While I understand the reluctance to change a rune’s effects, there are presently only 6 runewords that use Cham in their recipe. 5 are Weapon runewords while only one is Armor and is one of the newer ones as you’ll see below:
Doom would be awesome with this change. Not only do we get a level 12 Holy Freeze(which has 50% Slow) but another 20% Slow on top of that thanks to the Cham rune. If Doom was expanded to Scepters + Shields(along with socket changes to specific Shields), it would make Holy Freeze Paladins damn near godly with the Slow(~75%) + -Enemy Cold Resistance(90-120… not including Conviction). Pride and HoJ both share Sur(Blinds Target), Cham and Lo(Deadly Strike), hence are both extremely expensive to make. Pride would certainly become stronger with some Slows target for A2 Merc’s(w/ Holy Freeze… oooh that’s pretty nice ngl) while HoJ getting Slow is certainly better than Freezes Target on a runeword yielding lots of Fire Perks(admittedly Slow is out of place too but I can’t change the recipe… lol). Slow on Mist actually makes that Bowzon runeword a bit better imo since that combined with Knockback will help against mobs as well as single target Bosses(be it for A1 Merc or Bowzon herself). Finally Slow on Plague is a thematic match since Poison slowing you down actually makes sense. Kind of surprised someone hasn’t thought about adding that to the Necro’s Poison Skills, Amazon’s Poison Javelin, Druid’s Poison Creeper + Rabies, or Assassin’s Venom…
The only runeword that gets Cham on the Armor side of things is the Helm runeword Metamorphosis. Seeing as SS Druids walk a fine line on being able to tank damage(which Can Not Be Slowed has no effect on), being immune to slow effects would certainly be a nice perk to have. Reaperwolf would benefit the most imo.
As for recent posts, anything involving Normal tier items must be treaded lightly. Have to remember that anything in the Normal tier is available on Classic(and things work differently there).
Pride is simply the best weapon for the necro sum merc and the effect of the freeze target +3 makes the only viable place to start raising the army is at the pind portal. Changing the effect of the cham rune would be great.
D2R is an excellent game, which is why it is necessary to be extremely careful when introducing any changes. As a general principle, I propose that we look for changes that are small in quantity, but precise, efficient, easy to implement and that do not essentially transform the nature of the game. That said, I’m not opposed to the game being changed.
In this line of reasoning, I argue that just three changes to items could give the game a new lease of life and renewal.
Charsi could offer, as a service, the rerolling of the value of a single item quality of non-maximum value. The quality would be selected randomly, the quality is not changed except in its value which will be rerolled. For example, a diadem with defense 57, with +1 to necromancer skills, +20 FCR and 1 socketed, could have a change in defense or the +x bonus for necromancer skills or a change in the number of socketed. The item’s characteristics are maintained, but the value of one of them is changed (randomly) that is not maximum (the new value may be equal, higher or even lower than the previous one, and this can only be done once per item).
Larzuk could add 1 or 2 sockets to magic, rare, unique, and set items that can be socketed, such as helmets, armor, shields, and weapons. Without changing the maximum number of sockets that these types of items can receive (helms up to 3, shields up to 4, armor up to 4, weapons up to 6, etc.). With this, items that are not runewords would receive a powerful increase in their power, in some cases rivaling runewords which are very powerful and do not require any alteration. This could only be done once per item.
Anya, when engraving the name on an item, chosen by the player, would randomly add a new quality (an affix or a suffix) to the item (without exceeding the maximum number of affixes or suffixes that the item can have). This could only be done once per item.
These three changes would give new life to the game, personality and uniqueness to the items and are easy to implement, do not change the nature of the game, and are controlled by the restriction of a single application per item.
Hola, need to dig deeper into the RW thematic. Basically I´m with you that slows would be an upgrade compared to freezes +3 (like Camperdabase thinks as well). But I really don´t like the idea of removing the very usefull CNB from the armor effects. It powerfull, like it should be for such a rare rune.
I changed to something else it would make the few CNB items (Raven, Trangs, TM, G-Bane etc) more mandatory again. And thats completely contrarily to what we try to archive here. About the amount of slow I would need to think about a bit more.
Would Freeze +3 be missed somewhere? Is it a thing somewhere? What about PVP? Slows would be mighty in PVP right? In HC I would not be an issue I assume. What do others think?
Thats true, but not easy (thats why this tread is sooooo long.
So feel free to give you 1-2h to go trought all the changes and help us, point out problems where there might be. Important is to mind every changes (also the gerneral changes to bases and especially the buffs and very few nerfs to RW). Also keep in mind rarety etc. This is a complex gearbox with al lot of variables (that´s also the point, why this game is so great even with very limited content). So go on please and take your time for a well elaborated feedback!
Three very interesting ideas. Not fitting well into the topic of this tread tbh, but we might talk about that a bit.
I think thats an interesting idea. Not only reroll the “worst” stats (in terms of value, lvl req. or whatever would be the messure here). But in your example +1 Necro skill should/would not be rerolled. Since the +2 Necro skills would be a different affix with a higher lvl req. The mechanic mod would be able to reroll from +1 to +2 (since the same affix). So it would be between the sockets and defense to be rerolled here.
This is not super crazy and if limited to on possible reroll (would net a marker in the item DB for that) it still should have a high price for that. Would rather suggest a cube receipt and you would need to pay 4 items (mid-lvl runes or jewels or or).
This is not a good option! I would be too powerfull (2 OS for magic-items is already implemented). For rares that would be busted and far more for uniques. We used more sockets to make underutilized items more viable, but imagine a Griffions with 3 OS (had extensive discussions on max OS for several unique armors and ended up, that more than 2 would break somy items)? Would broke every others thinkable option. So a no no for this one from me!
Interesting as well. Would love to see Anya fill up used dura as well (even for eth items) again. But this is also interesting and could be on top. But only for magic an rares imho! And only if max. affixes are not used. Should that be possible for jewels as well? That might be too much imho!?
My position is that only the freeze target +3 on the weapon would be changed. the CBF can continue in the armor and shield slots for the Cham. (edit to change language to english)
Can Not Be Slowed is an improved version that encompasses Can Not Be Frozen. Does that make those items with CBF any less valuable? No, it does not. Ravenfrost has solid +Attack Rating, Dexterity and Cold Absorb(which is pretty necessary in PvP against Blizz Sorc’s). Trang’s is a Poison Set that will still have value for that reason alone(be it 3-piece or full). Tyreal’s is the rarest Armor in the game(in which I’d advocate it get Can Not Be Slowed over CBF) and Glad’s Bane has solid Damage mitigation and Faster Hit Recovery that is ideal for a Mercenary.
Freezes Target wouldn’t be missed. It’s basically a form of Cold Damage that will result in corpses being shattered. I don’t have to tell you that classes that rely on Corpses(Necro + Barb) will certainly not miss this attribute one iota. Not to mention the fact we got five classes that deal Cold Damage in some form so its not like the chilled/freezing mechanic is going anywhere by changing the Cham rune’s effect.
I’ll be on vacation for a week. Figure I’d give a heads up(unlike Charles )
Problem is that CNBS is a new mechanic. And I´m pretty sure, that we will not see this kind of change. Hence I´m reluctand suggestiong to many new stuff (like Charles proposed for Crown of Thieves an new affix of increase gold pick up radius - really thematic but we canceld on this one since absolutely unlikely).
Even though it´s driven mainly by 4-5 people, there are more opinions put into this community effort. So I will strongly encourage you to invest 1-2h to go trough the OP and help to end up with a very balanced and enriching proposal!?
So, as long as Charles is still missing, I spent the better part of the past 4h to try to collect all loose ends over the past weeks and 50-70 past posts.
Would you be so kind to discuss these topics with me further before we start to bring up new stuff? I try to order it and it would be great if your could provide your opinion? At the end we might have an easy overview for Charles to add quickly in the OP? But I need you to go through on a very structed way, that we not loose stuff again please…
Chapter A: Sets not finally discussed and some uniques
Last proposal within the past posts:
Current Proposal in the OP:
My personal wishlist:
Orphan’s Call
Add +1 To All Skills (Full Set)
Add +30% Faster Run/Walk (2 Items)
Add +150% Enhanced Damage (3 Items)
Add +10% Faster Hit Recovery (Wilhelm’s Pride)
Change Cold Resist to +10-20% (Wilhelm’s Pride, 2p set bonus)
Change AR to +150-300 (Magnus’ Skin)
Add +15% Chance Of Open Wounds (Magnus’ Skin, 3p set bonus)
I think we need the +1 skills, the FRW and the FHR to make this mid to end-game set viable as a set. The FHR on the belt would help to make it more viable standalone (would e your dual leech belt and combinded with the buffed gloves and G-Face) also nice as a partial set?
What would you like to see on here? What is the right choice. Nerfing G-Face as a frequent find with adding some rolls to DS and CB is not in favour of anybody I suppose (I would like that tbh).
Heaven’s Brethren
I think that could work as a set. Taebaek’s Glory still has a super high req. for a shield with 185 strength. Stll think that should have a -30% req. Still the shield would not be standalone usefull (hello Wistans, hello Mosars). But overall the set might work as a B- tier set. Lets add at least the -30% req on the shield! The 2p set might be used for some niche mercs with the +10% LL on the 2p set…
We discussed Heaven’s so far. Only thing missing is a lowered lvl req. of the mediocre shields. -30% strength req helps, but lvl 81 is so far off for the power level it provides, that it would need a lvl req. like the weapon of 68 (the amors are both in the 40th´s).
Thoughts?
Latest version missing in the OP. The added IAS will replance +100-150 Magic Dmg on the sword. But I would opt for 20% IAS instead of +15%. It would simply enable a high IAS BP for slow [20] weapons as well on an Act 5 frenzy merc aswell. +15% will miss that by 1% (if I´m right).
Thoughts of you?
Thoughts on Frostwind? Are you with me here?
300-450% would be find for me. What do others think?
Chapter B: Base item proposals and socket receipt adjustment
How about leaving the “normal” reciept as it is and copy it for superior but with a higher cost. We can only add one more rune/gem to be able to socket 2H and Polearms. So how about adding a KO oder PUL to the mix (rest same same)?
About the base adjustment of armor and shiels of medium and heavy categorie regarding the added DR. This was the last proposal, after DarkHelmet analysed it. But we don´t have it on the OP yets. So let´s discuss a final version.
I think this proposal would be great along with the movementspeed penalties. With a transition directly to this one.
I would highly welcome this and think that would be good balanced move.
@Camperdabase: Whats you oppinion?
And I would highly welcome an elaborate feedback on this one here:
What is your oppionon on this one? Still waiting for feedback…
Chapter C: Stuff discussed but simply not in the OP yet (just a list for Charles):
Adding Pally-Shield OS Downgrades (4>3 for none elite bases to raise lvl req for spirit a bit)
We decided that 3 OS is too wild and a no no. So please correct that and only leave the lower lvl req. fo 77 in the OP.
Chapter D: For later discussion #OPL (so please focus on the parts above first - I recall those later):
Here I would like to ask I we ever have discussed replacing vit with life to make it accessible for mercs as. We have talked about it extensively and I only start again, while finding a good eth one a few days ago.
+1 point of vit would translate in up to +200 for a sorc and +400 for a barb.
But mercs would not utilize it. I would like to discuss if we could imagine replacing it with +2.5 life per lvl (so 187-247). Still big, but +3.0 per lvl would be also ok. More might be too much. But then the bonus would apply to every class in the same way. I could not find if we discussed that before? Anyhow, one of the changes I´m looking forward to the most…
We have also two loose ends with IK and BK sets and A5 Mercs not beeing discussed.
Charles has a proposal for Swordback hold (alternative to the current one).
I would like to buff Smoke (increase weaken charges) and (new one) Lycanders Flank.
DarkHelmets disscussion around Cham rune. But would leave that for later and add #OPL marker here
So much to do! But please please focus on the first chapters that we can end these discussion and not it down for Charles to simply transfer to the OP before we work on Chapter D stuff?
Tons to respond to but I’ll try to summarize as best I can:
Sets: Outside of the 7 Class Sets(you know which ones), I honestly don’t really give a rip My throughts on the Class Sets can be found within my thread(not hard to find). Immortal King is probably the most radical of the 7.
Frostwind: Turns it into a pretty godly Cold Sorceress weapon considering Sunder Charms and Cold Mastery. Not quite as strong as say a well-rolled Doom(where you got +2 Skills and -60 to go with a semi-protective Holy Freeze Aura) but Doom is also incredibly expensive and requires a Berserker Axe. Yet on Frostwind if you manage to get a perfect -50(old proposal) to go with Nightwing(-5 w/ Facet), VMagi(-5 w/ Facet), and Cold Mastery(-30+), Enemy Resistance on Sundered Enemies is basically 0(into the red with Infinity Merc). Can still hit 105 FCR breakpoint with 35 Spirit too.
Druids may still not use this given OSkills are capped at +3 but +5 Arctic Blast and +3 to Cyclone Armor is still pretty nice. I just don’t see anyone rolling with it given how terrible AB just happens to be and the melee Cold Damage, while solid, is just not going to cut it when compared to other melee options. If it’s all you got, then it works but there’s definitely better options.
Throw Weapons: honestly dont care… XD
Light/Medium/Heavy Armor: I prefer it be changed from %DR to PDR. PDR is applied first and can completely negate incoming damage if high enough. It’s also stronger when you’re cursed as it’ll reduce more incoming damage than %DR would.
Shields: Not only do I support Paladin Shields getting the Medium/Heavy treatment(with the damage reduction/movement penalties that comes with it), I’d like to see Shields roll with 5-6 Sockets. Such candidates would be the Medium/Heavy Shields and they ought to start rolling from Exceptional Tier and up. This combined with some runeword base additions(cough Doom on Shields cough) would spring forth some new builds.
Cham rune: Freezes Target frankly should be removed from the game from a melee standpoint considering Cold Damage should be the prerequisite for chilling/freezing targets and replaced with Slows Target(much stronger imo given the lack of resistance to it). Whether or not the Armor portion of Cham should be improved to counter it is another debate entirely and one that I might yield on given Can Not Be Slowed should be really rare(ditto Can Not Be Cursed if either were to be added).
Since Doom is not a big thing for Cold-Sorcs, Frostwind won´t as sell. Lack of FCR and less skills make it too much of an tradeoff. So I will be mainly a cheaper and worse version of Doom where you tradeoff top values against more defense with cyclone armor?
Looking in this direction, the older proposal would make it a bit more unique I guess (CNBF would open up a ring slot on your druid). Other optionens? What bout you?
Got that already. But maybe you jump over your shadow and regardless of this create an opinon to a few proposals? Orphan’s Call and Sazabi’s for example?
So, thats a yes then
Noted.
Well, 5-6 sockets would be interesting really. But would need a lot of effort to balance out everything (RW, Bases, maybe GFX). So pretty sure won´t see that. But flat DR on shields and armor seems to have more votes then %DR.
How about my comment on strength/def reations of elite heavy and medium armos? Any opinion on this?
Gentlemen, thank you for remembering me and tagging me.
As for the aspect of reforming uniques and sets, I am in favor of small increases in efficiency, unless it is something very overpowered, I support changes that can be made to unique items.
As for the sets, I have already spoken out, IK’s set needs to receive the cannot be frozen and Trangs’s set needs to review the BP of FHR and FCR from the transformation into a vampire. Apart from Tal Rasha, there are no real incentives to use the other sets in the endgame.
I don’t know how to change the incentive for heavier armor in the game, one idea might be to have medium armor equipped so that FHR is only activated at a lower rate than the standard. Obviously, if something were done to this mechanic, it would complicate things in dealing with the difference between a normal heavy armor versus a light elite, this would also need to be thought about and perhaps changing the entire defense mechanics of the game.
This is where I got drawn to the topic of the game’s crafting, and I’ve already said everything I think very clearly in the topic:
It’s necessary to allow viewing of the ilevel of items, memorizing what’s in the chest or not in a horror zone is very boring.
@devs, apply the level req correction to these tables, it doesn’t hurt, and it doesn’t take 2 minutes to do. If you’re too lazy to do it, send me an email and I’ll have it ready for you to compile, completely free.
The devs need to take this part of the game out of beta, and here they need time to think about what to do. Helmets are completely inferior to magic and rare circlets, which in turn use practically a copy of the amulets table. Gloves have a crazy incentive to be crafted at level 76, evolving in this case hurts instead of helping, and this can only be fixed if there is development and they transform the useless properties into something useful for the endgame, and the rare belts are something from the very beginning of the game, the only good point in the game may be the boots. The weapon system needs to be revised and even if the type restrictions on the cube are removed, new properties need to be added to the tables to make the weapons closer to the RW ones.
I think the Cham and Zod runes need a downgrade system, it’s the only viable way without making too much madness in the game for their rarity to reflect the market value.
I think it’s necessary to review the number of sockets on the necromancer heads, review how skills are enabled and drawn, there is an incentive to look for the item in lower areas in the case of the necromancer summoner than in areas with a higher ilevel.
Reform paladin shields so that the spirit shield cannot be equipped at any point in the game.
I think this is a good summary of my thoughts. I read the topic regularly and follow it silently, I don’t like repeating myself.
-Cold Resist is a rare attribute and matters with respect to Sundered Enemies. Since Cold Mastery only works at 1/5th effectiveness, -Cold Resistance is that much stronger. Obviously, Death’s Fathom is BiS due to +3 Sorc Skills(+1 overall at minimum), %Cold Damage(which is also rare and buffs the snot out of Cold Spell Damage) and FCR(which isn’t as paramount on Fire/Cold as it is on Lightning variants). Yet Death’s Fathom is also one of the rarest items in the game so Frostwind certainly would see some use if it had up to -50 Cold Resistance on it. People don’t really use Doom due to its cost and should you have one, you most likely have a DF lying around too.
5-6 Socket Shields really isn’t all that hard. My proposal is as follows:
The long Paladin Shields are the ideal ones for 5-6 sockets. Royal/Vortex are also options given their high Strength requirement despite their small size(hence the maybe). For Normal Shields, the long Ancient Shield model along with Tower Shield model are the ideal ones here. I added the Large Shield variant as a possibility but that’s a big maybe. 5-6 Sockets on Shields should be rare or require ample Strength to benefit from it, hence the bases chosen. As for runewords and which ones should get Shield treatment, that’s also not that hard(imo) but for another time I suppose. Doom is certainly one of them though as I see it given that Dragon/Dream have it.
So that’s a yes to the latest proposal or should something be tuned or back to the last proposal? I don’t have strong opinion tbh.
I’m with you on higher strength req. But we need to talk about which RW need to be added to the extended bases section before we add this to the OPL.
And 5+6 OS or only 5?
Will a 6 OS pally shield with Um‘s and up to 177@res be an issue? PVP? Or 6 40/15 jewels?