nice additions to vengeance. Good to see you didn’t add aoe to it. but as a vengeance pala since v1.08 d2.
Issues I face are Attack rating(because conviction -% def sucks), Attack speed & number of points needed to expend in vengeance + synergies.
- Vengeance additional damage per level increased to 10% from 6%
- Vengeance synergy from Resist auras increased to 15% from 10%
this is great. But salvation as a synergy must be removed (why have it when you dont have enough points to spend in it).
Changes I would make to vengeance are as follows.
- Vengenace Damage unchanged.
- Vengenace additional Attack Rating per level increased to 10% from 15%
- Vengenace now provides 1% increased attack speed per Hard Point invested
- Vengeance synergy from Resist auras increased to 12% from 10%
- Vengeance synergy from Resist auras now also grants Attack Rating per level 3%
- Vengeance synergy from Salvation Removed
as For conviction the -%def is decent for pvm. But conviction as a pvp offensive aura its complete trash. Maybe remove the limit of -%def for pvp.
Its crazy hard even with ar charms to get attack rating over 6k with vengeance (where as zeal/fanat pala gets over 15k-30k) so boosting it would be pretty great. It is soooooo hard to hit with vengeance conviction that i don’t even know how to explain it.
I dont need to mention why IAS is required. . Also I’m not sure if base max fpa can be dropped for vengeance. Like currently normal attack from pala is 8fpa. It would be cool to see vengeance being a 6 or 7 fpa attack.
I don’t want to see AOE on veng. It would be too op. Last thing pala needs is more buffs.
Thats why I’m hesitant to see changes to convic.
The changes i suggested don’t make it op. It just Addresses few problems vengeance pala faces.
1 Like
Hey thanks for good feedback, I would like to comment few things.
The attack ratting can be certainly buffed and i will do that.
About the synergies. I increased additional dmg per level and synergy from salvation was buffed also to 5%, thats +15% total element dmg vs previously 6%. Its effectively twice as strong synergy now. My idea was that it should be good skill even without maxing resist skills and synergy from resist auras are mostly to specialize in one element. But there was one unexpected result from others changes i made:
You can of course make vengeance + conviction, but now you can make for example truly Cold warrior with going Holy freeze which has - enemy cold resist, vengeance and max resist cold and salvation.
Btw the D2R mod I make is for offline unless blizzard use my cool ideas for online play so pvp balance doesnt matter.
1 Like
great idea with the holy freeze. vengeance + holy freeze could be viable.
Attack rating + attack speed should be buffed definitely.
Damage should be unchanged from vengeance or synergies (resist auras). 15% is just too much.
Salvation synergy can be buffed to introduce more options. 3% is sufficient.
The damage isn’t an issues with vengeance at all.
Also I’d love to see a video of these changes if you get time. Thanks
Cheers
1 Like
There will be the video, but probably not sooner than at the end of next week. All changes are modded into game and mostly tested but i have to make new skill descriptions for some changed skills and new synergies which i have to learn how to do it first as its being done differently than in old d2 modding.
Also i do play test runs and i have to nerf holy auras as they are too strong now, definitely early at lower levels.
I am also thinking about getting some testers
Oh and i wanted to give more ias to vengeance but didnt find out how. So maybe in future. Its more complicated than other changes i think.
i actually worked on the offensive tree re-order and prob plan to toss it out for 2.5 or 2.6(depend how motivated i feel to do all of the trees)
lvl 1 skills…Might…Thorn
lvl 6 skills…Blessed Aim
lvl 12 skills…Concentration, Sanctuary, Holy Fire
lvl 18 skills…Holy Freeze, Holy Shock
lvl 24 skills…Fanatism
lvl 30 skills…Conviction
unlocking req reworked to
Might–>Concentration—>Fanatism
Might—> Blessed Aim
Concentration—>Sanctuary
Thorn
Holy Fire—> Holy Freeze & Holy Shock—> Conviction(require both holy freeze and shock)
2 points in less needed for Sanctuary,Conviction,Holy Shock
1 in less to get Fanatism,Concentration,Holy Freeze
0 in less to get Thorn,Blessed Aim
none had an augmentation to get in term of sp…but Holy Fire was move up to lvl 12 req since it received a power boost…but my modifications are base on current game…not your modded version
edit: conviction is seriously busted op and should rly not be moved down bellow 30
in fana case it would be safe to lower it to 18 but at the same time…i dont wanna harm the lld brackets…so i chose to not lower it bellow 24
1 Like
Why even have unlocking req? I removed it completely. Its bad feature. Also for example you have fana at 24. Why not sooner? Its no fun to wait so many level to play zealer with your main aura.
effect is very strong for melee thats why i left fana at 24 and also to respect lld…on your modded serv u can go for 18 no issue…there should not be much lld on it nyway…bellow 18 though its not a good idea to introduce it that early
unlock req are wtv on your modded serv but i’d like to keep it similar to og on official game server so ppl dont get too upset
edit: might as well question conc and might existence if you put fana available at lvl 1 XD
edit 2: gonna go sleep…brain is giving up on me(having concsciousness lost occuring for like 0.3 sec repeatedly)…well…later…i see whats new here at mah wake
Conc is forboth hammers and phys dmg, might has passive deadly strike so both auras offers something different.
Well its not server, i make offline mod. I dont think anyone would be against removing requirement to level up skills you dont want to use.
I understand the argument with pvp, but reason i do all this was that i think blizz is too scared to do big important and balance changes so i decided to do my own mid instead of making suggestions for online D2R. Changes i can actualy make maybe some people who will play my mod can also maybe enjoy
Make individual movement skills for classes that are as usefull of an option as teleport.
I know p2d does that but i dont like it honestly. Not to mention you dont really need it offline.
Yes. But every class useing teleport is getting boreing.
1 Like
Well but you dont need it offline really. You just generate good map for you.
Ah yes because modding offline only. I forgot.
1 Like
@Zax - is it possible to create completely new skills? I suppose it is, another question is how hard it’d be.
It is possible, difficulty? Easy - very hard. Depends on skill. What you had in mind?
I am definitely making new cold skills instead of two cold shields sorc has. My idea for one is Cold enchant.
The ones I’ve mentioned in my suggestions, ex. Vile Alchemy(add X-Y poison dmg to attacks and spells) for Necromancer, replacing Poison Explosion.
More complicated would be Ent Bombardier from suggestion for Druid.
This is pretty neat, I’ve also made a mod that makes the summoner necro build a lot more fun to play with just a couple changes.
-
Raise Skeleton, changed the melee range from 0 to 2, or from dagger to 2 handed sword range. Makes bottleneck situations way less tedious.
-
Amplify Damage, changed the radius per level from 0.6 to 1.2 yards. Pretty self explanatory.
-
Corpse explosion, same deal, doubled the radius from 0.3 to 0.6 yards per level. Lot more satisfying to blast enemies without relying on a ton of +skills for the radius.
I also removed the arrows from the skeletons shields. No effect in gameplay, but the skeletons look a lot better.
1 Like
Well i know its possible to make a skill which allows you to use special cube recipes to make potions. I had that in my old d2 mod.
This is great, i will definitely use that idea