Community Feedback for Improving Itemization

TM already has 7 proposed buffs. To lower level req, we should take something else away, maybe we could remove FRW buff?

Tyrael’s Might
Sacred Armor
Defense: 1322-1502
Required Level: 84
Required Strength: None
+120-150% Enhanced Defense
+50-100% Damage To Demons
+20% Faster Run/Walk
+20-30 To Strength
All Resistances +20-30
Cannot Be Frozen
Requirements -100%
Slain Monsters Rest in Peace
Indestructible

  • Proposed Buffs:
    • Add +2 To All Skills
    • Add Level 5-7 Salvation Aura When Equipped
    • Add Poison Length Reduced By 75%
    • Remove All Resistances +20-30
    • Change Faster Run/Walk from 20% to 50%
    • Change Enhanced Defense from 120-150% to 200-250%
    • Change Damage To Demons from 50-100% to 150-200%

Agreed, its hard to predict effectiveness. What about increasing proc chance from 4% to 5% and keep level 10 amplify damage? That way its not up all the time.

I think the high STR req. and proposed STR bonus on TCB is more thematic and strengthens the flavor of the item.

Not sure it thats really is a buff. Enigma is available at lvl 64 :slight_smile:
But I´d be fine with that. We could also adjust or remove PLR or lower both a bit? Anyhow. I guess thats a nice armor then :+1:

That would be a starting point I´d like to test in a ptr!

Agree! That suits the theme somehow very well.

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I updated OP based on previous discussion:

The Cranium Basher
Thunder Maul
Two-Hand Damage: (119-132) To (560-632)
Required Level: 87
Required Strength: 253
200-240% Enhanced Damage
20 To Minimum Damage
50% Damage to Undead
75% Chance Of Crushing Blow
4% To Cast Level 1 Amplify Damage On Striking
20% Increased Attack Speed
All Resistances +25
25 To Strength
Indestructible

  • Proposed Buffs:
    • Add 1-3 Open Sockets
    • Change Required Level from 87 to 77
    • Change Amplify Damage Level from 1 to 10 and Cast from 4% to 5%
    • Change Increased Attack Speed from 20% to 40%
    • Change Enhanced Damage from 200-240% to 350-400%
    • Change Strength from +25 to +1-99 (+1.00 Per Clvl)
    • Change Indestructible to Repair 1 Durability in 10 Seconds

Updated proposed nerfs for runeword side discussion:

Spirit (Shield)
Tal Thul Ort Amn
Shield
+2 To All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missiles
+22 To Vitality
+89-112 To Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb
Attacker Takes Damage of 14

  • Proposed Nerfs:
    • Change All Skills from +2 to +1
    • Change FHR from +55% to +25%
    • Change Vitality from +22 to +12
    • Change Mana from +89-112 to +59-82

Spirit (Sword)
Tal Thul Ort Amn
Sword
+2 To All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage 3 Second Duration
+75 Poison Damage Over 5 Seconds
7% Life Stolen Per Hit
+250 Defense vs. Missiles
+22 To Vitality
+89-112 To Mana
+3-8 Magic Absorb

  • Proposed Nerfs:
    • Change All Skills from +2 to +1
    • Change FHR from +55% to +25%
    • Change Vitality from +22 to +12
    • Change Mana from +89-112 to +59-82

Mosaic
Mal Gul Amn
Claws
+50% Chance For Finishing Moves To Not Consume Charges
When a finisher is executed this way, it now refreshes the expiration timer of the stack
+2 To Martial Arts (Assassin only)
+20% Increased Attack Speed
+200-250% Enhanced Damage
+20% Bonus to Attack Rating
7% Life Steal
+8-15% to Cold Skill Damage
+8-15% to Lightning Skill Damage
+8-15% to Fire Skill Damage
Prevent Monster Heal

  • Proposed Nerfs:
    • Change Chance For Finishing Moves To Not Consume Charges from +50% to +33%
1 Like

The game was supposed to stay true to the original, which was an amazing game.
They’ve already changed it so much. It’s still fun though.
But, personally, I wouldn’t like to see anymore major updates.

It feels like it’s already been made too easy and lost some of the classic struggle/fun.

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The changes proposed in the OP moves D2R towards the original game. In my opinion, the game had more soul when uniques were king. Runewords made many uniques irrelevant. It’s a shame Tyrael’s Might and The Grandfather are nothing more than holy grail trophies.

The goal of this thread is to breathe new life into the item hunt by revamping uniques to be just as competitive as runewords, which revitalizes magic finding and makes trading more dynamic and exciting. Just my 2 cents.

4 Likes

I agree with you if they don’t forget to buff rares and magic items. With this the soul of Diablo 2 is reestablished.

This improves item hunt even more.
Revitalizes trading even more.
Everything would be less montonous.

2 Likes

Would it do any good if this thread turned into just requests for runeword nerfs? I believe the answer is no.

Truth is, the thread is discussing several gaps left behind since version 1.10 and these include:

unique items
Set Items
Common Items and (their socket quantities)
new cube recipes
Rare Items and Craft

And we’re just not discussing magic items, which consequently affect rares and craft, since the sulfix and prefix tables are another huge problem and deserve a separate topic, as well as the skills of useless classes like poison dagger, poison explosion find potion .

Game has a lot of room for improvement and most players want that because they understand the potential of the game or it wouldn’t have hundreds of mods made by the community

3 Likes

Agreed. To specifically speak on improving Rare Items, we have proposed in the OP two sweeping changes…

Rare Items
Rare items should get a minimum of 4 affixes at iLvl 45+, 5 at 65+ and 6 at 85+. Basically, iLvl 85+ rares would roll guaranteed 6 affixes. Rare rings and amulets would be excluded and rare jewels would still have a max of 4 affixes.

Re-rolling Rare Items
The developers should change the recipe for re-rolling rare items from 6 P. Skulls to 3 P. Skulls. This change would allow more frequent rolls and allow re-rolling 4x2 rare items (War Pike, Grand Matron Bow, etc)…

  • 3 Perfect Skulls + 1 Rare Item = 1 Rare Item of same type
2 Likes

Summary of magic and rare issues that are controlled by the magic prefix and sulfix tables

  1. The level requirement column is very wrong according to the rules of the classic itself, I already told you how to fix it, but this is an easy and quick problem

  2. There is a general problem and that is not easy which is how to use the max level column to limit the crappy properties and not even 2% of the table and done that

  3. There are countless disabled properties, what to do with each one of them? Leave disabled, reactivate, create new things?

  4. What low level properties should be controlled by the max level column to make drawing less unfair, both for rares and for crafting.

  5. To buff it is necessary to add properties, but which ones and in what types of item?

General square of the tables is as follows

There are specific problems for each group of items:

  • Circlets and helms: Circlets are a second amulet, while helms are totally broken and with no options for good properties, helms need new properties.

  • Rings and amulets: They suffer from max level and level req column problems, crafting is an unfair lottery.

  • Weapons: Too many low properties (not controlled by the max level column) and lack of stronger properties prevent good weapons from appearing (compared to RW)

  • Gloves: The best properties are not the highest level and this needs to change for many reasons.

  • Shields and chests: Not comparable to singles and rw need big buff

  • Belts: don’t compare to the only ones, need a lot of buff

  • Boots: they even come out good boots but they don’t compare to the only ones either.

There are few people who know afix well enough to make a discussion about buffs, but I hope I gave a little spoiler as to why this is a difficult discussion.

Interesting post, thanks for sharing. I leave it for the experts to find a solution to this mess, but reverting it back to D2 classic would make it way better than what we currently have. Nobody cares for these items because of the existing rune words. Thats a shame.

3 Likes

Lets discuss Sundered Charms. Bone Break physical charm is garbage. There are few physical immune monsters in the game and this charm becomes more of a liability with more damage taken from physical attacks.

Overall, the new Sundered Charms widens the gap between elemental builds and physical builds, which leaves physical builds behind even more. It would be very beneficial for the physical charm to also decrease monster physical resistance as follows…

Bone Break
Grand Charm
Required Level: 75
Monster Physical Immunity is Sundered
Physical Damage Increased by 10-20%

  • Proposed Buffs:
    • Add Monster Physical Resistance Decreased by 50%
2 Likes

I have the feeling, that we are somehow almost near the end. Magic and Rares could be one of the next subjects :slight_smile:

Thats why we keep talking about this thread! :slight_smile:

That is not a problem. This is an educational journey for some of us. So why not within such a thread as well :slight_smile:

I could support this. You sacrifice a slot. As a caster you do this with joy, but not for Bone Break. Bot not sure if 50% is the right amount. We need to consider two states. First the one where they implement changes to the uniques in the OP and secondly if they don´t.
For case A) 35% might be enough. For case B) even 50% might not be enough?

1 Like

Another item I would like to talk about again. I found two Rune Masters one non eth with 246% ED and an eth with 228% ED. I would really like to use that a one a fury druid, but cant imagine how to make it viable even with Zod, 2 x Ber and 2 x Lo or Ohms (so 40% CB and either 40% DS or 100% ED).

Current proposal looks like this.

As with Goldskin and its former “increased gold pick up radius” I´m pretty sure we won´t see the “runes have 50% greater effect” (what would be 60% CS and 60% DS in the obove mentioned setup). And even then it would obscenely expensive and you probably end up with a Grief or eth Ripcracker.

What could we change to make it viable instead? Along with the +50% CR we could go back to IAS (base speed is +10) or maybe CB or static field on striking? Or -50% enemy defence (ITD doens´t make sense to me) or 50-100 flat damage (of screen again, don´t likte that too much as well). Skills or auras we have already enough imho.

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I think it helps and change is welcome, but I say that in the big picture it shouldn’t be the only thing to change.

The more opinions and disagreements the better. We want your input on what can be added to these tables and anything else related to the topic.

When you determine, I can make an overview of the most serious situation of each point that I have summarized. I’m at your command

Understanding them isn’t too difficult, but the thread will look like a mod forum thread at some point.

Rune Master was envisioned to be a unique item that receives a runeword. I would make a version of every elite item in the game be the runemaster, small different bonuses to shields, weapons armor and helmets and enable it to come from 2-3 on helms, 2-4 on armor and 2-6 on weapons.

And with the following text, that one can receive a runeword.

But since that would be something more fun and cool and with other priorities ahead I would leave that for later.

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I think allowing uniques to roll RW would be disgustingly OP.

Runemaster was definitely meant to roll RW but in order to do that you would have to make all uniques able to roll RW, which as stated above would be gross.

I propose a simple cube recipe to fix Runemaster and remove the ED on it:
Runemaster —> Transmute into normal quality Ettin Axe with 3-5 sockets but retains cannot be frozen and +5% maximum cold resist

As for the moving needle on difficulty. It’s actually pretty easy to across the board buff level 90+ monsters. I would also go so far as to say double the scaling in nightmare. Even new D2r players say that nightmare is actually the easiest difficulty. The monsters hit like a wet noodle and your skill damage is already around the 1k mark by level 40. which means you can just about 1 shot p8 content as soon as you hit nightmare.

2 Likes

We could keep it simple and add cold resist (so +max cold resist is useful and fits theme with CBF) and add IAS as shown below…

Rune Master
Ettin Axe
One-Hand Damage: (105-122) To (211-244)
Required Level: 72
Required Strength: 145
Required Dexterity: 45
+220-270% Enhanced Damage
+5% To Maximum Cold Resist
Cannot Be Frozen
Socketed (3-5)

  • Proposed Buffs:
    • Add Cold Resist +50%
    • Add +30% Increased Attack Speed
1 Like

Looks good on paper! But is it enough to make it viable to other lvl 72 end game gear? And maybe without the need to put only crazy HR to it? With 30 IAS without other IAS on the gear you would hit the 16 FPA BP on druid.

AS FPA
0 21
2 20
7 19
11 18
19 17
29 16
39 15
54 14
75 13
109 12
163 11
280 10

A Barb would hit the 13 FPA BP with 32 IAS and a pally would need 34 for the 12 FPA BP (if I´m correct here). So I would add at least 34 IAS on it (round up to 35% IAS). That´s a must imho. But is it enough then, still not sure? In any case only if rolled with 5 OS (whats ok for me, if the 3 or 4 OS rolls stay irrelevant).

An upped Ripcracker is still the cheap and better alternativ. In any case a Grief PB is for sure…

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The idea is interesting but a completely new mechanic and probably a lot of adjustments on runewords needed as well (but I´m not a programmer). But I think that is not an option anyway. Then you would put your Grief in the Rune Master. The OP RW even more OP? Same with Death, Oath, Beast and even Famine.

Can´t see that beeing a good change tbh :man_shrugging:

It can be done in the cube recipes tab pretty reliably. I have tested it personally. And true thats only 1 unique, gotta bring all the other TC81+ uniques up. And quite frankly nerf grief. Just bring the +damage down, I think everything else is fine but with the way +damage enters calculations we can’t just have +400 damage running around on items. I think max like +275-300 is ideal even that might not be enough to bring it in line.

Realistically Changing Runemaster in this way gives you a choice. Lose out on the extra damage and weapon speed of a Berserker Axe, but free up a ring slot since ravenfrost would no longer be needed. I think hard choices like that make the game fun in it’s own way even if ultimately it doesn’t matter because you are 1 shotting TZ mobs anyway :crazy_face:

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Is 300 to 400 damage too much damage? The answer is it depends. The problem is that the game does not distinguish between the properties of one-handed and two-handed weapons and I confess I don’t remember there being proposals for balance in this case.

For the magic and rare table I think such a property would be very welcome, especially for two-handed weapons.

Compared to the closest property available for a rare
Scorching Level 77, level req 67 (another property with the wrong level req) min 121-170 to max 181-240 fire damage

1 Like