New game mode as an option when creating games for team play, no rush, and co-op

Expand game option

Introduce checkbox for No Rush for Teamplay

Effect:

-All types of teleportation via items are disabled. Sorc Teleport receives a cooldown of 6 seconds after 2 uses within 4 seconds. Assa Teleport skill receives a general cooldown of 4 seconds.

-Charge receives a 4-second cooldown after 2 uses within 3 seconds.

-All waypoints are disabled and must be found again in these games, otherwise they will be active again in all other games without the No Rush option.

-The running speed bonuses of all characters are halved, e.g., 20% from shoes becomes 10%, or 30% from tempo boost becomes 15%, etc.

-No more dual immunities for monsters.

-Monster HP is increased by 75%.

-Champions, normal bosses, and bonus monsters have their HP increased by 150%.

-Andariel has 600% more HP and gains Poison Damage Aura with -50% Poison Resistance for players within range and 1% damage per second to player HP. Her movement speed increases by 1% as her HP decreases, up to a maximum of 60% at 40% health.

-Duriel has 250% more HP, gains Fury, Charge, and 2% Life Drain below 35% of his own health. Minions are no longer targeted (except Decoy Ama, Bone Prison/Wall Necro), only mercenaries and players

-Mephisto 600% more HP, gains Thorn Armor with 5% physical damage reflection (no effect on mercenaries), likes to cast Curse of Terror (3 sec duration (HC 1 sec)) on players within melee range and the surrounding area and Mind Blast (3 sec stun duration (HC 1 sec)) on magic and archers, only cast on player characters. His Frostball slows the target by 80% for 2 seconds. His Lightning Bolt becomes a chain lightning bolt with a small distance between players/servants.

-Diablo has 600% more HP, casts Bone Prison significantly more often with 8 times the durability, and has a fire aura around him from 50% HP onwards that continuously inflicts fire damage on all players within a range of 40 meters. His fire storm leaves behind a level 30 hydra for 6 seconds that sets all fire resistance to 0 for the duration when it hits, if it is not already negative. He uses his sprint ability more often when players distance themselves. His frost hand restores 5% of his total HP.

-Baal gains 200 more HP and casts his tentacles more often on all ranged characters, afflicting players with Decrepify when they are hit. His clone becomes 3 clones, which only have 10% of Baal’s HP, but protect him from 33% damage per active clone, up to a maximum of 99%. He often casts the damage curse on magic characters, which costs life instead of mana when casting spells.

-Diablo clone is twice as powerful in such games.
-UT is not as readily available with this option.

Advantages & adjustments in No Rush for Teamplay games:

-Players who are in the game for more than 20 minutes and are active in a group receive a 50% improved drop rate for items.

-Players who are in the game for 40 minutes and are active in a group receive a 50% improved rune drop chance.

-Players who are in the game for 60 minutes and are active in a group will have both bonuses set to 100%.

-Those who log out will have the timer reset to 0. Disconnections are just bad luck.

-Repair costs are reduced to 25%, only applies to wear and tear in these games.

-Mercenary HP is doubled and the cost of resurrection is set to 25%, provided the mercenary died in this game.

-HP/Mana potions give double the amount and can be used twice before they are consumed.

-Characters that differ by 25 levels from the lowest level player cannot enter the games, except for Hell difficulty.

-Level adjustment for Nightmare minimum level 36, Hell 61, no creation or entry into the difficulty possible before that.

Class adjustments for these games:

-MA Assa charges are capped at 3 different charges. Charge duration increased by x2.5.

-Barbarian Taunt becomes an AE and affects all monsters, including act bosses. Increased Stamina also increases HP by 3% per point of the barbarian. Iron Skin increases the block chance by 1% per point with a shield. Natural Resistance increases faster recovery after hits by 2.5% per skill point spent.

-Druid Oak Sage, Heart of Wolverine, Spirit on Barbs have a 99% chance to dodge all damage, and Poison Creeper, Carrion Vine, and Solar Creeper from the Druid have 99% damage resistance.
Carrion Vine and Solar Creeper now restore HP/Mana to all players in the group within card range/2x screen range.

-Necro Revive now lasts 15 minutes.

-Pala Smite gains a taunt effect, Holy Bolt healing on players/minions/mercs is doubled.

-Sorc Static capped at 60% of HP in NM, 75% of monster HP in Hell, ineffective on act bosses in NM and Hell, capped at 50% in Normal.

Have Fun

Imagine if all melee extremely SUCK… then… lets buff monster HP to and make melee even worse :smiley:

Not bad idea, but I would like to see something like this as 4th difficulty “Chaos”:

Core:

  • Char lvl cap 129
  • WPs reseting after quit
  • uniques/sets/magic/rares/crafts spawn with multisox
  • RWs in magic/rares/crafts

Gameplay:

  • -200% @res
  • -50% DR
  • -50% Def
  • -25% Block
  • all casted skills cost 5x mana
  • Teleport on lvl 1 is 124 mana per cast
  • Sh1tsaic limited to one skill

Monsters:

  • HP +20%
  • movement and attack speed +50%
  • density +100%
  • unique abilities - Teleport/Charge/DFly/multi auras…

Bosses:

  • HP + 300%
  • movement and attack speed +30%

TZs:

  • chance to spawn multi Bosses in Boss areas

Just learn to keep up.