Suggestions for upcoming patch

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PogChamp
Stone Warrior
34 | 2
Sometimes I wonder why the reanimate chance from Totem got nerfed but the Totem's damage is not. Because totem's reanimate are too OP? Who "actually care" Totem reanimate when you still can 1-2 hit boss thanks to Frostclaw with almost naked necro?
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Willshaper
Grubber
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I'm not sure if this has been suggested before, but a search didn't show anything.

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I would love to have some wider tunnels in the Maggot Lair.

It's one of the most hated places in the game for good reason. At the moment I'm playing RoS mod, and i found that they actually widened the tunnels there!

It's heavenly..

Here is a picture.

Image
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HechtHeftig
I paid 10$ for this.
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tranvanhieu wrote:Guardian spirit: give on death proc. They always die.

Protector spirit: give them some kind of attack. Normal attack is lame.

Give barb stance 2 yards range for every point in Spirit tree. Cap at 40 yards.

Give base range on Bear Claw and Stampede to about 8 yards.


On death proc on summons are imho the worst invention ever. You can see why they are bad if you look at amazon summons. You either add lots+ life and they tank too much, making it nearly impossible to proc it, but basically they are useless at that point as main damage dealers since the physical damage is simply too low, or you forget about +life and you have to recast them all the time, which is a very annoying thing to do. Either way it isn't straightforward. You either get nothing but a meatshield or you attack by letting your minions die, which is way slower than just using an AoE skill/spell and attack that way.

Protector spirits are already good enough for single target damage and for summon-caster hybrid barbs. They work as meatshield and buff your spells. They don't need another attack since they already have a purpose.

No need to give barb more range for his stances. I just tried it. 1 point in, skill level 23: 46 yards radius. Since you have to respec in this game a lot anyway, it's not a problem to insert points in the beginning and later on respec and leave 1 point in there.
rov29
Cultist
23 | 3
Reduce the spell timer on Dark Summoning. Summoning a heroic boss is a chore in areas where you have trash monsters.
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Crash
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tranvanhieu wrote:Problem is people can't really play a summon Barb since lvl 1. And they also can;t really play throw Barb at lvl 1 either.
Everyone go melee barb then respect back when they get to lvl 24 and alot of +skill on gear(and since no rare-reroll now, it take to at least lvl 50 to get around 5-7 all skills).
I didn't suggest any buffs - only tweaks., just some ways for people to play the build they like starting at lvl 1 without respecting.


I played throwbarb since level 1 on my stream. It's not hard. Just slower in the beginning.
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Crash
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PogChamp wrote:Sometimes I wonder why the reanimate chance from Totem got nerfed but the Totem's damage is not. Because totem's reanimate are too OP? Who "actually care" Totem reanimate when you still can 1-2 hit boss thanks to Frostclaw with almost naked necro?


Because early game, they clear entire areas for you without having to re-summon totems often. With the lower reanimate rate, you can also then reanimate other monsters instead of the totem ones all the time.
Edited by Crash 8 years.
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Crash
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rov29 wrote:Reduce the spell timer on Dark Summoning. Summoning a heroic boss is a chore in areas where you have trash monsters.


Dark summoning is getting removed in Sigma.

Edit: sorry for triple post.
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Jampula
Shadowgate Totem
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ShadowDawn wrote:I'm not sure if this has been suggested before, but a search didn't show anything.

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I would love to have some wider tunnels in the Maggot Lair.

It's one of the most hated places in the game for good reason. At the moment I'm playing RoS mod, and i found that they actually widened the tunnels there!

It's heavenly..

Here is a picture.

► Show Spoiler

I'm playing that too. :) And it indeed is nice but I think RoS overdid it and it felt just like another dungeon corridors, not a tunnel dug by bugs. It was pretty challenging for a melee char as now those death beetles and f..maggots can actually crowd you quickly.

As for MXL perspective it's irrelevant. Brachy will propably be changed much due to removal of heroic shields.
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Nitz
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Dark summoning is removed in sigma - when I heard that I thought how awesome it would be to have a hidden summoning boss. Basically make steel terror a TU, die in a certain area and 24 bosses spawn!

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I would also lvoe to see set runewords! And more sets with a morph effect.
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What I really would love would be an unarmed skill tree for assassin. (If she actually hits with kicks it would be perfect)

Skill tree name: Legend of the fist* or Brawler

(*just for reference - https://www.youtube.com/watch?v=bqfjxLCoxFo).

Basically the spells just work if you don't wield a weapon/shield. Losing 2 item slots is hard, so the skills have to make up for the loss.

Stormfist - a really fast whirlwind (+500 velocity while casting) with 100% to cast something like stormblast/ancient hand on attack (while casting)(Just imagine how that looks!)
Way of the fist - Basically like Krakenstance instead of cold spell dmg flat dmg and slows target by 20%, Area of effect attack
Zen balance - 2k HP +100k Defense +1000% total character defense (no shield = no block), +1k% attack rating, -25% to all enemy res, 30% to cast ancient hand on melee attack, 25% to cast shadow blade on striking.
Kamehameha - WDM glowing ball(s) - 100% on kill proc corspe explosion 3/2 wdm 15 yards.
Dr Dragon - Melee blink Kick that unleashes various additional effects (kick since it always hits)
first charge - gives 100 velocity, x% avoid, 100% life leech, 1k life after kill (hitting stops that charge obviously but not kamehameha)
second charge - if you hit now you instantly die but summon (like respawner) a bunch of dragon eggs that summon a friendly dragon if you destroy them.
third charge - casts a lvl 60 broadside
All melee attacks release the charges.

I am not very creative :cry: what's very important is having at least 3 distinct spells/attacks that all can be a viable as a build. Maybe combine way of the fist with zen balance and give it a 4th attack or even a spell (patriot sentry or a trinity nova sentry)

Way of the fist - Basically like Krakenstance instead of cold spell dmg flat dmg and slows target by 20%, Area of effect attack, +2k HP +100k Defense +1000% total character defense (no shield = no block, doesn't affect the 100k def), +1k% attack rating, 30% to cast ancient hand on melee attack, 25% to cast shadow blade on striking
Edited by Nitz 8 years.
Beffertt
Skeleton
3 | 0
What I want most of all is that the game is less "Insta-killy". Too many boss fights are over In a few seconds, win or loose.