Time to make shrine interesting and equally so

i didn’t miss that. i was thinking that you could still use it for some of them. you get 2 to 3 min on some of the buff shrines. would it remove the buff if you use stairs and doorways to next level too?

alright. i just imagine i would hate having potentially several dumb looking buffs floating over my characters head.

i often use shrines in reverse to remove curses. it’s pretty useful. this is something that i would prefer to keep. so if we got this then preferably let them still remove curses, just without letting curses removing shrine effects.

Once again… Wp and town portal

And that’s why thawing potion and antidote should be merged into 1 potion with lower resist values and have an addition perk of also removing curses
This new potion being called “Dispell elixir”

yea i assumed this. then you could still use them to kill most bosses. no need using a wp or town portal. just swap to you’re teleport staff or whatever and get there in seconds.

some new potions like this could be cool new crafting recipes or drops. i would love for some more potions. especially some rare drop damage potions for the throwing barb.

Well throwing potions have an easy and glorious redemption path in front of them… only need for purists to stop blizzard from improving the game

throwing potion rework

How to improve throwing potions

Step 1) buff their damage according to the difficulty

Throwing potions quickly become obsolete due to their damage

Solution to that, scale it

give em value buff based on act+difficulty like base damage increased by x1.5 per acts

A1n=24
A2n=48

A5h=10500

Step 2): give them support effects

Poison
Strangling: aoe, slows enemies

Choking: aoe, extra damage

Rancid: huge aoe cloud
Fire

Fulminating: aoe, blinds enemies

Exploding: extra huge aoe

Oil: fire patch

Step 3: having modifiers apply to them

Like enchant, fire damage is added on top of it

Step 4: make them consumables

You can consume them to buff yourself

Ideally it comes with a drawback

Oil potion: gives you inc% fire damage, -maximum fire resist

Fulminating: fire resist, - AR%

Explosive : added fire damage, fire damage taken over time

Same for poison potions

Note: only 1 effect at a time

Step 5: use them for cube recipe

Explosive potion+quiver= Quiver with “fires explosive arrow” affix

Rancid potion+ quiver= quiver with “fires poison explosion arrows”

Oil potion+ quiver= Immolating arrows

Explosive potion + thawing+ quiver= freezing arrows

Endurance potion + quiver = magic arrows

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I don’t hate you. Another false accusation from you buddy. I just don’t like your half thought ideas.

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would be nice if the damage potions scaled with rainbow facets and gear bonuses like +25% Poison Skill Damage on trang gloves. i would very much prefer if you had to find rare drops to upgrade to the better damage potions. because i’m a big fan of the item hunting and gear progression aspect of the game.

The only way I see this working is if the potions become effects only

and a new item type, a sling

The sling is like other weapons, can drop normal/exceptional/elite and also white/blue/rare/set/Unique

This sling is the item you are talking about, the one that would be hunted/farmed

that would be great. maybe Lysander and Alkor could sell some magic versions from time to time. they seem like they were set up to sell more potions. maybe just forgotten about.

No they should not, that would be far too OP. What they should do is apply to every player around the shrine or each player gets the shrine regardless if another player clicks it first.

I could get behind this, it is a POS, also not a gamer breaker.

No this isnt constructive and doesnt really matter except I know you, you want to nerf those who grab and exp shrine and head to the baal run…

Nah they are fine as is, if anything, add more shrines, MF shrine, rune shrine, ect.

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I whole heartedly agree with TC.
Shrines ate useless in hell no point of them justvtye ones that refill life, mana and wells.
The rest are useless curses just erase them.

Some on this topic are saying no which is stupid if you ask me. These people dont seem to understand that you have to find stuff to make the game easy but in this case it makes it easy for the duration of the shrine. Its not like your on god mode. This is a good idea to help more with battle.
Also this is a good way of not being cursed as now we have a defence. PvP the mechanic of curses can remain the same.

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This game already exists. It’s called D3.

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I have no interest in making an already “very easy” game even easier. By today’s video game standards D2R(D2 also) are easy. Heck D2 was easy even for it’s time.

Yeah and I also advocate for the game to have harder content alongside most content mechanic improvements I suggest

I don’t care if by improving a mechanic it means that it gives it a bit more power in the process, ultimately it would be overridden by another mechanic improvement but on the game difficulty itself as well

You’d need to implement so many things to make your dream game come true. It would be an entirely different game if we implemented all your ideas.

I feel like you don’t enjoy the game because the amount of suggestions for alterations you post would make it pretty much an entirely different game.

If you are unhappy find a game that makes you happy. Life is too short to be miserable and full of complaints. Ya know?

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Nah it would still be the same game, just better

Stop acting like a doomsday purist

There is a wonderful place called D3 or PoE that proves “Doomsday Purists” as you call them have A LOT to worry about when a ton of random bad ideas get tossed around.

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I don’t have a significant point of view on 1) and believe that 2) would be a positive for the game (losing shrines at the first oblivion knight or succubus you encounter is annoying).
3) seems like a lot of dev for very little benefit, though I wouldn’t have an issue with that change.

As for the shrine changes, most suggested changes look like change for the sake of change, rather than properly thought changes.
I could see stamina shrine also giving movement speed in order to have it be actually useful, but certainly not attack speed which is just extra power for the sake of extra power.
I could also see resistance shrines give a little bit of max res (5 or 10%), but certainly not increase character damage.
All the rest looks like a buff for the sake of increasing the shrine power, when they currently do their job perfectly well.
Combat shrine is already one of the strongest shrines out there and already buffs attack rating in addition to damage. Why do you want to buff it even more?
Refilling, Health and Mana shrines are already shrines many players (myself included) like finding while playing. Buffing them is unnecessary, even more so if it’s going to give free full rejuvs or monstrous character buffs.
Mana Regen shrine already does its job properly. At most, you could buff the regen through flat mana regen, but the suggested buff doesn’t look like a good incentive.
Portal shrine is there to give portals, not to get players to skip exploration. It would be more constructive to occasionally give access to a nice extra grinding area.
A good change to monster shrine would be to have it work similarly to the act 5 evil urns, rather than have it be a convoluted modifier that requires you to chain kill monsters for 5 minutes.
And gem shrines are already very nice finds that a lot of players are very happy with. There’s really no need to force an extra timed buff onto them just for the sake of it.

As for explosive and poison shrines, you are juste looking for new shrines, not an alteration of the existing shrines. There’s a point that could be made to simply remove them in nightmare and hell difficulties, where they are no longer relevant, but the change you are suggesting is not a rework, it is purely stealing their place for a new shrine.
And fire shrine, I think it needs a more complex rework to make it exploitable, while keeping its spirit, which your suggestion does not.

After seeing how you suggest how you think they should be changed to be more interesting… you seem to be the one that can’t properly think changes lol

My suggestions aren’t changes to be changes, they add value to the shrines making them very interesting to grab. Giving some dual purpose insures there’s at least 1 interesting factor to them

Then :

  1. Why are you requesting to have :
  • Combat Shrine grant “always hit”, when it already buffs attack rating?
  • Monster shrine grant extra elite monsters over time, when it already gives an elite monster?
  • Gem shrine give extra gem and rune drop chance, when it already improves an existing gem or gives a free one?
    That’s not dual purpose, that’s just more of the same, in convoluted ways, for the sake of change.
  1. Why are you under the impression that shrines need to always be interesting to grab?
  • Combat Shrine grant “always hit”, when it already buffs attack rating?

To have attack builds on equal ground with spells for a mere moment

If you are against this then you should ask for spells to have attack rating then lol

  • Monster shrine grant extra elite monsters over time, when it already gives an elite monster?

It’s called a mini game mate… try to kill as many as you can within the allocated time

You aren’t punished if you are slow, just kill as many as you can

  • Gem shrine give extra gem and rune drop chance, when it already improves an existing gem or gives a free one?

I never said it was a bad shrine, but it should could use some spice up

This once again turns the shrine into a mini-game

Pushing people to actually kill the monsters of the area when they encounter such shrine rather than just zooming pass the area to get to the boss

You don’t need to pick them… nor they are always interesting, your fireball sorc won’t care much about the lightning shrine, but when she crosses a fire shrine, hype will be to the rende vous and this my friend is what the game needs, excitement moments