Suggestions for upcoming patch

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kiki22vu
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Unda wrote:
kiki22vu wrote:Sets need a nerf and completely overhaul imo, its retarded to get ur caster set and beat the whole game with it like the light sor set or the imperius set wich i asked for nerf alrdy.


Was never using light sorc set and build did even better with crafted gear so you want nerf crafts too?

It doesnt matter if u used it or not, fact is its insanely OP and being able to beat whole game with a set is gay.


Whet it comes to crafts yes they can be OP aswell but first u need to get ur gg craft wich can take some time and atleast ppl dont run with same crafts like it is when u eq ur set, atm on the realm almost every sor or pal looking for those shit 2 sets.
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ChuckNoRis
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finding a full set can take lots of hours of farming , so nerfing any set is pointless . all sets are inferior to crafts+RWs and SU's so that makes nerfing totaly unnecessary . i never use(d) full sets as an end game option while i can acces something better

leave them as they are ...maby rework those that are underused

my 2 cents
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Quirinus
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yo whist, not sure if this is already planned, but making a toggle option for each one of the three: monster bodies, items on the ground, and particular missiles would be sick.

I assume monster bodies and items on the ground do count towards sprite limit? if so, this would be a great way to somewhat mitigate this problem. though, not sure if invisible things count towards sprite limit (dunno if sprite limit is counted as all objects or just visible ones, as the name suggests)

Mnasyllus wrote:
Quirinus wrote:the hotkey for transmute is already implemented I think


Is it Alt+f4?


bad troll, bad! sit down
"but if it's simple it's not that hard" - Quirinus 2017
"small things like this are not a big deal" - Quirinus 2017
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iwansquall
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Have whist mentioned anything regarding summon's strength progression in end game?

I always assume that they were easy to use (skill points + char lvl) that made early game much easier.
But once it reach mid endgame (3/4 of laz old uber) they feel like reaching the cap, because there arent much to do to buff them aside from couple of minion stats.
And I dont have knowledge how useful are them against all those marco's uber bosses

*D3 also have this pet problem where at very high greater rift level, they drop like flies (since minion dmg scale with player, life arent IIRC)
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whist
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Well, summons were surely improved in Sigma. To start off, a brand new summoning skill function was implemented. The functions allows tons of features such as, summoning packs in one cast, creating caster summons (and they still follow you), temporary summons (kinda like dopplezon?), and also summon skills that summon randomized types (kinda like vanilla necromages that had varied elements). Another nice thing... summons are able to summon on their own! So we can have a overlord-like summon that spawns minions on it's own. For example we could configure the void archon to constantly summon shadows or something like that.

Additionally, all the stuff needed in order to make stats such as minion life%, minion damage%, etc, will now all be handled directly into the summoning code, rather than via skill calcs, which means we have tons of room to apply custom stats of all kind to summons (in current state 95% of calc fields are wasted for core summon stats)

With these changes I'm hoping to make it so that we can focus on quality rather than quantity. The current summon necro on realm is a real lagfest, it's no suprise that tons of minions like this on the screen would lag. I'm hoping to make it so that summons are more viable and therefore we can reduce the maximum amount of minions on screen while keeping it at the same level.
Unda
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Edited by Unda 8 years.
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kiki22vu
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Unda wrote:
kiki22vu wrote:
Unda wrote:
kiki22vu wrote:Sets need a nerf and completely overhaul imo, its retarded to get ur caster set and beat the whole game with it like the light sor set or the imperius set wich i asked for nerf alrdy.


Was never using light sorc set and build did even better with crafted gear so you want nerf crafts too?

It doesnt matter if u used it or not, fact is its insanely OP and being able to beat whole game with a set is gay.

Whet it comes to crafts yes they can be OP aswell but first u need to get ur gg craft wich can take some time and atleast ppl dont run with same crafts like it is when u eq ur set, atm on the realm almost every sor or pal looking for those shit 2 sets.


I think your problem is multiplayer cuz i never found full set in the blink of an eye, so max sockets will take much time or some spare time for trading. Now lets look on crafts, tiered uniques and sacred uniques as on sets where you just made your own set setup with it, and you feel better now? Nerf em all cuz you beat whole game using those setups aka builds too.

Note on crafts, people ofc using same mods on same type and destination crafts.

Some of your talking got no snese, dont take it personal, just asking for nerfs needs more explanation, alternatives or aiming right problems.

My problem is not multiplayer since i dont even trade with other ppl, if i would trade i would get bored in no time having completed set in 24h after reset and start owning harder ubers.

The thing wich i dislike about caster set (especially those 2 i mentioned) they speed up the process in terms of getting harder charms way too fast, after that those ppl start selling those harder charms and flood the realm with it = ppl get bored faster.

There is no problem in crafts or su, rw or whatever sure those can be pretty good but u have to invest some time and dedication to get those gg crafts and su, so in the end ppl just go the easy route and get that set done pretty quickly and beat the whole game.

Generally the ability to get almost every charm in the game with a set is somehow dumb to me especially how fast is it to complete it on multiplayer, SP is different story obv.
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archon256
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whist wrote:Well, summons were surely improved in Sigma. To start off, a brand new summoning skill function was implemented. The functions allows tons of features such as, summoning packs in one cast, creating caster summons (and they still follow you), temporary summons (kinda like dopplezon?), and also summon skills that summon randomized types (kinda like vanilla necromages that had varied elements). Another nice thing... summons are able to summon on their own! So we can have a overlord-like summon that spawns minions on it's own. For example we could configure the void archon to constantly summon shadows or something like that.

Additionally, all the stuff needed in order to make stats such as minion life%, minion damage%, etc, will now all be handled directly into the summoning code, rather than via skill calcs, which means we have tons of room to apply custom stats of all kind to summons (in current state 95% of calc fields are wasted for core summon stats)

With these changes I'm hoping to make it so that we can focus on quality rather than quantity. The current summon necro on realm is a real lagfest, it's no suprise that tons of minions like this on the screen would lag. I'm hoping to make it so that summons are more viable and therefore we can reduce the maximum amount of minions on screen while keeping it at the same level.

Nice. I think ideally most summon skills should have a timer and spawn small numbers of strong minions. That way you can summon them and then switch to some other task (like buffing the minions, casting a damage spell or attacking enemies alongside them), and they should be tanky enough to be useful without you needing to spam them. Timer-less summon skills should be on builds that are specifically known for minion spam.

For example I think the Summon Fire Elementals skill in the zon tree should stay timerless, because they have a powerful death proc and by spamming them in areas where they die quickly you get an interesting alternate-style fire caster. Although if possible I would adjust the skill to have a slightly higher proc chance and lower damage per proc, it feels too strong while leveling whenever it procs, and can be annoying when it doesn't proc when you need it to.
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whist
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Well, let's also not forget we implemented a stat that divides the incoming damage, to emulate high life values. This stat could be used on summons & mercenaries.
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archon256
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Good idea. But you see why I'm suggesting giving them a timer, right? IMO it's the best downside you can give a summoner. It allows you to make the minions a lot tankier without making them OP. If they were just tanky and timer-less you could stand back and keep summoning them forever after the hardest bosses kill them in 3-4 seconds, whereas if they had a 5s timer you'd have 2-3 seconds of downtime where your minions would be dead and you'd have to rely on other defenses like every other class to survive, which balances them out.

It would be a bad idea in regular MXL since there we don't have non-overlapping timers there, but now that Sigma has that capability I think this would be a good use for it.