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Thread: Patch 3.2 Information

  1. #31
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    tone down destruction so i can use it in groups lol

  2. #32
    Regular Member StenchTrench's Avatar
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    Quote Originally Posted by LordManhammer View Post
    Will the -resist property work at 100% of it's value when counted towards breaking an immunity? As it is now, the aura's and curses work at 20% when counted towards breaking immunity and all -resist work at 100% only after the immunity has been broken. I'm just curious how this will change. I guess I am asking for some math

    Also, can any of you old school D2 guys explain how this change to WW will be beneficial?
    Basically..you get the max ww breakpoint for hits per ww no matter WHAT weapon you are using. Even if it is a super slow Thundermaul. It's a huge win ww for barb builds. On the pvp barb vs barb ww scale...it's also amazing.

  3. #33
    Wiki Moderator Lucid's Avatar
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    @Game

    Any Ideas for trap assassins on 3.2 patch? I mean sorcs and all elemental guys get those shiny -resist / immunity break thing but again this doesnt work for traps, correct?

    Is there no way to get -resist work with traps? Not even via a new spell? (something like: your pets gain -5% enemy resist per level?)

    To bring a complete different idea: Hows about letting the monsters have only half of their normal resistances, when hit by a pet? Maybe as a basic rule for pets or as stat on an item or as a skill?

    I dont want trap assassin to be overpowered or anything. But i feel like trapsins already have that issue with -resists not working and now this patch kills it completely...

    halp with other ideas @community?

  4. #34
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    Quote Originally Posted by Lucid View Post
    @Game

    Any Ideas for trap assassins on 3.2 patch? I mean sorcs and all elemental guys get those shiny -resist / immunity break thing but again this doesnt work for traps, correct?

    Is there no way to get -resist work with traps? Not even via a new spell? (something like: your pets gain -5% enemy resist per level?)

    To bring a complete different idea: Hows about letting the monsters have only half of their normal resistances, when hit by a pet? Maybe as a basic rule for pets or as stat on an item or as a skill?

    I dont want trap assassin to be overpowered or anything. But i feel like trapsins already have that issue with -resists not working and now this patch kills it completely...

    halp with other ideas @community?

    With the improvements to rares coming up, maybe he can add a couple new runewords to help trapsins, while adding +5-15% or so as a staffmod on katar-type weapons and the runewords could add w/e additional buffs.

    For those who don't know what staffmods are, lemme explain. When you find a sorceress orb with +3 to fire wall and +3 to ice bolt, those +skills are called staffmods, and when making runewords with items with staffmods, they stay on the weapon, meaning you get the staffmod stats on the item plus w/e the runeword gives.

  5. #35
    Regular Member StenchTrench's Avatar
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    Quote Originally Posted by Game View Post
    Hello friends! I decided to go with a slightly different approach with the upcoming patch. Usually I keep things secret up until the end just incase some content gets cut from the patch nobody gets let down, but I am going to go ahead and let everyone know what I am expecting (hopefully) to get into the upcoming 3.2 patch. This isn't everything as there are a few things I am definitely not sure if it will make it, but if we make progress on it then I will post it here as well later on!

    For now we are definitely buffing rares. Uniques and certain sets have become quite dominant, making rares all but useless to pick up. I am looking at good old classic D2 for motivation here, while uniques will definitely feel more "unique" compared to rares, rares will be what they were in classic; they will have potential to be some awesome statsticks. In other words, nothing flashy, but great basic stats. I would give you more info, but I am still ironing out the details. I know we "buffed" them in the past but this should be a much more complex buff than before.


    Summoner Druids are also getting some love. I re-designed Murder of Crows as it seems to be the least used new skill by far, and while it seems okay at doing 1 player standard content, it struggles at just about anything else. The way Crow Druids work now are pretty different compared to just about any kind of class in the game right now. Murder of Crows is now a channeled spell (think Arctic Blast or Inferno) and it covers a WIDE radius around you. The damage is definitely not bad, but the strong part of the skill is that it gives you a good amount of Life per Hit on anything it touches. The fact that it is a channeled spell as well means there are no FCR or IAS breakpoints, so you can tank just about anything with the right gear. The coolest part about this change is Ravens are now the main source of damage for Crow Druids. Ravens now gain more Crushing Blow % based on the TOTAL skill points in Murder of Crows, not just the base 20 points. You also can summon 1 extra Raven for every 5 points in Murder of Crows. For example, a level 50 Murder of Crows gives you 15 Ravens with 30% Crushing Blow. They now also apply Prevent Monster Heal. I also changed the Ravens AI, they will no longer only attack a target once just to blind them. They have higher attack speed and will swarm a target until it dies. So while you are tanking with your Murder of Crows, your Ravens are killing everything in sight. I have tested this quite a bit myself, and the play style actually is quite fun! I will be keeping an eye on this to see if it needs anymore adjustments.


    Thunderstorm will also be getting buffed. It will now strike much faster at all levels, but you will feel this the most at higher levels. It now also has a 6% Damage Synergy from Lightning, because it just makes sense that a Thunderstorm gains strength from Lightning!


    Another feature that I would think most people would consider a big one is the upcoming "Map" system. Name is still a work in progress, but you will now be able to obtain Maps throughout Hell Mode. Starting out in 3.2 there will likely be around 3 or so that drop rarely like the Key to the Courts of Justice but not quite as rare. In the future there will likely be Maps that only drop rarely from certain areas / bosses, but we have to start somewhere! These Maps will have specific rules to be activated, similar to the Puzzle Boxes you find in Dreamlands, and will take you to new levels with new monsters in it. Most Map levels will have items exclusive to that level, you can compare this to The Cow Kingdom and the Cow Queen Set, although I doubt there will be another Set. I would not rule it out in future maps though!


    Not much info to give here but I am looking into some potential Whirlwind buffs.


    I am going to be toning down some of the graphics / visuals on chance to cast spells, such as the Sindragosa spell on Frostmourne. This will not affect The Lich King's version of the spell though, just the chance to cast.


    We will be buffing up some items that aren't on par with other items on the same level / price, for example a few of Cthulhu's items are almost never used while Frostfire is worth a hefty amount. People who already own these items will have a 1-time free reroll on the item by cubing it to get the new version.


    As always there will be bug fixes / adjustments to clean up things behind the scenes, just like every patch. We have gotten more and more stable, we will continue that with this patch!


    UPDATE: 2/9/2016


    Damage Reduction % cap is now 75%, up from 50%.


    Whirlwind has been modified to work like Classic Diablo II Whirlwind, meaning it is not affected by IAS.


    Having - Enemy Physical Resists and - Enemy Magic Resists is now possible on items.


    -Resists on items (Such as the -% resists on Facet) can now break immunities on monsters. Conviction or any other aura is no longer needed, but will still help! This should help sorceresses in endgame content immensely.


    That's all I feel like typing for now, I may update later on with pictures when I get some stuff done to show you guys, or if a few other things I am working on are definitely going to work. I hope you look forward to it! If I didn't have so many people supporting the server I would never be able to justify spending so much time on these content updates, so I just want to once again thank you all for playing here and supporting us. Let's continue growing to be the best community and server that Diablo II has ever seen!
    I was really hoping to see Whirlwind get a damage/ar buff/synergy of some sorts, but the I LOVE some of the new content and improvements to the sorc class that are being made. Great job!

  6. #36
    Quote Originally Posted by DacFarren View Post
    I was really hoping to see Whirlwind get a damage/ar buff/synergy of some sorts, but the I LOVE some of the new content and improvements to the sorc class that are being made. Great job!
    Trust me, it DEFINITELY doesn't need it after this patch People are underestimating this buff.

  7. #37
    Retired Staff PSyren's Avatar
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    Quote Originally Posted by Game View Post
    Trust me, it DEFINITELY doesn't need it after this patch People are underestimating this buff.
    This buff is going to make it op lol. Classic ww is 2 stronk to begin with which is why it got toned down, but it's good for anni Pvm and pvm only because with pvp it will be a lil to much of a buff to a skill that isn't really lacking in damage. With that being said I still am excited to slam face with a wwbarb in pvm

    What we need is a Jab buff pls lol. That skill is so weak atm.
    Last edited by PSyren; 02-11-2016 at 08:53 AM.

  8. #38
    Quote Originally Posted by PSyren View Post
    This buff is going to make it op lol. Classic ww is 2 stronk to begin with which is why it got toned down, but it's good for anni Pvm and pvm only because with pvp it will be a lil to much of a buff to a skill that isn't really lacking in damage. With that being said I still am excited to slam face with a wwbarb in pvm

    What we need is a Jab buff pls lol. That skill is so weak atm.
    It makes it good in PvM, no such thing as OP in PvM. As for PvP, do you remember how slow classic WW makes you move? It's fine. It's a fun skill now. Even if it is a LITTLE strong (not searing light strong) I would rather a strong and fun skill rather than a skill that is completely useless and outshined by everything else.

  9. #39
    Retired Staff PSyren's Avatar
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    Quote Originally Posted by Game View Post
    It makes it good in PvM, no such thing as OP in PvM. As for PvP, do you remember how slow classic WW makes you move? It's fine. It's a fun skill now. Even if it is a LITTLE strong (not searing light strong) I would rather a strong and fun skill rather than a skill that is completely useless and outshined by everything else.
    It's not outshined by jab lol. Yes I do remember that, but moving slow isn't an issue when you can tele on top of your target. While I agree searing light is strong in pvp for sure. It is pretty useless in pvm. I guess the -magic res will help that though.
    Last edited by PSyren; 02-11-2016 at 09:42 AM.

  10. #40
    Quote Originally Posted by PSyren View Post
    It's not outshined by jab lol. Yes I do remember that, but moving slow isn't an issue when you can tele on top of your target. While I agree searing light is strong in pvp for sure. It is pretty useless in pvm. I guess the -magic res will help that though.
    Jab is 1 ability but its still usable, but javazons have Lightning Arc and Fury both which are absolutely insane!

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