Season 11 changes

Dear developers,

Changes needed to made for season 11.

  1. Remove mosaic runeword. Assasins can get to level 99 in less than a week. The entire ladder board is dominated by assasin. The runeword is cheap to assemble as well.

  2. Remove infinity runeword. This will somehow restrict amazon, sorceress and assasin getting to 99 so easily as well.

  3. Remove enigma runeword. With the entire party walking, the sorceress will probably be forced to slow down and wait for the rest

  4. Remove sunders. We need each other’s help to get through the monsters or we need different weapons to get through them. With sunders, there are players who purchase 7 accounts and live in private games and can melt through everything with a single character. Sunders actually encourage more solo play.

Please consider and implement or at least implement half of them. Thank you.

3 Likes

Mosaic*

  • remove 50% chances and recharge cancer
  • add +2-4 to Phenix Strike (varies)

time for charges should be increased on MA skills

Metamorphosis - remove these fkn idiotic terrible d3 marks

  • 5 to Shape Shifting Skills (Druid only)
  • +25% Chance of Crushing Blow
  • +50-80% Enhanced Defense
  • +10 to Strength
  • +10 to Vitality
  • All Resistances +10
  • Cannot be Frozen
  • +25% Attack Speed
  • Physical Damage Received Reduced by 20%
  • +30% Bonus to Attack Rating
  • Increase Maximum Life 20% (from 40%)

Infi is OK

Eni is OK, more skills should be added to make it even more awesome but random - Conv/Salv/Redemp/Amp/Revive/FindItem/EleMasteries (varies)

Just move them to NM and decrease or even remove these idiotic -res due to unfair advantages: ES Sor and Ele Droot are not affected at all LOL

Changes:

  • charged skills should be replaced by Oskills
  • more respecs on normal difficulty
  • 1max syn per skill, except multi ele/effect skills
  • increase AR per Dex to 10
  • increase %ED from Str to ~5%
  • Larzuk should add rdm number of sox instead of always max
  • magic/rare should spawn with 1-max sox per itrem base to make them more viable
  • max sox for Uniques/Sets increased to 2; sox items get increased sox to max per base
  • Tearhaunch +1 to Vigor
  • FRW on Charms from 3-5-7 to 5-9-12
  • Teliport - add 10% mana cost per cast decreasing by 1% per 4 lvls
  • Stamina pots no longer gives unlimited Stamina
  • Stamina reworked to add 50% EDamage and +50% FRW when active

Was EZ

1 Like

Mosaic and Metamorphosis both need their D3 inspired unique interactions removed from D2. Garbage like this undermines the whole game. Add items that work within the current game’s affixes. If they want to fundamentally change how skills work, then change the skill instead of adding band aids onto new items. You’d think this would be a simple concept for a AAA company.

A majority of builds use infinity if they can. It’s most prominent on lit builds because of how enemy lit res values hash out, but this isn’t a super niche RW that obtusely buffs just a couple of builds.

Teleport isn’t bad for the game. You don’t need to limit what items do in D2 to solve a cooperation issue. Try talking to the other humans in the game if it’s a walk game.

Sunders enhance solo play, but they don’t really encourage it. The biggest factor for a player going grouped or solo is the shared loot system. They’re also not that significant until a player has expensive gear anyways. They only reduce immunes down to 95 res, and with the handful of 1/5 effectiveness pierce penalties, they’re just not that useful for a majority of builds. Lit and psn builds have the best item support, fire now has some with flickering flame, but cold and magic and physical are pretty limited. Physical is usually dependent on a merc proc’ing decrep, which definitely slows things down. For the penalties they put on the things, it’s pretty often not worth using them at all. If they rolled with a 20-30 pierce as well, they’d be far more worth using.

There’s one massive change that a new season needs and it’s rolling the 2.4 RWs to NL. It’s been 3 full seasons. We know they’ll never update this game with new RWs again, and holding crafting these hostage behind a full season is purely malicious to the players. It’s hard to see why NL even exists at this point. Anyone would get more out of playing either ladder or single player.

3 Likes

The issue with Mosaic is that it took the 2.4 changes towards charges and completely made it irrelevant. In the past, a MA Assassin would accrue charges and unleash them all at once via a Normal Attack or Finishing Move. 2.4 changed it to utilize one charge from each charge-up skill that has been accrued. Furthermore, Finishing Moves ignore the Hit Check while you have charges up, making them all the more powerful and great 1-point wonders as a result.

The problem for MA Assassins is that the timer for charges lasts ~15 seconds with no way to refresh them outside of using that Charge-up skill again. Meaning the refresh charge timer mechanic on Mosaic is a must-have perk that honestly should be inherent to the Assassin from the get-go(aka Assassin should have it natively and not be restricted to a runeword).

The other mechanic that Mosaic provides is arguably what breaks the game: 50% Chance to not consume a charge when using a Finishing Move. With two Mosaics, they stack to 100%, meaning you can rack up 3 charges of Fists of Fire or w/e you feel like using that day and proceed to constantly hit the enemy with 3-charge effects at all times. If you have multiple charge-up skills active, you can see just how stupidly broken Mosaic becomes. Rather than consuming one-charge and inevitably forcing the Assassin to re-charge, an Assassin can avoid it altogether with Mosaic.

Mosaic doesn’t need to be removed from the game but it needs to be modified immensely. The consume mechanic has to go while the recharge mechanic should be available to the Assassin so that if they use a Finishing Move(which typically kills an enemy), they can then run and find another target to attack before their charge timer runs out.

Infinity doesn’t need to be removed from the game because if you remove Sunder Charms, how else are you going to break immunity? I mean I get it that you want cooperative play but not everyone purposely rolls Conviction as a Paladin. Ditto for other runewords you’ve mentioned.

3 Likes

I think the player should swap to a diiferent weapon to progress through monsters. For example, a javazon has to swap lightning javalin to a physical bow to kill a lightning immune. If immunes are allowed to break easily using 1 set of weapon, this will result in easy progress. There is no need for that player to look for help from other players as well.

Most times players not only use 1 set of weapons, they purchase 7 other accounts and run everything through in record time in his/hers private game. He/she does not even need to control other characters to give some sort of help in midst of the battle except for casting battle orders right at the beginning. Something has to be done to improve this.

1 Like

Just keep in mind that not everyone plays online. There are single player players out there, so your solutions need to work in all cases.

2 Likes

Yes.

I’m okay with this also. All of the caster classes that are OP are getting double damage off of this. Perhaps these classes are a lot more balanced without it.
Plus it makes the necromancer/paladin more valuable in team play with lower resistance/conviction.

Lost me here. This spell is so ridiculously clutch for both PVM and PVP, is has to be Teleport for all, or teleport for nobody.

Although I will agree that enigma is a poor solution to the teleport problem, pigeonholing everyone into the same chest armor and destroying build diversity.

Lost me here also. A lot of people play solo, and sunders were a massive gift to SSF players, and enabled fire builds to farm the more fun areas of the game.
If anything, get rid of the charm itself and just cap monster res at 95 without the wasted inventory slot.
100% immunes are just not fun.

2 Likes

Why remove, when we can change thing

  1. Yeah i dont like Mosaic too. What if they roll with random 50% keep charge between Fists of Fire, Claws of Thunder, Blades of Ice… So u can keep charge of only one skill or 50% of 2 skills and u need to craft some to get the one you want, its why we can keep the low cost runes.
  2. Why not reduce a bit conviction and try it. The skill can begin with -10% resist at lvl one (down from 30%) so infinity lost 20% and still good for 2 Ber. We can lower the -150% cap also…
  3. Each time I see a built with Enigma and FCR I look for another item. Add charge on teleport that you can get more when you add point in. So sorc keep better teleport than Enigma user and nobody have 100% time teleport. Or like other guy said up mana each time you use in a small amount of time or someting like this… Throw your idea
    Why Enigma have so insane FRW higher than any boots in the game its a bit ridiculous, it already add a movement skill. We can add +1 jump on some unique boots or add Charge on some unique/RW shields also
  4. Why Its not broken so much. I only use 3 on my 15-20 characters. I find SUNDER drop a bit often.
  5. Change Metamorphosis, I never try but many peoples said its broken.
  6. An hard one, SPIRIT that you only need to find a 4os shield to get the best + skill and FCR shield, with good resist also. So what +1 to each skill only and 15-25%FCR. I like the idea also that Paladin shield can roll 4 sockets only on the Elite version.

Sorry for my bad english. What your ideas?

just limit the amount of procs per sec and let it be

its just a gag at this point

Limit of 1 proc per finishing move, and every mosaic gives 100% to keep charges of one single charging skill. This should remove the issue of overloading the game with too many effects, avoid the absurdity of applying all charge effects all the time (except for the fire fist one, as it converts physical damage to fire, and thus invalidates cobra strike), while strongly reducing the setup to get mosaic going at max potential. This would even allow players to switch between 2 different dual mosaic setups when they need to.

1 Like

interesting

could work

but i still think mine is easier to do

I think similarly to this, except that it should be on the skill instead of the weapon. Charges should stick around without time limit, but be restricted to one kind. Charge up skills mean that you can switch damage types and effects on the fly, while one type limits the stupid overpower.

I think with this change the assassin will need something which boosts defense, because it’s hard to get defense on an assassin, and they wouldn’t have the massive damage and leech any more to sustain. One way they could do it would be fixing cloak of shadows by allowing recasting.

(In response to original post)

  1. Needs serious rework
  2. Infinity is fine. It’s also expensive to make.
  3. Enigma is the best thing that’s happened to D2 LOD + D2R
  4. Sunders are the second best thing thats happened to this game. Immunities are the worst.

What needs buffs is Frozen Orb for Cold sorc, since Blizzard the the only viable option with more than 3 players in a game. I wouldnt mind Nova getting a slight buff, although I seem to cook pretty hard right now after spec’n into it and having some of the best gear I can get… and self wielding infinity.

2 Likes

Remove Mosaic.

Need a few QoL:

  1. Stackable gems and runes
  2. Loot filter

I think QoL items are much more important than removal mosaic and sunders

1 Like

As I’ve said before elsewhere, they have never removed something from the game once added. If they have, I’m certainly unaware of it and I don’t mean the WASD movement but item specific. Mosaic and Metamorphosis are D3/D4-type runewords that warrant being changed but I must point out that @Zorka suggestion on Metamorphosis violates the attribute limit. Rest of Zorka’s suggestions are irrational, although I do agree with his FRW charms motion.

Necros need to get the druid summon treatment > all 4 golems at once. Nerf mosaic yes big time. LET ALL ITEMS BE ETHEREAL, INCLUDING SETS AND INDESTRUCTIBLE!!!

I could see Golem Mastery allowing the use of more than 1 type of golem at the same time, as long as every type is still limited to one golem.
That would require spending hard points to raise the limit (every 5 hard points allow one extra golem type, up to 4 golem types at 15 hard points).
The reason for that limitation is that I wouldn’t want skeleton summoners to get 3 extra bodies for free.
Some way to reduce the issue of the golem being stunlocked or knockback-locked would be useful too (maybe a chance to not be stunned or knock-backed for golems on the Summon Resist skill).

2 Likes

Remove infinity runeword. This will somehow restrict amazon, sorceress and assasin getting to 99 so easily as well.

huh!? I havent got a single ber in 24 years, the problem isnt the runeword. Its the bots farming them and making them worthless…

2 Likes

Finally someone with common sense.
In my opinion mosaic should have never been added. But if just this single affix was deleted I would be happy as well.

6 Likes

Removing / changing mosaic is a number 1 priority. It completely destroyed the game.

6 Likes