Suggestions for upcoming patch

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Seekers
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dlamica99 wrote:1.yea Destrusction baal needs to be fix. its only killable if u dont summon yr summons. which sucks if your a Summoner.
2.if u plan to make challages again like the lvl 0. instead of the item dropping make it go to the bag instead. also allow us to hold more than one charm. instead of making one charm then dropping it. A way to fix this so u dont get the bonus from all the charms is this. once u have the desire charm make us talk to an npc to let say unseal the charm you want.
3.When you die you should only lose xp and gold. when you are on ghost u. let us atlease keep our weapons. Also let keep gold on the dead body so others cant snatch your gold. all potions and buff that where once in your belt should auto go back into your belt once u require yr body again.
4. allow all buffs to stay active even if you die.
5. i saw that you now made icons for each buff. does this work with the debuff as well and when u hover over icon will it tell you what the buff/debuff is and what it does.
6.are you able to make a new class. would love to see some type of priest in game or even a dark or holy sorc.
7. some new skill idea.
-blackhole-each monster that enter the hole will be ported off screen and then takes damage.
-dark prism-a big cage that lock movement and does dot damage to all monster but ubers and bosses. with in cage. will still damage bosses but not lock movement.
-Starfall. lots of star fall on map at pointed area. may convert monster that survive. like for real u just brought the world onto the earth lol would follow u after that. :P
-morph. morph into the last monster u killed for 30mins gaining all skill that monster has(will work on ubers and bosses) . so i was thinking that all most mosnters has about 3 to 4 skill. depending the the monster. bosses will come with a buff that will give u X% of life and mp.only able to use those skill that come with the morph monster and extra skill that lets u to either remorth to something else or undo the morph.

8. would love to see more CC(Crowd control) in game.


1) Dbaal is easy.
2) Impossibru but would be super cool.
3) Corpse recovery will be removed in sigma I think?
4) Impossibru and would break some ubers.
5) Would be cool.
6) Not needed, priest = paladin, the fact that holy paladin is weaker than unholy paladin is another topic.
7) Morph is just LUL, morph into belial and laz trophy farm topkek.
8) Death is best CC.
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void
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Lord-Trix
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-Make Burning Veil a nova like bloodlust (sometimes is a pain use it on totems, it fails a lot) and increase duration.
-Reduce spell timer in morphs (like Deathlord, druid morphs) changing 10s by 3-5s.
-Equip arrows in a1 merc can help to make they more usefull.
-A bit nonsense: make a5 merc available to use axes.
-Reduce Lighting Arena's delay (i'm not talking about the spell timer, only delay) 1-2s its ok.
-Destruction Griswold with 80/90/100% chance to drop speacial box // or 100% chance to drop 1-3 of any normal sacred base (he drop bases, no box). This is only for make him for usefull.
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Crash
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On the note of Griswold, Terror Gris's Special Box had Oil of Craft giving random crafting shrines removed. Can that maybe be re-added so that Oil of Craft gives a random, plain white (no sockets/no superior) sacred base item? Could give some more use to imbuing and earlier crafting as shrines will begin to drop around Act 2 Terror then.
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Solfege
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Lord-Trix wrote:-A bit nonsense: make a5 merc available to use axes.


Maybe even have two different a5 merc options: 1 with sword and 1 with dual-wield axe, since there's already a dual-axe a5 "merc" model in-game. IDK how hard it would be to implement, tho.
UncleGrimjerk
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Lord-Trix wrote:-Make Burning Veil a nova like bloodlust (sometimes is a pain use it on totems, it fails a lot) and increase duration. Translation, Marco please make this borderline OP innate skill, actually OP
-Reduce spell timer in morphs (like Deathlord, druid morphs) changing 10s by 3-5s.
-Equip arrows in a1 merc can help to make they more usefull.
-A bit nonsense: make a5 merc available to use axes.
-Reduce Lighting Arena's delay (i'm not talking about the spell timer, only delay) 1-2s its ok.
-Destruction Griswold with 80/90/100% chance to drop speacial box // or 100% chance to drop 1-3 of any normal sacred base (he drop bases, no box). This is only for make him for usefull.
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Solfege
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Reading Shoutbox comments regarding Holy Paladin got me thinking (not thinking very hard, but still...)

What about reworking the Holy Paladin as a full D&D-style Cleric? He could be either a mace-and-shield melee build using weapon enchanting and buffs to augment his own power, or a support build using divine magic/buffs/mass-healing spells to empower mercs, animated dead, resurrected monsters, and other party members.

There could even be a Planar Binding type skill in which he attempts to summon a powerful creature and bind it to his will (maybe the final summon in the Summon Tree, an Uber/Reward skill, or an entire Tree all its own--if the latter, then maybe either restrict it to only one bound creature at a time, or one per type). Each summoning could have a % chance the binding part would fail, resulting in the creature being summoned as hostile, but investing points into the skill decreases the risk of failure. Ofc, if the player managed to kill the creature after a failed binding, it would yield no xp or drops to prevent abuse.

Just some random thoughts.
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Crash
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Solfege wrote:Each summoning could have a % chance the binding part would fail, resulting in the creature being summoned as hostile, but investing points into the skill decreases the risk of failure.


That would kill the entire early and mid-game play of the build, unless you begin with like 25% hostile summon, decreases by .5% each hard point, but still dunno.
UncleGrimjerk
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Great Hunt, because it recalls the legend of the Wild Hunt, should have %chance to ressurect as ghost wolf. say 8-10 base and 1-2 per hard point.
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Crash
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UncleGrimjerk wrote:Great Hunt, because it recalls the legend of the Wild Hunt, should have %chance to ressurect as ghost wolf. say 8-10 base and 1-2 per hard point.


Ghost wolf, or those werewolf druid reainmates that can empower themselves into a stronger one?