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Thread: Annihilus 7.0, future plans, and what lies ahead

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  1. #1
    Quote Originally Posted by DacFarren View Post
    Player Count will no longer increase the amount of items dropped. There will be a new stat on items that will "increase quantity of items dropped" that will work the same way as the Player Count buff used to. 100% increase quantity will be the cap, giving you the same result as players 8. The way this reads is that in order to have the players 8 drop, you MUST have the 100% drop rate on your gear...and that even if you have 64 players in the game the drop rate will be players 1? This is a TERRIBLE idea IMHO. Why make drop rate a stat on items when other servers simply have it standard?
    It seems I didn't explain well, but then again you cannot look at "drops" the same as you do now. It is totally different in how items will work in general.

  2. #2
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    어서빨리 시작되길 기다립니다~!

  3. #3
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    adding rune words to Rune Master Ettin Axe would be cool?!
    Last edited by SSYolo; 03-30-2018 at 03:29 PM.

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    New Member UiVegito's Avatar
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    Cant wait!

  5. #5
    Regular Member StenchTrench's Avatar
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    Okay. I trust your judgement. I guess it was just worded wrong.

  6. #6
    Wiki Moderator Lampogriz's Avatar
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    • Monster Resistances are no longer a "thing". All monsters will have 0 resistances to all elements by default, and will only rarely have any sort of resistances. Certain monster types will have minor resistances, an example would be all Demons would have 25% fire resistance. There will also be many more monster types as there are only a few now. Rare / Superunique monster properties such as being "Fire Enchanted" would also cause them to have some fire resistance. We will be removing the resistance UI from below the monster health bar completely as it will not be necessary.
    Does it mean there will be no more immune or high res monsters, including bosses?

    • Relative to the resistance change, "resistance pierce" as a stat will be all but removed. There will be VERY rare instances of it showing up on an item, but it will not be a primary stat, and definitely not something you build around or can stack.
    - What will happen with conviction aura, lower res, decrep and amp curse skills?
    - Would you also remove pierce from facets, cain jools and some vanilla rws like phoenix, doom, hoj, crecent, etc ?

  7. #7
    Quote Originally Posted by Lampogriz View Post
    Does it mean there will be no more immune or high res monsters, including bosses?



    - What will happen with conviction aura, lower res, decrep and amp curse skills?
    - Would you also remove pierce from facets, cain jools and some vanilla rws like phoenix, doom, hoj, crecent, etc ?
    There will be no more immune monsters except for EXTREMELY rare cases. Bosses will be using high life / all damage reduced for their tankiness now. It feels bad to be crippled just because of your element you're playing. Conviction / similar auras / curses will still lower resistances, but will cap at -25%. It will be removed from all items, including the ones you mentioned, and replaced with something else. It may still show up on an item in again, EXTREMELY rare cases, but don't expect to see it much.

  8. #8
    Junior Member sleezy2's Avatar
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    Quote Originally Posted by Game View Post
    There will be no more immune monsters except for EXTREMELY rare cases. Bosses will be using high life / all damage reduced for their tankiness now. It feels bad to be crippled just because of your element you're playing. Conviction / similar auras / curses will still lower resistances, but will cap at -25%. It will be removed from all items, including the ones you mentioned, and replaced with something else. It may still show up on an item in again, EXTREMELY rare cases, but don't expect to see it much.
    Sounds cool. Having pierce on extremely rare cases dosnt leave much for build diversification. Would be nice to have multiple options for item slots. Pierce is just so over powered especially if its hard to obtain. Is pierce capped at 25 per hero or per spell? Would be cool to have a player cap. So we still don't have to prioritize pierce and forced to use limited items.

    Good luck with everything. Looking forward to beta

  9. #9
    Quote Originally Posted by sleezy2 View Post
    Sounds cool. Having pierce on extremely rare cases dosnt leave much for build diversification. Would be nice to have multiple options for item slots. Pierce is just so over powered especially if its hard to obtain. Is pierce capped at 25 per hero or per spell? Would be cool to have a player cap. So we still don't have to prioritize pierce and forced to use limited items.

    Good luck with everything. Looking forward to beta
    It won't be nearly as high as 20 or so on items, in fact it likely won't be much of a stat period. If we use it it will be in very, very rare cases and it will not make the item a must have. No worries there. That would completely ruin the whole point of getting rid of the stat off of most things

  10. #10
    Regular Member StenchTrench's Avatar
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    Would kill to see a serious buff added to frost nova....

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