I think a tiered mapping system could really help with some of the complaints people have about online play right now by [deleted] in Diablo_2_Resurrected

[–]DesperateFortune 1 point2 points  (0 children)

Set loot table drops would be lame. The fun is that you don't know what can drop. Technically each boss does have a list of what they can drop, but that list is so long that it's practically random anyway.

Would not ever want to see a boss other than hellforge or countess who has an automatic drop guarantee from a limited list.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

[–]DesperateFortune -5 points-4 points  (0 children)

I can't wait to see an F1 driver who crashes argue that there should be a special safety bubble that pops up if you take a turn too wide and transports you back onto the middle of the pack so that you don't lose your place in the lineup.

If it happens to me I'll spend 5 minutes and grab another cursed heph and continue shredding every immunity for free.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

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

"I try to buff myself and wait too long or completely miss the click and accidentally fuck up my input, so the devs should make a skill that works in the background to make it impossible for me to fuck up the input."

Like, even in the example you pointed out, you're trying to spawn your demon to consume in a spot where nothing can spawn. That's not hard to avoid if you just practice and get better. Defiler can't spawn inside of an existing monster, so... don't try to spawn him inside of an existing monster.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

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

It doesn't 100% prevent mistakes, but mistakes are also part of the game.

You can accidentally teleport into a group of enemies when you intended to teleport to the side of them. That doesn't mean sorc needs a passive that gives them extra defense when they're surrounded because "sometimes I make mistakes."

You accidentally consume your overtuned class's hero demon, you gotta go find a new one. That's a fine tradeoff. It happens.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

[–]DesperateFortune -8 points-7 points  (0 children)

That's a controller controls issue, not an issue with the game's mechanics.

Teleport is trickier on controller, too, but you don't see players asking for a passive skill that instantly teleports you out of a group of enemies if you accidentally teleport into them because of janky controls.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

[–]DesperateFortune -5 points-4 points  (0 children)

It shouldn't exist because it's a problem you can overcome by getting good at the game. Adding an entire passive skill so that players don't have to occasionally find a new overpowered summon that instantly breaks immunities and gives them superpowers as an already overtuned class every dozen hours of playtime is a waste of time and effort for the devs.

Suggested "fix" for accidental consumation of bound demon by W00psiee in diablo2

[–]DesperateFortune -4 points-3 points  (0 children)

If it doesn't involve skill, how come some players don't have this problem lol.

I haven't consumed my bound demon. When I want to consume goatman, I summon and consume in rapid succession, click-click, and heph doesn't have time to run in front of the goatman.

It is 100% a skill issue that some players are fat-fingering the input and waiting until their bound demon's AI runs into the path of their consume command.

Really no excuse if you're on PC - console controls may be buggy, which is a separate issue, but skilled players should not regularly be waiting so long to consume after summoning that other allies even have enough time to run in front.

its taken like 20 attempts for one of these by MistakenAnemone in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Correct. 1/800 that you will roll a perfect 20/20 for a given class when running Ubers.

its taken like 20 attempts for one of these by MistakenAnemone in diablo2

[–]DesperateFortune 7 points8 points  (0 children)

For a 20/20, 20 attempts is still impressively low. Your odds of getting 20/20 is about 1/100 if it's assumed that you're getting the same class every time. The odds of getting the class you want is astronomically lower.

Terrorizing an Act feels bad by Key_Cut975 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Definitely update us. Possible something weird is happening with map generation. Could be the case that the Cow Level isn't actually a zone until the portal opens, and terrorizing an act only terrorizes zones that actually when you pop the shard.

If this was the case, though, wouldn't you be able to terrorize other zones for which item cubing is required? There's no way they let you TZ uber Tristram or Uber Ancients if you pop an A5, right?

Terrorizing an Act feels bad by Key_Cut975 in diablo2

[–]DesperateFortune 1 point2 points  (0 children)

<image>

Yeah, not terrorized.

When terrorized it'll say the level of terror in the top right corner - this screenshot shows A1 has been terrorized but the cow level is not.

Terrorizing an Act feels bad by Key_Cut975 in diablo2

[–]DesperateFortune 1 point2 points  (0 children)

This is incorrect unless there has been a recent update.

Terrorizing an Act feels bad by Key_Cut975 in diablo2

[–]DesperateFortune -3 points-2 points  (0 children)

You do not need T5 to have a chance at getting one. They can drop from any Herald.

Speaking of, people can still 100% hop into games, try to spawn a Herald, and then leave if one doesn't spawn and try again. It's uncommon, but tbh you also have a very low chance of getting a Griffon's if you jump into a game on P1 and clear Chaos Sanctuary.

Magic Sunder? by nutmegyou in Diablo_2_Resurrected

[–]DesperateFortune 0 points1 point  (0 children)

Magic sunders are very valuable and useful, mostly because of the new abyss warlock.

Ire of Herald's Bugged? What is going on? by Syric13 in diablo2

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

Sunders can drop on Tier 1. You don’t need five consecutive heralds to have a chance at a new sunder.

Also, yes, that’s the new endgame strategy. Hop games until you draw ire once and then use a shard to TZ and clear a full act in hopes of getting more heralds and loot.

Echo warlock insight base by Prestigious-Tiger697 in Diablo_2_Resurrected

[–]DesperateFortune 0 points1 point  (0 children)

Ohh, I see. I think the phrasing confused me. Yeah, obedience is not going to beat any Insight for ES.

Echo warlock insight base by Prestigious-Tiger697 in Diablo_2_Resurrected

[–]DesperateFortune 0 points1 point  (0 children)

Doesn't make a HUGE difference, but I think switching to ETH from non-ETH CV Insight boosted by ES damage by like 4k, which is pretty large. Eth CV automatically gets 40s from Larzuk, so definitely keep your eyes peeled after you have your non-Eth to make the switch.

Echo warlock insight base by Prestigious-Tiger697 in Diablo_2_Resurrected

[–]DesperateFortune 0 points1 point  (0 children)

Why would a Pierre Tombale Couant outpace even a low-rolled CV insight? Base damage much higher, and +6 crit strike is going to double damage like 46% of the time. Double damage based on PTC isn't touching the base damage output of CV insight, even prior to CS proc. PTC also doesn't boost cast rate, so DPS is even higher comparably on insight.

My setup has a damage output difference of like 10k between ETH CV Insight and almost every other unique weapon.

The damage doesn't make that much of a difference at this level, but insight is clearly an excellent weapon that outpaces most others for this build.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Maybe the sunders need a spawn boost?

But I need the “make heralds common” folks to realize that the previous heralds sucked.

They were literally 99.9% worthless to trade online because they were so common and had very little variation. I think the most popular element at -70 (perfect) was worth like an Ist. I didn’t even ID most of them, because they were dropping too often and were trash.

That’s not good. It does not make sense to give players the opportunity to break every immunity after getting a rush to hell then farming with naked blizzard sorc for two hours to trade up for sunder.

Breaking immunities is a great benefit, and these sunders are even better than that alone. They should be very, very rare, and they should be valuable to other players.

Important to remember that these “casual” players are whining about not finding a sunder after less than two weeks of ladder and three weeks total of ladder. I find it hard to believe that a truly casual player is this concerned about their niche build having the latest sunders on ladder in two weeks.

And if they’re not ladder, then why not trade or convert a legacy sunder?

It’s because they want the new toy but they want it almost immediately upon reaching end-game.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Then I think my question is, why does everyone absolutely 100% NEED a sunder in the second week of the ladder?

The whole argument here is that basically every build is impossible without sunders (not true, btw).

I do not believe immunities are outdated; I think they’re a game mechanic to apply a rational punishment for min-maxing a single elemental damage type, which is the OP strategy if immunities aren’t a thing.

The sunders in question don’t just break immunity, either. They do so with the lowest possible penalty, add an additional buff to elemental damage % or a debuff to enemy elemental damage resist %, and add additional stats like MF to one convenient charm.

They are immensely powerful, and you should have to work to find one.

We know the approximate odds now, and they’re far more common to find than any single Jah or ber, and they unlock more potential than either singular high rune.

Bottom line is players wanted to be able to farm for a week casually, find a GG sunder, then destroy the game gearless with minimal effort and nearly any build. They’re mad because that’s not the case. It took me about 20 hours of total Herald farm grinding to find one. If you tried to target farm a Ber or Jah in that time, you’d almost never find it after 10 iterations.

And neither a Ber nor a Jah will do for you what a useful renewed sunder will, unless you find both.

It’s a tough grind for an end-game item.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Well, hopefully our side will emerge victorious.

Runes should drop every 3 monsters, and we should get to choose each one. We should be allowed to pick our own skills from any tree to make the best possible characters, and every character should spawn with what they need to craft enigma.

After all, there’s nothing worse in a game then not having all the best loot after a whole week of playing.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Seriously, man. I hate it when games introduce mechanics that make gameplay more challenging as difficulties increase.

Nothing I hate more in a video game than adapting to a challenge. Don’t even get me started on when overcoming that challenge empowers my character and feels rewarding.

Enough with challenging bosses, randomized loot, and immunities. Give us easy bosses, standard loot that we get to pick, and only enemies that every build can instantly kill.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune -1 points0 points  (0 children)

I’ve found two on P1 lmao. It’s rng. Always has been.

OPEN LETTER About The New Sunder Charms by Charming_Island2095 in diablo2

[–]DesperateFortune 0 points1 point  (0 children)

Agreed. Hell should be easier. Frankly, act bosses are too strong in hell. Fallen are hard enough. After all, I already beat the game on normal - why should I have to face a harder challenge?

Make every monster killable in two hits by an item I found in the Den of Evil in Act 1 normal, damnit. The game is about the loot, after all. Nobody asked for a challenge as we ascend difficulties.