How to FIX D2R with 10ez steps

I fix D2R biggest problems with some little changes:

  1. Spirit RW (we all know…)
  • FCR changed from 25-35 to 5-35 (varies), +2 to all skills changed to +1-2 to all skills (varies), FHR from 55 to 35-55 (varies), more randomized so no longer breaking early game.
  1. Grief RW (again… we all know…)
  • 300-400dmg changed to 200-400 (varies), 30-40ias to 20-40ias. The same as Spirit.
  1. Underpowered melee
  • strongly buffed (“updated”) base damage/ias/ar/ed for all melee weapons, improved craft weapons and added more ds/cb/ow.
  1. Enigma…
  • Enigma is not the problem, Teleport is the problem.
  1. Teleport as early game breaking skill
  • added range 4yards at lvl1, +1 yard per lvl.
  1. Synergies and cookie cutter BS
  • all synergies are soft, so no more hard points, still capped at 20.
  1. Weak monsters
  • increased unique monsters density, added more mods to all unique monsters (they will spawn with more mods and more often with Teleport).
  1. Exp penalty BS above 70lvl
  • moved to 90lvl+ ( for 70-90lvls penalty is removed).
  1. Borring AF Baalruns
  • Cows back as 85lvl area.
  1. Terrible drop rates
  • no droop chances reduced, old p5 is new p1 now, and quest drop is perm for everytime.
  1. Slow gameplay (except Tele spam fest)
  • FRW greatly increased on boots, charms, added FRW to more items.

Fixed.

4 Likes

Step 11: annul step 1-10

Step 12: revoke gameplay changes of 2.4

Step: 13: add back TCP/IP

Fixed.

1 Like
  1. without lootfilter i rather everything being p1
  1. add endgame activities

Dont get me wrong the new update looks good, but its like giving Us new tools but no new project to use them with

stuff like:

  • Holy grail

a challenge to the first with all items. To ensure the validity of the entries, it only accounts items that were first picked up by you. So no selling of unid items to trick the holy grail.Comes with the introduction of the Holy grail tab


  • the demonic list
  • every time you kill a super Unique, the whole game gains +1mlvl(unactivated mobs, capped at 85-87), when all areas reach mlvl85, the buff to mobs is dmg/life/xp/noloot/resistances

Ideally super uniques would gain more buff than regular mobs, making each next one harder and harder. There could even be some shenanigan with them being allowed to higher mlvl lvl and TC so down the line they can drop everything to compensate the fact that no-loot bonus doesn’t affect them

This would incite people to hunt them

Finally we would have a reason to kill blood raven

We would have a reason to revisit the den of evil for Corpsefire, the barrack for the smith, maggot for coldworm, etc

All especially all those more unknown

People would learn about all the Super uniques and potentially their story

There are like 60 of them

Killing them all could even trigger a special event. Potentially using legendary super Unique removes from the game or some never seen like Reziarfg http://classic.battle.net/diablo2exp/monsters/act5-reziarfg.shtml

People would create games and hunt parties to kill them all, have better farming areas and ultimately trigger the Event


  • Restless Darkness

When you full clear an area, sunbeams appear like in the den of evil and you character says something

At that moment, a time starts

10 minutes(example time) later a message springs

“Darkness has engulfed The far Oasis, evil walks again on this land”

the area is repopulated with monsters, stronger ones

This buff to monsters is similar to what playercount provides

  • dmg
  • life
  • xp
  • no loot

But also

  • mlvl*
  • all resists(including magic and up to 99 )
  • maybe even a bit more density

  • King of the Hell

Game with hell baal quest completed have this mechanic. This mechanic determines the total number of monsters in the game and the least of them are left, the stronger they become.

For more details:

The PERFECT endgame solution!

You have a tracker displaying the % of the game that is cleared. This is where the leaderboard gets it’s data. Highest % reached, highest % boss kills, fastest time to reach 100%


  • The 9 circles of hell

where hell becomes harder each time you complete it. On the last Hell act bosses are harder than regular ubers. First to complete the game on this ultra hard difficulty


  • PVP

every account starts with 100pts, each time you kill somebody you gain 10% of his points if hostility is mutual and 1% if not


  • Bounty Hunting (A)

Every hour the game asks players on the server to kill X type of monster, they are then considered p10&mlvl85(placeholder difficulty), giving more Xp, more items but also way harder to kill and more dangerous. these monsters also giving Points toward the bounty leaderboard

Ie: Go to Natalya and she say “I got report from the order that there is an invasion of Urdar, go kill them and they’ll reward you”


  • Bounty hunting (B)

every new game, Natalya has a contract for you

monsters are gathering in a specific area, gathering troops to launch an assault on a city
she mandates you to go cleanse this area
monsters are empowered and guided by a leader boss
this empowerment consists in dmg/mlvl/life/noloot/resist/density


  • Anya’s personalized art transmuation

demo: https://m.imgur.com/eziwaIc

Step 1: kill nilatak

Step 2: got see Anya which will grant you a free personalization

Step3: put the item you want changed on the left

Step 4: put the item you want the left items to look like on the right

Step5: if out of free personalization put a standard of heroes in the bottom slot

Step 6: click personalize and claim your item

Disclaimer: Have to mention beforehand

  • completing the quest grant you 1 for free, so 3 free shots like Akara’s respec
  • This is only a visual transmutation, not stats is changed to the item in the process
  • Theres also a toggle created to switch Alt art on and Off for people who wants to know what other wear during Pvp (ideally inspect function)
  • there is also a warning message when trading a personalized item
  • The used item is gone… sacrificed in the process, cant get it back
  • this would have for effect to valourize items that look great/special but are bad, ie: Girswold edge or BoneSnap

why standard of heroes? First because it has no value and also Because Standard means “Banner, a visual representation of what you represent” and Heroes, therefor Standard of Heroes means " The visual representation of heores" and Anya Kinda thinks you are a heroe https://imgur.com/VW48DLW

I hate the term Transmog, it doesn’t belong in Diablo franchise, even less in D2, by definition transmog is to change an appearance to look grotestque and funny, that’s not what we would aim in Diablo 2, we want to look good, heroic and intimidating. I’d called it personalized gear

Got any other ideas of additional ladder types, share it

Note: to clarify because some don’t seem to get it, those are all running together on the same Ladder season, they aren’t ladder choices you make when you create your character, your ladder character can engage in all of those at once. The goal is to cut the boredom, segregating them into their own ladders would be counterproductive

People aren’t as much interested in the ladderboard as some pretend to https://strawpoll.com/2zqsfa4wj/r

as always! If you like or are interested in topics and conversations they generate, reply something, that’s the only way to keep them going for everybody to see them

Also, not an activity but rather a gameplay spicifier

More Evil urn like containers all over the game

For example: blood raven Mausoleum, crypt, like A5 red portals and A3 sewers and plenty others are interesting areas due to their alvl. But the density is god awful

What about making the chests/containers spawn packs of monsters like evil urns?

It’s already a mechanic that happens for other stuff like tombs and barrels too but rarely and with a single monster

What about making them happen very often, with higher quantity of monsters and higher quality of them like the evil urns

Another thing way they could behave is a “slow spawner” somewhat like Nests and sarcophagus

Instead of spawning them all at once when you click the chest/popable it slowly feeds a couple of normal monsters, then champions, then minions with an elite and then the chest/poppable drops like a Super chest to reward your time

Those system could be applied to multiple areas of the game which would create a opt-in density booster that has a cost/sacrifice which is taking time to interact with them

Example, Act 1:

  • barrels hide quill rats
  • tombs have skeletons , spectres and zombies
  • rogue corpses spawn corrupted rogues
  • etc

Here’s the full list of them

https://diablo.fandom.com/wiki/Containers

1 Like

UPDATE

  1. no nerfs: buff Staffs - add more +sks and fcr

  2. no nerfs: should be fixed by 3.

  3. Still NOT fixed

  4. radical: uses gear durability per cast or uses range 1yard at lvl1, +1 yard per lvl, CastDelay 0 at lvl 1, +0.1 per lvl

  5. Still NOT fixed

  6. FIXED BY “TERROR ZONES”

  7. FIXED BY “TERROR ZONES”

  8. FIXED BY “TERROR ZONES”

  9. FIXED BY “TERROR ZONES”

  10. SOON

  11. NEW The same BIS gear.

  • expanded bases for TOP RW’s; Enigma/CoH/Forty - added helms, shields, Grief - added all weapon types, Infy/Insight - all weapons…

This senseless vibing needs to stop.

This simply translates to: make players farm and waste more runes.

This would make all other 85 areas irrelevant as cows would be most efficient without contest.

Not sure if this is implying +skillers contribute to synergies up until level 20, but if so then this would just make skiller items uncontested versus possible alternatives. The power creep from torches would be wild.

Alot of players would outright quit playing if those terrible changes would be implemented, is that what you want? You want to kill this amazing game? If you don’t like the power of certain items, then don’t use them. Why do you care if other players use certain items or builds, they don’t effect you.

:smiling_face_with_three_hearts:

Waste of Tal Thul Ort Amn runes!?!?? O.ooooo!??!?!?

Read UPDATE post idiot, its FIXED by “Terror Zones”.

It opens door to many hybrid builds.

I have you quoted on that, “idiot”. Edit button exists for a reason. Don’t care to read too far into someone like you.

Lo rune for grief, namely as mentioned in your post “idiot”. Besides, if its “just” tal thul ort amns for spirit then why does increasing the range of the roll matter for anything?

Consult your own intelligence before casting stones.

Near half implemented by “Terror Zones” :slight_smile:

Im very happy cuz I posted about area lvl increase mechanics since release :DDDD

Next is synergies and melee buff… SOON TM.

you are joking right?