901. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 02:33:14 PM PST
The game is soon 10 years old, is it really time to remake any chars or skilltrees at this point? Focus on Diablo 3 instead, but fix all the bugs out there! Im talking about:
- Anya scroll bug
- Paladin charge bug
- Barbarian leap bug
- Full game bug
- Failed to join game bug
And those are just a few, there are so many more.
I would also like to see:
- /r command being able to use ingame, not just in bnet room
- Shared stash
- Upgrade your servers, alot of lagg across the realm(s)
- Nerfed hammerdin
About Enigma, I like it the way it is. Its a insane runeword, but even if its changed, there will still be a gazillion old ones out there
902. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 02:34:13 PM PST
Is there any chance we can have a better resolution to play in like 1280x1024, im not technical but if that could be done it would be a treat.
903. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 02:49:08 PM PST
Q u o t e: - Force users to enter a CAPTCHA response when creating or joining games.
This can and will stop all in-game bots.
^ ^ ^ ^ Brilliant. ^ ^ ^ ^
My two cents:
Talent tree respec option. Cost money or require a quest (ideas).
904. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 02:50:34 PM PST
I think Diablo 1 should be a source of inspiration for new bosses/areas/items/concepts etc.
Throwback to the original!!
How about some of the creepy, atmospheric Diablo 1 music making it in too!
905. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 02:51:49 PM PST
....changed the Teleport Skill, so that if you really want to teleport fast and often, you need to spend skillpoints to it, hard set skill points(no +skills)
The Reason because i want to see this most, is that on other skills you really want to use often and that are very important for your build you have to spend skillpoints in it! For an example: If your Necro needs much and good skeletons you really have to spend your skillpoints in it, cause with only 1 skillpoints set in the skeleton skill, they are even with +skills and other synergies very weak!
But today this is not so with the Teleportskill, you just have to spend one point in it or wear the enigma armor and you have the FULL programm......
Maybe add something like a cooldown that decreases after every skillpoint set in it......
Do this please by dont weakening the sorceres to much, maybe just a synergie to some other often used sorc-skills, that make the teleport better.
[ Post edited by Zabadak ]
906. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 03:16:13 PM PST
There was talk of a five second delay on TP's after hostiling. That really wont solve a lot of problems but is a good start. Rather you should have to "leave party" before going hostile and have a 5 second delay between leave party and hostile, therefore u can't be killed by casting delay skills such as blizzard.
Also gamefilter would be great i.e. Search all games "baal".
907. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 03:17:50 PM PST
awesome update my blizz here. Id like to see more of a variety of weapons for characters, get rid of bots, and better items for Norm and Nightmare level players.
908. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 03:29:53 PM PST
as a classic player. lets make barbarians and amazons able to kill something again. they never got proper synergys to be viable.
909. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:00:28 PM PST
These are my ideas
1) give cain an option allowing him to reveal all maps in the act you talked to him in for 5000/25000/50000 Norm/nm/hell
2)Fill act 4(its very empty) add a new leveling area for higher levels
3)on a new uberquest make an item drop that gives the blue triangle attk that baal has.
4) Add new sets and uniques. if you add more runewords add lower lvl ones
5) an all out secret area with every type on monster in it
Thanks for reading!
910. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:29:02 PM PST
I have yet to read this from anyone and it is OBVIOUSLY what MUST happen:
Make the FREAKING GEM DO SOMETHING IN THE CHAT ROOM!
Just kidding. I could are less about that thing.
ON a serious note my 1 thing is this:
Lobbyside Trade system:
Much like a classified section on a forum. It would save players TONS of game time from sitting in a room typing stuff over and over...room to room. Make it accessible from the lobby/chat room menus. Add a new tab for its existence and it would simply display listings much like the join room list only it would allow for detailed views of items and direct purchase/sale from the menu.. no in game trading required. IT WOULD NOT REPLACE IN GAME TRADING. That would exist because bartering for 2 of this for 3 of that is fun and a needed feature.
This is prolly way too much code to write and implement for a patch but trading is the biggest pain in the game for me. It would also let noobs better undestand what items are valuable and being able to see it rather than reading 800 million acronyms. Whaddya think my fellow D2ers?
I do like the idea of a shared stash and new ares in act 4 that are crazy hard. More challenges are always welcome!
911. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:31:33 PM PST
If you could work on the characters that would be great:
Bring the barbarian back.
Nerf the pally a little bit.
make a difference in magic dmg vs regular dmg. (hammerdin pallys)
912. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:32:10 PM PST
how about removing oblivion knight's(chaos sanctuary) ability to cast iron maiden. it molests your mercs and can make soloing the chaos sanctuary on hardcore with a melee character really stupid becuase if you get hit by maiden ONCE while your hitting enemys you basicly 1 hit yourself
OR how about you um. you know fix the um.... glitches?
yeah. the glitches that have been like... known for years?
town portal player kill (TPPK) : only works with cetain attacks such as lightning, blizzard, ice blase, fisure, ect. cast the attack at the player you want to kill. go into town portal. now click hostile before the attack hits. they are now dead. you could fix this by simpally making EVERY attack disapear when going into a tp.
glitch full (or commonly known as Gfull) : game fills up or something then someone leaves but when ever someone else tries to join it says game is full
charge lock (This one is just anoying to any pally who has charge, its not an exploit, just anoying) - getting killed while chargeing then after respawning you can no longer charge unless you leave the game.
far cast - name lock and shoot someone with guided arrows then while name locked switch weapons to javalins and attack with charged strike and it hits any any name lockable distance.
using 2 or more items items that give the same aura, (dream / dream) holy shock (hoj / dragon / dragon ) holy fire
go into the trade window with a full inventory
the person who is stacking you puts an item into the trade window and hits atcept. this doubles the lvl of the aura each time done.
i shouldnt have to restate how to do these glitches. its pretty funny how they do some stupid balance patch every month in WoW but they wait 5 years to fix the EXPLOITS of d2?
maybe if blizzard would google the term "diablo 2 1.12 glitchez" (or diablo II 1.11 glitches, cuz 1.12 didnt fix anything) then i wouldnt have to post on the d2 forums about how to do glitches that have been around for years.
you should also allow multi clients without d2loader or using the install the game twice and switch users method.
also iso some new uniques / runewords.
gieb new uber lvl
dont nerf anything cuz thats just stupid.
[ Post edited by Thecakeisa_lie ]
913. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:33:17 PM PST
Make a second super level similar to the uber realm that would drop a random +2 to skill tree as a grand charm. Allow only 1 grand charm per player. in the super level, 1 charm would drop for each player in the map, not for each player in the game, similar to quests. There can be any different number of super characters in this, similar to the uber realm. Difficult level should be similar to the uber realm, possibly requiring a different type of "key" or something similar to get in.
914. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:51:51 PM PST
new skills. that wuld b g. and balance them nicely
915. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:52:36 PM PST
An endless dungeon similar in design to the original Diablo.
I figure a lot of the important ideas will be expressed over and over, and I agree with calls for fixing bugs, balancing builds, etc. But if this is to be a content patch, then it would be nice to see new content as well as the obvious fixes and random new items.
The endless dungeon would be an endurance challenge for well built, mature characters to see just how far down they can go. Each floor would be more difficult than the last. Most floors would feature semi-random enemies. The first several floors would feature enemies with stats common in the game, but deeper down enemy stats would become much higher than in game. Some floors would be unique and special challenges such as a floor filled with Diablo clones. The 100th floor would be a special challenge (for example a battle against massively overpowered versions of the three prime evils,) and grant a special item (I suggest a unique armor that looks like a t-shirt (rainbow colors...) and says "I survived 100 floors and all I got was this lousy t-shirt.)
All the levels up to and including 100 would be technically possible to beat, although they might require teams and strong builds. The floors after 100 would be very "unfair" and nearly if not completely impossible. Think lots of enemies with almost full immunities, and special skills. The last "unique" floor would be filled with unbreakable immunity to all damage Hell Bovines that are strong enough to kill nearly any character in one hit. Every floor after would be a repeat of that.
There would probably need to be level restrictions on how deep a player could go to prevent the dungeon being abused for advances in the regular game, or it might need to be a separate area with different characters. Perhaps it could be an extra area available after completing Hell mode? It might be worth having waypoints if for no other reason then to help players skip the easier floors near the top.
916. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 04:55:29 PM PST
Give runes an item fingerprint. This will stop duping.
917. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 05:04:17 PM PST
Q u o t e: Give runes an item fingerprint. This will stop duping.
yeah. i believe thats called an item code....
its existed for awhile now.....
sense patch 1.09 i believe.
918. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 05:07:09 PM PST
I would really like to see an overall improvement to balancing out all weapon types and skills.
This could include:
-Socketable throwing weapons/runewords. -Double Throw having it's own % damage per level with 25% pierce.
-Making better elite throwing weapons.
-Better synergies for projectile skills, mainly the barbarian/amazon.
-Runeword(s) for daggers.
On another note, some content I would also like to see:
-More class specific rune words.
-Defensive Auras giving hidden bonuses when inactive based on "hard" points put into it.
-Pure weapon specific rune word weapons (ex. Axes only) at the higher tier of power.
I have made bold the one main thing I would really love to see implemented into Diablo II. Thanks for reading my ideas Blizzard and I really do hope you can implement one or more of the above.
919. Re: Diablo II 1.13 – Tell Us Your #1 Patch No 03/05/2009 05:26:44 PM PST
How about allowing Single Players(TCP/IP) to do uber tristram?
Not being able to do it, but allowing us to get the keys was a big let-down.(v1.12)