How would you make the game harder?

add +1 monster level to cows for each act boss killed in that game before red portal was opened. maybe killing the cow king could trigger some hard mode all remaining cows get high level and frenzy or something. or monsters could get +1 monster level per super unique killed and +1 new ability for every few levels gained.

Iā€™m not sure if agree with your ā€œmelee requireā€ list.

LL and Mana leach is legit just 1 ring slot. This isnā€™t any different that casters requiting either an Insight, a very high mana pool, or redemption unless they too want to perma pot chug. They have enough AR without trying to gear for AR, or at most that AR gearing comes from a few charms. OW isnā€™t needed at all unless you are doing Ubers. IAS is functionally the same as FCR. PMH also isnā€™t needed for the same reason OW isnā€™t.
+skills/ED/DS can basically just be summed up as ā€œwhatever added the most deepsā€ itā€™s not something you are trying to reach a mandatory breakpoint for. Itā€™s just a more long winded +skills.

At the end of the day the only reason melee struggles is their single target nature.

Against single targets that donā€™t block melee is the highest DPSā€¦ vs targets with innate block they are pretty much tied. (And for things like ubers massively ahead.)

That doesnā€™t matter though when you can screen clear with AoE. There is zero world where melee is viable for PvE for stuff other than Ubers without reworking many skills at a core level.

For melee to exist aoe abilities need to literally do at most 1/5th of the damage they currently do or lessā€¦ and thatā€™s never going to happen.

Iā€™m just saying melee is pretty handicaped compared to casters.

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Oh I donā€™t disagree, but there just isnā€™t a fix that doesnā€™t involve nerfing half the spells in the game to a fraction of their current damage, or reworking melee abilities into AoE abilities themselves.

Even nerfing infinity, nerfing teleport, adding more immunes, buffing melee damage, removing AR entirely does very little to ā€œfixā€ the problem.

At the end of the day as long as you can hit 3-4-5-20 targets at a timeā€¦ if that damage adds up to more than a meleeā€™s single target dps, melee is gonna suck.

Melee should have some more area dmg capabilities.

So many nerf threads. Nerf everything to the ground! If we go with all these nerf threads we will eventually be down to everyone can only use a club, -99% movement speed, and only one skill ā€œstrikeā€ for all classes. That way we finally have ā€œbalanceā€. But still after that there will be someone hollering that we need to nerf the club and everyone can just use hands.

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Return tomb vipers to the way they were and add more interesting elements like that to specific zones to make zones more unique in how they should be approached. Hell you could add a curse that makes it so you take massive damage if you teleport while cursed. Thatd be cool

i would remove the ability of smite the take + damage from the weapon slot
remove ability for smite to proc open wounds,

i would
increase holy shield duration (buff)
nerf the holy shield block frames to be more inline with other classes
nerf holy shield defense bonus
nerf hold shield added block chance

make it so none of the paladins magic damage skills ignore magic resist of demons or undead.

Slow it down a bit. Make it a bit more survival based like D1 feels.

  • Town portals are a one way trip home
  • Gold is much less common
  • Going to town respawns enemies
  • Potions can only be held in belts
  • Existing runewords are removed and replaced with a system where you can purchase an inscription tablet (costly) and can have runewords made into it, then applied to any item (unique and rare items included). These runewords would be significantly decreased in power and serve as a means to allow uniques to be exciting throughout the game, while still having the fun of chasing runes and making the runewords.
  • Make death very penalizing even if not in hardcore, perhaps losing a whole level of exp.
  • Make Cain ID cost money.
  • Add Energy requirements for all spells, if not met cannot be used at full potential (50% de-buff or something).
  • Make melee attacks chance-to-hit focused on dex and attack rating, rather than level. Make it easier to hit almost always if pouring into those things.
  • Make splash damage a thing and have strength add to it.

Are you related to Odin?

Easy dont use potions/merc.

Equip only blue items. Tada game is harder anytime you wish for it.

Make it harder? Hmmmm, well, one thing that has made the community totally lazy and has allowed them to develop an extremely large secretary spread, as well as killed community team-pley ā€¦ well you know where this is going ā€¦ enigma. Get rid of that trash and restore the game to itā€™s grandeur.

Otherwise, here are a few options to encourage game-play, encourage teamwork to accomplish the game, rebuild camaraderie in-game:

  1. Delete enigma ā€¦ having one class teleport, having one class using War cries, having one class with auras, etc ā€¦ can only encourage what has gone to the wayside.

  2. Once complete a difficulty, you can no longer return to previous difficulty. Curtails rushing and game-play skipping. Make acts 4 & 5 require all quests completed before moving on.

  3. Give higher experience rewards for more actual players in the game but also in same act or on same quest.

  4. Make it so you are unable to party with a character that is so many levels above you, hence, curtailing rushing quests. I donā€™t know, similar to quest requirements for ancients. Say if 20 required to complete in normal, then no chars above ā€œ25ā€ can be partied? [Just a number I threw out there] This will force players to work together at lower levels to complete game tasks/quests w/o ā€œhelpā€ interference from players that should be in NM or Hell already. After a certain level in specific difficulties, quash any chance of gaining another experience point until they move to the next difficulty.

  5. Add a percentage chance of some type of surprise monster or pack that a single player cannot defeat alone? They MUST enlist help from players within a certain level range to complete.

  6. Add more side quests that are required to advance in the act you are in. [like gibdinn quest, make it a requirement instead of an option]

  7. Add another act that is increased difficulty scaled to fit in the current difficulty you are in. There is enough game lore to make this happen, either by master quests or even side quests.

  8. Add another difficulty level. We have Normal, Nightmare, Hell, maybe add Heaven or Armageddon or The Abyss ā€¦ the options are endless here

  9. Make a new item set. This time make gathering all of the parts quest driven?

  10. Make some new runewords that the players make ā€¦ i.e. : combining different runes in different items has a % chance to create something totally new and totally unique that no one else has ā€¦ put some parameters in place so that you donā€™t end up with something way out there ā€¦

This list can go on and on ā€¦ pretty much wishful thinking though, I am sure ā€¦ but thereā€™s my 2 cents worth, which these days is probably worth a 1/2 cent.

how to make game harder > go play single player > go to nexus mod then get mods 10-80x monster density with extra boss > set player 8 > go out from rogue camp

Have you never played a solo self found melee char or never watched someone do that in youtube?
Casters have much faster and efficient playthroughs of the game. Casters can kill mass while melee chars need to hit single targets.
The biggest joke is that many of those who go for a barb playthrough end up switching to warcry barb because its faster and finding good weapons is super hard as a melee char because you kill so slow.
So yeah I would remove spirit/insight and add magic immune monsters for hammerdin and also remove the concentration bonus so that hammers dont get uber dmg.

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You have all you need here in term of gameplay

Then for skills

I would make a mode after Hell Mode called Hell Frozen Over. Not would the overall mode being dialed up to 11 but it would also be at players 8 difficulty on top of that at all times. The only way to get through it is a crawl alone or a slow walk with a team of people working together.

Items that grant skillā€¦ when equippedā€¦
Make it so ā€œwhen equippedā€ means the character needs equip 1 base skill point in said skill, for the item to grant the level of skill on the itemā€¦
Does that make sense?
So;
Enigma can stay, but only Sorc can take advantage of the teleport provided 1 hard point has been invested into teleport.
Call to Arms can stay, but only Barb can take advantage of Battle Command/Orders/Cry provided 1 hard point is invested in each.
Etc., etc.

I would revert all the changes made to the game since d2r launch.

Spirit and insight runewords

For the lost cost, shouldnā€™t be quite as good as they are.

I mean I have basically end game weapon in normal with spiritā€¦. It nullifies all nightmare items and lots of hell items too for such a low cost.

I like the idea of the low level runeword but itā€™s literally the only weapon I ever use until end game.

As for insight
Again super cheap for up to level 17 meditation is insane value.

Iā€™d be happy to see it as level 5 for its low cost

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Go play with white items and it will get harder