My dream version of D2R ( I am actualy creating it with modding)

Would this change mean that level 96+ would farm here (with keys) instead of Baal or Diablo?

These are the kinds of changes the devs should have been making. More creative monsters and challenges.

If they just had someone with D2 knowledge on the team, the game would have been way better.

Yes its possible, there is better experience and i also wanted to make uber zones more challenging.

I have more plans for that definitely. Some monsters with claws could have open wounds, i was thinking about +slow on attack for spiders ā€¦ stuff like that, If you have some coold ideas , you can share it here :slight_smile:

I would love to be on team to actualy push D2R to be better for everyone :slight_smile:

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Out of curiosity

Based on your knowledge of modding this game

Is there a way to know how many monsters are left in the game or to count how many you have killed so far?

Curious how hard it is to make king of Hells

Where the more monsters you kill the harder the remaining ones become (like pcountā€™s +xp/life/dmg/loot/resist)

This is a good idea. Iā€™m curious, I never paid attention to monster stats in the game, but how many monsters in D2 have open wounds? Please donā€™t tell me itā€™s 0

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I dont think its possible to tell how many is left. Because monsters do spawn in certain range around player. But it should be possible to make kill counters. I have seen it in some D2R mods. I never did it myself so idk if it was something hardcoded or softcoded as hardcoded stuff would be impossible in D2R.

Probably would be possible if previous thing is possible.

Nah, I dont know about any monster having open wounds.

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D2R Mod by Zax version 1.08

I made last few changes to sorceress skills and rebalanced damage of some of them. I am pretty much done with sorc and happy with changes. I have only additional idea to rework back Thunderstom to be working different so I might change the from Lighting Storm back to Thunder Storm to be more close to older skill but a lot more viable. I am also pretty much done with paladin but balancing his skill will require some playtests.

I will be focusing little bit more on item changes and getting together ideas for Barbarian changes.

SKILLS

SORCERESS

Sorceress masteries rebalanced

  • Level 1 has +5% damage and -20% enemy resist
  • Every level adds +3% damage and -3% enemy resist

Sorceress changes

  • Frost nova synergy from Frozen Orb replaced with Ice bolt
  • Nova skill rebalanced to have betetr damage after Lighting mastery change
  • Various other skillĀ“s damage rebalanced because of mastery changes

PALADIN

Mostly some changes in skill description reflecting my previous skill changes

  • Removed mana cost from Sanctuary aura
  • Holy bolt synergy from Sanctuary aura added to description
  • Fist of Heavens synergy replaced again from Salvation to Resist Lightning
  • Holy Fire auradmg description fixed as previously it didnt reflect changes I made
  • Thorns aura is now showing proper text for reflecting ā€œmagic damageā€
  • Blessed aim aura description now shows +% enhanced damage vs Demons
  • Might aura now shows Deadly strike chance in description
  • Defiance aura has now description with damage reductions
  • Vigor aura has now description with passive +FRW bonus
  • Prayer aura has now description with passive and active bonuses
  • Resist Fire now shows all bonuses in description (Passive Resist and +%Fire damage)
  • Resist Cold now shows all bonuses in description (Passive Resist and +%Cold damage)
  • Resist Lightning now shows all bonuses in description (Passive Resist and +%Lightning damage)
  • Salvation aura now displey passive +Magi c Damage reduced by in description
  • Holy Fire aura is showing -Enemy resist in description
  • Holy Freeze aura is showing -Enemy resist in description
  • Holy Shock aura is showing -Enemy resist in description
  • Cleansing aura no longer increase poison resistance but instead increase poison damage by 50%+25% every level
  • Redemption aura has now +% life bonus in description
  • Meditation Aura has now Passive +%Mana regen in description

ITEMS

UNIQUE ITEMS

Bigginā€™s Bonet

  • New +5-15% Faster cast rate
  • +Mana and +Life has range 5-30
  • +100% enhanced defense

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Tarnhelm

  • +100-150% enhanced defense

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Coif of Glory

  • +75% enhanced defense
  • +30 Mana
  • +1-2 Sockets

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Duskdeep

  • +8 Maximum damage changed to +6 dmg(also increasing shield dmg)
  • Removed Negative Light Radius
  • added +% Enhanced defense (1,75% per level) [12]
  • Range on +All resist changed from +15% to 5-15%
  • Range on +7 damage reduction to 5-7

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Howltusk

  • New range on % Enhanced defense from 80%-150%
  • Removed Monster fleeing
  • Removed Attacker takes damage
  • New range on magic damage reduced by 2-7
  • +1-3 Throwing Mastery usable by any class
  • +2-6% Life leech

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The Face of Horror Mask

  • Strength bonus replaced with dexterity
  • Damage to undeads increased from +50% to 150%.
  • +2-5 Magic arrow usable by any class

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Undead Crown

  • Removed +%Damage vs undeads
  • Removed Attack Ratting vs undeads
  • New bonus +3-6 Life per demon kill
  • New bonus +3-6 Mana after each kill
  • New bonus +5% chance to cast level 3 Bone Armor when struck

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Wormskull

  • New +5-15% poison damage
  • Mana bonus increased from +10 to +30
  • +Necromanced skills changed to +0-2 Poison and bone skills
  • +8% faster cast rate
  • Removed +1 necromancer skills

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Ah so this is what patch updates would look like if an experienced D2 player with real passion for the game was working on it.

Very nice updates Zax

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Hey thanks, thats very nice of you.

I am really excited about making some completely new uniques :), but first i want to update old ones.

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Iā€™m learning photoshop right now, I want to try to make the art for them

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D2R Mod by Zax version 1.09

Finished normal armor reworks, but i am unsure with Darkglow if I should also make it better somehow.

UNIQUE ITEMS REWORKS

Greyform - unchanged

Blinkbatā€™s Form

  • Added +10% MF
  • Fire damage changed from 3-6 to 6-12
  • +5-10% fire damage

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The Centurion - unchanged

  • +25% damage

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Twitchthroe - unchanged

Darkglow - unchanged

Hawkmail

  • +Resist has range from +15-25%
  • +8-10% cold Damage

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Venom Ward

  • Poison resist lowered to +15-25% poison resist
  • +10-15% poison damage

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Sparking Mail

  • +10% Lightning damage
  • Lighting damage increased from 1-20 to 5-30

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Iceblink - Unchanged

Heavenly Garb

  • +12% Faster cast rate
  • Removed +100 attack ratting against undead
  • Removed +50% damage vs undead
  • +2-3 sockets

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Rockfleece

  • +Strength changed from +5 to +15
  • +25% Enhanced damage

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Boneflesh

  • Attack ratting changed from +35 to +85
  • 10% chance to cast Bone spirit level 4 when hit
  • +20% enhanced damage

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Rattlecage

  • Attack ratting changed from +45 to +90
  • 10% Faster run walk
  • +15-20% Enhanced damage

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Goldskin

  • +1 all skills
  • All resist changed from +35 to +20-40
  • Added Self repair

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Silks of the Victor

  • +2 sockets
  • +25-30% Magic find
  • +50-80 Life
  • Might aura when Equipped lvl 1-4

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Iā€™m curious
With all those unique upgrade

Have you delved a bit in the cube recipes? Are they are to modify or create?

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Sure, i am making them via cube for screenshots.

I also made mod where you can get any item from vendors and by using cube, it has like 400 new recipe lines. UI made it for testing builds and stuff.

Very nice Zax, when you see a unique drop, it should be a moment of excitement knowing that it will provide some sort of ā€˜uniqueā€™ utility such as the ones that you added.

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I would like to suggest rework for spear. All spear should can wield either by 1 hand (less damage) or 2 hand (full damage). Shield/spear style fighting are very common in battle field.

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why remove fleeing from Howltusk?

I love usne it with rattlecage to get high fear and knockback on a bowzon.

I didnt want multiple helms with fear and face of horror mask aldeady have it too.

but the fear witht he knockback on howltusk is greatness for range. T_T

Well i think design of helm didnt click well together with bonuses it had, it had knockback and fear, that means nonsters wont hit you much right? But at the same time it has mana when hit and dmg reduction. So i was thinking that without fear monsters might touch you more often so these two bonuses will be actualy useful more.

Its not exactly helm for amazon anyway with high str requirement.

Finez, bully. Have it your way, in your mod. ugh, struts away all sassy

You just dont let it go ::grin: ok what if i will give the helm 25% chance to howl when monsters hits you? Is that good compromise?