Or just allow shifter druids to TP in form… they wouldnt be stronger then casters but atleast we would be a pickable/playable farm choice rather than just for fun few games. Its pretty depressing to have to run around walls when all other classes, even other melees can tp…
But as for aming game harder? Just need a 4th difficulty level where every monster has 2x stats/hp. This would show us just which classess are broken (and unplayable). Have drop rates be P8 on P1 for hell. A chance for perfect gems to drop. Super easy to code. Amazingly fun, and worthy of playing. Would bring quitters back.
You want to make this game more difficult? Every time you make progress by going up a level, or you get any piece of gear other than a normal piece, the game will add a !0000 percent hit to your resistances. By the time you complete the game, if you can, your resistances will be something like minus 500,000. Or something like that, that’s just a guess.
That should not be difficult to code. And it should make the game harder.
AR isn’t an issue. Never has been. TBH it’s hard to make a melee that doesn’t have more than enough AR.
What what would you even use?
I mean this is like the most basic budget barb ever https://d2.maxroll.gg/d2planner/ao0106bw
(And yes this is a sucky setup but it shows the point)
Still has a 59% hit chance on Hell Baal at 84 with NO effort put into raising AR at all outside of a mid range Raven Frost… 4 AR GC’s already puts you at 70%… 74% vs Diablo and 79-95% against everything else in Hell.
The AR argument really just doesn’t hold up. It takes minimal effort to get more than enough AR.
And don’t try and tell me AR charms are rare because I’ve been tossing the things on the ground since like 2 weeks into D2R. I mean sure the perfect roll AR/Max Dam ones can be… but just a basic 100+ AR GC? common as dirt.
Even a zero HR melee setup at 90+ will be above 75% hit chance on Baal. Without trying.
I wouldn’t make it harder. Once I’ve put tons of hours into leveling and gearing in a rpg I want to feel like an unstoppable god. That’s the reward for the time investment. The challenge is getting to that point and being overpowered is the reward.
And then people come crying for a chalange, buff monsters and bosses, add a new difficulty and such.
And then come others crying that their character is now weak, and buff skills and give more powerfull items, and we are slowly blowing up the bubble like D3 did.
You’re not wrong, as in AR is not always a problem, experimental builds suffer more. And now i realize, that lack of area dmg is a bigger disadvantage, compared to casters. And melee relies on more affixes than casters. Casters only need +to skills and FCR reagarding dmg, while melee needs, LL, ML, CB, OW, DS, PMH, IAS, AR, +to skills, ED. Not to mention surviveability, if you actually want to kill something.
You’re right, it’s not Attack Rating that’s the issue, it’s monster block. Especially Act Bosses in Hell. Andariel has 40% block, Duriel/Meph/Diablo have 50%, Baal has 55%.
In reality that 59% hit chance to hit Baal is really 26.55% and that 75% hit chance is 33.75%.
There’s absolutely nothing a physical attacker can do to circumvent block (besides the very few skills that ignore block; Smite, Impale, Lightning Bolt, charged up finishers), you’ll always miss over half your attacks against Duriel/Meph/Diablo/Baal.
Not saying that their block chance should be nerfed to the ground, just reduced. I think a 45% monster block cap would be good, that would allow you to reach a 50%+ final chance to hit (you’d need a 91% CtH which would be tough to reach but not impossible).
I don’t think there should be an unavoidable chance to miss over half your hits, just seems like an unfair disadvantage for physical attackers.
With this change you’d be able to overcome that miss chance but you would still need a boatload of Attack Rating, overleveling and/or defense reduction (or attacks that ignore the CtH formula like Guided Arrow or Lightning Fury but are still blockable).
As for the original post, in return for reducing the Act Boss block chance they can be buffed in some ways:
Allow Duriel to use Charge again (only if the load screen vulnerability issue is fixed)
Allow Mephisto to float over the moat to prevent moatbugging (make his loot drop to the nearest platform if he dies over the moat) and reduce his Poison Cloud cast frequency (which increases the frequency of his other more dangerous attacks)
Fix Diablo’s Lightning Hose going past melee range in Nightmare/Hell and increase his Bone Prison casting frequency
Stop Baal from interrupting his own attacks if he gets slowed too much
TL;DR: Help melee by capping Duriel/Meph/Diablo/Baal block chance at 45%, buff bosses and fix their bugs in return.
Change difficulty added per player count and/or nerf builds so that no build is able to solo players 8, the multiplayer settings and rewards should be used for multiplayer. With this if you are in a multiplayer game and there is not another player within 3 screens, XP and loot will be dropped as if on players 1.
Make Tomb Vipers hard. Depending on your viewpoint, they either changed them or fixed a bug, but either way, Tomb Vipers are a joke now, nothing but Flacid Vipers. While they don’t need to be reverted, they should be changed to be made a difficult monster. Reintroduce the fear of facing them.
If a player carries a Hellfire Torch in their inventory, all Act bosses difficulty is increased to “Hellfire” level when they spawn them. No extra loot is given. “Hellfire” level is somewhere between their Hell difficulty and the difficulty of Lilith/Uber Duriel/Uber Izual.
Make Energy a useful stat that is necessary for builds. This will automatically lower HP totals by causing stat points to be allocated to Energy
The Frozen status effect now affects cast speed like it does attack speed
Prior to each Ladder, one week before the start of the ladder, the monster immunities for hell difficulted are shuffled and shared with the community publicly. This would not only shake up the meta builds, but add a spice of difficulty, as from each season to season we wouldn’t know which level 85 areas had which immunities and we would only have 1 week to plan.