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 Post subject: Status of suggested balance patch
PostPosted: Mon Jun 28, 2010 7:50 am 
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As many of you are aware, a group has been working to assemble very organized feedback that can hopefully be used by Soulmancer to create a balance patch to go with a summer reset. I wanted to give you an update on where we are with that process:

1. Skills - PureRage has put together a "skills" patch that has all of the suggested skills changes. We need people to test it out thoroughly to make sure there aren't errors and that it is balanced properly. You can get more info in that project here: viewtopic.php?f=21&t=1773

2. Items - I have been consolidating the feedback from the balance team as well as pulling the suggestions the general community has made in to one master list of suggestions in the form of a modified CritterKiller website. Once that is complete, I will post it live and get the community's feedback while I implement them all in to txt files to make it easier for Soulmancer. Currently I have completed all the armor and am working on the weaponry now.

3. General game changes - these are essentially complete and just waiting on steps 1 & 2.

4. Balancing Builds - hoping to get some people to help out and post "benchmark" builds so that we are sure not to mess things up. Post here: viewtopic.php?f=21&t=1877

For those who haven't been following the discussions, here are some of the key highlights of the suggestions so far:

1. Anti-rushing measures are being proposed to encourage more team forming and less reliance on high lvl characters to complete quests.

2. Hell is being made more "Hellish" to make this game live up to its challenging reputation. Nightmare is also getting a boost, but Normal will remain relatively easy to make things enjoyable for new and casual players.

3. Absorbs and Crushing blow are being reduced

Until the balance patch is completed, I am not recommending a reset and I genuinely hope that one does not occur. A reset without a content change is simply not worthwhile. So you can stop asking on the forums, in games, and through PMs when there will be a reset. We will let you know when we have things complete. Unfortunately, I need to work to pay the bills and can't do this full time, so it takes a bit of time to do it right.

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 Post subject: Re: Status of suggested balance patch
PostPosted: Mon Jun 28, 2010 9:04 am 
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There may be one or 2 skills I've missed so i`ll go trough them all in the next few days.

Any skills people think are underused and too weak to ivest in, post them up and we can see if we can work something out and get that added in too.

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 Post subject: Re: Status of suggested balance patch
PostPosted: Mon Jun 28, 2010 9:56 pm 

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Dislike the idea of lowering sorbs and cb, but i guess it's reasonable.


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 Post subject: Re: Status of suggested balance patch
PostPosted: Fri Jul 09, 2010 5:14 pm 
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ok - so what the heck is taking so long you ask?
well, part of the problem is that Critter's website is pretty out of date making things very difficult, so I am updating it as I go along for the most part. The good news is that I am using a new javascript calculation to show the damage rather than Critter's old fashioned method where he just typed them in manually. That means that [a] weapon damage on the website is going to be accurate [b] updating weapon damage following changes is going to be TONs easier.

After the patch goes out, I will go back through and use a similar java calculator for armor defense which is currently pretty much 100% wrong on all of Critter's site.

Rest assured though, I am chugging away at all the combined suggestions when I am not busy surfing porn.

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 Post subject: Re: Status of suggested balance patch
PostPosted: Mon Jul 19, 2010 8:34 am 

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Hi, half of the summer is gone.

There is always time to update the website, people dont play on the website, people play in the game.


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 Post subject: Re: Status of suggested balance patch
PostPosted: Mon Jul 19, 2010 8:36 am 
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GOD wrote:
Hi, half of the summer is gone.

There is always time to update the website, people dont play on the website, people play in the game.


You can't balance properly if you aren't able to see all of the changes. For example, how can you tell if the end game swords are properly balanced if you can't easily see them side by side with the end game axes? or maces?

How about you speed the process up and help out with the things that I have asked about?

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 Post subject: Re: Status of suggested balance patch
PostPosted: Wed Jul 28, 2010 8:27 pm 
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Ya just like you can't balance a mmo in SP.. So let me get this right you guys are testing these changes in Sp? Now thats just funny because the game is two differant things. Sp is way easyer then multi .. So your char tests are going to be all over the place.. :lol: :lol:

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 Post subject: Re: Status of suggested balance patch
PostPosted: Wed Jul 28, 2010 8:37 pm 
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DUUUURRRRRPPPPPPP. Are you seriously fucking ratarded soth? How many times do I need to tell you before you actually get it into your dumb ass brain. The changes are being made to the MULTIPLAYER patch. not the SINGLELAYER patch. Shit, my youngest nephiew understands that and he isn't even 10 yet.

You can test multiplayer changes on single player with no problems. Infact, some people have downloaded the MULTIPLAYER patch and played it on SP then wondered why they didn't hve tp scrolls spawning as they should and why bosses were so hard when its supposed to be singleplayer. As I said before, don't bother posting if you don't know what the fuck you are talking about because every time you do post with stupid shit like that, you look completely ratarded... Now stfu and gtfo if you have nothing better to say, faggot. I'm sick of reading your waste of time posts and watching you try with all your might to look like you have any idea what you are talking about.

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 Post subject: Re: Status of suggested balance patch
PostPosted: Thu Jul 29, 2010 2:25 am 
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Quote:
the changes are being made to the MULTIPLAYER patch. not the SINGLELAYER patch.
I believe he meant 2ppl spawn(Single player) is nowhere near full game multi player where you can abuse some skills.
Yea, testing it on sp is gg. Better do organized lan games with some of the "staff"... oh well who cares.
edit: http://diablo2.diablowiki.net/Player_Settings that's why single is easier.


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 Post subject: Re: Status of suggested balance patch
PostPosted: Thu Jul 29, 2010 6:45 am 
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What differance does the number of players make except a little more life. You forget that 1 extra player means more enemy life BUT more party damage, so its evened out.

I asked people to help with TCP/IP testing but, surprise surprise, nobody bothered except Relay and me...

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 Post subject: Re: Status of suggested balance patch
PostPosted: Thu Jul 29, 2010 12:04 pm 
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Don't forget that you can also use the
/players8
option in-game to increase the monster's damage and life just as if you were soloing in an 8player game. You can still use that option if you're playing TCP/IP with a couple other players (I'm not sure if it's restricted to the Host using it).


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 Post subject: Re: Status of suggested balance patch
PostPosted: Thu Jul 29, 2010 1:20 pm 
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update:

Sets essentially complete
Gems & runes page updated
Class specific items completed
axes, maces, swords, staves completed.

will post up links to the pages later so that folks can review and comment on the changes.

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