Minor things,not real issues.
Skills dont mention their lvl requirement
Are there plans to make healing or even Rejuv potions cubeable? like combine 3 to create one.
Is it normal that REjuv potions cannot be cubed to create better quality potions?
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Problems most D2 mods have but before i go to that part i want to say that really wanted to play HU 1.7 cause there were no skill prerequirements like in so many other mods.Now on the problems i see with D2 and many other mods.
Maybe back then D2 was ok but for todays standards the usual formula for D2 modding is simply old. Because the truth is that there are MANY games out there and ppl DO compare games even if they say they dont, they do. The negative aspects i find about HU 1.7 is the same i found in many other D2 mods. Its the lack of unique ideas, of innovation. And i dont want to sound as an asshole, i myself tried to mod and i realized how hard it is and time consuming since i never really developed anything. So i can imagine how much time and effort developers put in their mods and in no way i want to be disrespectful.
Anyway, below is the list of some things i consider negative about D2 in general and i have seen in many other mods.
1)TOO MANY charms taking inventory space (awfully annoying !!). Something must be done.
Solutions/Ideas.
-reduce charms drop chance A LOT
-make charms cubeable
-limit the amount of charms having in inventory at any given time. For example, max 3 big, max 3 medium and max 3 small.
-make charms unique items and maybe some charms come with negative effects as well? dunno
2)Classes not being unique enough
Whenever i play try a mod i cant help myself but to compare that mod with a mod i once tried and that mod is Hell's Revenge. In HU classes were unique in a sense that
for example Barb was awful with bows, i think he had big chance to hit and attack speed penalties when he carrying a bow. And prob he had some penalties with other
weapons as well. So whats good in that? well the good is that the developer tried to give an identity to each class, to make it actually FEEL like a CLASS! For example, Barb is supposed to be this melee savage, so he made Barb bad with bows/crossbows.
On the other hand he was getting some bonuses when whielding two-hands and duals, not sure tbh which exact weapon types.
I played only barb so i cant speak for other classes and this is all i remember, but i think you get the idea.
3)Consumables. Healing pots, Poisons pots, Molotovs etc.
I never liked the spam of healings in D2, i think its one of its WEAKEST points. And i suggest an idea for HU 1.7 regarding potions but well.
Molotovs and poison potions drop too often and they can easily replace my base weapon. So i end up a Barb that should be playing with swords and axes but plays with molotovs and poison gasses...
Solutions/ideas
-Make all kinds of consumables purchaseable only? this will give value to gold.
-Have a specific stat requirement to make use of molotovs and poison gasses? I think DEX should work fine and it should be really HIGH so that not every class can randomly use them.
-dunno what else...
4)Two handed melee weapons useless compare to one handed.
One mod i remember that balanced this issue well was Eastern Sun. In every other mod since i always start a Barb first i find myself using bows/crossbows, 1h+shield or duals wayyy better option that a 2h. Which is shame, cause at least for Barb 2H should be main option along with dual and 1h. but now it simply isnt. And please dont compare uniques. Uniques are uniques... lol... What you should compare are the basic stats of these weapons.
5)Trash mobs totally waste of time and offering nothing.
Solutions/ideas.
-Reduce the amount of trash mobs and improve their Ai, give them skills etc.
6)Add more passive skills to encourage builds. Those passive wont work as talent-trees but instead with syngeries. Boosting the already existing skills or simply giving you other stats.
Or add a new form of passives, passives with negative effects along with positive (dunno if this is a good idea but its an idea i had
)
7)I have an idea regarding items and how to make them more interesting (you can do this for every type of item or just Rares, maybe better just for rares). Randomize the stats scaling. What do i mean?. For the example i will take Saber's damage.
If lets say normally a Saber drops with 5-15 damage. Now it will have a chance to drop with increased damage.
50% chance to drop with 20% increased dmg (6-18)
30% chance to drop with 40% increased dmg
10% chance to drop with 60% increased dmg
5% chance to drop with 100% increased dmg
Keep in mind this will be the basic stats of the Saber. Not the magic properties it might have on it.
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General feedback on your HU 1.7Seems too easy. Maybe its because i tend to overfarm but still it was easy from the begining.
Items' properties are very high. I already have like +60% Attack speed and 40% hit recovery and resists etc.
Run speed is too fast and items scale it even more. Same goes for Stamina.
Why there is no TP?...