Diablo [x-post] I made a program which checks your connections to the D3 servers and tells you whether your server is bugged |
- [x-post] I made a program which checks your connections to the D3 servers and tells you whether your server is bugged
- Recently got back into Diablo 2 after ~ 10 years. Made a game for trading some gear and people joined just to talk shit. Any reliable guide for trade values or does only the best of the best gear trade?
- Auto Loot Vacuum
- Focus Ring
- Hello guys I see primal amulet here
- D2 is broken: eliminating the concept of "chance to hit"
- D2 is broken: Improving white items
- I never let a noob outta my sight back in the day
Posted: 16 Aug 2020 03:52 PM PDT
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Posted: 16 Aug 2020 12:40 PM PDT Sorry for what's probably a common question - I play games pretty casually. Got my sorc to Hell and found a Homunculus and extra Tal's ammy. Made a game to see what I could trade 'em for and the only people to join weren't too friendly. One guy literally offered me a mal to never create a public game again hahaha. [link] [comments] | ||
Posted: 16 Aug 2020 12:42 PM PDT Playing some TQ and wish D3 had the option to press a button to auto loot mats. In TQ (guess its a new feature, now sure if it was from a patch or part of the Anni version) but def. press A and it will auto vacuum gold, potions & runes. [link] [comments] | ||
Posted: 16 Aug 2020 06:55 AM PDT So I'm at about Paragon 500 running a Might of the Earth Barb build in D3 and am starting to really doubt a Focus Ring even exists. I've had about 20 Restraint Rings drop and have pulled many other greens from the BloodShard vendor, but still no Focus. Any tips on farming one quickly other than running high level rifts? [link] [comments] | ||
Hello guys I see primal amulet here Posted: 16 Aug 2020 12:19 PM PDT | ||
D2 is broken: eliminating the concept of "chance to hit" Posted: 16 Aug 2020 01:13 PM PDT The concept of "chance to hit" in Diablo 2 needs to go. It and all its related components are what makes melee classes so hard and boring to play. In this thread, I'd like to discuss a bit more on this attribute, and what my suggestions would be to get rid of it entirely, making the game better in the process. Chance to hit in Diablo 1For context, I'd just like to bring the D1 CTH here for context. In D1, you had an explicit stat in the character scree that displayed your "chance to hit". Similarly, many items gave "+% Chance to Hit", like weapons, jewelry, etc. However, the way this worked in D1 was incredibly misleading. "+20% CTH" didn't necessarily mean you'd hit enemies 20% more often. The stat presented in the character screen was used in a complex formula that took your level and your enemy's level into account, as well as other factors like distance from the monster (in case of ranged weapons). Thus, you could end up with something like "185% chance to hit" which is completely nonsense, and still have an effective change to hit a certain monster of 80%. On the other hand, your chance to be hit was based on your Armor Class: the more AC you have, the lower the chance that a monster hits you. Again, this highly depend on clvl and mlvl. Chance to hit in Diablo 2In D2, they clearly set out to fix that inconsistency by introducing the "Attack Rating" stat: a number that represented your effective chance to hit indirectly. Now, items don't give "chance to hit" directly, but instead grant you some amount of "attack rating". This value is then used in a similar formula to compute the final chance to hit a given monster. The fact that the character screen displays the final chance to hit a specific monster (the last monster you hit) is an improvement over D1, as you were completely in the dark there (no matter the value you had in ToHit, you never really knew your final effective chance to hit a particular monster). Similarly to D1, armor in D2 works by adding "Defense" (previously known as Armor Class). This is then used in a formula to compute your chance to be hit by a monster. Diablo 3's 'Armor'D3 drastically changed this system to a different one. Instead of having stats that influence chance to hit or to be hit, you now always hit, and have reduced damage the more armor you have. This is much better. Ideas to streamline CTH and ACSince I'm focusing on D2 here, I'll try to share my thoughts in regards to D2. I think Blizzard is already going with the D3 system for D4, so I won't be covering that specifically. However, I'd really like to see some of these improvements come to D2 as part of a MOD or a Remaster in the future, so I think the discussion is still relevant.
I think these changes would simplify the game considerably and make it more fun to play. What are your thoughts? Do you agree? Do you have other suggestions to change the "chance to hit vs armor" aspect? [link] [comments] | ||
D2 is broken: Improving white items Posted: 16 Aug 2020 09:37 AM PDT White items in Diablo 2 are mostly an afterthought. Save for the runeword usage with Larzuk's quest (which only matters after a high level), these items are completely useless and only serve to clutter the screen. This goes for not only standard white items, but even more so for "low quality" items. I'd like to propose and discuss a few modifications to itemization that would perhaps give some purpose to white items. White Items in Diablo 1Back in Diablo 1, white items were significantly more important, for numerous reasons. It was common for players going for the "ironman" mode to try and purchase something useful with the initial 100 gold the game provides. Even a white cap or rags made a huge difference to survivability there. Of course, the reasoning for these items being so useful was due to how important armor was in D1. I'll try not to dive too deep into the AC usefulness in this particular post and tackle the issue from another angle however. Similarly, finding your first Falchion or Large Axe was a huge deal in D1. The damage scaling was quite significant back then, and enhanced damage was a rare attribute, meaning a white Falchion or Large Axe had a huge chance to be much better than whatever you were holding at the time, even if magical. Another aspect that made these items more valuable in D1 was the fact that items in general were more scarce in the game: in effect, every item was more important in one way or another because of that. The absence of "rare" items also reduced the overall strength of items, which could only have 2 affixes: the chance for a normal white item to be better than a magic one was non-zero. Admittedly, D1 was far from perfect in this regard still. After some leveling, white items also became useless there. They could have an impact in early levels, but not so much in mid/high levels at all. White Items in Diablo 2Now, in Diablo 2, the situation became even worse. The game has (as is becoming more and more common) followed the path of "making the player feel awesome" by introducing many more affixes and item types, while at the same time making items drop much more frequently. Magic items in D2 are incredibly common, and even rare items are not that rare at all. This means the likelihood of any white item being useful at all drops dramatically. This is basic statistics: if there are more items overall, if every item has a much higher chance of having multiple affixes, and if the affixes are much stronger, white items have a much lower probability of being an upgrade. Additionally, item progression in D2 is all over the place. Right out of the gate, one has access to many "power levels" of each weapon type. While in D1 you only have access to a "Short Sword" for some time, D2 introduces several swords that are better than it right at level 1. With a few minutes of gameplay, short swords are outperformed by pretty much everything else. Unfortunately, this applies to mostly any weapon type. Even Daggers are immediately obsoleted by Dirks, which are substantially more powerful (yes, no one uses dagger-type weapons, but you get the point here...). Obviously, there is always a chance for one to find a really strong Short Sword or Dagger, but that's much more difficult. To make matters worse, "Low Quality" items were introduced to the game. If standard white items are hard to justify equiping, low quality ones are exponentially worse. The only time I ever equip any low quality item is right at the beginning of the game as my "first item in slot" option. Literally anything else that drops will be better than it, guaranteed. There is a cube recipe to upgrade low quality items to standard items, but again, that's just not useful at all: it comes too late into the game to be useful for actually using the white items themselves, and only serve as a late game option for Larzuk's and imbue quest. Let's check what D2 offers right our of the gate in a clvl1 character when shopping in Charsi (speeds are on a bard char): Swords:
While Scimitars require the 21 dexterity to wear, this is a non-factor almost immediately. Most characters can reach that at level 2 at most (or just have the base DEX already on level 1). The power difference between these makes the Short Sword immediately obsolete. Shields:
Here the difference is even bigger. The Small Shield has effectively double the armor, and 20% more blocking chance (25 -> 30 is a 20% increase). There is literally never any reason to ever buy or equip a Buckler over a Small Shield, unless the Buckler has incredibly good affixes. Remember we are talking about white items here, so effectively it is useless. Armors:
Again, look at the massive power increase here that is available to the player out of the gate. Effectively, you can get 3x more armor on a white Hard Leather Armor compared to the Quilted Armor, and that's available to you on clvl1. Most characters again can wear it right away, as the 20 STR requirement is negligible. The only reason to ever wear a white Quilted Armor is if you have nothing in the armor slot, or have a low quality armor. The only reason to ever wear a white Leather Armor is similar: only useful if you have a Quilted Armor. Helms:
Once again, look at the power difference here. The Skull Cap has more than 2x the amount of armor as a normal Cap, with only 15 STR requirement, which most classes can equip right away, or can just get as a level 2 character. Using a white Cap is only useful as the first item in the slot and nothing else. Bows:
Look at how insanely more powerful a Hunter's Bow is compared to a Short Bow, and they are available at level 1 on vendors... Even with the (comparatively) steep 28 DEX requirement, it's still usable right in the first or second level up depending on the class. There is just never a sensible reason to wield a Short Bow: it's weaker and slower. Ideas to make white items more useful
Do you agree that the current itemization on Diablo 2 makes white items useless? Do you have any other suggestions that would improve the game on this aspect? I understand some of these modifications would not be popular, especially with Blizzard themselves, as they reduce power creep significantly and reduces the "awesomeness factor" of the game. To me however, they would improve on the game massively. [link] [comments] | ||
I never let a noob outta my sight back in the day Posted: 15 Aug 2020 11:42 PM PDT
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