Suggestions for upcoming patch

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suchbalance
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I always thought summoner barbs were hirelings with minions & buffs for the a1 merc.
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RollsRoyce
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actually this is kinda what it is, you got the skill to fully control your merc (in spirit walk), but with the zod-xis helm, the nice motw buff + the insane bloodlust buff path of flames even kills necrobots in an instant. I personally also prefer the act 5 merc because they even survive dfauzt, and i am not sure about an archer
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Anonymous:
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1. Khalimgrad uber - reward charm is too good compared to effort you need to get it. Farming first avatar only until you get it is bad. Suggestion removing most of avatars and leaving only 3 of them in the back of the map. Adjust charm stats to +5% attributes and make it drop every time. Add a trophy with +5% attributes.
2. Ureh uber - replace the useless +500 stamina reward. Considering the things you need to run this uber the replacement could bonus of: run/walk speed, +xxx when struck, reduce poison length.
3. I am rich gem. Give this useless thing some sort of actual use. Gem + item = ethereal version of item. With the restrictions of course, for instance it works only for TU and SU.
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RollsRoyce
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if Marco is actually reading this thread im going to leave a couple notes here as well:

1. Remove the bugged mana drain of wolf, replace with nvstate nomanareg which essentially removes any mana regeneration instead.
2. Witch should not pierce magic resist, add traps to the border of the map that kill you when you come too close to the border of the map to enforce the "Devoured by darkness" aspect, im sure marco can find some cool black missiles for that. Would also prevent the afk method and make the fight alot more refreshing.
3. Rework Uldyssian boss fight, so far the very first bossfight (where you needed to avoid the traps) was the best fight we had.
4. Black mass does not work on the barb since you changed it
5. Allow some skills to be left hand skills (like Brimstone, this would allow a cool caster barb again), at this point of the game i think not even left hand wyrd would be op anymore.
6. Readjust magic resist on heroic bosses so that they can loose magic res down to 0 instead of 75% (or whatever their base is), essentially buffing all caster that use magic dmg spells.
7. Let the duration of solar flare scale with buff duration.
8. Readjust life on oskill summons, it seems that it has been forgotten for quite a while

Thats all i can think from the top of my head right now
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Nitz
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Shuriken Flurry should have 1/3 wdm.

Lantern Archons should die to purify.

Slicer Blade should do damage on the way to it's spot.
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psychosocial
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1 = Veil King be imune to poison again like the old mxl, hi dies to easy now.
the way is now i dont see nobody uses him any more!

2 = rathma chosen effect not be broken by poison. It should be ivuneravel as of this writing in description.
aguni
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-Make elixirs have 0% drop rate in the unformed land.

-Have Oil of Luck function as Blessed Oil of Luck and remove the Blessed Oil from the game. There is no reason to use Oil of Luck as it is now, and having a 50% drop rate on something that has a 5% chance to work just adds more tedium where there doesn't need to be any. Merchants already stock Luck Trials and Blessed Oils are basically the same thing.

-Massively increase gold storage in stash and/or reduce death toll. Like in cLoD, gold remains an almost completely worthless yet necessary commodity in Median. It's super easy to get, the problem is it doesn't stick around, making for a minor annoyance every time you need to craft equipment or be extorted by the blacksmith.

-Speaking of blacksmiths. Remove equipment durability or make all equipment have the Indestructible quality. Having to push a button in town once in a while is not a fun mechanic and adds nothing to the gameplay. I say get rid of it.

-Add more ctrl+click and shift+click functionality in the inventory. Have a shortcut for adding a clicked item to your Horadric Cube, as long as there's space (this could work in reverse for items in the cube). If possible, have a bindable "Use Horadric Cube" button. Shift + click to fill any available inventory space with as many of X item as you can buy when shopping at a merchant.

-Have Shrine Vessels work the same as shrines in the Cube. That is, usable as a crafting reagent with the number of charges of all the shrines in the vessel added together. Still keep the recipe to remove a shrine from the vessel for trading and muling purposes, but for the sake of crafting this would remove some hassle.

-Add Vessels for Oils and also have them function as above.
BasedRoyalCirclet
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blessed oil has 15% chance not 5%
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Marco
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aguni wrote:-Have Oil of Luck function as Blessed Oil of Luck and remove the Blessed Oil from the game. There is no reason to use Oil of Luck as it is now, and having a 50% drop rate on something that has a 5% chance to work just adds more tedium where there doesn't need to be any. Merchants already stock Luck Trials and Blessed Oils are basically the same thing.


yes there is reason to use regular oil, its much more time efficient if you need to luck a base item for runeword. The ED difference is insignificant and time is much better spent rolling runewords in general. Everyone focuses so much on successful luck trial / oils , but if you focus your time on rolling runeword itself you will see much better results.


as for gold cap, having that "fatigue" effect for chars that die often is great imo. This becomes even a bigger point in sigma since we are making character corpses stick even when dying. There has to be punishment for dying, or rather, reward for not dying.


durability itself is mostly aesthetic and that is enough reason for it to stay, also it feels amazing to play claw assassin.


the rest are already planned
aguni
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Sounds cool. I know I'm shooting for the moon with the durability thing, so I'll just deal.