Synergy system 2.0

and another thread from that guy who wants to change the WHOLE game with his ideas.
DIDNT EVEN READ THAT.
no to all.

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Yes, the casting delay for teleport would be a radical solution for a problem that is also a feature which is very central for the current way to play the game on higher levels. But for me to just teleport through to mephisto or the countess feels like a cheat. I cannot imagine that this was intended by the devs in the beginning. Maybe it would have been better if the casting delay had always existed. And then I dont like that only the sorceress has the ability for teleport and all other classes have nothing comparable. It makes her without alternative.

On the other hand, it is really very cool to just teleport to mephisto. Perhaps there are other solution which make these thinks less attractive but still viable and cool. Maybe if it would be more risky for the sorce to die if done wrong. I dont know…

Yeah some mods have teleport unable to teleport through walls

Also teleport should have a cooldown that can be reduced through inversement in the skill

No more 1 skill wonder

Want to reduce that 2 second cooldown? Need to spec 20poonts in it to get 0

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I don’t hate your idea for a new synergy system and I definitely agree with the argument the current synergy system hurts build diversity. I personally wouldn’t mind synergies to be more based on character level and/or stat points rather than other skills to simplify the balancing of early skills to make them viable in late game, PVP, or special purpose…or maybe even increase the maximum amount of skill points you can apply past level 20.

Also, I do think over the years the game remained interesting when they were still patching it because different builds were OP at different times. For those of us that have been around since the early days of D2 you might remember a poison bug that made socketed bows filled with Perfect Emeralds actually viable and interesting, or there was a time when everyone had a firewall sorc. I think as long as new re-balancing occurs, that’s ok for some skills to be viable for one season while others for the next as they try to work it out and doesn’t really need to be perfect. The imperfection could possibly be part of what made the game interesting for so long compared to something like PoE where you are basically min-maxing your character non-stop with very little gains no matter what you do.

Synergies could be fine they are just unbalanced because they were added after they built the skill tree. This is why we need a remastered and original version. I think a lot of abilities are a bit bland too, they could rework the skill trees and through this have more balanced synergies.

I agree there is a problem and it feels dated. Even as somebody that will still enjoy the nostalgia of the original, the fun will wear off because we’ve been there and done that. Modern gameplay has progressed too far in Action RPG’s for the original gameplay to hold peoples attention for a long.

I also thought that, but I would remove the cooldown earlier like level 10 or 12. So it would be possible to stay a one-point wonder and with +10 to skills so you would still get the teleport to mephisto experience rather easily because you will have +10 eventually, but it would be much later and you probably could not wear as much magic find stuff.

I wouldnt make teleport unable to get through walls though. This is a key feature of teleport that makes it different from leap.

People think I want to change the whole game cause in don’t like it, it’s quite the opposite I want to shake some things up to make this game I love a bit more balanced and fresh

A new skill meta won’t make it less Diablo 2, afaik 1.09 is as much D2 as 1.10 and both were different metas

Yeah, my intention wasn’t to say it shouldn’t be able to get through wall, just to mention some mods do it

But without prevent it from getting through walls… we know he game knows when you get through walls… what about increasing the mana cost of it for getting through walls?

I find that idea interesting but I think skills should also work in a simple way. If it gets too complicated it will be difficult to understand. I think there is no skill so far which has varying mana costs.

I was going to suggest another teleport change. How about that there is a time window of say 3 seconds where you can teleport as you like but 3 seconds after your first teleport you cant cast it anymore for a say 2 seconds. With increasing skill level this time could be extended so you can teleport for 10 sec or more later. But I didnt say that because I think it would be too complicated. Things should stay easy. Reduced mana costs for increased skill level is something that is already in the game (e.g. double swing).

Yeah balance cannot be achieved with just value tweaking because some skills are not just underperforming but simply bad

with my system you get perks from your synergies

ie: Slows monsters that walk in firewall&blaze which makes them take more damage
ie: Vengeance has a CTC firestorm/shock field/frost nova on striking

this improve the mechanic of the skills, something +50% damage will never do

i completely agree

what it took the original 20 years to lose in playerbase will take a year to D2R with no nolvelty to the game beside the graphics