Suggestions for upcoming patch

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Dude Love
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Chrysamere wrote: Buff up most of the Unique Mystic Orbs, because generally they suck and only 1-2 are good and everyone wants.
...
Also, it would be nice if we could specialize more in an item only skill the following way:
There was an "orb" with which you cube an unique/set/rare item with : It will give the unique/set/rare item +1 property : +1-X TO RANDOM ITEM ONLY SKILL
The "orb" 's rarity would be like of an sk1.
...
So like there is the "Rising Dawn" skill. It has a nice mechanic and cool display. But u can't use it properly,
Stealthmaster's Triumph
gives a few points, but its not enough. It would be awesome if we could manage to get +1-10 to Rising Star property to our other items we wear..


What you're wanting with UMOs is what's known as 'power creep' and no matter how much they're buffed there will always be one or two on the top anyways. Besides, there's quite a few shit uniques anyways...
The Shanker
The Shanker
Dagger (4)

One-Hand Damage: (5 - 6) to (6 - 8)
Required Level: 1
Item Level: 1
Dexterity Damage Bonus: (0.11 per Dexterity)%
+50 Poison Damage over 2 seconds
+(12 to 35)% Enhanced Damage
-9% to Enemy Poison Resistance
5% Chance of Crushing Blow
Slow Target (3 to 5)%
Socketed (1)
One-Hand Damage: (11 - 12) to (12 - 14)
Required Level: 18
Required Dexterity: 18
Item Level: 31
Dexterity Damage Bonus: (0.11 per Dexterity)%
+100 Poison Damage over 2 seconds
+(58 to 80)% Enhanced Damage
-18% to Enemy Poison Resistance
10% Chance of Crushing Blow
Slow Target (9 to 11)%
Socketed (2)
One-Hand Damage: (32 - 36) to (34 - 38)
Required Level: 36
Required Dexterity: 49
Item Level: 51
Dexterity Damage Bonus: (0.11 per Dexterity)%
+250 Poison Damage over 2 seconds
+(104 to 126)% Enhanced Damage
-27% to Enemy Poison Resistance
15% Chance of Crushing Blow
Slow Target (15 to 17)%
Socketed (2)
One-Hand Damage: (36 - 39) to (38 - 42)
Required Level: 45
Required Dexterity: 104
Item Level: 77
Dexterity Damage Bonus: (0.11 per Dexterity)%
+725 Poison Damage over 2 seconds
+(126 to 149)% Enhanced Damage
-36% to Enemy Poison Resistance
20% Chance of Crushing Blow
Slow Target (18 to 20)%
Socketed (2)
The Boulder
The Boulder
Jewel

Required Level: 1
Item Level: 1
Can be Inserted into Socketed Items
1% Chance of Crushing Blow
+(5 to 10) to Strength
Requirements +10%
Mendeln's Companion
Mendeln's Companion
Spirit Edge (4)

One-Hand Damage: (6 - 7) to (12 - 14)
(Necromancer Only)
Required Level: 4
Required Dexterity: 67
Item Level: 1
Dexterity Damage Bonus: (0.13 per Dexterity)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
15% Attack Speed
+(3 to 4) to Maximum Damage
Stun Attack
+(31 to 50)% Enhanced Damage
(3 to 5)% Chance of Crushing Blow
+(21 to 50) to Life
Socketed (1)
One-Hand Damage: (17 - 19) to (32 - 40)
(Necromancer Only)
Required Level: 24
Required Dexterity: 104
Item Level: 31
Dexterity Damage Bonus: (0.13 per Dexterity)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
25% Attack Speed
+(5 to 10) to Maximum Damage
Stun Attack
+(61 to 80)% Enhanced Damage
(6 to 8)% Chance of Crushing Blow
+(81 to 110) to Life
Socketed (2)
One-Hand Damage: (28 - 31) to (67 - 80)
(Necromancer Only)
Required Level: 45
Required Dexterity: 207
Item Level: 51
Dexterity Damage Bonus: (0.13 per Dexterity)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
35% Attack Speed
+(12 to 20) to Maximum Damage
Stun Attack
+(91 to 110)% Enhanced Damage
(9 to 10)% Chance of Crushing Blow
+(141 to 170) to Life
Socketed (3)
One-Hand Damage: (39 - 43) to (105 - 119)
(Necromancer Only)
Required Level: 55
Required Dexterity: 410
Item Level: 77
Dexterity Damage Bonus: (0.13 per Dexterity)%
Demon Blood Aura
You and Undead Minions: Maximum Life +6%
26.6 Yard Radius
45% Attack Speed
+(30 to 38) to Maximum Damage
Stun Attack
+(121 to 140)% Enhanced Damage
(11 to 12)% Chance of Crushing Blow
+(171 to 200) to Life
Socketed (3)
The Compensator
The Compensator
Wand (4)

One-Hand Damage: 3 to 4
(Necromancer Only)
Required Level: 40
Item Level: 1
Dexterity Damage Bonus: (0.06 per Dexterity)%
-2% to Enemy Poison Resistance
+(1 to 3) to Pestilence (Necromancer Only)
+(11 to 20) to Strength
+(11 to 20) to Dexterity
Physical Resist 1%
(11 to 15)% Bonus to Defense
(11 to 20)% Magic Find
Socketed (1)
One-Hand Damage: 8 to 9
(Necromancer Only)
Required Level: 40
Required Dexterity: 4
Item Level: 31
Dexterity Damage Bonus: (0.06 per Dexterity)%
-4% to Enemy Poison Resistance
+(4 to 5) to Pestilence (Necromancer Only)
+(21 to 30) to Strength
+(21 to 30) to Dexterity
Physical Resist 2%
(16 to 20)% Bonus to Defense
(21 to 30)% Magic Find
Socketed (2)
One-Hand Damage: 10 to 12
(Necromancer Only)
Required Level: 40
Required Dexterity: 12
Item Level: 51
Dexterity Damage Bonus: (0.06 per Dexterity)%
-7% to Enemy Poison Resistance
+(6 to 7) to Pestilence (Necromancer Only)
+(31 to 40) to Strength
+(31 to 40) to Dexterity
Physical Resist 3%
(21 to 25)% Bonus to Defense
(31 to 40)% Magic Find
Socketed (2)
One-Hand Damage: 12 to 14
(Necromancer Only)
Required Level: 46
Required Dexterity: 26
Item Level: 77
Dexterity Damage Bonus: (0.06 per Dexterity)%
-10% to Enemy Poison Resistance
+(8 to 9) to Pestilence (Necromancer Only)
+(41 to 50) to Strength
+(41 to 50) to Dexterity
Physical Resist 4%
(26 to 30)% Bonus to Defense
(41 to 50)% Magic Find
Socketed (2)
The Jester
The Jester
Cap (4)

Defense: 14 to 17
Required Level: 1
Required Strength: 25
Item Level: 1
+(4 to 5)% to Spell Damage
+(51 to 100) to Life
Physical Resist 2%
Random Movement Speed Bonus
Socketed (1)
Defense: 85 to 93
Required Level: 17
Required Strength: 50
Item Level: 31
+(6 to 10)% to Spell Damage
+(101 to 150) to Life
Physical Resist 3%
Random Movement Speed Bonus
Socketed (3)
Defense: 202 to 226
Required Level: 35
Required Strength: 175
Item Level: 51
+(11 to 15)% to Spell Damage
+(151 to 200) to Life
Physical Resist 4%
Random Movement Speed Bonus
Socketed (4)
Defense: 282 to 310
Required Level: 44
Required Strength: 350
Item Level: 77
+(18 to 20)% to Spell Damage
+(201 to 250) to Life
Physical Resist 5%
Random Movement Speed Bonus
Socketed (4)
to name a few that I'm pretty sure suck

Also,
Cornerstone of the World
is EXACTLY what you're describing with oskill MOs. oskills are affected by +x all skill so having +10 random oskill would be brutally OP, considering that some oskills are RATHER strong
Edited by Dude Love 8 years.
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kiki22vu
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t6 light belt is far from being shit
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Dude Love
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Lmao I'm only familiar with the T1-2 version and never knew how hard it scaled up
kikinak
Vampiress
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Any chance of cosmetic items in sigma? Charms that turns you into diablo/baal as rare drops from talrasha/king; I've never completed a set in ultimative so I don't know if there are any that do this in it, but back in vanilla there were some that added cosmetics upon wearing the full set (there's a necro set that turns you into a vampire for example). Or maybe have an alternate equipment panel where you can put stuff and get no stats for it but it looks like your character is wearing it (in case you don't like the looks of your optimized equipment)
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billy500
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How bout a system of Mystic Orbs that instead of increasing level of the item, cost something such as another stat? Such for example you have a mystic orb for experience but at the cost of damage? Seems pretty interesting to me. Also if this is possible, to somehow integrate /players X into individual games as for the host. I mean, it works for TCPIP/Open so it should be able to integrate into Realm Play :mjump:
kikinak
Vampiress
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/players in online games


that kinda defeats the original purpose of the function. Online scales to the number of players automatically to make it so you don't curbstomp everything by dishing out 8x the damage a boss was designed to take. In addition, more loot was needed since it was being divided; even if one person picked up everything they'd end up with stuff they couldn't make use of and thus it encouraged trading.

/players in single player was, I believe, intended to make rare/relevant drops easier to get since there were no other players to trade with you. Online if you're playing a paladin and find a unique wand, you can't really do anything with that but you never know when you'll meet a necromancer with a few extra high level runes you could use. Meanwhile in single player it doesn't get rid of assassin drops just because you're playing barbarian, and there was no plugy back then to transfer over that sweet katar. So it was 100% useless. With good drops in general being so hard to come by in single player it didn't really seem fair. So they implemented /players. Now the game treats it as if you had a party of X, and raises the drop rates accordingly, at the cost of making enemies tougher (and you don't even get help taking them down this time!), so you gotta put in extra work to make up for the extra grinding you're saving yourself, making things balanced.

If you want higher drop rates online, just get together with more people! Trade! Do the things that online was made to do!
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Quirinus
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kikinak wrote:Any chance of cosmetic items in sigma? Charms that turns you into diablo/baal as rare drops from talrasha/king; I've never completed a set in ultimative so I don't know if there are any that do this in it, but back in vanilla there were some that added cosmetics upon wearing the full set (there's a necro set that turns you into a vampire for example). Or maybe have an alternate equipment panel where you can put stuff and get no stats for it but it looks like your character is wearing it (in case you don't like the looks of your optimized equipment)


complete sets give a glow around the char iirc
"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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Prime_Evil
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Full Natalya set makes the Assassin have perma Fade look too. (invisible'ish)
aguni
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Bloodzon rework -- Bacchanalia passive max life bonus remains. Bacchanalia also becomes an active spell like Ecstatic Frenzy, giving buffs to blood spells with a downside of quickly degenerating the zon's HP while it's active (or having the strengthened spells also cost HP). She's still paying in blood but doesn't need to stay at 1/3 health all the time which IMO is too much to ask in ubers where a sneeze can easily kill you and a lot of survivability counts on leech/LaeK which interferes with staying in that sweet spot. I think she'd be more attractive to play if her "hyper mode" was totally controllable by the player with a downside that can be worked with.
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Goodkidscc
Core Lord
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Is it possible to add another skill tree to each class? Maybe add even more flavor/variety to each classs?