GENERAL
- Rework the resistance of all bosses, from elite to superboss, so that infinity, lower resist wand and items with chance to cast level 12 lower resist can break all relevant immunity. This will significantly buff fire builds, which is currently the weakest compared to cold builds pre-infinity and lightning builds post-infinity. Well, maybe exclude cold immunity in this rework because blizzard sorc is already freaking strong from early to late game, shouldn’t give more advantage to it.
ENDGAME ACTIVITIES AND TELEPORT BALANCING
- A new item dropped only from monsters in area level 85, called Entrance of Anguish/Hatred/Destruction (maybe Pain too). This item is in the shape of a key. It has a small but not too small chance to drop. The formula using this item is similar to secret cow: key + tome of town portal. Can be used anywhere. When activated, the respective key will open a portal to the entrance of Catacomb Level 4, Durance Level 3, Throne of Destruction.
- Move the waypoint of cold plains in Act 1 from entrance of the cold plains, to near entrance of the burial grounds. Additionally, change burial grounds and the crypt to level 85. This gives reason to do the quest, and good access to the 1st level 85 area in Hell. By the way, make the cave level 85 area also. This area feels being left out, compared to all other caves/dungeons that have been upgraded to level 85 areas in 2.4.
- Move both the waypoint of stony field and the tristram entrance to be next to the road (but no need to be near each other). Make tristram level 85 area. This area has very good mob density, but they move slow enough that even the weak chars doing the quest to save Cain and get the wirt’s leg are not much affected anyway.
- Move darkwood waypoint, black marsh waypoint, forgotten tower to be next to the road (again, the forgotten tower doesn’t need to be near the waypoint).
- Move stony tomb to near the entrance of dry hills (at most 2 screens away). Similarly, move ancient tunnels to max 2 screens away from the waypoint of lost city.
- Make halls of the dead (all 3 levels) level 85 area and spawn no further than 2 screens away from dry hills waypoint. Give this location a reason for you to visit after normal difficulty.
- Make all the fake tombs in canyon of the magi level 85 areas. Don’t touch the true tomb.
- Except ruined fane and disused reliquary which already have fixed locations regardless of map seeds (can easily reach by moving back from travincal waypoint), the other 4 level 85 areas in upper kurast and kurast bazaar should be spawn no further than 2 screens away from their respective waypoints.
- Similarly, abbadon, pit of acheron, internal pit red portals should be no further than 2 screens away from their respective waypoints.
- Drifter cavern and icy cellar should always be at the next corner clockwise from their respective waypoints.
- In fact, since river of flame and chaos sanctuary are already level 85 areas, and compulsory to pass through, it makes much more sense that the whole act 5 should be level 85 as well. It’s not very logical to downgrade area levels after the end of act 4. If your char is strong enough to survive the level 85 mobs in end of act 4, no reason you can’t do the same with the whole act 5.
THE LOGICS BEHIND
- Rebalancing the damage types, so that fire damage is in better relative position unlike now (worst among the 3 elements)
- More area level 85 to enjoy games and reduce boredom. More areas will be accessible to each damage types. No need to log out and in so often anymore, thus reducing the server load.
- Since the level 85 areas and the superboss (andariel, mephisto, baal) are more accessible even to non-sorc classes, it will boost the diversity of builds in the ladder. You have to admit that sorc has the most advantage when a good farming spot needs countless of teleports to reach. By making the farming spots less random, easier to reach even without teleport, the advantage of playing a sorc early ladder is not that huge anymore compared to other classes.
- Last but not least, most of these suggestions are a way to nerf teleport without actually touching the skill teleport itself. Just like when a country wants to promote public transport (non-teleport), there are 2 ways of doing it: 1/ making public transport more convenient to everyone, or 2/ making personal transport (teleport) more troublesome. I prefer number 1/. Many threads in this forum have been created to suggest how to nerf teleport, making it troublesome and cumbersome to use. But here I choose a different approach that doesn’t touch the skill teleport, but making it less mandatory in an indirect manner, while making builds without teleport more convenient to farm.
Opinions and discussions are welcome.