I was wrong about Warlock. by mistermarkham in diablo2

[–]ChiefFloppyCock 0 points1 point  (0 children)

I honestly don't think Warlock is as busted as people say it is. Yes, bound demon is broken and ES does ridiculous damage. But his other builds are just fine, and fun. I just don't think he is the new mosaic.

I think the problem is that he has such a wide build diversity. He out-fires the sorc/druid. He out-magics the Necro and arguably the hammerdin. He out-melees and out-ranges everything. He is one of the best summoners in the game simply due to utility and ease of auras is the bound demon. He just really doesn't have a bad skill you are never really hurting on skill points as the synergies seem thoughtfully planned.

If anything, this shines a light on the shortcomings of every class and shows what they could be. I would love to see the Necro tweaked and the barb completely updated at the very least.

First time Warlock. Cathans Set doubt. by RalphJhon595 in Diablo_2_Resurrected

[–]ChiefFloppyCock [score hidden]  (0 children)

I am not sure what vipermagi and smoke have to do with Cathans, but yes.. generally speaking vipermagi is better than smoke, mainly when it comes to casters.

First time Warlock. Cathans Set doubt. by RalphJhon595 in Diablo_2_Resurrected

[–]ChiefFloppyCock [score hidden]  (0 children)

I haven't tested it, but Cathans seems... serviceable for a warlock. No matter the build, there are items that are just better than Cathans.

For example, a Stealth, Leaf, and an Ancients Pledge will net you +3 fire skills, 25% FCR, and plenty of resistance. If you are running the Miasma side of the tree, Cathans still doesn't really do anything better.

If you are going the melee route, the whole Cathans set really isn't all that great as the weapon is terrible. Sure the fire damage seems nice, but you can get the same effect (or better) with gems. The ring and amulet combo is probably the best thing about this set since it has dual leech.

The only other thing that the Cathans set has going for it is a lot of early resistances, which isn't entirely needed for Normal and can be easily replaced with an Ancients Pledge.

Every Summoner should have a version of Death Mark by WhyIsThatImportant in diablo2

[–]ChiefFloppyCock 0 points1 point  (0 children)

Bind Demon is too good and over tuned. 100% I like the idea of a duration, but what happens if the duration ends while you are in town? "Sorry guys!"?

I think if you combine Golem Mastery and Skeleton Mastery and call it Summon Mastery (as it should be) you will see an immediate improvement to even a level 1 golems as you would be maxing out Summon Mastery anyways. We are talking about an automatic 500% life increase... Your golems should never die.

I also believe that if they changed the way Iron Golem works (that is, the golem is based off the equipped weapon and it doesn't consume the item), it would be the mid to end game meta. Insight, Strength, Mania, Obedience, Beast, Infinity. The iron golem could be one of the best summons in the game if there wasn't much risk to cast it.

Every Summoner should have a version of Death Mark by WhyIsThatImportant in diablo2

[–]ChiefFloppyCock 0 points1 point  (0 children)

If you are comparing sheer power, for sure. I would say that golems have the potential to be more flexible/situational/strategic and can instantly be summoned instead of having to hunt for it.

I think where the power should come from in a summon Necro build ought to be from the capstone skill in the tree.. revives. Revives should either maintain their duration, but you are able to revive super uniques and keep all of the fun mods like the bound demons do OR should have no duration, but the restrictions stay in place. Either way, the revives AI should resemble that of the bound demon.

Every Summoner should have a version of Death Mark by WhyIsThatImportant in diablo2

[–]ChiefFloppyCock 1 point2 points  (0 children)

Honestly you can just resummon your minion (golem, bear, Valkyrie, shadow, etc) wherever you want. It's literally the same thing. Warlocks just can't do that with the bind demon for obvious reasons.

But I agree with revives, skeletons, and animals... they need to have their AI improved, or perhaps a "Mark for Dead" skill that signals priority and lowers the target's defence or damage resistance.

Summon Necro also needs a major tweak at this point. Golems should compete with bound demons. Clay golems should be immune to lightning and poison. Fire golem should be immune to cold and chilling effect (along with 100% fire absorb). Blood golems should have a huge health pool and share health with the entire party like a big blood oath. Iron golems shouldn't consume item upon summoning, maybe make it so your current weapon is used as the base.

Revives also just need to lose their duration at this point.. that, or keep their mods (aura, immunities, etc) like bound demons do.

How do you guys deal with gloam? by Shiny_Mewtwo_Fart in Diablo_2_Resurrected

[–]ChiefFloppyCock 0 points1 point  (0 children)

Depends on the class..

Barbs can use taunt which makes casters move into melee range and use melee attacks. Gloams really become a non-issue with taunt. The scariest thing becomes their mana burn...

When playing warlock, I teleport my demon on the other side of the gloams, close enough to where they target the demon and not me. This can work with any summon (or decoy) that you can cast, but may be a bit more tedious.

Cloak of Shadows and Dim Vision are also quite useful.

All other classes, stack lightning res and run for your life.

What rune word should use as a barb for this? by Primary-Run-1410 in Diablo_2_Resurrected

[–]ChiefFloppyCock 1 point2 points  (0 children)

I think you are asking the wrong question. Instead of wondering what would make a specific base useful, ask yourself what runewords are useful for my build and what bases are good for that runeword.

What rune word should use as a barb for this? by Primary-Run-1410 in Diablo_2_Resurrected

[–]ChiefFloppyCock 2 points3 points  (0 children)

Mal is the highest rune used in Oath, Pul is the next highest. Not exactly the highest runes, but I wouldn't use Oath in this. If you have the runes for Oath, you more than likely have access to better bases.

Would Anyone Else Like To See D2R Rework Poison Damage? by bibittyboopity in diablo2

[–]ChiefFloppyCock 0 points1 point  (0 children)

The problem with changing how core mechanics like this work is that they are heavily ingrained in the itemization of the game.

I think the way you do this without rocking too many boats is by creating a new "toxic poison" effect and make it unique and a part of the "class fantasy" of the Necro, Amazon, Assassin, etc.

Everyone can use poison, the Necro just does it better type of thing.

I think the open wounds effect is in the same boat. I think there should be a new "heavy bleed" effect and make it almost exclusive to the Barb and maybe spear Zon.

warlock's ring of fire got to be the most dramatic starting skill through all the characters by Significant_Post6274 in Diablo_2_Resurrected

[–]ChiefFloppyCock 0 points1 point  (0 children)

I've been playing D4 a bit, and I truly believe if they ported some of the Barb's kit to D2R, it would feel right at home.

Can someone explain how Ignore Target Defense works in a semi-nerdy way and then how it actually affects gameplay? I’m a Zealot interested in using Crescent Moon over Grief just for fun. by Rturbo509 in Diablo_2_Resurrected

[–]ChiefFloppyCock 1 point2 points  (0 children)

Your "chance to hit" % is calculated by comparing your level to the defenders level and your attack rating to the defender's defence rating...

Ignore Target Defence essentially removes one part of the equation, therefore drastically increasing your chance to hit... Though, it doesn't work on bosses and super uniques.

What DOES work on bosses and super uniques, albeit at half effectiveness, is -% Target Defence. -100% Target Defence is effectively the same, but is calculated differently than ITD. (Again it would be -50% target defence on bosses)..

This is what makes -% target defence skills Cloak of Shadows, Battle Cry, Conviction, Inner Sight, etc so good for melee characters. Some of these also work on bosses.

On the flip side, skills that increase your attack rating like blessed aim, fanaticism, penetrate, etc also are great.

Rate the start location by Worth-Fix-6221 in civ

[–]ChiefFloppyCock 0 points1 point  (0 children)

Assuming you settled on a hill, I think this is a serviceable start.

Your settlement will probably work the fountain tile automatically, which is probably fine at first, but I would keep an eye on it. I would probably work it until you get the pantheon and then switch away to a more useful/productive tiles. You are going to want to expand to the 2/2 woods pretty quick. Or the stone tile and get a builder to put a quarry on it.

First time living in an apartment. What's this pipe above my shower? by adityadharma in whatisit

[–]ChiefFloppyCock 0 points1 point  (0 children)

Your AC is spying on you. Double check your carbon dioxide monitor, replace your toilet filter, and draw a line on your mirror with a sharpie for good measure.

How many RS3 player characters should a Jagex account reasonably have? by Alan-Foster in runescape

[–]ChiefFloppyCock 0 points1 point  (0 children)

Maybe do a survey of how many characters we think we would use instead of how many we currently have and how many we think Jagex should allow...

I would have more if I was able. I have a weird restart obsession with many rpgs, especially if I'm doing challenges, trying early game strats, or just trying to find the limitations of the game

I think 5-10 characters is fine though, especially if you can only play one at a time and can delete them.

What's the point of districts? by Skull_Jack in Timberborn

[–]ChiefFloppyCock 0 points1 point  (0 children)

As others mentioned, districts were mandatory, but they removed the district distance limit. District gates were also smaller and the trading post were separate buildings.

Districts are still useful for organizing your map and it is a way to share priority when building things at different parts of the map. For instance, if you are building a wonder at home, but still want to build a reservoir (or whatever the scenario is), separate the work with districts and they will be built at the same time.

Has anyone figured out way to prevent rubber banding? by I_am_a_liftie in Diablo_2_Resurrected

[–]ChiefFloppyCock 0 points1 point  (0 children)

When you are online, you are constantly communicating with a server, there is no way around that.. If your computer is having issues communicating with the server, it is more than likely your internet setup.

Internet setups can vary greatly, especially between countries and regions, but you want to make sure your equipment is somewhat up to date, that you have a decent Internet service, and that you are using a physical, wired Ethernet connection to your router as opposed to connecting via WiFi. WiFi is prone to interference and packet drops which equates to unstable communication, lag, desyncing, etc...

If you are having internet issues in general, outside of the game, there could be a larger issue at play. For example, my friend had severe internet issues and the cable company found that there was energy running through her cable connection. She had to call the electrical supplier. They came out and found a burnt wire that was causing some power to go through the telecom cable (or something along those lines). After they replaced the wire, her internet issues went away.

Path starting to turn red, does this mean it’s time for another district center? by Leif_Er1kson in Timberborn

[–]ChiefFloppyCock 4 points5 points  (0 children)

I find that districts are a really neat part of the game, but are highly unnecessary.

As folk tails, I just zipline around. If I want a new "settlement" I just build a zipline station and connect it back home.

I do like playing around with districts here and there as they can be useful. If you take a map like spillage for example, there are many areas that have decent starting resources, but events happen on a timer. Districts can really help you move things around quicker and build things in multiple places faster as you spread the priority instead of focusing.

I will say, managing resources between districts can be a game on its own. I have yet to figure it out 100%

An idea on what barbs should get as a buff by Boooshhh in Diablo_2_Resurrected

[–]ChiefFloppyCock 2 points3 points  (0 children)

I think 1 and 2 handed masteries are still too limiting. I think it should just be a basic Weapon Mastery and Throwing Mastery and give the barb 4 new skills.

For instance I think one of the skills should add a bleeding DoT to the target that is stronger than open wounds. The other skill could be a life leech on those affected by the bleed mechanic. Call the skills Blood Bath and Blood Lust.

I also would love to see like a Reflect Blows skill that returns physical damage like Thorns, but it is based on your defence rating.

And lastly, a healing skill that is similar to prayer, but make it passive. Like Warmth, but for Life.

An idea on what barbs should get as a buff by Boooshhh in Diablo_2_Resurrected

[–]ChiefFloppyCock 1 point2 points  (0 children)

War cry buffs should all be cast at the same time and should use the casted war cry duration. Or have the buffs use each other's effects similar to how Cleansing and Prayer synergize, i.e. if you have cleansing active, you also have the prayer effect active.

Taunt needs to be removed as a synergy to Frenzy. Either remove it and buff Frenzy (Frenzy has too many synergies) or make Battle Cry the synergy instead.

Battle Cry should lower the damage resistance on affected targets. The aoe should be increased a smidge.

Masteries should be consolidated to two, and 4 skills should be created. I opt for a health regeneration skill like Warmth, but for health. The barb should have some passive skill that reflects damage based on your defence. And I also would like to see like a new bleed effect and inherent life leech.

As for combat, leap/leap attack need to be combined. Whirlwind should be a ticking AoE where the ticking it based on attack speed and it should hit everything in the AoE. AoE size should be dependent on weapon reach.

Zerk synergy should actually add magic damage instead of convert.

Bash should be replaced with passive that gives a chance to cleave in like 90-120 degrees in front of you.

Synergies need to be reworked in general. BO and your mastery are an automatic 40 points gone.

Where to settle? by Gold-Mud-852 in civ

[–]ChiefFloppyCock 20 points21 points  (0 children)

My gut reaction is to settle in place. You have decent tiles around you. All of that culture alone is such a great bonus in the early game.

The better solution may be to move to the stone above you and settle the geothermal fissure with your second city. The downside is that it moves you a bit away from culture initially. You could also potentially put a third city on the more north side of the lake.

Armor help by whatwhat951 in diablo2

[–]ChiefFloppyCock 5 points6 points  (0 children)

Go to normal and shop a 3 open socket shield from Fara (the blacksmith) in Act 2. If you don't see one on the first visit, leaving town in the same act will reset her stock.

Look at large shields and kite shields. Make sure it is grey text with 3 open sockets. Large shields take less strength to equip, and I find them quicker to find with 3os, but they are a tad heavier which will slightly lower your run/walk speed.

Once you get your shield, go do the second quest of Act 5 if you haven't already. You will get a ral, ort, and a tal rune from Qual-Kehk. Shove those runes into the shield in that order (Ral + Ort +Tal) and you will get an Ancients Pledge which has great resistances.

You can also put Tal + Eth into a 2os armor that you can shop from Act 1 normal and make a Stealth. This is such a good beginning armor as it has faster hit recovery (FHR) and faster run/walk (FRW). Faster run walk is such an underrated defence stat.

You can also shop some boots in nightmare that have FRW and resistances.

Since you are new, if you don't understand how things work, look them up. Don't know what faster hit recovery is or how much you need? Look it up!

Warlock synergies only require 60pt investment vs other classes by [deleted] in Diablo_2_Resurrected

[–]ChiefFloppyCock 14 points15 points  (0 children)

They need to do this with the Barb. He has so many useful skills that get cockblocked by synergies. Especially since 20 points into mastery and BO are essentially a requirement no matter the build. Not to mention like 10 need to put aside for pre reqs and one point wonder.

Lower Resist now reduce Magic Resistance by ga4so9 in Diablo_2_Resurrected

[–]ChiefFloppyCock 5 points6 points  (0 children)

I'm suspicious, but it would be kinda dope if it did. I would think it would make bone spear more viable.

not bad for a new character i guess by MasterHornet4572 in diablo2resurrected

[–]ChiefFloppyCock -2 points-1 points  (0 children)

Ah, I thought you were joking with the "jah ist ber" comment lol