Community Feedback for Improving Itemization

Good, both! ATD could be even more (lvl 30 ammy) imho. But other than that it doesn´t need any buffs. If combined with other set items, it will have value. Maybe fix cold res to +20% (18% allways looks like there could be a roll to it).

Like that! Will help the set a lot. For mid-game this would be a viable option and you might keep a set for leveling at least (good enough for me tbh).

On which build would you use that at lvl 65? Over any of the “usual” choices or our buffed version of the now lackluster options? I have no clue tbh. Since def is just the cherry on top, but not really important for any build. :man_shrugging:

For Orphan’s Call, I agree on your idea for buffing AR on gloves (but keep static value as original), but for belt, I would significantly buff cold resist already on item (make 30% for this level). As for the set bonuses, I would add %ED for 3p to help any melee build while keeping our FRW for 2p and +skills for full set bonus as shown below…

Orphan’s Call

  • Add +30% Faster Run/Walk (2 Items)
  • Add +150% Enhanced Damage (3 Items)
  • Add +1 To All Skills (Full Set)
  • Change AR to +300 (Magnus’ Skin)
  • Change Cold Resist to +30% (Wilhelm’s Pride)

For Heaven’s Brethren set, I like your idea for buffing Weaken Lvl on Ondal’s Almighty and Life on Haemosu’s Adamant. I tend to agree with you on lowering req. level of Taebaek’s Glory and would reduce by 15, to level 66. For Dangoon’s Teaching, I agree that the pitiful Fire Damage should be buffed, I would increase by 10X. To keep buffs reasonable, we should limit to 7 for entire set otherwise it seems way too bloated. I would then make 10% LL as 2p bonus, 20% CB as 3p bonus, and increase our proposed Holy Shield (o-skill) to +10 for full set bonus (makes sense as you require shield anyways)…

Heaven’s Brethren

  • Add +10% Life Stolen Per Hit (2 Items)
  • Add +20% Crushing Blow (3 Items)
  • Add +10 To Holy Shield (Full Set)
  • Change Weaken Lvl to 8 (Ondal’s Almighty)
  • Change Life to +150 (Haemosu’s Adamant)
  • Change Req. Level to 66 (Taebaek’s Glory)
  • Change Fire Damage to 200-300 (Dangoon’s Teaching)

On another note. I know Arctic Gear is a low-level set, but would like to propose adding a full set bonus of +1 Summon Spirit Wolf (o-skill) for funsies (in addition to our current proposal of minus req. to mitts and horn). This would give you one wolf with 143 health as a companion and fits theme with cold damage…

Arctic Gear

  • Add +1 To Summon Spirit Wolf (Full Set)
  • Add -30% Requirements (Arctic Horn)
  • Add -30% Requirements (Arctic Mitts)

Another low-level set Clegaw’s Brace, I would like to buff Defense on shield from +17 to +50. Also, I would like to change Knockback to Hit Blinds Target on gloves, serving similar purpose but leaving them in range of your sword (in addition to our current proposal of minus req. to tooth)…

Clegaw’s Brace

  • Add -30% Requirements (Clegaw’s Tooth)
  • Change Defense to +50 (Cleglaw’s Claw)
  • Change Knockback with Hit Blinds Target (Cleglaw’s Pincers)

For Naj’s Ancient Vestige, in addition to our proposed full set bonuses below, to improve the viability of a melee sorc, I would like to propose we buff ED on the staff, and as the circlet is crap, we should add FCR as follows…

Naj’s Ancient Vestige

  • Add +1 To Teleport (Full Set)
  • Add +15% Faster Cast Rate (Naj’s Circlet)
  • Change All Skills to +3 (Full Set)
  • Change E. Damage to +250% (Naj’s Puzzler)

For Tancred’s Battlegear, I would like to propose we also replace +20 To Mana with +10 To Max Damage for military pick. For the helm, I would like to propose we replace 10% ED with 10% FHR. For armor, add +80% enhanced defense as follows…

Tancred’s Battlegear

  • Add +120 To Attack Rating (2 Items)
  • Add 5% Damage Reduction (3 Items)
  • Add +80% E. Defense (Tancred’s Spine)
  • Change +20 to Mana with +10 To Max Damage (Tancred’s Crowbill)
  • Change +10% E. Damage with +10% Faster Hit Recovery (Tancred’s Skull)

For Hsarus’ Defense, I think the buckler should offer a small bonus to all resist in addition to what we already proposed below…

Hsarus’ Defense

  • Add +15 Maximum Stamina (2 Items)
  • Add +15% Faster Hit Recovery (Full Set)
  • Add +10 All Resist (Hsarus’ Iron Fist)

For Angelic Rainment, we all know most people use ring/ammy for AR boost. This set is held back by weapon. To improve weapon, we should add on-weapon +50% ED…

Angelic Raiment

  • Add +25% Faster Hit Recovery (Full Set)
  • Add +125% Damage To Undead (Full Set)
  • Add +50% E. Damage (Angelic Sickle)

Lastly, for Aldur’s Watchtower, you shouldn’t have to wait till lvl 76 to wear armor. For Aldur’s Deception, we should reduce by 10, to lvl 66 (base item shadow plate req. lvl is 64)…

Aldur’s Watchtower

  • Add 10% Faster Cast Rate (2 Items)
  • Add 10% Faster Cast Rate (3 Items)
  • Add 10% Faster Cast Rate (Full Set)
  • Add +100% Magic Find (Full Set)
  • Change Req. Level to 66 (Aldur’s Deception)
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You buffed set bonus further (or introduced new ones) what is great (even if I think Orphan’s Call was not bad at all with our current proposals, since two items are already good or almost good). But the other two individual items remains really lackluster in any case even with your buffs.

My intention was to make it usable (not great) and maybe with an higher incentive on the 2p sets. For every build you have some mandatory items which make you not want to use the full set in a lot of situations. Enable the use of single set pieces seems a logicially step…

As said, this is certainly not enough to make me wanting to use it in any scenario. You get probably a far better belt with 10-20 gambles. :man_shrugging:
Every worst (!) rolled String, T-God, Nos, Dungos are allways (!) better. A little bit of FRW in combination with defense and increased @res would not make a really great belt, but at least a certainly usable one. If combinded with the Boots and its improved 50% FRW it would add a unique thouch to The Desciple set (good FRW with 2p of the set outperforming several other options slightly but with a big drawback on each slot). And I would allways add at least one roll to those items to make it interesting to pick it up, even if not a GG item. 350 Defense doens´t cut it at lvl 65. :cloud_with_lightning_and_rain:

Adding rep life on a set bonus would be good alternative insead. So agree here.

Same with Magnus Skin. Besides good rare or crafted 2/20s we have four gloves with IAS. Sanders with lvl 28 and big life (+40), Lava Gout at lvl 42 with a clear fire theme (after our proposal), LoH at late lvl 63 and Magnus skin at lvl 37. To place it in the middle it need something to set it apart from Sanders. Increased AR is certainly good, but has a hard time to compete. Adding a low 5% CtC Charged Bolts, even with a relativly high lvl would add some defensive tough. Lvl 20 CB doesn´t do much dmg with its 22 bolts and only 13-15 each, but can set groups of enemies into hit recovery (Heart of the Wolverine Charges or DtgtM as worse alternatives).
Both additions would be interesting and could be enough make me want to use it. LoH will be in every case better and Lava Gout in serveral circumstances as well.
As with Credendum, would add at least a little roll on AR to keep it intersting picking up green sharkskin gloves. :man_shrugging:

Wilhelm’s Pride as a mid-lvl belt has a good starting point with 5% dual leech. But the rest is lackluster again and thats why nobody is really using it (the alternatives are too strong). Increasing cold resist (not sure why you choose that) would not change a lot in NM since you might not struckle with res (especially cold would not be that important here and only late in hell).
But adding AR per lvl would enable you to not use angelics or even a raven frost if you have a source of CBF or 2-3 HFD items stacked. And low AR is an issue for every char, which could utilize the dual leech. Making it “per lvl” would also create a late game option without beeing OP (if that should be 8 per lvl as I proposed or more like angelics 12 or lower to get more in the direction a raven frost would be debatable). If we not add my proposed fixed AR pe lvl then we should at least create one roll for this very frequent find.

Good option as an alternative for the current proposal with 25% FRW at 2p and +15% Light resist at 3p. But again. Without touching the belt and gloves in the right issues it will remain super niche…

The full set has still a hard stand even with all propsals implemented. Thats why we tried to make the 2p set of helmet and armor somehow viable for all the people like the style of the crown. That was the reason why - after disussed that over-extensively (!) - decided that LL, CB and Holy shield needs to be at the 2p set bonus. That is still valid for my point of view.

Changing weaken on Ondals is for sure a good move as proposed but certainly not enough to make it usable (outside pure style reasons). Thats why I proposed to lower the lvl reg as much as possible to 59 and wanted to add 1-2 OS (roll for the hunt!) and some min dmg. Light radius was purely thematic. That might be enough to go the fashion way. But still not an outstanding helmet.

Why would your be reluctant to discuss my proposal? Since you only add little reasoning to yours again. :man_shrugging:

Useless before and useless after :man_shrugging:
Why do you think my proposal is too much and make this never used armor OP? Can´t follow you here?

Easier to use on paper, but still the same. Useless before and useless after :man_shrugging:

Absolutely irrelevant…

Have no opinion about the low lvl sets since they will never be use outside the “I want to try that once” area. So good with every proposal.

But think the current proposal for Hsarus is already decent. More than 2p you would probaly not see in the wild and stamina helps especially in the beginning. FHR is welcomed as well. I guess you would not need the @res. But why not. :man_shrugging:

Why not!

Agree!

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Much like the way be buffed uniques, we should establish a similiar framework for sets. If we limit buffs to 7 for set bonuses and set item changes, what do you recommend for each set? It’s a balancing act so we don’t go overboard. For example, you presented several good ideas for improving set items, but what if you can choose only 1?

I think a general format for buffing high lvl sets is below with maximum of 7 buffs…

High Lvl Set
Add Partial Set Bonus 1
Add Partial Set Bonus 2
Add Partial Set Bonus 3
Add Full Set Bonus
Change Mod on Set Item (Item 1)
Change Mod on Set Item (Item 2)
Change Mod on Set Item (Item 3)

However, lower lvl sets should be limited to only 3-5 buffs to keep things reasonable…

Low Lvl Set
Add Partial Set Bonus 1
Add Partial Set Bonus 2
Add Full Set Bonus
Change Mod on Set Item (Item 1)
Change Mod on Set Item (Item 2)

or…

Low Lvl Set
Add Partial Set Bonus 1
Add Partial Set Bonus 2
Add Full Set Bonus

I think framing it this way could help us create consistent proposals for buffing lackluster sets. I also think buffing set items specifically, we should first try and tweak a stat/number of an existing mod, and if more is needed, then add a completely new mod to a set item. :man_shrugging:

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Generally with you since I´m a big fan of general frameworks, but that won´t work in my oppinion. Limiting ourselfs to a certain number of changes will make it impossible to make the singel items viable. For the set that might work, but not for those individual items. On the other hand some sets only need little love (Hsarus, Aldurs etc.) some need extensive work like Heaven’s Brethren or The Disciple.

At the example of:

What would you do to make this viable if you are only allowed to change one stat?
Add defense? How much would that take to make anyone want to use it? +1000 Defense?

Or a singe change? @res from +15% to what? +70%? Or boost strenght to +50-60?

In every cases it would most probably stay irrelevant. @res might work though but then would remain as a super niche item at best! Then I would just leave the whole conversation and spend the many hours on something else. :man_shrugging:

Whereas my proposal with def, @res and modest FRW would be a very viable option. Offers something we do not have now and with our buffs on all the other belts. Would not clearly displace any other belt. And in line with the high lvl req. A balanced new choice to build a new char around.

That accounts for all items on my list…

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With respect to the Class Elite Sets, here are my thoughts on what should be done on each(in General). To see specifics(which admittedly I should update sometime given it’s been months since I last updated it…), go look up my Class Set thread.

Aldur’s: Boots are the only solid piece on the Set. Weapon needs to have +Damage changed to 200% ED so that upgrading to an Elite base has a far bigger impact along with some Faster Cast Rate to make it palpable to Elemental Druids. Ditto changing +Armor on Helm to %Enhanced Defense in the event the player wants to upgrade it to its Elite base. I’d also add +Summoning Skills and maybe +1 Druid Skills to the Helm as well. Chest could use %Enhanced Defense too given it’s Elite and warrants having Elemental/Summoning Skills bumped to +2 along with some Poison Resistance to shore up that element. Partial + Complete Set bonuses don’t really need much attention other than maybe a boost to base Attack Rating to give SS another option.

M’avina: This one needs to be made Bowzon friendly and I mean the entire Tree and not just solely for Frostmaidens. My proposal added Firemaiden buffs to Belt, enhanced Frostmaiden bonuses on Gloves, added 33% Pierce to Helm(to hit 100%), added Damage mitigation and Lightning buffs to Armor(for Nova proc on Bow and Hybrid Zon play) and bumped +Amazon Skills on Bow along with dropping Magic Arrow attribute for -25% Target Defense. Granted additional FRW and some Attack Rating on Complete Set.

Natalya: Entire Set gets Fire/Cold/Lightning/Poison buffs as partial Set bonuses spread amongst the Set. Claw gets Poison buffs, +Martial Arts and +Assassin Skills, latter of which are missing despite other Class Sets buffing all their trees. Helm gets +Traps to go along with Lightning buffs. Armor replaces +Armor with %Enhanced Defense to give it a needed Defense boost along with 3 Sockets(fixed) and Cold Buffs. Finally Boots get Fire buffs.

Basically Helm is a Trapper item, Boots for KickSins(hence the fire buffs), Claws for Venom and Armor is to round things out for those wanting Blades of Ice fun. I also added a bit of Attack Rating for Martial Arts use.

Griswold: I added/modified quite a bit of partial set bonuses tailored to specific pieces. Weapon had its +Damage removed in lieu of Faster Cast Rate since Griswold is an ideal FoH set(all those sockets for Lightning Facets). Helm got Fire and Lightning absorb to compliment the Cold Absorb it rolls with. Chest had its +Armor replaced with %Enhanced Defense in the event its upgraded(more bang) along with FCL buffs similar to Guardian Angel(but not as strong). Shield got random buffs that honestly could be removed but I felt CBF and FRW would be worth adding.

Immortal King: This one got royally screwed by 2.43 and honestly I’m not entirely sure its salvageable without changes to how WW operates. Yet I proposed increasing Socket count on Maul from 2 to 4 due to the need for more IAS. I changed Half Freeze on Boots to CBF given WW is affected by Chill effects. Belt’s Physical Resistance was increased to 25%. Chest had its +Armor replaced with %Enhanced Defense(although I may be inclined to buff the Partial Set bonus to 150% from 50%) and its Enchant proc changed to Burst of Speed(see 2.43 as to why) and the Helm got a lot of Damage Mitigation(this makes it to where only Barbs benefit) so that they can tank Physical Damage a lot better since outside of WW, Concentrate/Berserk was often the skill of choice.

Trang’Oul: This set doesn’t really need much other than fixing the Vampire FCR bug. Yet I proposed adding additional FCR spread amongst the various pieces given that Death Web is typically the weapon of choice for this Poison-focused Set. I also proposed adding some -Fire Resistance on Necro Shield so that the Fire Skills that come with the Set will deal a bit more damage(although bumping Fire Mastery couldn’t hurt either).

Tal Rasha: This set really doesn’t need much of anything. Only thing I proposed was to bump FCR a bit via Helm and to shore up Poison Resistance on Armor.

As for other Expansion Sets, eh I’ll leave that up to you.

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What if we keep general framework, but expand it so its possible to make single set items viable with more flexibility. For single set items, we could have one addition of a new mod and one change (buff) to an existing mod. This should be a good starting point and see if this works?..

High Lvl Set
Add Partial Set Bonus 1
Add Partial Set Bonus 2
Add Partial Set Bonus 3
Add Full Set Bonus
Add New Mod on Set Item (Item 1)
Add New Mod on Set Item (Item 2)
Add New Mod on Set Item (Item 3)
Change Mod on Set Item (Item 1)
Change Mod on Set Item (Item 2)
Change Mod on Set Item (Item 3)

Same for lower level sets…

Low Lvl Set
Add Partial Set Bonus 1
Add Partial Set Bonus 2
Add Full Set Bonus
Add New Mod on Set Item (Item 1)
Add New Mod on Set Item (Item 2)
Change Mod on Set Item (Item 1)
Change Mod on Set Item (Item 2)

Thanks for the good feedback, definitely consider incorporating some of your ideas. Need more time to review. :stuck_out_tongue_winking_eye:

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Well, I mean, we could do that. But why limiting ourself that way? We haven´t been so strict on uniques but allways try not to go to crazy (worked out in my oppinion so far).
Worst case we buff stuff and it is still not viable/usable. :man_shrugging:

Fo the The Disciple Set we don´t have a proposal yet. If we buff the boots and Credendum to a state where those are standalone usable, they would be in a set as well. In contrats to other sets the need for really god set bonuses would be not so strong. In other sets that might be different. For Heaven’s Brethren we absolutely need more and stronger set bonuses to make it work. And on the low level set we might not to add a single thing but only adjust 1-2 stats tiny bit or add only a 2p bonus like some stammina or so (for Hsarus we only add +15 stammina on the 2p set and +15% FHR on the full set what is more than enough on this lvl 3 set)?

So why tar everyone with the same brush here?

Still staying behind my proposal that beeing said :slight_smile:

Just found one of thos (grailer). Like the proposal, but would as what people think about changing Indestructible here with Repais? It is rare and if youre lucky to find an eth. That could be used. With its focus an pure dmg and little utility (no LL, strength etc.) I´m still not sure if I would choose this over a BotD or so. But an eth would be a super strong dmg stick worth trying to get everthing else on other items.

To be honest to compare your thread with the current proposal is so much work (and I´m spending already far to many hours on this one :slight_smile: ). So what´s are your specific proposals - based on the already made proposals in the OP?

Nicely balanced please :slight_smile: Sets are not soo rare that they shoulb be the BIS at the end (one ore two pinches below would be nice in most cases).

A good weekend to everybody!

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Actually, we did do that for buffing uniques. If you look at what we proposed, we usually limited to 3-5 buffs per unique with the most iconic uniques getting 5-7. For example, TM and Azurewrath got 7 while MSL and Messerschmidt’s Reaver got 5. Eaglehorn, Corpsemourn, Todesfaelle Flamme got 3 to name a few. I think having a general framework to work with ensures consistency.

With that said, using the framework and looking back on your suggestions for Disciple, we could have the following proposal (add one new mod and buff one existing mod) on the two lackluster set items as follows…

The Disciple

  • Add +25% Faster Hit Recovery (2 Items)
  • Add +75% Damage to Undead (3 Items)
  • Add +150% Damage to Demons (4 Items)
  • Add Replenish Life +25 (Credendum)
  • Add 15% CtC Lvl 5 Inner Sight When Struck (Rite of Passage)
  • Change Defense to +350 (Credendum)
  • Change FRW to +50% (Rite of Passage)

Plus, using a consistent framework also improves the chance these ideas could be used, however remote that is. :man_shrugging:

1 Like

My last post highlighted what I’d do but if you wanted “specifics”, here’s what they’d be…

"Aldur's

Weapon:
Modify +20 - 31 Damage to %Enhanced Damage(200%)
Add 30% Faster Cast Rate

Helm:
Modify +90 Armor to %Enhanced Defense(110%)
Add +2 Summoning(Druid)
Add +1 Druid Skills

Armor:
Modify +300 Armor to %Enhanced Defense(100%)
Modify +Elemental/Shapeshifting Skills from 1 to 2
Add +50 Poison Resistance

Boots:
Unchanged

Partial Set:
Remove 150% Bonus Attack Rating(2 items)
Remove +50% Magic Find(3 items)
Add +200 Attack Rating(2 items)
Add +300 Attack Rating(3 items)

Complete Set:
Modify 150% Bonus Attack Rating to 300%
Modify 50% Magic Find to 100%

M'avina

Helm:
Add +33% Pierce(Complete Set)

Weapon:
Remove Level 1 Magic Arrow
Modify %Enhanced Damage(increased to 288% from 188%)*
Modify CtC Level 15 Nova from 10% to 25%
Add -25% Target Defense
Add +1 Amazon Skills

*I was going to have that as a Complete Set Bonus but I figure it could use it up front. I haven’t thought of a Complete Set bonus replacement yet.

Armor:
Merge +Defense&Defense/Clvl into %Enhanced Defense(150%)
Modify 30% Faster Hit Recovery(2 items from 3 items)
Add -20% Enemy Lightning Resistance(3 items)
Add +20% Lightning Damage(4 items)
Add +20% Physical Resistance(Complete Set)

Gloves:
Modify +131 - 252 Cold Damage(2 items from 4 items)
Add -20% Enemy Cold Resistance(3 items)
Add +20% Increased Attack Speed(4 items)

Belt:
Add +131 - 252 Fire Damage(2 items)
Add -20% Enemy Fire Resistance(3 items)
Add +20% Fire Damage(Complete Set)

Partial Set:
Add +250 Attack Rating(4 items)

Complete Set:
Add 20% Faster Run/Walk
Add +300 Attack Rating*
Add +50% Attack Rating*

*Could remove those honestly. I just like buffing Attack Rating.

Immortal King

Helm:
Add +1 Barbarian Skills
Add Damage Reduced by 5(2 items)
Add Damage Reduced by 10(3 items)
Add Damage Reduced by 15(4 items)
Add Damage Reduced by 20(5 items)
Add Damage Reduced by 25(Complete Set)

Weapon:
Modify Sockets from 2 to 4
Modify Indestructible to Self Repair(1 Durability every 4 Seconds)*

*Only if Ethereal is possible for Sets. I don’t think they are so ignore that one.

Armor:
Modify CtC Enchant to 20% CtC Level 14 Burst of Speed
Modify %Enhanced Defense from 50% to 150%(Complete Set)
Add Sockets(4)*

*optional but just something I wouldn’t mind seeing given the Helm rolls with 2. Burst of Speed is due to 2.43. Don’t have Frenzy Skill IAS so next best thing and feels redundant to have Enchant when Maul has all that Elemental Damage already.

Boots:
Modify Half Freeze to Can Not Be Frozen(5 items)
Add Magic Damage Reduced by 10(Complete Set)

Belt:
Modify %Physical Resistance to 25% from 20%(5 items)

Griswold

Weapon:
Modify +10 - 20 Damage to +20% Faster Cast Rate(3 items)
Modify +10 - 20 Damage to +20% Faster Cast Rate(Complete Set)

Armor:
Modify +Defense to %Enhanced Defense(110%)
Add +5 Max Fire Resistance(2 items)
Add +5 Max Cold Resistance(3 items)
Add +5 Max Lightning Resistance(Complete Set)

Helm:
Add +0.25/Clvl 0-24 Fire Absorb(3 items)
Add +0.25/Clvl 0-24 Lightning Absorb(Complete Set)

Shield:
Add +1 Paladin Skills
Add +20% Faster Hit Recovery(2 items)
Add +20% Faster Run/Walk(3 items)
Add Can Not Be Frozen(Complete Set)

Trang-Oul

Helm:
Add +10% Faster Cast Rate(3 items)
Add -25% Enemy Fire Resistance(Complete Set)

Shield:
Add +1 Necromancer Skills
Add +10% Faster Cast Rate(Complete Set)

Armor:
Add +10% Faster Cast Rate(4 items)

Belt:
Add +10% Faster Cast Rate(Complete Set)

Complete Set: Walk Speed Set to Run(aka Walk as fast as you Run). ← already exists but wanted it mentioned explicitly.

Tal Rasha

Helm:
Add +10% Faster Cast Rate(Complete Set)

Armor:
Add +40 Poison Resistance(3 items)

Natalya

Claw:
Modify Ignore Target Defense to -100% Target Defense
Add +1 Assassin Skills
Add +2 Martial Arts Skills(2 items)
Add -20% Enemy Poison Resistance(3 items)
Add 20% Poison Damage(Complete Set)

Helm:
Add +2 Trap Skills(2 items)
Add -20% Enemy Lightning Resistance(3 items)
Add 20% Lightning Damage(Complete Set)

Armor:
Modify +Defense to %Enhanced Defense(100%)
Modify Sockets(1-3) to Sockets(3)
Add 30% Faster Hit Recovery(2 items)
Add -20% Enemy Cold Resistance(3 items)
Add +20% Cold Damage(Complete Set)

Boots:
Modify CL Resistance(15-25) to CL Resistance(25)*
Add 25 Fire Resistance(2 items)
Add -20% Enemy Fire Resistance(3 items)
Add +20% Fire Damage(Complete Set)

*I hate items that vary but that can be dropped if need be

Partial Set:
Remove Magic Damage Reduced by 15(2 items)
Remove +200 Defense(3 items)
Add +200 Attack Rating(2 items)
Add +300 Attack Rating(3 items)

Complete Set:
Modify +350 Defense to +550 Defense
Modify Magic Damage Reduced by 15 to 30
Add +500 to Attack Rating*

*Optional but Assassins can be quite fun with that much Attack Rating.

2 Likes

Sorry but I find some of those changes to be very extreme, if you ask me. That being said, I think it’s great you voiced your suggestion. :slight_smile:

1 Like

Thanks for your feedback, what changes do you think is extreme? We should avoid that if that was your first reaction.

Unsynergized Nova won’t do much damage, and besides that proc, Bowazon doesn’t use lightning skills (that’s Javazon’s domain). Please consider replacing Nova with Frost Nova (although Frost Nova is already “hijacked” by Ice RW), and -enemy lightning res maybe with -enemy physical res?

I agree with the removal of “Fires Magic Arrows”, as Amazon can use them natively (and it’s an Amazon item, so other classes wouldn’t make use of it). If you want this set to have an unique property, consider adding “Fires Immolation Arrows” (as a full set bonus, not as a bow’s property). Yes, Amazon can use them natively, but with cooldown.

Are those FCR bonuses supposed to compensate slow cast rate as a vampire? If so, please consider moving them to the full set bonus. Otherwise players may want to equip an incomplete set. to have FCR bonuses from items, but not slowed down by the morph.

And speaking of run/walk, since run and walk speeds are the same as a vampire (so it’s easy to confuse them), I’d make running not decrease defense and block when morphed (I don’t know if it’s technically possible, though).

Why? If all properties were fixed, once you found the desired item, you’d have its inventory slot “locked”. Random properties add replayability to the game: even if you finally find the desired item, there’s still a possibility of finding a better version.

2 Likes

Unsynergized Nova indeed doesn’t deal much damage but the synergy itself only doubles its damage when maxed. At level 15, it deals 96-145 Lightning Damage, which admittedly isn’t much but that’s partly why I added the Lightning attributes(1.2 multiplier brings it to 115 - 174). The level of Nova itself could be increased to say level 25(182 - 253, or 218 - 303 with multiplier), thereby granting solid Lightning Damage with an AoE.

As for adding -Enemy Physical Resistance… that would be a massive bonus don’t you think given it doesn’t appear anywhere else in the game outside of Curses? One thing I was contemplating making as the Bow Complete Bonus was giving it 33% Slow Target modifier. Slow is such a powerful tool for Physical builds that when combined with Knockback(granted by socketing Nef rune), it would help keep enemies at bay.

For the Faster Cast Rate bonuses on Trang-Oul, many players opt to use Gloves, Belt and Shield in a Partial Set manner in conjunction with Bramble/Enigma on Armor, Death Web Wand and w/e on Helm slot. If players opt to utilize Helm or Armor for that 10% Faster Cast Rate, they’re giving up quite a bit to do so. The Belt and Shield get their 10% FCR buffs when you’re a Vampire(hence Complete Set). The FCR bonuses are to try and mitigate the FCR as a Vampire and even if the bug is slayed, it brings you to 11 Frames/48 FCR breakpoint. If its not, you’ll be at 17 Frames/48 breakpoint as a Vampire. Compare that to the current 13 Frames/18 FCR breakpoint as Human or 20 Frames/18 FCR breakpoint as a Vampire.

As for RNGesus, while you have a point it’s something that’s always been a Pet Peeve of mine. If something is Unique, it should have fixed attributes, not something that varies from one item to the next. For Magic and Rares, that’s perfectly understandable but for Uniques(which Sets are apart of imo), I find their attributes should be fixed.

@Trolddom: If you find those to be extreme, they’re nothing compared to say Mosaic. But I am curious what you find to be over the line since like Charles I am open to feedback/constructive criticism. I went into the Set Overhaul with 3 objectives:

  1. +1 to Skills via Class Specific Item and +2 to each tree with exception being M’avina since Bow&Crossbow and Javelin&Spear trees are mutually exclusive.

  2. All Resistance in a range of +75(Natalya) to 105(Tal Rasha).

  3. Add buffs to encourage multiple playstyles with the set(ex: M’avina’s entire Bowzon tree, not just Frostmaiden skills) and shore up weaknesses(if any).

Took most of your suggestions and with new framework, what do you think for Aldur’s? My approach is to make the least changes possible, while improving the viablity for individual set items and the overall set…

Aldur’s Watchtower

  • Change Bonus AR to 300% (2 Items)
  • Change Magic Find to 100% (3 Items)
  • Add 30% Faster Cast Rate (Aldur’s Rhythm)
  • Add 50% Poison Resist (Aldur’s Deception)
  • Add +1 To Summoning Skills (Druid Only) (Aldur’s Stony Gaze)
  • Change 40-62 Damage to +200% E. Damage (Aldur’s Rhythm)
  • Change 300 Defense to +150% E. Defense (Aldur’s Deception)
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Sorry, the site was not correctly replying. I was responding to DarkHelmet’s Set changes.

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I will try to come back and list some points where I think it crossed the “op” line or where I disagree with the direction you’re taking when adding/changing stats. Just not right now. I love theory crafting in rpg games and I also spend a lot of time soft modding D2/D2R as a hobby. It just consumes a lot of energy to engage in this kind of stuff, when I have to communicate about it, especially on text. Which is a problem for me. That’s why I din’t go on to list my reasons why, in the original comment.

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In general I am super-pro making changes to D2R(nerfs too), If I think it makes sense and improves the game. So I’m not here just to shoot everyones ideas down, that is not my intend.

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A little bit short of time, but a first reply:

Ok, change one and add one per item should work somehow.
Rites of Passage would be awesome with +50% FRW and Inner Sight when struck would be awesome (not only for leveling). I would remain lvl 29 req. after a few days thinking about it.

For Credendum im not sure if rep life is enough to make me want to us it with (+25 is a good amount and unique in contrast to a Dungos or Trangs belt). Even a big boost do defense with 350 is just a gimmick bottem line and is of so little importance, that I think it doesn´t cut it enough. I think increasing @res would make this item more use full than defense (but all res is on the full set bonus - even if unlikely to be used - still). In both cases - in contracst to DarkHelmet - I really would like to see a rool on this one to keep me wanting to check those (even after I found the first one).

So rep life +25 and defens 350-450 or rep life and @res from 15-25? What do you think?

The partial set-bonus could be enough to make it usable. LaH with the boots would be the most appealing combo, and 3p witht he belt would be likely after the changes.

Not sure if besides the +350% DtD on LoH another +150% DtD is needed. But that would make me want to use the set probably.

Two more mino change sugestions. Telling of Beads has +18% Cold dmg. Im allways look that up, since it sugested, that this might be a roll. So maybe we change that to +20%. And full set hat a * +22 Poison Damage Over 3 Seconds. That should be a more adequate amount?

So for Wilhelm’s Pride (Set Battle Belt - Orphan’s Call Set). The change would be on cold resist from +10% to +30% and the addition would be AR per lvl (I proposed +8 what is below Angelics with +12 but still good to help melee). Combined, that would make a really good dual leech and AR melee belt with a use-case. Remaining at lvl 42 is also fine then. The rest of the set and our set buffs, are already solid then imho.

Need more time to think about it, but as already discussed multiple times Tal Rashas is already super solid an should not be thouched in any way. If you want more dmg you have the BIS gear and Tals is a bit more safe but very easy to aquire.

With you here. Need more time to consider everything. But please check the Op if things are somehow heading in a wrong direction and lets discuss about it. But please allways add some context to it.

That’d work I think. I went into Aldur’s with the objective of making it viable for SS but also with the hope of giving it some potential as an Elemental Set given it has 6 Sockets(3 on Weapon, 2 on Helm, 1 on Chest).

However, one objective I had going into Set balance was to have some uniformity with regards to +Skills. If we cap Aldur’s to +4(+3 from Complete Set and +1 per Tree), then the other Sets would have to fall in-line. Tal Rasha is the one that yields the most at +6(to all) while Natalya’s currently yields the least at +3(+5 Shadow). That is why I added so many +Skills to Aldur’s and other Sets to bring them up to +6. Nerfing Sets like Tal Rasha doesn’t seem right so I simply buffed the others where I could. Did I go a bit overboard… perhaps but I’ve played with every Set here and Aldur’s in its current state is quite honestly the worst Set of the 7. So how about this…

  • Change Bonus AR to 300% (2 Items)
    * Change Magic Find to 100% (3 Items)
    *Change +2 Elemental/Shapeshifting(Aldur’s Deception)
  • Add 30% Faster Cast Rate (Aldur’s Rhythm)
  • Add 50% Poison Resist (Aldur’s Deception)
  • Add +2 To Summoning Skills (Druid Only) (Aldur’s Stony Gaze)
  • Change 40-62 Damage to +200% E. Damage (Aldur’s Rhythm)
  • Change 300 Defense to +150% E. Defense (Aldur’s Deception)

M’avina’s changes turned her into an all-around Bowzon Set as opposed to purely Frostmaiden and one that isn’t outright outclassed by the likes of Ice(which imo could be buffed considering the cost). All the changes I did were with the intention of buffing each Bowzon skill tree(Fire + Cold + Physical). Even Javazons could potentially see benefit from the Set with the Lightning attributes, albeit with considerable trade-offs as Javazons benefit a lot from 100% Pierce and +Skills(which this Set doesn’t really provide).

Yet if I must cut it down, I propose it be limited to the following:

Helm:
Add +33% Pierce(Complete Set)

Chest:
Add +20% Physical Resistance(Complete Set)

Bow:
Remove Magic Arrow
Add +1 Amazon Skills
Add Sockets(4)*

*I figure that by adding Sockets to the Bow, it’d give players the freedom to choose how they want to play her. They could plop a Nef + 3 40/15’s for Physical, 4 x Rainbow Facets and that would effectively yield what I want in the end.

Trang-Oul changes were basically to shore up its FCR. We don’t know when or if the Vampire FCR bug is ever going to be slayed but lets admit that 20% FCR is nothing for an Elite Caster Set. 60% FCR is much better. Ditto Tal Rasha since the changes help Lightning Tree the most while making Energy Shield far stronger.

For Griswold, most of what I proposed could probably be discarded. Namely the Shield and Chest in particular(save for %Enhanced Defense… purpose on that was to improve Elite upgrade impact). Yet the Helm would make Griswold pretty powerful against FCL damage while the Weapon suggestions would give it much needed FCR. As such, I’d recommend keeping the following:

Helm:
Fire Absorb(3 items)
Lightning Absorb(Complete Set)

Weapon:
Modify +Damage to +20% Faster Cast Rate(3 items + Complete Set)

Chest:
Modify +Armor to Enhanced Defense(110%)

Shield:
Add +1 Paladin Skills

As for Natalya… I did go nuts on her Set but in reality she truly does need it. Ignore Target Defense, as presently constructed, is inferior to -%Target Defense. At -100%, you get the benefit of ITD but working at all times(albeit at 50% efficiency in certain scenarios). The buffs to Elemental Damage were to buff both her MA and Trap trees that utilize Fire and Lightning Damage. Cold buffs are purely for MA(Blades of Ice/Phoenix Strike). Ditto Poison with respect to Venom and why they’re on the Claw itself. If I had to narrow the changes down, I’d do the following:

Claw:
Change ITD → -100% Target Defense
Add +1 Assassin Skills
Add +2 Martial Arts Skills(3 items)
Add Socketed(3 Sockets)*

*Like with M’avina if I simply add Sockets, then players have the freedom to customize her as they see fit. They can specialize in a Physical Attacker, Fire, Cold, Lightning or heck Poison if they really wanted to and combined with the 3 Sockets on Chest, could make for a really fun Assassin.

Helm:
Add +2 Trap Skills(3 items)

Chest:
Modify +Armor to %Enhanced Defense(100%)
Modify Sockets(1-3) to Sockets(3)

Boots:
Add 25 Fire Resistance(3 items)

Finally Immortal King is the one that got royally screwed by 2.43. At minimum the Helm deserves +1 Barbarian Skills so that it hits +6 overall with the rest of the Elite Sets. The Damage mitigation can go by the wayside honestly. Was just something I wouldn’t mind seeing but on reflection is probably too much. Yet I do feel the following would make IK quite strong:

Helm:
Add +1 Barbarian Skills

Maul:
Modify Sockets from 2 to 4

Armor:
Modify %Enhanced Defense(50% to 150% Complete Set)
Modify Enchant proc to CtC Level 14 Burst of Speed
Add Sockets(4)*

IK Armor is one of the rarest armors in the game so adding Sockets couldn’t hurt. Would permit players to buff w/e attributes they see fit. Defense(Pul), Physical Resistance(Ber), Physical Reduction(Sol), Magic Reduction(Mal), FHR(Shael), or bolster Resistance Caps(Ohm, Lo, Vex, Gul). There’s also 40/15 Jewels and 15/15 Jewels. Burst of Speed is a much better buff than Enchant. Without Warmth and Fire Mastery, all you’re really getting is Attack Rating and you already get a lot from the Set itself and heck if you really need Enchant, get an A3 Merc for a way better buff. Burst of Speed gives a bone to 2-H WW Barbs while allowing them to mitigate Decrepify and Holy Freeze.

Boots:
Modify Half Freeze to CBF
Add Magic Damage Reduced by 10(Complete Set)

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