Unda wrote:Most of the changes you introduced here are reasonable and thank you for clear explanations.
The changes Im against is removal of debuffs like miasma and spellbind (player got that skills from tree or procs, so should accept the fact monsters are capable of using one too), my first thought was its taking off some spice and variety mod had but maybe you got plans for future which can add monsters who will be able to reflect (cast back) players/mercenaries debuffs.
About 1HKO's I hope you didnt removed Detonators and Firebloods, as mentioned above its spice that mod needs, even on hardcore.
This is personal opinion based on non-Sigma experience as I dont participate in tests or talk with current testers about features.
On the outset, I also agree with you and HechtHeftig regarding debuffs, and always felt they were an intricate part of Diablo 2. In classic D2, when you got cursed with Amplify Damage and/or Iron Maiden on, you didn't just charge into a group like a retard unless you had a death sentence. So, having said that, its seems to me that removing this basic part of the game is like playing this game with a handicap for toddlers... however, it can't be knocked until it's tested. I just feel it removes a lot of diversity in difficulty and decision making (i.e. Risk vs Reward) just to cater to those who have literally never played d2 before, because every d2 player is familiar with curses. I'm taking a guess here, and feel free to correct me if I'm wrong, but I think this has more to do with balancing reanimates than anything.