wow my solutions are the same for everything arent they? ^.^
How about
Poison Dagger ? has anyone ever made a successful poison dagger necro?
I mean its single target, and you have to get in close to use it, plus you have to have good dex to hit stuff,
I dont think this was ever as useful as any of the necros other poison, or bone attack spells.
Been a while since I looked at the stats on this, so maybe someone else can take a whack at it?
same goes for throwing barbs, but again, I was never actually foolish enough to try one of those
Magic Arrow doesn't do a lot of damage due to having no mana cost later in the skill development. Teeth is much more viable than you believe, it does more than 30 damage a tooth without synergies, with synergies however, it ranks right up there with Spear and Spirit with the damage to mana cost ratio. Poison Dagger is great, I have played many a Venomancer and was very happy, until some dick came into my game and PK'd me.
I forgot to say that I want some way to have control over what my mages become. Maybe make it monster dependant? Also I would love it if making mages from gloam or burning soul corpses they gain the ability to shoot lightning or if you made them from vampire lords they could shoot fireballs etc...
Lower Resistance curse: Make it affect magic resistance too.
Iron maiden curse: Have you ever cast this curse on hell monsters and expected to see some damage as they hack you? Well it just won't happen because their damage is about 1/0.13255x10^34 of their hp. this curse needs difficulty scaling for example like this:
Normal: 200% dmg returned
Nightmare: 600% dmg returned
Hell: 1800% damage returned
Bowazons just simply put don't do enough damage. Make bows do more damage. Wtf is that shit that you need Faith runeword and fortitude rw to make bow amazons viable?
Btw Iron Golems need more life.
The skeleton mage idea would be awesome if it was implemented. Lower resistance already lowers magic resistance as magic resistance is defined as 40% resists to Fire, Lightening, and Cold. I agree with the bows doing low damage, but that probably due to the weapon keeping the user away from most harm.
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Lower resistance already lowers magic resistance as magic resistance is defined as 40% resists to Fire, Lightening, and Cold.
I believe he's referring to actual magic resistance (Bone spells deal magic damage) since a Bonemancer is the only build that doesn't have a curse that directly boosts his own damage. However, I don't really think that's all that necessary, since there are only a few monsters in the game that are magic immune and they're easily dealt with. Players have only one possible source of percentage-based magic resistance (crafted safety shield), and it's not really a viable option, so it would be OP in PvP for sure.
Magic Arrow doesn't do a lot of damage due to having no mana cost later in the skill development.
LOL that makes it balanced? a skill doing little damage ,but having no mana cost doesnt make it a balanced skill, it makes it a useless one, up the damage, so up the mana cost, or please make it do SOMETHING, blind, knock back, stun, lower % life, like static field?, confuse target, whatever, and just give it bigger mana cost.
I think the original point of the skill was to shoot without arrows, which is fine and well at level 2 when your a noob, and you run out of arrows in cold field, but its not that hard to stock up when you have 50,000 gold to your name. The skill needs to do other things.
Skills that are just a stepping stone to another one = unbalanced, especially when you can pump 20 points into it, is that just to mess with noobs? level 20 amazon, pumped all skills into magic arrow, only then to realize he needs to start over, is that really the point? ( not that this happened to me, I am not that lame )
P.S. when your using dagger, is it really worth it ? i mean when you can be casting other spells, does it really compare? I ask because like I said, its been years since I tried dagger necro
LOL that makes it balanced? a skill doing little damage ,but having no mana cost doesnt make it a balanced skill, it makes it a useless one, up the damage, so up the mana cost, or please make it do SOMETHING, blind, knock back, stun, lower % life, like static field?, confuse target, whatever, and just give it bigger mana cost.
I think the original point of the skill was to shoot without arrows, which is fine and well at level 2 when your a noob, and you run out of arrows in cold field, but its not that hard to stock up when you have 50,000 gold to your name. The skill needs to do other things.
Skills that are just a stepping stone to another one = unbalanced, especially when you can pump 20 points into it, is that just to mess with noobs? level 20 amazon, pumped all skills into magic arrow, only then to realize he needs to start over, is that really the point? ( not that this happened to me, I am not that lame )
Well, I guess that's why they're changing it for Diablo III. I think it's something like more modern games are doing, with skills having different caps. Dunno why I think that...
P.S. when your using dagger, is it really worth it ? i mean when you can be casting other spells, does it really compare? I ask because like I said, its been years since I tried dagger necro
Well, certain daggers can be good for poison necros at certain levels, like Blackbog's, but a straight melee/dagger necro isn't really feasible. First, they have horrible attack rates, second, they have horrible attack ranges, and third, the necro's skills aren't really tailored for melee or heavy defense, with the exception of Bone Shield.
At this point, I think it's good to note that there are distinctions among the classes that make them, well... distinct. Of course you can slap a dagger on a necro, but it's not always going to be the best choice because, at heart, the necro is really focused on summoning, casting, and crowd control by decree of his skill trees. Poison dagger can only get you so far.
Like you said, it's really, really stupid to have these lame "in between" skills, and something better definitely should have been done, but you have to give them credit that once, long ago, they tried to fix it as best they could: adding synergies so not all of your points you put in, say, poison dagger will be useless. Indeed, if you have some semblance of what you want to do, or even are smart enough to stay with one tree at a time, like most calculating first-time-players would do, you should be okay in the long run. And, of course, they added complete skill/stat resets. You also have to take into account that this game was made a long, long time ago in a decade when video games were at most a hobby and making them was at most a desperate dream. Things are different now, we have new ways of looking at and predicting things, and developers know a lot more now than they did ten years ago.
Unfortunately for Diablo II, and ironically because of its replayability and instant-action approach to fun, it has remained highly active for a decade, which is a terribly long time for any game to endure. Now, we come to expect certain features, certain precautions, from developers that just weren't around then. Now, Blizzard has to sort through ancient, clunky, mottled-up code to do simple tasks, and it just isn't feasible for a game as old as Diablo when they could have the same people working on something more awesome- Diablo III!
But I guess that argument would be stupid to state in a thread whose entire presumption is that things in Diablo II can and will be altered in significant ways in the future. I guess Bashiok did state they weren't done with Diablo II yet, and so I guess some skill tweaking shouldn't be too hard.
And now I'm back where I started. What a perfect waste of finger-power.
Certainly they must realize the money involved, im sure im one of many that will go out and repurchase Diablo 2 if they fix everything, thats some quick cash right there.
I know how looking at clunky old code can be, I make flash games, I know thats not quite the same thing but,
I also know that changing some numbers in a skill isnt that hard once you take a gander at your old clunky code,
to make a skill damage of 2 + 5% per level you just delete the 2, and the 5, and put what you want,
ok maybe not quite that simple but comon? stick a few devs on the project, they will do it.
We deserve a game that isnt screwed up. Diablo 3 wouldnt be the current project if it wasnt for all of the Diablo 2 fans
Like I said, its not like they would be doing it just to shut people up about the imbalance, there is decent quick cash involved, Il buy D2, and expac all over again if they fix D2. ^.^
Who's with me!?
Like I said, its not like they would be doing it just to shut people up about the imbalance, there is decent quick cash involved, Il buy D2, and expac all over again if they fix D2. ^.^
Who's with me!?
Corpse Explosion, and Static Field offer no incentive to pump points into them,
so the range is increased slightly, big deal, so when im level 24 and I have plus 4 to whatever skills, I dont need to worry about it, still wasted skills if you pump them.
Now dont get me wrong, those are some of the most powerful skills in the game in my opinion, but still, pretty lame to pump them to level 20,
A: increase the damage % per level as well or add bonus effect, stun? confuse, or blind?
B: I dont know how implementable this is but cap the damn level at 5 or something, its too lame having a spell go to 20, when there is no point in it.
P.S. I still say poison dagger sucks,
its single target,
you need to get in close to use it,
you have to have a good dagger, and good dex,
you can cast far faster than you can attack,
and it is no where near as good as say poison explosion which damages multiple enemies.
So if you use this skill, your sacrificing a lot
as for it comparing it to nova, pretty tough being nova doesnt act like other poison with its 2 second limit.
As i said in my post, the necro poison skills makes no sense lol.
Poison Dagger have alot of disvantages. It is melee, requires a specific weapon type (a bad weapon type), it's single target and the worst, it leghts 6 seconds. Really, why would you ever bother to use it instead of a poison nova that hits all enemies in the screen and can be recasted every 2 seconds ?
The same goes to Poison Explosion. The can only be casted from a corpse, the cloud spread slowly and takes to much time to finish (even through the damageis great).
Poison spells needs a rebalance. Imo poison dagger should give a ridicolous damage. Really, if a necro hit you with his dagger, you deserve to die. It shoudl also boost attack rating even more.
Poison Explosion is not a bad skill, but it needs more insentive to be used. Maybe wider area and lower mana cost.
Really, if a necro hit you with his dagger, you deserve to die.
This just made my day
Agreed. Poison dagger need balance. I want to see daggermacers in duels.
looks like we have some smart people here ^.^
add that ,and what people were saying about skeletons, and you pretty much have to redo Necromancer.
fix amazons useless skills, and your half way there.
Id do paladin next but not sure what to say, I seemed to die with him a lot.
Sure Hammerdins pwn, but thats not a fracken paladin is it? its a hammerdin
I dont know how, but I hope this thread gets to Blizzard some how......
and I hope they realize there is good money involved...
How can you be skeptical about there being money involved? a new re balance will make it a whole new game, everyone who quit because of unbalanced skills ( me, and im sure a few thousand other people) will go out, and buy the game again.
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I guess people didnt agree with what I said?
Magic Arrow doesn't do a lot of damage due to having no mana cost later in the skill development. Teeth is much more viable than you believe, it does more than 30 damage a tooth without synergies, with synergies however, it ranks right up there with Spear and Spirit with the damage to mana cost ratio. Poison Dagger is great, I have played many a Venomancer and was very happy, until some dick came into my game and PK'd me.
The skeleton mage idea would be awesome if it was implemented. Lower resistance already lowers magic resistance as magic resistance is defined as 40% resists to Fire, Lightening, and Cold. I agree with the bows doing low damage, but that probably due to the weapon keeping the user away from most harm.
I believe he's referring to actual magic resistance (Bone spells deal magic damage) since a Bonemancer is the only build that doesn't have a curse that directly boosts his own damage. However, I don't really think that's all that necessary, since there are only a few monsters in the game that are magic immune and they're easily dealt with. Players have only one possible source of percentage-based magic resistance (crafted safety shield), and it's not really a viable option, so it would be OP in PvP for sure.
LOL that makes it balanced? a skill doing little damage ,but having no mana cost doesnt make it a balanced skill, it makes it a useless one, up the damage, so up the mana cost, or please make it do SOMETHING, blind, knock back, stun, lower % life, like static field?, confuse target, whatever, and just give it bigger mana cost.
I think the original point of the skill was to shoot without arrows, which is fine and well at level 2 when your a noob, and you run out of arrows in cold field, but its not that hard to stock up when you have 50,000 gold to your name. The skill needs to do other things.
Skills that are just a stepping stone to another one = unbalanced, especially when you can pump 20 points into it, is that just to mess with noobs? level 20 amazon, pumped all skills into magic arrow, only then to realize he needs to start over, is that really the point? ( not that this happened to me, I am not that lame )
P.S. when your using dagger, is it really worth it ? i mean when you can be casting other spells, does it really compare? I ask because like I said, its been years since I tried dagger necro
Well, I guess that's why they're changing it for Diablo III. I think it's something like more modern games are doing, with skills having different caps. Dunno why I think that...
Well, certain daggers can be good for poison necros at certain levels, like Blackbog's, but a straight melee/dagger necro isn't really feasible. First, they have horrible attack rates, second, they have horrible attack ranges, and third, the necro's skills aren't really tailored for melee or heavy defense, with the exception of Bone Shield.
At this point, I think it's good to note that there are distinctions among the classes that make them, well... distinct. Of course you can slap a dagger on a necro, but it's not always going to be the best choice because, at heart, the necro is really focused on summoning, casting, and crowd control by decree of his skill trees. Poison dagger can only get you so far.
Like you said, it's really, really stupid to have these lame "in between" skills, and something better definitely should have been done, but you have to give them credit that once, long ago, they tried to fix it as best they could: adding synergies so not all of your points you put in, say, poison dagger will be useless. Indeed, if you have some semblance of what you want to do, or even are smart enough to stay with one tree at a time, like most calculating first-time-players would do, you should be okay in the long run. And, of course, they added complete skill/stat resets. You also have to take into account that this game was made a long, long time ago in a decade when video games were at most a hobby and making them was at most a desperate dream. Things are different now, we have new ways of looking at and predicting things, and developers know a lot more now than they did ten years ago.
Unfortunately for Diablo II, and ironically because of its replayability and instant-action approach to fun, it has remained highly active for a decade, which is a terribly long time for any game to endure. Now, we come to expect certain features, certain precautions, from developers that just weren't around then. Now, Blizzard has to sort through ancient, clunky, mottled-up code to do simple tasks, and it just isn't feasible for a game as old as Diablo when they could have the same people working on something more awesome- Diablo III!
But I guess that argument would be stupid to state in a thread whose entire presumption is that things in Diablo II can and will be altered in significant ways in the future. I guess Bashiok did state they weren't done with Diablo II yet, and so I guess some skill tweaking shouldn't be too hard.
And now I'm back where I started. What a perfect waste of finger-power.
I know how looking at clunky old code can be, I make flash games, I know thats not quite the same thing but,
I also know that changing some numbers in a skill isnt that hard once you take a gander at your old clunky code,
to make a skill damage of 2 + 5% per level you just delete the 2, and the 5, and put what you want,
ok maybe not quite that simple but comon? stick a few devs on the project, they will do it.
We deserve a game that isnt screwed up. Diablo 3 wouldnt be the current project if it wasnt for all of the Diablo 2 fans
Like I said, its not like they would be doing it just to shut people up about the imbalance, there is decent quick cash involved, Il buy D2, and expac all over again if they fix D2. ^.^
Who's with me!?
Hrm. Can't argue with that.
*raises hand*
so the range is increased slightly, big deal, so when im level 24 and I have plus 4 to whatever skills, I dont need to worry about it, still wasted skills if you pump them.
Now dont get me wrong, those are some of the most powerful skills in the game in my opinion, but still, pretty lame to pump them to level 20,
A: increase the damage % per level as well or add bonus effect, stun? confuse, or blind?
B: I dont know how implementable this is but cap the damn level at 5 or something, its too lame having a spell go to 20, when there is no point in it.
P.S. I still say poison dagger sucks,
its single target,
you need to get in close to use it,
you have to have a good dagger, and good dex,
you can cast far faster than you can attack,
and it is no where near as good as say poison explosion which damages multiple enemies.
So if you use this skill, your sacrificing a lot
as for it comparing it to nova, pretty tough being nova doesnt act like other poison with its 2 second limit.
Poison Dagger have alot of disvantages. It is melee, requires a specific weapon type (a bad weapon type), it's single target and the worst, it leghts 6 seconds. Really, why would you ever bother to use it instead of a poison nova that hits all enemies in the screen and can be recasted every 2 seconds ?
The same goes to Poison Explosion. The can only be casted from a corpse, the cloud spread slowly and takes to much time to finish (even through the damageis great).
Poison spells needs a rebalance. Imo poison dagger should give a ridicolous damage. Really, if a necro hit you with his dagger, you deserve to die. It shoudl also boost attack rating even more.
Poison Explosion is not a bad skill, but it needs more insentive to be used. Maybe wider area and lower mana cost.
looks like we have some smart people here ^.^
add that ,and what people were saying about skeletons, and you pretty much have to redo Necromancer.
fix amazons useless skills, and your half way there.
Id do paladin next but not sure what to say, I seemed to die with him a lot.
Sure Hammerdins pwn, but thats not a fracken paladin is it? its a hammerdin
I dont know how, but I hope this thread gets to Blizzard some how......
and I hope they realize there is good money involved...
How can you be skeptical about there being money involved? a new re balance will make it a whole new game, everyone who quit because of unbalanced skills ( me, and im sure a few thousand other people) will go out, and buy the game again.