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 Post subject: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 3:28 pm 
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Please post bugs and balance issues and I will update this post with the fixes/changes that will be made to correct them. This will make keeping track of them much easier. There were so many threads for this patch that somethings may have gotten missed between Kramuti and I.

Bugs
General
replenish rate

Druid
Look at feral leech

Sin
Fix meteor on phoenix strike
Fix cloak of shadows

Pally
Fix conviction

Necro
Decrep string needs fixed
skellies count is off at level 1
weaken needs to be looked at
need to recheck amp

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Last edited by dew on Fri Jun 01, 2012 5:32 am, edited 4 times in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 7:21 pm 
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what would cause cain crash in game where u saved him? now cannot get into that game. as 'door opens' in join screen kerfuckcing boot. was done in a party.

edit people came in that had beat act1 just after cain saved

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 8:56 pm 

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Couple of things i've noticed while playing.

Amp gains 1% per 2 soft points.
1 point in raise skeleton at skill lvl 1 gives 2 skeletons and same happens with archers but gives you 3 archers.
Also cannot see archers damage.
Weaken doesn't appear to work, it casts, but has no visible effect on monsters.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 9:05 pm 
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Infernuz wrote:
Couple of things i've noticed while playing.

Amp gains 1% per 2 soft points.
1 point in raise skeleton at skill lvl 1 gives 2 skeletons and same happens with archers but gives you 3 archers.
Also cannot see archers damage.
Weaken doesn't appear to work, it casts, but has no visible effect on monsters.


hmm amp is gaining 1% per lvl hard or soft on my necro(intended to be this way)
i messed up the equations a bit for skellies ( easy fix)
i can't get archers damage to display properly because of the hardcoded nature of how the ai/skill functions work( still trying tho )
I'm looking into weaken as I noticed this too. I didnt touch this skill

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 9:09 pm 
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kramuti wrote:
what would cause cain crash in game where u saved him? now cannot get into that game. as 'door opens' in join screen kerfuckcing boot. was done in a party.

edit people came in that had beat act1 just after cain saved


I cannot reproduce this, the only thing I can think of is someone may have talked to cain in a2 before you could get the quest fully completed. Anyone else have this issue??

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 24, 2012 10:07 pm 
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i think it was because they did not do cain and we did.

note: decrepify displays "evil force - 20%" rather than -res or whatever.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 1:46 am 
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not a bug, but knives didn't get the same replenish love that javs/arrows/axes did last patch. Even with slow single throw I was running out of knives, and I expect they will become popular due to the nova aoe now. Plz give them the same replenish rates :)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 2:05 am 

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Now I'm not sure if this is a bug or what, but I bought a magic short spear from Fara in Act 2. I then went back like 5-10ish minutes later and the same one was there, in the same exact spot. Just a 63ed/replenish short spear, but I never left town to let the vendor refresh. Not really sure what caused this, or if it's just blind weird random luck, but if it is a bug, it could be a problem when people start shopping scepters and such.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 12:08 pm 
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slappyNuts wrote:
not a bug, but knives didn't get the same replenish love that javs/arrows/axes did last patch. Even with slow single throw I was running out of knives, and I expect they will become popular due to the nova aoe now. Plz give them the same replenish rates :)


Seems all replenish rates are slow, not just the knives.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 12:58 pm 

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People reporting different values for amp. I guess some have their installation/skilldesc messed up.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 1:12 pm 
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6FC4A412 and 6FC4A417 for replenish values, current is 125 frames.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 1:23 pm 
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oZio wrote:
slappyNuts wrote:
not a bug, but knives didn't get the same replenish love that javs/arrows/axes did last patch. Even with slow single throw I was running out of knives, and I expect they will become popular due to the nova aoe now. Plz give them the same replenish rates :)


Seems all replenish rates are slow, not just the knives.


hmmm I haven't messed with throw axes or javs yet... I'll check it out today. I haven't had any problems running out of arrows though, only knives

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 1:31 pm 
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Would you be able to fix it Steel? I don't know how to ce. I'm guessing the dlls that were passed to me didn't have this change for some reason. The amp bug is client side only, as in just the description is off. It should only be affecting low res installs. I will release clientside fixes sometime this weekend.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 1:57 pm 
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Bug: Just had a cain crash, and now any game I join crashes promptly.

Balance: Why did we increase the cast time on spirit wolves?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 2:09 pm 
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did it crash when you tried talking to him? or was it like Kramuti's crash? Also what install/operating system.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 4:26 pm 
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I had this error two times today right after we killed Leoric in normal:
Assertion Failure
Location : D2Client\Engine\GfxUtil, line #1437
Expression : eComponent < NUM_COMPONENTS


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 4:34 pm 
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GoryDays wrote:
I had this error two times today right after we killed Leoric in normal:
Assertion Failure
Location : D2Client\Engine\GfxUtil, line #1437
Expression : eComponent < NUM_COMPONENTS

there are only 3 ways to get this crash
1) bad install, fix by reinstalling
2) memory relocation, fix by restarting comp
3)this one i shouldn't have to mention, I'll leave it at that

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 4:38 pm 
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I did fresh install last night, so it's not 1. Most probably it's 2. I'll check it out tomorrow and I'll let you know. Thanks.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 5:16 pm 
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dew wrote:
Would you be able to fix it Steel? I don't know how to ce. I'm guessing the dlls that were passed to me didn't have this change for some reason. The amp bug is client side only, as in just the description is off. It should only be affecting low res installs. I will release clientside fixes sometime this weekend.
Ofc. Replenish + monamp nerf (from -100 to -50).


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 5:34 pm 
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dew wrote:
did it crash when you tried talking to him? or was it like Kramuti's crash? Also what install/operating system.


When I spoke to him.

Win 7/No d2se install

I reran d2modsetup still had a problem, waited some time(5 minutes) reran setup and was able to join again. I seem to be getting a lot of crashes in odd places. I might try the d2se install maybe that is more stable.

Game is crashing again when I make games :\ I'll keep you posted.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 6:09 pm 
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well i know if the dll memory gets relocated by windows you will start crashing every time in random spots. this happens alot if you installed into anything but directly into the c drive. so make sure you installed into c:\ and run in admin mode that should fix it

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 6:33 pm 
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the crash i had was only after we saved cain in a game and people enetered who had not saved him (and were in act2). I have been able to make games without any issues.

Haven't played since last night though.

i don't use d2se

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri May 25, 2012 6:44 pm 
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kramuti wrote:
the crash i had was only after we saved cain in a game and people enetered who had not saved him (and were in act2). I have been able to make games without any issues.

Haven't played since last night though.

i don't use d2se

Yeah yours sounds like it could have been a rare crash that I cannot explain.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat May 26, 2012 1:15 am 

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"Amazons get from Strategy 1 pdr/ 1 mdr per hard point and 1 prd per 2 soft points/ 1 mdr per 3 soft points if there are no points in dodge or evade(intended for melee zons)"

So does this only happen if there isn't any points into dodge or evade period, or just the per soft points part?

Because I put 1 point into Strategy and never got any 1 pdr / 1 mdr. There was nothing, until I now have the same 1 hard point, but 3 more soft points to have it at lvl 4 and it finally showed up 1pdr/1mdr. I do have a point in dodge and evade. It says per hard point, but when I highlight over Strategy, it says next level pdr/mdr will still be at 1 each.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat May 26, 2012 1:17 am 

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just wondering what gives this graphic of my firemastery making me glow red around me. And i see barbs with feathers shooting off them. others dont see it tho?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat May 26, 2012 1:18 am 

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just wondering what gives this graphic of my firemastery making me glow red around me. And i see barbs with feathers shooting off them. others dont see it tho?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat May 26, 2012 9:15 pm 

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Conviction aura appears to not be working, player or mob version. No visible aura display on anyone but user. Stood next to a couple aura enchanted mobs using conviction and my def/resists didn't drop.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat May 26, 2012 9:49 pm 
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Armaneth wrote:
Conviction aura appears to not be working, player or mob version. No visible aura display on anyone but user. Stood next to a couple aura enchanted mobs using conviction and my def/resists didn't drop.

ok i found the error, dont know how it happend but i can fix it. seems i will have to put together an update for duff and everyone. :roll:

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun May 27, 2012 2:54 am 
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strategy formulas look like:

m = b + (1/3)(l-b) where m MDR, b=hardpoints, and l=total skill level
n = b + (1/2)(l-b), where n=DR, b=hardpoints, l=total skill level
as long as 1pt is spent in the prereqs

small table using hako's values give
b l m
1 1 1
1 4 2
2 5 3

b l n
1 1 1
1 4 2.5
2 5 3.5

so it looks like a n-1 like display error on how the ironskin display string works. it should be given properly though. (both skills and skill description files use the same formula.

edit: one more example and, i imagine that the next hard point will actually display MDR of 2 and DR as 2 if you point a hard point in it

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun May 27, 2012 3:19 pm 

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Baal minion Glasya didn't spawn. Went right to Darkness. This supose to happen?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun May 27, 2012 4:45 pm 

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kramuti wrote:
strategy formulas look like:

m = b + (1/3)(l-b) where m MDR, b=hardpoints, and l=total skill level
n = b + (1/2)(l-b), where n=DR, b=hardpoints, l=total skill level
as long as 1pt is spent in the prereqs

small table using hako's values give
b l m
1 1 1
1 4 2
2 5 3

b l n
1 1 1
1 4 2.5
2 5 3.5

so it looks like a n-1 like display error on how the ironskin display string works. it should be given properly though. (both skills and skill description files use the same formula.

edit: one more example and, i imagine that the next hard point will actually display MDR of 2 and DR as 2 if you point a hard point in it


I will eventually be putting some more points to it, so I'll be able to come back and let you know.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon May 28, 2012 10:48 pm 

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Apparently normal Andariel is physical immune? Just fought her without amp for the first time and couldn't damage her at all with physical.

edit:normal duriel as well


Last edited by drrod on Tue May 29, 2012 12:32 am, edited 1 time in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon May 28, 2012 11:38 pm 
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A bunch of people have been complaining about not being able to leach bosses.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue May 29, 2012 4:57 am 
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Leech wasn't changed and norm physical immune is news too me, delta and I tried dury last night and we were able to hurt him with phys same with andy...
What level was your char, and how much damage did you have?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue May 29, 2012 1:11 pm 

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Level 70 something with 8k Maul, only my merc's vengeance was hurting them until I busted out some decrep. Pretty strange it only happened to me, do you think it could be a server issue?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue May 29, 2012 3:51 pm 
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Dunno but I'm looking into it, it is possible that normal may not require any pdr. So an adjustment may have to be made. I would be very interested on how you are leeching against bosses as it seems the pdr maybe be reducing the amount leeched twice. Practically negating leech in normal, need feedback on nightmare when you can give it

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue May 29, 2012 4:43 pm 

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is it possible that this pdr has completely killed any chances of tornado dealing damage vs norm diablo as well?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 3:10 am 

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Cloak of Shadows doesn't work (need the def boost for a meleesin!)

The meteor's fire from phoenix is only on the ground for about half a second. We all know the only thing that kinda made em viable was stacking the fire on the ground with ruby laden claws


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 5:56 am 
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Crap another leftover I missed from the graphics pack. I expect to have files ready for you guys and duff by the weekend. So if there are any other issues please post them before Friday so they can be fixed.


Also updated bugs list

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 1:54 pm 
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So, the pzn jav needs AR to take effect now (right?), but it seems the enemies APPEAR to be poisoned when they are actually not.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 2:23 pm 
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Cloak of Shadows still does not function as it is supposed to. It has the same problem I addressed during the single player beta. No effects stay for anywhere near the 45 second duration and it still has ~2 second cooldown now.

So far, Andy/Duri/Meph are immune to physical damage in normal without any sort of physical pierce.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 2:31 pm 
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I got cloak fixed now.
But I'm still trying to figure out the immunity problem as testing with my druid I am able to hurt bosses without amp//decrep. Did you have this issue when rerunning with a higher level char like drrod?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 5:23 pm 

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slappyNuts wrote:
So, the pzn jav needs AR to take effect now (right?), but it seems the enemies APPEAR to be poisoned when they are actually not.


The psnzon has always needed AR to take effect. Just because a monster turns green, it doesn't always mean it's been poisoned. You have to hit with the jav, in order for the poison to start working. In mobs of monsters, you can hit and the poison can spread from 1 monster to another, like poison does, but you still have to hit at least one monster.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 6:48 pm 
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dew wrote:
. Did you have this issue when rerunning with a higher level char like drrod?


Yes, it was drrod's mauler vs norm Andy/Duri/Meph as well as high level A2 mercenaries.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 6:53 pm 

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dew wrote:
I got cloak fixed now.
But I'm still trying to figure out the immunity problem as testing with my druid I am able to hurt bosses without amp//decrep. Did you have this issue when rerunning with a higher level char like drrod?


Yesterday I killed Andy in normal for Pappy without amp proc I was doing damage and leeching it was slow. But then after using ctc amp sword on switch it went fast. Maybe the immunity issue happens when she spawns certain traits like FE, Might or a combination of traits that puts her pdr over the top? just a thought. I might try to kill her again tonight, my pallys only lvl 38 also.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 6:58 pm 

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slappyNuts wrote:
So, the pzn jav needs AR to take effect now (right?), but it seems the enemies APPEAR to be poisoned when they are actually not.


Is this the same for poison dagger necs? I noticed that sometime ill stab a monster, cloud will show up but not poison it. So the monster is either accidentally walking around the cloud as my nec is running around (possible); or sometimes when I stab the monster I am not really hitting it and the cloud appears but doesnt poison or damage them. Not sure which but wanted to throw out my experience.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed May 30, 2012 7:12 pm 

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dew wrote:
Dunno but I'm looking into it, it is possible that normal may not require any pdr. So an adjustment may have to be made. I would be very interested on how you are leeching against bosses as it seems the pdr maybe be reducing the amount leeched twice. Practically negating leech in normal, need feedback on nightmare when you can give it

NM leech is pretty rough so far. Andy and Duriel were leeching around 100-150 life a hit with a 8k maul, 49% LL, and I'm guessing 45%ish amp give or take a few pts. Leech was much more effective previously.

The new amp isn't really my cup of tea. I can't use any amp procs on my melee because the values are way too low, it's decrep or bust. Brand is going to be looking at a pitiful 25% for endgame. That hurts windys, wc, metalsins,dtail, and general melee quite a bit vs trash, hopefully the boss charm nerf is enough to keep them viable vs bosses. It can be hard enough to get a necro in a party sometimes, let alone one with maxed amp to make melee/physical damage worthwhile. Meanwhile casters are still going to be able to rock -100+ pierce endgame for their solo play, and physical are looking at no more than 25% give or take.

My suggestion would be to just keep the previous patch's amp values, aka soft point progression. As of now for melee and physical characters to do well you pretty much require a necro, and a necro with maxed amp to boot.
dew wrote:
But I'm still trying to figure out the immunity problem as testing with my druid I am able to hurt bosses without amp//decrep. Did you have this issue when rerunning with a higher level char like drrod?

I'm not sure why we're getting conflicting tests either. I'm still banking on someone's server not being up to date. I'm pretty sure I was on ZL servers when I ran into the PI norm bosses.


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 Post subject: weaken not casting at lvl one?
PostPosted: Wed May 30, 2012 7:29 pm 

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whenever I cast weaken on enemies nothing happens, no "weaken" animation above their heads showing they've been cursed. My weaken is only lvl 1. Just noticed it on zerolag 1 fyi. Anyone else have this issue or is it just me?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 31, 2012 12:28 am 
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yeah this is confusing but norm bosses are too hard for melee without a necro. I am interested in how nightmare bosses are for you guys that have gotten there. amp can be changed it would just screw people who already maxed it. is there a compromise we can make?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 31, 2012 6:37 am 

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On my mauler when i charge up feral rage it adds only 10% to my life leach in character screen altho i spent pts in it and skill description says 15% ll
Is this just me or ...
i appologize if there was a topic regardin this matter


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 31, 2012 7:04 pm 
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dew wrote:
amp can be changed it would just screw people who already maxed it. is there a compromise we can make?


My suggestion would be something to the effect of:
1 point Amplify Damage caps @ 55% with strong progression from soft points
Each hard point in Amplify Damage adds 1% physical pierce per point, capping at ~75%.
The numbers can obviously be tweaked, but that's the general idea.

This would make necromancers who can only one point Amplify Damage still contribute a viable Amplify Damage to a physical character instead of a severely gimped one. Soft point progression also solves the problem of Amplify Damage procs being total balls.
Giving an additional 20% pierce for maxing the skill provides incentive and reward for people who want to max it on a support build or just want the maximum physical damage possible. As well as solving the issue of not screwing over people who have already maxed it.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 31, 2012 10:08 pm 
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there are some things that have been mentioned here but not directly addressed as fixed. I will update the old buglist sticky by tomorrow afternoon (friday, central US) to make sure a direct reference sheet is available.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu May 31, 2012 10:27 pm 
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The amplify damage issue: I don't care what the numbers look like on face value, it's all about effectiveness.

What I personally think is that we are about to run into the feral/fury blahx/blahy issue of wtf pwnage in extreme circumstances, but at least acceptable in most 'normal' conditions. The last patch we denied the wtfpwn possibility. Maybe it can be fine tuned, but honestly I have never believed the math for this issue. It's like using pertubation theory for economies in crisis.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 01, 2012 3:54 am 
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hey was anya quest made un-leachable from town? a buncha leachers didn't get q when I did it today. Are there other quests changed like this as well?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 01, 2012 9:16 pm 

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I believe NM Baal may be physical immune. With 50%+ amp and 16% CB I couldn't do beyond the initial sliver of damage to his health bar, and I was attacking for at least a full minute. I didn't get the opportunity to thoroughly test it though, so maybe people on SC&SP can give more feedback on it. My only guess is the new PDR formula dew's using is somehow making certain bosses physical immune? Dunno.

forgot to note, I was in full CB gear using ribcracker, meaning very little actual physical damage, just high CB. So perhaps the formula is effecting CB?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 01, 2012 10:36 pm 

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kramuti wrote:
strategy formulas look like:

m = b + (1/3)(l-b) where m MDR, b=hardpoints, and l=total skill level
n = b + (1/2)(l-b), where n=DR, b=hardpoints, l=total skill level
as long as 1pt is spent in the prereqs

small table using hako's values give
b l m
1 1 1
1 4 2
2 5 3

b l n
1 1 1
1 4 2.5
2 5 3.5

so it looks like a n-1 like display error on how the ironskin display string works. it should be given properly though. (both skills and skill description files use the same formula.

edit: one more example and, i imagine that the next hard point will actually display MDR of 2 and DR as 2 if you point a hard point in it


So I just added another point to strategy and it stayed the same. It was at lvl 7 (1 hard point, 6 soft points) and displayed 2 mdr / 3 dr. When I added the 2nd hard point, to put it at lvl 8, it still says 2 mdr / 3 dr, as well as saying it'll still be 2 mdr / 3 dr at the next level.

edit: I just added another hard point into strategy, to put it at lvl 9 (3 hard points) and it still says 2 mdr / 3 dr. It also still says it will be the same 2/3 at the next level.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 01, 2012 11:57 pm 

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The amp issue like Kramuti basically stated is like a sensitive issue. Softpoint is probably not the ideal way to go. Goreriders = wtf btw lol L10 AMP CTC !0% AMP to cast? WTF Lol. I That's a little high. i think NM baal is physical immune though. My 47% amp could not break him and we had to use drrods blizz sorc to kill him. The monsters amp curse has also been reduced as a result of the necro change to amp?

Was that intentional? Meaning.. i'm drunk atm but fuck.. follow me if u can lol
like the enemies amp is reduced to that of the necromancers. I believe this is correct despite my drunkenness. I don't think this was initially intentional. Any way to buff the amp for the monsters back to what it was originally? Seems stupid to buff melee gear/ dr etc% and then nerf monster AMP%.

FUCK i'm too drunk. The information provided should still be accurate,anyone feel free to correct me if I'm wrong.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 01, 2012 11:59 pm 
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ill look into these issues now thanks

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 8:37 am 
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Maybe Im losing it, but it seems as though hydra now has the fireball animation, minus the splash/aoe of fireball? My hydra sorc is only lvl 41, but it seems as though hydra is only hitting one monster at a time like bolt.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 9:29 am 

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You have to understand changing one side of the spectrum is easier than changing one variable that effects the entire spectrum. i.e.

Changing amp~ to accommodate for melee not doing that well in norm/nm is only going to make melee even more powerful endgame.

+ people seem to be forgetting that dew dropped the DR from the bosshats and added a PDR formula.

5-10%~ change in amp prob makes a huge difference.

The wtfpwn possibility is like if thats the direction we want HU to go to allow that possibility. Why did we nerf fire druids? Why did we nerf psn?

Why not buff LR in that case so the wtfpwn possibility exists for casters too?

Seems to be a loss of motivation to find 'proper' balance. I mean do we want to play battle.net again? Seems like that's what most of you want now.

Is there anyone left who cares abt difficulty or do they just want to wtfpwn face rape palm rape everything?

+ the direction were headed are we going to have to reset now? Seems to be quite a few bugs etc.

Not giving up hope or being entirely negative but I hardly call a necro with maxed amp and a fury druid raping everything a wtfextreme circumstance Kramuti. Don't take that offensive - but what other extreme circumstance were you implying?

+ still need to see how melee do in Hell. It seems people want Melee to do better throughout the game but also forget that melee attain their best gear endgame. End game melee gear is far superior to everything early/midgame.

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Last edited by Lee on Sat Jun 02, 2012 9:43 am, edited 1 time in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 9:31 am 

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Hako wrote:
kramuti wrote:
strategy formulas look like:

m = b + (1/3)(l-b) where m MDR, b=hardpoints, and l=total skill level
n = b + (1/2)(l-b), where n=DR, b=hardpoints, l=total skill level
as long as 1pt is spent in the prereqs

small table using hako's values give
b l m
1 1 1
1 4 2
2 5 3

b l n
1 1 1
1 4 2.5
2 5 3.5

so it looks like a n-1 like display error on how the ironskin display string works. it should be given properly though. (both skills and skill description files use the same formula.

edit: one more example and, i imagine that the next hard point will actually display MDR of 2 and DR as 2 if you point a hard point in it


So I just added another point to strategy and it stayed the same. It was at lvl 7 (1 hard point, 6 soft points) and displayed 2 mdr / 3 dr. When I added the 2nd hard point, to put it at lvl 8, it still says 2 mdr / 3 dr, as well as saying it'll still be 2 mdr / 3 dr at the next level.

edit: I just added another hard point into strategy, to put it at lvl 9 (3 hard points) and it still says 2 mdr / 3 dr. It also still says it will be the same 2/3 at the next level.


So, to add onto this, I now have 11 hard points into Strategy and it doesn't say anything about mdr/dr on the skill display. It only shows up with soft points. I took off all of my gear, just to see and the mdr/dr disappears. When I put my gear back on, it's up to lvl 18 Strategy (7 soft points), but still reads 2 mdr / 3 dr. So at this point, when you hover over the skill in the skill tree, the display is only showing the mdr/dr from soft points. On my character screen, it's only counting the mdr/dr from soft points in Strategy and then the mdr/dr that's on my gear of course.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 10:41 am 
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updated buglist in technical support. Hopefully we have most everything. I left the 1.3b list there as well. Should probably make sure those get done as well if they haven't been already.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 10:47 am 

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damn theres alot of bugs.. so the question is are we still going to have to reset now? Not everything can be fixed via text edits??

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 11:07 am 
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So far nothing requires a reset. A lot is a relative number. Consider the ratio of bugs/changes. It's not a significant amount..yet :)

hydra fix should be in missiles.txt, Row 249
Columns EV/EW/EZ (TravelSound/HitSound/ExplosionMissile) should be changed to
monster_fireball/sorceress_fireball_impact_1/explodingarrowexp

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 1:43 pm 

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Kinda wondering why the clientside edits were included in the first place.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 02, 2012 2:41 pm 
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We are basically in agreement Lee. I was just pointing out that the line is very slim when it comes to melee. The extreme part was that too much life steal and too high amp values is an unquestionable win. Without that exact combo, things weren't so out of whack. This combo (well+CB) has always been the booger in the oatmeal.

Most parties do not have that luxury. This is why it becomes difficult to balance. We don't really want parties without max amp and having a few meleers to just get raped, but neither do we want amp+melee to be the 'only' answer. It's ok if we didn't hit it right on the head this time. It isn't set in stone. Now that we have at least some data, we can hopefully fine tune it...but it is a painful process.

I am not one who wants things made easier across the spectrum. I want melee to be useful. Poison was nerfed again. If it is still OP, say so. If fire druids are still OP what is the cleanest fix do you can think of? Some ideas have been proposed, but none were solidified. That's why they weren't added. The focus was to try to get melee useful, then address other concerns.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 03, 2012 2:28 pm 

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I posted this under technical support, but i'll post it here as well. I just found out that the static animation was removed. Now this may be good for people who don't play these characters, but for people like myself who play on hardcore, this makes this character extremely hard to play. It's impossible to tell exactly how far you're hitting monsters with this attack now. Is there some way to make a client side edit that puts this animation back in for those of us who want to have it?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 12:02 am 
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Conviction is broken!? Pali conviction not getting on enemies, enemy conviction not lowering my resists...

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 3:06 am 
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You must not have checked the list....its been posted and will be fixed

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 4:38 pm 

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How long do you think it'll be until conviction gets fixed? I'm leveling a vengeance pally right now and don't want to keep playing him if conviction is going to be fixed for a while.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 5:46 pm 
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Next patch which is very soon.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 8:07 pm 
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dew wrote:
You must not have checked the list....its been posted and will be fixed


herp derp my bad

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 8:29 pm 

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Fire towers and lightning orbs seem to cause lag now. Anyone else experience this? I mostly notice it with high summon parties, so I'm guessing it's some sort of counter.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 11:07 pm 

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I think the whole Death Craft should be reconsidered. It's ultimately useless and no one uses it. The curse and life drain are to much of a problem to bother with, let alone all it really does is add a small bit of damage %. The IAS is fairly useless.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 04, 2012 11:19 pm 
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I understand the view, but to play the advocate: don't you need that ias to hit some of the fastest fpa's allowed? I guess Gris Caddy and some others are some exceptions. Still, with werewolf builds, the weapon is essentially all that you get. Having an ias that always spawns seem pretty nice. This can mean the difference between using jewels and gems for ias. That is a pretty big deal to me.

The drain life value is miminal. Not having some source of low replenish life is surprising to me a virtually any stage. Curse duration is not as easily negated by some classes. Meh.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 2:33 am 
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Is it normal for a bone necro to be rendered useless during slow missiles? I do zero damage when effected.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 4:15 am 
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slow missile has a thing that makes u not hit from a distance.. u gotta stand up real close to land hits. this probably applies to teeth/spear/etc as well

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 7:58 am 
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slappyNuts wrote:
slow missile has a thing that makes u not hit from a distance.. u gotta stand up real close to land hits. this probably applies to teeth/spear/etc as well

Yeah it has been like this for awhile. only way to change it would be to reduce the effect.


Another bug I noticed is catapults still attack quite often. They don't work like regular monsters so I have to find a work around....

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 12:06 pm 

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kramuti wrote:
I understand the view, but to play the advocate: don't you need that ias to hit some of the fastest fpa's allowed? I guess Gris Caddy and some others are some exceptions. Still, with werewolf builds, the weapon is essentially all that you get. Having an ias that always spawns seem pretty nice. This can mean the difference between using jewels and gems for ias. That is a pretty big deal to me.

The drain life value is miminal. Not having some source of low replenish life is surprising to me a virtually any stage. Curse duration is not as easily negated by some classes. Meh.


Paladin Zealer using fanaticism only needs 60% IAS total on a 0 speed weapon for max speed. Fury from druid and maul take weapon IAS only. The char that needs most IAS is barb for concentrate at 125% on a 0 speed weapon. Then again most barbs use WW not conc which takes wep speed for hits.

Just to be clear I think IAS on armors is useless kinda. Specially on all pieces. On weps its nice. We use to use death craft a lot 2 patches ago, but now no one uses it.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 2:35 pm 
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Hell General is currently physical immune without any sort of Amplify Damage or Decreprify. Either that or 30k physical damage cannot get over his PDR threshold without Amplify Damage. Attacks that were successful in damaging him with Amplify Damage could not even reset boss heal timer when no curse was present.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 05, 2012 11:47 pm 
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On the character screen it reads Summon Resist rather than Raise Spirit Blade.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 06, 2012 10:43 am 
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Heya. I have been experiencing issues with the cursed sword.

Firstly, I have freshly installed d2 + HU low res 2 days ago, following the exact instructions provided on this forum.

I came across a cursed sword on my druid in act 1 hell. I picked it up, but after I left the game and joined another my inventory/stash reset to the state it had been in prior to the game in which I picked up the sword. This reset seemed to occur no matter how many times I joined new games and the items I picked up afterwards.

The first time this problem occurred I tried re-logging my character, and restarting the game, all to no avail. Eventually, I ran d2modsetup to remove and then re-install the mod, and this seemed to stop the reset from occurring.

A while later I came across a second cursed sword on the same character, and after picking it up the problem with the resetting stash/inventory returned. This time running d2modsetup has not solved the issue, so I'm wondering if the first instance of it working was merely coincidental.

I have tested my other characters and they not share this issue.

I will do a fresh install later tonight if the issue doesn't resolve by itself to see if this makes any difference.

Edit: Problem seems to have resolved itself now


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 06, 2012 1:07 pm 
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Enchant appears to have two synergies to me here (Warmth and Hydra, both 10%) while the patch notes say the only synergy is Warmth (at 20%).


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 06, 2012 6:00 pm 

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Instances of hell games are freezing up the servers under certain conditions still to be identified. The occurrences are brief, lasting only up to 5 minutes, then clientside processes become accelerated until one of two things happens, you die or you log out ^^.

The problem is exactly like the old Moloch lag, but I hear it happens anywhere now. Not having experienced the faults firsthand I can't reliably suppose what causes them. But it's sure to get worse as hell becomes more populated.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jun 08, 2012 4:18 pm 

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Anyone know when we might be able to expect a bug fix patch?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 09, 2012 4:04 am 
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Not quite sure if the hudb.arimyth site is fully up-to-date, but Metalgrid shows level 22 Spirit of Barbs charges. Is it intended for Rabies druids?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 09, 2012 5:46 am 
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No that's how its been for awhile but with the synergy change we may have to change it.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 10, 2012 2:34 pm 

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Don't know if this is a bug or character development related.

My friend has Lower Resist at about 10 right now alot of it is from soft points. The problem is it is not breaking the immunities. Is it the soft points causing the problem or something else. It wont even break Voidbringers Magic immune at the moment.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 10, 2012 3:36 pm 
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lower resist doesnt affect magic resists and never has. and when breaking immunities it gets applied at 1/5. so to break an immunity of 110% resist you need to have lower resist reducing by 55% to get them to 99% resists

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 11, 2012 5:42 am 
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I was doing some SP testing to check my end game dmg with the Armageddon RW, to find that it did not work. I put in a Military Pick, which is an ax. Were there some un-noted changes to this RW? Thank God I didn't do this on realm without testing lmao. Hopefully I saved someone else the hassle

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 11, 2012 7:02 am 

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slappyNuts wrote:
I was doing some SP testing to check my end game dmg with the Armageddon RW, to find that it did not work. I put in a Military Pick, which is an ax. Were there some un-noted changes to this RW? Thank God I didn't do this on realm without testing lmao. Hopefully I saved someone else the hassle


It was changed to Zod Ohm Gul and now fits claws


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 11, 2012 12:12 pm 
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the new unique archon staff is displaying as 'evil force'. likely the string for it was not added.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 11, 2012 2:14 pm 
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Corr wrote:
slappyNuts wrote:
I was doing some SP testing to check my end game dmg with the Armageddon RW, to find that it did not work. I put in a Military Pick, which is an ax. Were there some un-noted changes to this RW? Thank God I didn't do this on realm without testing lmao. Hopefully I saved someone else the hassle


It was changed to Zod Ohm Gul and now fits claws


aaah ty I missed that somehow

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 13, 2012 10:52 am 
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Flying Axe's do not seem to have the increased attack range for the larger screen. Only one that I have found that wasn't updated it seems. I assume this problem would be the same with all throwing axes including Winged Axe?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 16, 2012 1:51 am 

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Found a necro wand that said "3 to amplify damage" without (necromancer only) after it.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 16, 2012 2:29 pm 
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oZio wrote:
Flying Axe's do not seem to have the increased attack range for the larger screen. Only one that I have found that wasn't updated it seems. I assume this problem would be the same with all throwing axes including Winged Axe?


about the thrower-
ya I posted about this a couple ladders ago when the hi res was introduced, it's quite annoying, but I guess that's the nature of throw axes. It's not so bad on the screen vertically, but diagonally it seems like it doesn't even reach half way. This applies to all throwing axes (winged as well). Knives have a really short (maybe shorter?) range too, but now you don't notice it because of the aoe explosion. Gotta roll some 511% rare eth winged harpoons to be able to reach baal's tentacles from the side

on a different topic-
My fclaw druid... sometimes (rarely) when he unshifts from bear to human he becomes bugged. He can't cast anything, use any skills, switch his weapon... I have to save and exit. It doesn't happen frequently enough for me to troubleshoot what might be causing it, but it almost got me killed recently so I'm posting it now lol (nasty area, unshifted, oak down, bo out, zzz). Not sure if it is something introduced with the patch, or whether I'm the only one experiencing this.

edit: what type of facets have people found so far? The listed max +% value on psn facets is supposedly 3%, but imp found a 5% so it makes me think we're back to 6/6 max? Just a lil confused since the posted values seem to be incorrect: (-Elemental facets 3-5% pierce, 3-5% mastery. Poison facets adjusted to 2-3% mastery, 3-5% pierce.)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 16, 2012 3:57 pm 

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Facets appear to be 3-5 all around including poison from my experience of running hell Leo 50+ times. Gems also didn't get adjusted to lose a couple points of pierce, nor the extra poison nerf that was supposed to be applied. I'm bringing up a poison necro now that's doing extremely well, though I am pretty twinked. I'm guessing from the SC ladder poison is still doing very well, but there's been little feedback on it that I've seen.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 16, 2012 4:57 pm 
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slappyNuts wrote:
oZio wrote:
Flying Axe's do not seem to have the increased attack range for the larger screen. Only one that I have found that wasn't updated it seems. I assume this problem would be the same with all throwing axes including Winged Axe?


about the thrower-
ya I posted about this a couple ladders ago when the hi res was introduced, it's quite annoying, but I guess that's the nature of throw axes. It's not so bad on the screen vertically, but diagonally it seems like it doesn't even reach half way. This applies to all throwing axes (winged as well). Knives have a really short (maybe shorter?) range too, but now you don't notice it because of the aoe explosion. Gotta roll some 511% rare eth winged harpoons to be able to reach baal's tentacles from the side



One possible solution I suppose would be change the end game unique throwing axe for barbs to a harpoon?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 16, 2012 9:03 pm 
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i can adjust the axes range, before oZio posted i was unaware of this issue. on the facets I left them at whatever Kramuti set them at since he did all the item changes. I would love to know how well zons/necros are doing poison wise. i know rabies has been slowed down a bit. i have another way that can reduce their effectiveness at bosses only if poison is still a huge issue

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 17, 2012 12:36 am 
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dew wrote:
i can adjust the axes range, before oZio posted i was unaware of this issue. on the facets I left them at whatever Kramuti set them at since he did all the item changes. I would love to know how well zons/necros are doing poison wise. i know rabies has been slowed down a bit. i have another way that can reduce their effectiveness at bosses only if poison is still a huge issue


I wouldn't be opposed to the ax range matching javs :). I suppose it wouldn't be an issue if there were some uni javs worth using (for barbs).

Imp's psn zon has been doing fine. Dmg isn't amazing, but it kills fine. Maybe he will chime in and give more specifics. Whatever was done to make it require AR to psn was a great idea, probably the best thing that has been done to keep psn jav in check thus far.
Apparently there was a reduction on decoy cast delay? I think this was totally and completely unnecessary, and anyone who thinks otherwise builds a fucking sissy squishy zon whos decoy can't take a hit, or they think 1skill pt should tank hell meph :?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 17, 2012 12:48 am 

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I believe we actually planned to bring decoy's delay back to original value of whatever it was. Six seconds? It shouldn't have gotten increased this patch.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jun 18, 2012 4:58 pm 

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The 6% chance to cast Lower Resist on Attack with the M'avina's Set doesn't proc. Think it should be on Striking instead.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 19, 2012 3:02 pm 

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Lightning dmg from enemies seems way stronger than use to be. I get 1 hit so easy from any lightning boss despite my nice res.

Also Baal hitting in castle is so fast on my Sorc. Doesn't seem to do it to others but I cant stand still for 2 seconds without getting hit by lightning and as I said light dmg is insane strong.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 20, 2012 1:03 pm 
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There is a bug that has probably gone unnoticed since last patch.
On the character screen, Blessed Aim gives a bonus to life leech when it isn't active.
When it is active the bonus on the character screen goes away.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Jun 21, 2012 7:16 am 
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That's b/c its only added via the passive columns so on paladins get the bonus. If I add it to the aura stats then all holy crafts with ba would give life leech. Imo a few % of leech should be ok and I can add it, if its not ann issue

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 12:27 am 
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Can you change wraith flight to regular and not eth and just bump the ED up so it's around equal??

As a throw barb not being able to repair it and having to wait x amount of time seems kinda retarded.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 12:33 am 
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oZio wrote:
Can you change wraith flight to regular and not eth and just bump the ED up so it's around equal??

As a throw barb not being able to repair it and having to wait x amount of time seems kinda retarded.


once the regen values are bumped back up to what they were last ladder it wont be nearly as much of a problem. You're still going to need a couple pairs of weps if you are main dps on a boss tho ;)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 12:49 am 
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slappyNuts wrote:
oZio wrote:
Can you change wraith flight to regular and not eth and just bump the ED up so it's around equal??

As a throw barb not being able to repair it and having to wait x amount of time seems kinda retarded.


once the regen values are bumped back up to what they were last ladder it wont be nearly as much of a problem. You're still going to need a couple pairs of weps if you are main dps on a boss tho ;)


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 12:49 am 
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slappyNuts wrote:
oZio wrote:
Can you change wraith flight to regular and not eth and just bump the ED up so it's around equal??

As a throw barb not being able to repair it and having to wait x amount of time seems kinda retarded.


once the regen values are bumped back up to what they were last ladder it wont be nearly as much of a problem. You're still going to need a couple pairs of weps if you are main dps on a boss tho ;)


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 1:02 am 
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well at the rate the replenish is NOW, you can throw out your javs/axes in about 2-3 minutes (frenzy + fanat speed). Last ladder it took about 10 minutes.

Maybe upping the replenish rates again should be considered for the sake of double throw, even though at that rate no other class would ever even be able to depreciate the amount of arrows/javelins they have. Nobody ever raised voice against the increased replenish values so I'm assuming nobody noticed it breaking any builds last ladder?

I would say even double or triple what the replenish rates were last ladder. Starting from ROF wp, for example, my thrower last ladder was out of javelins before I reached the seal bosses (and I frenzy a lot of stuff to preserve them)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 6:04 am 
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Yes it wil be upped. Between work and getting a new comp I have little time atm but vacation is comming in two weeks. So I will have the update then :)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 3:12 pm 
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Confirmation of facets. (from 2spots in changelog)
-Elemental+poison facets 3-5% pierce, 3-5% mastery. (from 3-6, 2-3) x
-Poison Facets nerfed to 2-3/5 (did 3-5 like others. was done) x

Values of jewel pierce
-Gems pierce adjusted to pre-1.21z values. IE -10 Ubers. 2, 3, 4, 5, 6, 7, 8, 10 x

Are these not right? I looked them up from old files.

edit: i missed some on sapphires. holy hell.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 3:20 pm 
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All the facets I and others have found are in the range of +3-5/-3-5, including psn ones

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 4:16 pm 
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Not saying this to start a fight but you can't get much testing done when high lvl softys want to come in the pub games and rush...

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jun 23, 2012 9:22 pm 
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This is true, I know certain people play through the game right. Their input is what carries the most weight. Rushers are only good for engame input. which is still important, just not as much as how chars scale throughout the game

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 24, 2012 11:26 am 
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Atm running a melee blade sin ..... I think the shadow warriors can get a bit of buff.. as it is atm they don't do well.. Suggestion would be to give them abit more life per hard point...Any thoughts..

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jun 24, 2012 1:37 pm 
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Sry Dposting..

But this beta doesn't seem to be going well not many players and to boot most think its another ladder .... Maybe its cuz of D3 sad D3 suck balls... dew is there anything that you need tested that wasn't allready said..The glitchs I see are normal ones that allways bean here.. so give me a hoot to what needs looking into k m8..

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 1:52 am 

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I'm only just noticing now with maxed Blessed Hammer and 5 points left to go into Holy Bolt, level 36 Fist Of The Heaven shows 6390-8115 damage and is not increasing as more points go into HB. Do points in HB only synergise the little bolts that split from the main attack? Or is it a char screen display bug? Cos I gotta say it doesn't feel like it's missing 15*16%=320% enhanced synergy damage at all, but that's only 4-5k extra damage so I suppose I might not notice it.

So how do the synergies for FoH work and could the description be clearer? Currently it says Holy Bolt 16% magic damage per level and Blessed Hammer 10% magic damage per level.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 6:27 am 

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retrov wrote:
Do points in HB only synergise the little bolts that split from the main attack?
They do appear so. Just observed over the next couple of levels.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 8:13 pm 

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Well that explains why my FoH feels so craptastic. I've only 1pt'd BH and FoH's direct magic damage doesn't even break 2k at 26 or so. Can't kill anything myself, gotta wait for someone to show up that I can just follow and healbot.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 11:21 pm 
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How do druid summons work now? I know there was a buff to the wolves which give them the resist aura. However was there changes to HoW and also how does life work on the dogs, will I need to max oak early to have them survive??

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 11:25 pm 
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Asteroth wrote:
Atm running a melee blade sin ..... I think the shadow warriors can get a bit of buff.. as it is atm they don't do well.. Suggestion would be to give them abit more life per hard point...Any thoughts..


Assassins get 4 life per vita point instead of 3 so they are better tanks. You can't expect a lvl 20 summon to tank bosses. The sin is a tank herself. The fact warrior gets claw block and a potential fade if you have it onright click makes her a great tank for that lvl. Cant compare a 1 point wonder to a maxed summoner....different builds

Asteroth wrote:
can't get much testing done when high lvl softys want to come in the pub games and rush...


That's because everyone started weeks before you did. We have quested norm with several characters already and now want to test certain characters in other difficulties.

Armaneth wrote:
Well that explains why my FoH feels so craptastic. I've only 1pt'd BH and FoH's direct magic damage doesn't even break 2k at 26 or so. Can't kill anything myself, gotta wait for someone to show up that I can just follow and healbot.


You are complaining that a medic cant clear trash fast? You have to choose one or the other....medic or magicdin. Do you want to heal or do damage in norm, can't do both. If you could it would be the most over powered character on the realm.

oZio wrote:
How do druid summons work now? I know there was a buff to the wolves which give them the resist aura. However was there changes to HoW and also how does life work on the dogs, will I need to max oak early to have them survive??


I didn't do a search and check, but I'm pretty sure they get 2 res per point. As for how much life they get, my druid has lvl 36? dire wolves in norm and they get almost 2k life. In norm that pretty damn good when mixed with oak. For trash HoW is fine, but for bosses you need oak to keep them tanking.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jun 26, 2012 11:49 pm 
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Like Jay said druid summons with how do well. I have oak 1 pointed and so far with alot of skills and a spirit forge my dires seem to perform the best at bosses. For trash how is def the way to go since with oak they do so little damage they will and up dying before they kill much.
For their res they get 2% per lvl capped at 66 res.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Jun 27, 2012 1:32 am 

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With the medic/hammerdin combo, maxing hammers first instead of the medic's prayer+bolt gives you a capped FoH by level 55 (FoH starts at char level 36 of course) with at least 15 points spare to put in whatever. That lets this char pwn all the prime evils in normal while everyone else shouldn't really need healing. At the end of nightmare by level 80, you can max out healing or hammers, or half and half on both i.e. 20 prayer and 20 hammers with 1 in concentration, with up to 8 points spare from skill quests.

The bypassing demon resists is kinda too good imo. Nm Meph and Diablo were easily solo'd in no more than 2 mins.

For trash, level 40 hammers with practically finished synergies and level 16 concentration does 13k damage. Not sure if it needs pierce or not but had no issues so far. Overall, hammerdins are still, as they always were I believe, very strong.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Jun 28, 2012 11:50 pm 
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Got ya Jay ...Ya I know the shadow master is good.. My bad was busy with things around the house so I had to start late...I might max the shadow warrior for the hell of it just to see how she stands.. 8-)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 02, 2012 9:28 pm 
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Should we increase the range of offensive aura's like holy fire and shock to match up with the new screen size?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Jul 05, 2012 9:10 am 

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Aldurs set has 50% chance to cast level 40 maul, assuming this is suppose to be shockwave intead.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jul 06, 2012 5:18 pm 
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Infernuz wrote:
Aldurs set has 50% chance to cast level 40 maul, assuming this is suppose to be shockwave intead.


Probably. I will take a look see. Thanks.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jul 06, 2012 5:47 pm 
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Here are the item fixes/changes that I have done for beta2

Edits:
-fixed last tiers of sapphires to give correct pierce values (7,8,10)
-changed lower resistance proc on Mav's Bow from set bonus to hit-skill rather than att-skill
-lowered amplify damage proc on Gorerider's 6% level 3 From 10% lvl 10. The level is more in line with other items.
-fixed Aldur's set bonus to ctc Shockwave (#243) rather than Maul (#233)
-fixed Soumancer's stats (removed green set bonuses and upped regular attributes)
-reset Thunderstroke to level 95
-set Windhammer to level 90 from 92 (Tstroke one line below windhammer)
left monlvl at 92

Any that I missed?

Edit: Fixed War Belt and Battle Belt str issues from 1.3b. New values: BattleBelt/72, WarBelt/88

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 07, 2012 11:46 am 
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Here are the item files. changelog for new edits is included.

http://dl.dropbox.com/u/1281266/1.3cbeta2.rar

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 15, 2012 12:55 pm 
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6/3 amp proc on gore's and atma's.. The way amp was changed does this changed value even do anything?? 6/3 proc seems useless and wouldn't do anything to better melee builds in anyway..Here is the way to fix gores take the amp proc off of them and make amp a oskill.. 1 to amp won't brake the game but will give the melee build the use of a better amp then a 6/3 proc..
Think of the values in amp a lvl 3 amp proc is only making the boss's phy res drop about 4 to 5 %or even less..Only reason I stress this is there isn't enough people here in Hu to govern the diffaculty that the game is at now.. 8-)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 15, 2012 3:35 pm 
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Well, what % values is reasonable to you then (not including the breaking immunities part which you are referencing)? Do you then think that all the other items should be changed then? You're stating this without much regard to the other items floating around.

If a caster type used the castable version that you are suggesting, they could easily obtain lvl 20+. You can't assume that only melee toons would use it. We know that will not be the case.

The real question I guess is that should proc'd amp values break boss immunities (or castable from nonnec classes)? I though that most did not like that idea. Shrug. It's a dicey slope, no?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 15, 2012 10:57 pm 
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kramuti wrote:
The real question I guess is that should proc'd amp values break boss immunities (or castable from nonnec classes)? I though that most did not like that idea. Shrug. It's a dicey slope, no?


Breaking boss immunities doesnt matter for melee. The boss will still have 95%+ physical res. It's not a potential game breaker like breaking an elemental immunity. Now if a melee could obtain -100% physical res on top of the amp, then you would have something to worry about.

The values of lvl 3 amp and so on on certain items were set when lvl 3 amp did like -55% phys res. Pretty sure lvl1 amp started at 50% after it was nerfed from 100% at lvl1 from bnet.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 16, 2012 12:52 am 
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That still leaves the question of what % people can agree upon, and whether all the other items that proc amp should be changed as well. If people can give me an agreeable number I am not opposed to changing things. I just want a consensus before I go randomly changing stuff.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 17, 2012 4:06 am 
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Why not make all the uniques with spell procs like Atma's Gores"s ex... have the same mod as the rares 6/6.... This should save a alot of trouble and besides why should a rare have a 6/6 and a unique not ? 8-)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Jul 19, 2012 9:21 pm 
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What about the few items like Lacerator that have much higher chances to proc? Should the chance be lowered, should the amp level be changed, or should it just be left alone?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Jul 19, 2012 9:36 pm 
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kramuti wrote:
What about the few items like Lacerator that have much higher chances to proc? Should the chance be lowered, should the amp level be changed, or should it just be left alone?


as long as the chance to proc is above 5% on lacerators it doesn't make a huge different for throwers. If you want to lower it due to people abusing it on other builds then I guess it's not a big deal, but I've personally never seen people use lacerators over amp wands lol

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 21, 2012 9:34 pm 
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not sure if intentional-
Kethrye's Flight, lvl 80 bow
6% ctc amp on STRUCK

Isn't it supposed to be on strike/attack? If not it's a pretty useless mod imo :)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 21, 2012 9:47 pm 
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ya, should be on strike. am doing changes now. should have them up in awhile. hopefully will beat the amigos showin up.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 21, 2012 11:23 pm 
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shweeeeet! any ETA for bug/fix patch?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 21, 2012 11:23 pm 
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shweeeeet! any ETA for bug/fix patch?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 2:00 am 
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http://dl.dropbox.com/u/1281266/1.3cbeta2items.rar

Here is my changelog for ITEMS from the first beta. The rest is in Dew's Hands

Item Edits for 1.3c beta 2:
-fixed last tiers of sapphires to give correct pierce values (7,8,10)
-changed lower resistance proc on Mav's Bow from set bonus to hit-skill rather than att-skill
-lowered amplify damage proc on Gorerider's 6% level 3 From 10% lvl 10. The level is more in line with other items.
-fixed Aldur's set bonus to ctc Shockwave (#243) rather than Maul (#233)
-fixed Soumancer's stats (removed green set bonuses and upped regular attributes)
-reset Thunderstroke to level 95
-set Windhammer to level 90 from 92 (Tstroke one line below windhammer)

-doubled skull deadly strike % (2,4,6,8,10,12,14,16)
-increased resistances from Um (15/20 in armors/shields from 12/18)
-Tombreaver sockets 3 (from 2-3)
-Highlord amulet deadly strike increased to 0.5% per level from 0.25% on (counts in 8ths)

Frostburns
+30 Defense x
+75% Enhanced Damage x
+15% Increased Attack Speed (from 10) x
Adds 40-60 Fire Damage (from 24-36) x
Adds 20-40 Cold Damage (from 18-24, cold length left at 150 frames) x
+50% Enhanced Defense x
10% Chance to Cast Level 10 Frozen Armor when Struck (from level 3) x
5% Chance to Cast Level 10 Enchant when Striking (from level 3) x
+5-10% to Fire Skill Damage x
+5-10% to Cold Skill Damage x


Amplify Damage changes
Goreriders 6%/6 from 6%/3 on striking
Lacerator 10%/6 from 16%/3 on striking
Atma's Scarab 6%/6 from 6%/3 on striking
Cranium Basher lvl 85 Ogre Maul10%/6 on striking from 10%/1
Kenthry's Flight lvl 80 Matriarchal Bow 6%/6 on striking from 6%/5 on struck

reasoning: Low Levels of Amp on high level items has been said to no longer be really effective due to the lowering of % values on the skill itself. This change has been pretty dam big since we went from 100% 'free' to 20ish%. It has been argued that the current CB levels is not enough to worry about with boss resists left at 95%. No real opposition has been voiced.

Weapons have higher proc percentages than other items. Values between items depend on how often things can be applied comparatively to the others. Cranium Basher can't apply with whirlwind so its can't be applied a lot. Kethrye's Flight can be hit a alot if strafe is used (Mutishot only procs with the middle 2 arrows). Lacerator chance used to be a lot higher, but had to contend the Howl Proc. It can be dual wielded by barbs. Used comments Slappy on his thrower barb, and my own since this was one of my favorite barbs I made to this day (when howl proc was used btw).

Other Unique Items With Amp (unchanged)
Swordback Hold lvl 20 spiked shield 6%/1 when struck
Maelstorm Wrath yew wand +1 to +3 nec only
Gavel of Pain level 56 Martel de Fer 6%/level 3 on striking , 20 charges lvl 6
Vile Husk level 52 Tusk Sword 6%/3 on striking
Whichwild String lvl 52 Short Siege Bow 5% lvl 3 on striking
Spike Horn level 84 Blade Barrier 5%/6 when struck

Other changes are not in my hands. I don't know when. Not sure if he has been in touch with Duff or not either. Most will really depend on that.

A final decision has to be made about a reset as far as I know either has there?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 2:39 am 
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What about throwing axes range fix? I'm sure it was mentioned but no idea if not forgotten.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 3:31 am 
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check all throwing wep's I believe it's not just axes.

Also get the reset up so I can play again :D

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 4:49 am 
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oZio wrote:
check all throwing wep's I believe it's not just axes.

Also get the reset up so I can play again :D


a couple patches ago I remember throw javs going the furthest, axes shorter than javs, and knives shorter than axes (though now you don't notice the short distance on knives because the explosion). I think Blizzard made them different distances on purpose just to give a little differentiation between them, but, they weren't taking hi def into consideration, and the fact that we can see enemies that we aren't able to hit. Would be cool to at least match axes to jav throw distance, but I think knives are more than fine now with the explosion.

Also, originally I thought there would be a reset upon patching, but recently there are apparently more people saying no reset.

Can we decide soon please? So I can stop grinding my guts out for rlore if it's going to reset lol >_<

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 10:34 am 
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replenish rates are on the coding side right?, I didn't do this . That needs done on dew's end.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 11:37 am 
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range, not replenish(it's fixed if Dew got my files). As for now throwing axes go maybe 1/2 of screen and vanish. I changed this along with few projectiles before 1.3b but Baerk decided not to include any missiles.txt changes(for his own reasons).


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 12:57 pm 
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axe and knife range are in missles.txt his version of files are probably different than mine. It's an easy change to do, but I am leaving that to him atm.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 1:52 pm 
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Also what about increasing the range of the palidin's offensive aura's like holy shock? That hasn't been scaled to high res either.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 22, 2012 3:39 pm 
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oZio wrote:
Also what about increasing the range of the palidin's offensive aura's like holy shock? That hasn't been scaled to high res either.


how much higher would you suggest? Nova just made a max holy shock pali and it already hits beyond the entire HD screen. If you scale too much higher he will be able to run straight down the center of tundra and clear it entirely lol

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 23, 2012 9:22 am 

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Assassin idea for next patch Maybe give blade fury some enhance damage. Have it receive a bonus from sentinel and shield ? What you think


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 24, 2012 12:47 am 
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I'm not sure when or why people decided to nerf enchant duration so badly, but can we increase it to match what BO is at? I have a lvl 37 chant and it lasts for less than 4 minutes

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jul 27, 2012 4:21 pm 

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Once godmode is fixed the realm should be resetted. It's retarded to allow such exploits, and hacks to exist. I PMed kevin and once he replies hopefully he'll stop the godmode and the follower shit no idea yet but these are top priority issues that are not being pressed enough. HUGE exploits/hacks exist right now on HU and they should be top priority. I also PMed Dew.

Once hacks are fixed and everything else is patched the realm should be reset.

My next attempt is to contact someone on PhrozenKeep and have them patch the godmode or tell how to stop it.

Godmode fix - Dew can you do it ?

"I'm sure it's possible to make MPQExtractors/Manipulators to crash when try to opern your MPQ. So wait for ~Update. 2) How to make h a c k s like GodMode not to work in your Mod. - Change all the codes of the Rejuvulation Potions, not just the codes in the Misc files, but the one in ItemTypes, ..."

Got it from PhrozenKeep, are you capable of this task Dew, or anyone else?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Jul 27, 2012 6:33 pm 
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nice effort for fixing exploits lee, but uh... why does that require a reset?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 1:30 am 

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First it's a beta and second godmode is a major bug. No one knows who uses it and it essentially makes you invincible. Allowing such an exploit to exist in a real ladder is just stupid.

It's like saying theres an item that does 9999 dmg that is accessible in beta and even though we do not know who uses the item we still consider it a legit ladder.

All bugs/fixes w/e should be patched and realm reset. The purpose of a beta is to test and fix things. That's exactly what's being done. Hacks are the most important bug fixes and should have the highest priority by far.

Not enough attention or time is being spent on addressing hacks and it's disappointing rather actually.

My next step is to have someone from phrozenkeep patch it for us and post on these forums. I'll just ask kindly and I'm sure for them it's an easy fix. I'm not sure what Dew is capable of regarding the fix and Kevin seems to be busy with his own real life issues but I've pmed both and no response yet.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 6:48 am 
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Lee wrote:
First it's a beta and second godmode is a major bug.
I, during my 5 years here, have seen maybe, maybe, 3 god moders and all got banned thx to Duff. It's not a major issue, maybe on HC, that means something wrong is within HC that leads guys to use hacks.

Your point, unfortunately, is invalid. It's a SC mod, stick with that.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 9:02 am 
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gogo Reset ;)


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 11:33 am 

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I can't remember a single instance of blatant GM on HC. I can't even think of much MH either.

As far as a reset goes I wanna say there won't be one anytime soon. Dew has expressed before that he won't reset unless there's a major issue. I'd get used to this ladder being around for at least the summer.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 11:59 am 
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We havent even seen an update yet...how will we reset? That's like trying to ship a product you havent manufactured yet....it doesnt work.

We have been stagnant for a while now. Without a beta update and further testing, might as well call HU a wash.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 1:22 pm 
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Sorry guys work has been insane recently, and kids have soccer tournaments. I'll see what I can do

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 6:28 pm 

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Kevin got back to me via PM with a possible Godmode break. It will need testing but if it works it should included in the next patch. Just because we haven't seen anyone use it does not mean there are not people who do use it and anyway allowing any exploit as big as GM to exist freely is just senseless.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 8:49 pm 

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Lee wrote:
Just because we haven't seen anyone use it does not mean there are not people who do use it and anyway allowing any exploit as big as GM to exist freely is just senseless.

Jesus Lee, every time I read your posts I picture you slamming your rice bowl down with a bulging vein running down the side of your head. What is up with all this focus on god mode that might or might not be running rampant, but which no one has seen?

I think the most important thing is to fix melee's and improve the game play, that was the purpose of this patch. To improve things and build up the community again, because its dying.

Lee wrote:
Once godmode is fixed the realm should be resetted.....HUGE exploits/hacks exist right now on HU and they should be top priority. I also PMed Dew.

Lee wrote:
My next step is to have someone from phrozenkeep patch it for us and post on these forums. I'll just ask kindly and I'm sure for them it's an easy fix. I'm not sure what Dew is capable of regarding the fix and Kevin seems to be busy with his own real life issues but I've pmed both and no response yet.

Lee wrote:
"I'm sure it's possible to make MPQExtractors/Manipulators to crash when try to opern your MPQ. So wait for ~Update. 2) How to make h a c k s like GodMode not to work in your Mod. - Change all the codes of the Rejuvulation Potions, not just the codes in the Misc files, but the one in ItemTypes, ..."

Godmode fix - Dew can you do it ?


Holy Crap man calm down! Go down to the Do-Jo and have Sensei slap some sense into you. Dew has a life and a family bro. He did this patch to fix melee and improve the game play. Lets do one thing at a time for Buddha's Sake!

We CAN'T keep threatening with Resets every time you zone in on some shit. Resets every 6 months makes people not want to make characters or start HU. That hurts the community. I definitely think we need to address the hack issues, but I don't even see people using map hack as much this patch as they did last patch.

I would rather see Dew's little time used to get the game play and melees back. The game play brings people to HU, and while yes some might bring hacks, they don't value the game the way the rest of do. They will get bored and move on. Lets refocus on the whole reason Dew made this patch. Stop screaming reset all the time, and get back to enjoying the game dude. We need people to play, so we can get feedback and test this beta the right way.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 8:58 pm 

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You sound like your advocating Godmode.. coming from a guy who admitted to someone that he uses follow bot I don't think your opinion is very valid so I'm just going to ignore you. I am not pressing the hack issue above anything else. I just stated it needs addressed/fixed. None of my posts are rampant or w/e you claim they are. You're over exaggerating and tripping out like a little girl... then again as I reiterate a guy who admitted to using a follower hack, nothing else to say.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 9:56 pm 
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Delta wrote:
I would rather see Dew's little time used to get the game play and melees back.
-Delta


this.

Also, what does everyone think about chant duration getting some love? Right now I have:
lvl 13 frozen armor: 360 sec duration
lvl 37 enchant: 225 duration
lvl 50 bo: 573 duration

I don't know exactly what the duration was set at before when people deemed it unreasonable, but it would be nice to have it along the lines of bo and fa IMO. Thoughts?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 10:40 pm 
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Lee wrote:
You sound like your advocating Godmode.. coming from a guy who admitted to someone that he uses follow bot I don't think your opinion is very valid so I'm just going to ignore you. I am not pressing the hack issue above anything else. I just stated it needs addressed/fixed. None of my posts are rampant or w/e you claim they are. You're over exaggerating and tripping out like a little girl... then again as I reiterate a guy who admitted to using a follower hack, nothing else to say.


Coming from a guy who has actually hacked a server i thought this was kind of ironic..... :roll:

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 11:04 pm 

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Yeah well 10 years ago still talk about it if you want. Irrelevant. Anyone with respect for legit play should be in agreement regarding the dismantle of hacks, period. Regardless of who uses them or who doesn't. The people who try to divert the dismantling of hacks makes you question their motive. Do you want a hack free realm or not? Dew does not have to incorporate the change necessarily and he can address other patch problems first before spending time trying to fix it. According to someone on Phrozen Keep the fix is not that complicated and I PMed kevin again because for some reason his fix didn't work
Attacking someone who is trying to stop hacks on the realm is pretty backwards.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 11:08 pm 
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jesus christ lee shut the fuck up, thats all everyone wants from you

everyone that tells you to eat shit and die isn't advocating godmode, they just want you to eat shit and die

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Jul 28, 2012 11:58 pm 

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why don't you shut the fuck up faggot? I'm simply trying to stop hacks on the realm and you want me to be quiet?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 12:01 am 
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you only need to say it once dude, everyone would ignore you just the same, its just less annoying

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 12:04 am 

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..... wtf are you talking about? I only need to say it once? When people are attacking me for trying to stop hacking there's not something wrong with that picture? I only re-posted to update what Kevin had sent me via PM. Dew does not have to spend his time patching it. There are other people willing to do it. What is the big fuss about? Obviously I'm going to reply back when someone attacks me because I'm trying to stop hacking. lmfao.... use some logic before you post thanks. 99% positive I'm not the only one who wants hacks ridden from the realm my friend.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 12:11 am 
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people aren't attacking you for trying to fix hacking. Everyone wants hacking to stop. People are attacking you because you're a fucking idiot, because you're a fucking idiot

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 1:04 am 

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LOL. that's what a fucking idiot says when he can't come up with a real comeback.
Going to need a little more justification then that. Where is the idiocy in trying to stop hacking? Explain yourself and stop insulting or just stfu. Never seen a nerd rage like you before " go eat shit and die, go eat shit and die" Are you like bashing ur keyboard or someshit? Chill the fuck out, jesus christ. Have a drink or something god damn. You sound like a Al-Qaeda e-terrorist.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 1:22 am 

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Lee wrote:
Where is the idiocy in trying to stop hacking?
I'll preface my comment by saying this I WANT TO STOP HACKS AS MUCH AS THE NEXT GUY!!

Now that being said, those working on this patch have this thing called "a life". Rather than harp on something, that they'd likely fix if they had time and less pressing issues. Such as getting the patch balanced and tested properly. Myself in my time here, I've seen virtually no one running GM or MH. Like it or not, it's a fact. So, in the mean time, lets focus on what the primary goal was, for this patch, to fix the fiasco that has existed since Blue rolled out his "Godly" patch 2 ladders back. Lets fix playability and functionality to similar levels that were present in the last good patch. I'm in process of working on getting back to enjoying this mod again.

Take no offense here, but what your diatribe is going to serve to accomplish is getting Dew and Kramuti to stop any further efforts. Nothing against Kevin, he knows his shit, but he doesn't play HU anymore. Phrozenkeep could really give 2 fucks about HU as a whole, unless they actually play it.

In short, my feelings are this: iron out the buglist issues first and foremost. Then if they have time and desire to do so, fix hacks. I simply wish to enjoy this mod, if people are so lame they must resort to hacks, I feel sorry for them. Ultimately HU will only likely be around for maybe 1-2 ladders after this then support and servers will dry up. Sad fact but likely as not true.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 7:49 am 

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Kwikster I am in complete agreement with you. I do not think the Godmode fix is complicated though.. based on the information I gathered on Phrozen Keep.. the rejuvination potions just need edited or something of that nature. Someone with enough modding experience just has to be willing to do it. I am not putting it ahead of any other issues first. I know a lot needs ironed out. Fact is, Soulmancer had a specific vision of HU being played legit and NO hacks are allowed on the realm. That's why they deserve some priority and attention. The priority and attention that they were never given. Even if the mod dies in the next 1-2 ladders... at least let it die hack free. Kevin also tried to fix it but his fix didn't seem to work... he might reply back to me and try the suggestion I sent him but hes very busy.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 3:47 pm 
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I, like everyone of worth, would like these hacks to be fixed. I just don't have the time to look into something that I know essentially nothing about. If PureRage could figure out the proper fix, then sure. If not, I can't really say I could do squat about it. Phrozen Keep is a little odd since they want absolutely nothing about serverbased issues on their forums. Understandable on their part though. I really didn't think you would get a response from them. I guess you could want this on a SP mod though...

Even back when Terry was in direct control, hacks were around. They were a bit easier to fight at that time as well, since Duff only had really a single OS to worry about. Since his antihack got outdated, we have been in the same bout ever since. Policing by the community has gotten several bans over my time here. Granted some have obvioulsy been missed. MH is probably more common in SC than HC, but I don't know anybody at this point that I suspect of doing it that is still around. If things pick up again after beta, then it will likely just have to be self policed.

So, if something could just be added in, then go for it. If not, :(

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 5:22 pm 
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Lee one thing at a time here lets get Hu fixed first(melee and op builds that need nerf).. I personaly don't care if someone hacks the game it just tells everyone what kinda player they are..


Dew are we any closer to testing the boss's phy res with a new updated fix patch for melee yet?..And we need some kinda idea if and when there will be a reset ... Having a pending reset hanging over everyones head isn't bringing people back to the mod infact its doing the oposite...I just would like to see all these issues fixed soon so we can all advertise and get people back to the mod... 8-)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Jul 29, 2012 8:20 pm 

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Lee wrote:
You sound like your advocating Godmode.. coming from a guy who admitted to someone that he uses follow bot I don't think your opinion is very valid so I'm just going to ignore you. I am not pressing the hack issue above anything else. I just stated it needs addressed/fixed. None of my posts are rampant or w/e you claim they are. You're over exaggerating and tripping out like a little girl... then again as I reiterate a guy who admitted to using a follower hack, nothing else to say.


This is like exactly how I would expect you to reply to my post Lee. Hopefully after reading everyone else's post afterwards you understand that none of us are for Hacks, despite the bullshit spewing from your mouth. We just want one thing focused on at a time. Also don't spread shit about people when you are frustrated with their answer. I never said I used follower hack. If you are speaking of a conversation I had with Zac, that was not about any hack. It was about the holy bolt bug. So please don't spread bullshit. Everyone is tired of the way you go about doing things.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 30, 2012 3:15 am 
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is there a problem to bring Melee back ? i dont know im not a mod creator or modder

but i miss and i think im not the only one , i miss the melee power they can tank bosses and deal dmg on them

the Ele char builds are nice , but i want roll a nice Coloss blade or lance or Berserk Axe to make a nice build with it

look elite unique steel rends , pwwwwwwwwwwnd stats on them but with the melee shit u dont need to pickup them for what ? sucks hard


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 30, 2012 3:52 am 

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Lord-Turin wrote:
look elite unique steel rends , pwwwwwwwwwwnd stats on them but with the melee shit u dont need to pickup them for what ? sucks hard
Rends are better than last patch, but not much.

The change log says A1 & A3 merc AI got changed, how much? My A1 merc will stand in a spot getting shot by a skellie archer and not return fire, while closer to it than I am. Their range is about 1/2 monster range currently. Haven't had a chance to check A3 mercs yet, still in A1 normal.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 30, 2012 4:30 am 
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i know the rends better then before all the patches really nice crazy stats

with that item on a old melee patch on a barb - OMG !!!

what i wanna say is u only look for caster items on the ground maybe A1-2-5 merc melee pys dmg items thats all


makes not really fun and thats not the first year we got caster only crap


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 30, 2012 9:02 am 

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I thought it was pretty obvious dew was well aware of the melee issue and a fix to amp and the pdr issue will be included in the next patch. Patience.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Jul 30, 2012 11:45 pm 
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Maybe I was wrong....I thought the beta was the start of the balance. If Im wrong....say so.

I really want to give a serious opinion right now, but unfortunately I can't, because we are only in the first stages of the Beta. We should probably consider this the Alpha and call it a day.

Personally I was hoping for a handful of patches before we actually "finished" the mod.

Yes...I said it. This would be the finish.

Terry had a GREAT idea and ran with it with HU, but everything has to come to an end. This is HU's time.

Since a lot of the old community decided Terry's last patch wasn't enough, we are stuck with the job of creating a final update.

That is what we are working towards.

"We" should start thinking of ways to make endgame more difficult, instead of making all of the game easier. Sure amp + CB would own, but do we want the mod to be ez?

I personally think no class should be able to solo a boss, but ATM their are several builds that can solo.

I think we are looking at this in the wrong way. I am more than happy to give my opinion on skills/items, which I don't atm, but I feel my my input would be rejected because it is closer to Blue's idea's than anyone elses.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 31, 2012 12:25 am 

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I agree with furycury. I think only one variable should be adjusted at a time and not both amp and the pdr. The pdr may have been the single issue of melee not performing up to par with what was expected. Introducing an adjustment to both variables could possibly shift melee from subpar to OP. Too many adjustments and melee become even more powerful than they were in Terrys patch, remember BOSS hats are gone.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 31, 2012 6:17 am 

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For me, godmode and followbots are no worse than leeching or singlespawning, and the only people who are not guilty of that I can count on my testicles.

And btw, maphacking is still going on this ladder, they just know to lie about it. Except these two apparently:

Image


Last edited by retrov on Tue Jul 31, 2012 1:53 pm, edited 1 time in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 31, 2012 9:44 am 
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I am not sure why people don't think that I won't listen to folks that have differing ideas on items. If you stay silent, that is your choice. Don't whine to me if something is not to your liking in that regard.

I took drrod's list becuase it was reasonably well discussed by a number of people. I made the last proc'd changes with several people's input. If you want something on items changed, then say so...

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 31, 2012 11:01 am 

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FuryCury wrote:
Since a lot of the old community decided Terry's last patch wasn't enough, we are stuck with the job of creating a final update.
No, Fury, not "a lot of the old community" but rather a select few, and when Blue picked it up that thread had been dead for sometime. When it was taken up, maybe 2-3 of those posters were even active if even playing. As has been said many times, the lack of testing did that patch in and tempered everyone's opinion of it. No one working on that patch bothered to listen to or ask Terry for advice, they knew it all or so they thought. Bear in mind, I'm not bashing them, but offering a bit of criticism that has been voiced by several posters who left after that debacle, some were many patch vets including the person who brought me here.


FuryCury wrote:
"We" should start thinking of ways to make endgame more difficult, instead of making all of the game easier. Sure amp + CB would own, but do we want the mod to be ez?

I personally think no class should be able to solo a boss, but ATM their are several builds that can solo.
While I agree with difficult, remember that is such a fine line. What you might find difficult, some may find bordering on maddeningly frustrating. So as with anything we must use caution. I realize many, many long time players have figured out every trick in the book, some like myself have not. I've learned a lot more each patch, but not even close to what some of you could teach me. I freely admit that fact. I still feel I have a good feel for what many casual players wish to achieve. I can only hope you respect that part of balance as well.

FuryCury wrote:
I think we are looking at this in the wrong way. I am more than happy to give my opinion on skills/items, which I don't atm, but I feel my my input would be rejected because it is closer to Blue's idea's than anyone elses.
I'm interested in what you have in mind, be good to bounce some ideas around. Hell, if some of my ideas can get a look, why not yours?

Oh, while I'm thinking of it. This is a simple inclusion. The gem/rune coloring that Ki4m did. Can we implement it in the patch? http://forum.arimyth.com/viewtopic.php?f=25&t=4862

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Jul 31, 2012 11:09 am 
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He only colored the rune names by tier through editing the strings, this is already included.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Aug 01, 2012 12:23 pm 
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did u guys check Trap assn dmg , pys slash assn dmg ?

because u talk about Balanching


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Aug 01, 2012 11:09 pm 
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Meaning what exactly? Did we check every build, likely not. How about you give us an idea of what should change rather than just essentially saying one or the other sucks. I assume you refer to the phoenix strike builds? Shrug.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 02, 2012 4:54 pm 
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I knew there was a reason I hated santa.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 02, 2012 5:49 pm 
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oZio wrote:
I knew there was a reason I hated santa.

He is an evil mofo for sure.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Aug 03, 2012 8:32 am 

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I've noticed something curious. The resistance value of runes was changed in armor but not shields. I.E. Ral fives 20 fire res in armor, while only 12 in shields. If anything those values should be inverted or at the very least equal. Since runes have no sorb values, hardly game breaking.

Edit: unless I'm using outdated data pack.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Aug 03, 2012 5:53 pm 
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I thought this was weird when it happened quite some time ago. Need more feedback before I am willing to change things around though...Um rune is the only exception to this trend isn't it? I did change those in the last batch I posted, but they were already higher in shields.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 5:26 am 

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i heard you wanted to fix godmode..

take juvs out. problem solved. makes the game harder too. i suggested this about 5 years ago but terry didnt think it was a good idea for HU. instead they made the anti-hack. we all know how well that is working.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 9:21 pm 

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I don't play HU anymore and I won't until they fix godmode. I'm sure there are a lot more people using it than one would imagine even on SoftCore not just HC. I'm playing EQ with JarL atm and pretty much quit. This mod is basically on it's last breath. No new content, hacks still around. I'd love to see Slappy and Imp duo the entire game including Nithilak 100x to farm runes once Godmode is gone. Didn't accuse you don't get all pissy, just saying - qwaz included. Game is a joke atm and it always be with major exploits/hacks that are not addressed nor fixed. +1 for removing juvs.

And it's funny as hell when people say "I've never seen anyone do it" really? Seriously? Just-Ice passed the hack to everyone via PM on here, lol and you think no one uses it? A hack that makes you invincible and impossible to catch without fraps video proof and easily covered up by playing in private? No one uses it? Not a major issue, lmfao. Just baffled at some of the dumbass logic around here.

I'd put money on it that if Godmode was fixed and the ladder reset. Me, Zac and ben would be only party in Hell for a long time for sure.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 9:57 pm 

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Lee wrote:
Fix Godmode blah blah blah
So you're the ONLY one who never hacks? So Just-Ice passed a PM, hmmmm musta either deleted it or never got it. Regardless, I can guarantee you I don't hack, and nor do the people I happen to run with. Those using GM are far and few between. You seem to have this habit of shooting from the lip without hard facts or proof. S/S or shut the fuck up. Simple really. You can claim all you want that so and so uses hacks, and it's talk. If you had hard proof, you'd PM Duff and they'd be banned. Since they aren't, maybe you lack sufficient proof to support that claim. Maybe your claims of everyone running GM is just "the pot calling the kettle black".

As you stated, and I've said it too, HU is nearing the end. So instead of fixing something that can be a bastard to get right, why not focus on fixing the obvious gameplay issues. You know the ones from the last 2 patches. If the GM fix were so easy, and a big enough issue, don't you think Pious, Kevin or even (can't believe I'm gonna say this) Blue would have done so? So there hasn't been any new content, outside of Mancer boss, when was the last new content done? Yet, you still soldiered on. There has been talk, at least early on, about possibly doing something with less used map areas. But, as so often happens, life got in the way.

Lee wrote:
I'd put money on it that if Godmode was fixed and the ladder reset. Me, Zac and ben would be only party in Hell for a long time for sure.
Nothing like a little conceit eh? Not saying your trio ain't good. But, from what I read A LOT you'd likely afk thru a lot of it. Can't recall how many times I've read that complaint, you're always going afk in games. How many times have I read Drrod telling you to stop afking on his toons? There are other who can do things remarkably well too. You might be surprised.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 10:48 pm 

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Ugh, Lee sure knows how to embarrass himself and me. If I had to guess I'd say you're just projecting butthurt and screaming the sky is falling since you've lost interest in HU, whether from dying early this ladder or not. Either way your post is such bullshit it's funny, which I guess is usually the case for you Lee. Normally I'd pick your post apart and tell you how stupid you are, but frankly I'm tired of it. Tired of playing with you, tired of you never learning from your mistakes or admitting you're wrong, tired of you thinking you're even a halfway decent player. You can't tank, you can't DPS outside of an old OP FS druid, and you've gotta be reminded how to play support constantly. The only reason you've even ever made decent progress is from you riding my back. Have fun at EQ and don't come back, good fucking riddance.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 10:55 pm 
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I also like the fact that someone on the last dev team (which i was a small part of as well) comes and shats when it seemed of no concern last go round when we had more knowledgable coders involved. Would like to see it actually fixed, but as I have said I don't have time to look at something that I know nothing about in the first place. Hell, I've never even googled loader...

I know you put some effort into getting some info about stopping it Lee. I am glad that you did try for awhile. It didn't come up with anything that worked sadly. Yet you still just piss all over what's left as you walk away.

Removing juvs all together is an option. I don't think it would go over well in what people are now basically selfconvinced is the last hoorah, do others? I am willing to be wrong.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 04, 2012 11:34 pm 
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Lee wrote:
I'd love to see Slappy and Imp duo the entire game including Nithilak 100x to farm runes once Godmode is gone


Dude I know you're jealous imp and I beat you everyone to baal, but it's really not that hard when you have psn zon, heal/foh, bo bitch, fclaw, and summon necro all in our arsenal.

First of all, we weren't farming nil for runes. Secondly, you will never see imp and I duo everything because you're a dumbass and we will never play with the likes of you.

Lastly, did you forget that Imp and I were a couple acts ahead of ben/zac/you in NM? Imp and I were going to be the first ones into hell, AND THEN HIS FUCKING HEALER DIED AT GALYSA! Do you think he just forgot to turn his godmode on? ROFL man you are more retarded than I previously anticipated. We took the time to remake his healer, so you guys were in act3 before we even got to hell, but we STILL beat everyone else to it. God you're dumb

Also, you were the one spreading rumors about Phil using godmode last ladder, and then his druid died. You have zero credibility man give it a rest. You are the only HC player that I know of who has been caught hacking, and I wish you would have been permanently IP-banned for it

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 12:00 am 

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Was expecting a bunch of bullshit to come along way, not too surprised. Oh express your superiority as a player please. Could give a fuck less what you think but if I lacked any 'skill It'd be hard to imagine us accomplishing anything. Just an angry rant post which I'm not even going to bother replying to. Not skilled? Skilled enough to keep Pious's druid alive @ 1hp how many times during the Necro fight while dodging his circular aura attack in close range? One wrong move and r.i.p. that character. As far as admitting my mistakes, yea "ok" i've never admitted to ever making mistakes... that's a lie. I don't flaunt my skill or say that I'm perfect.

In any case, my point still remains the same. And as far as Kwikster. Way to rage. All I said was 'fix godmode' and that 'more people use it than you think' and you rage off like a psycho? Makes it funny in my eyes. What's the reason to be upset? Oh.... removing major hacks is a bad thing, I forgot. Lost interest in HU? Well shit 10 ladders later surprised you're still playing the same shit over and over. Replay value exists, you know? The same shit over and over gets boring after awhile.

There is a way to fix it. I even posted it in this thread. It isn't so much that no one has ever tried to fix it's more or less that no one has ever pressed the issue of getting it fixed and even if HU is dying shouldn't there be some emphasis on keeping it alive? I do understand there are a lot of other issues to be fixed but according to the post I found on PhrozenKeep a couple files regarding Rejuv potions need edited in some way. Instead of any attempt being made on editing those files people are finding something else to bitch about and not focusing on the task at hand, which again is funny. There's a lot of irony to this.

Sure I've been attacked for posting 'rant like shit' but being attacked so aggressively for hammering that hacks need to be fixed/addressed is hilarious. Makes you ponder, doesn't it? And as far as the DuffBeer reporting shit again.. how do you prove someone is Gming? You can't ss a godmoder, rofl. And anyone can use it in private games.

Fact as, as long as such a major hack/exploit exists in a game, it's not worth playing. Imagine if a D3 Godmode existed and no one knows whos using it. We all just presume/assume that everyone is a happy legit player.

All I'm saying is.. at least try to fix it. Remove juvs, do whatever. At least attempt so. There's a post previously in this thread that shows some sort of fix from phrozenkeep. Can it be that hard to edit a couple of files?

I'd do some research and do it myself if no one wants to. EQ - Shards of Dalaya is actually 10x more hard than HU and requires actual skill to play. I really forgot where the 'skill' part in HU comes at? Playing a simple role of being a necro bitch? Throwing PSN javs? Seriously? I think FuryCury made the best post in this thread when he stated nothing is being done to make the game more difficult.

Remove Godmode, add some dfificulty, and I'll bring my own party to HU and then we can talk about 'skill' then. Fuck you, have a nice day.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 1:13 am 
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Quote:
There is a way to fix it. I even posted it in this thread...but according to the post I found on PhrozenKeep a couple files regarding Rejuv potions need edited in some way. Instead of any attempt being made on editing those files people are finding something else to bitch about...

I'd do some research and do it myself if no one wants to.


Rage's edits didn't work based on this. Maybe he can get them to. Until then, do the last thing quoted, rather than just levelling thinly veiled bs at the only people that are actually editing anything at all for your pleasure.

You are basically laying all the blame at my and Dew's feet (whether you mean to, or even realize it). You know that Dew has had a hard time with finding any hours to do anything as of late...which sucks...we need to put the shit through that is done...soon.

I have also made clear that I don't have time to do much of anything either at the moment. I will have about a week to do things after the 15th or so. It will be the only window I have to set more than a couple of hours at a time aside until the holidays.

So, I encourage you to do some more searching on the issue. We would all like to see it done. Quit acting like we don't.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 2:35 am 

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Not acting like you don't want it done or seen accomplished. It is just hilarious to see people flame someone for hammering that hacks need fixed and that hacks break a game. How does that not make you question? Kevin did a different edit, I believe? Are you sure he used the edits on PhrozenKeep? Pious is the only individual who has actually respected and admired my attempt to stop hacking. The only respectful individual I should say. Also the most skillful player in this game. Everyone else is finding some way to bitch or attack me when my posts are hardly offensive.

I repeat again.

"I'm sure it's possible to make MPQExtractors/Manipulators to crash when try to opern your MPQ. So wait for ~Update. 2) How to make h a c k s like GodMode not to work in your Mod. - Change all the codes of the Rejuvulation Potions, not just the codes in the Misc files, but the one in ItemTypes, ..."

Are you sure that is what Kevin tried to do? I thought he tried to do something different but then again he didn't elaborate on his fix and I re-pmed him and no reply back yet.

Godmode is the worst hack of all. I never attacked anyone directly. Wtf are you talking about Kramuti? When did I put blame at anyones feet? I just keep hammering, bringing up the issues because I don't see a strong desire in anyone but myself to see Godmode gone, whether it's because people don't believe anyone uses it( they do, please don't say dumbass shit ) or whatever the case is.. there is hardly a 'unified' effort here to get rid of it. There's more flaming and bitching @ me for bringing it up over and over.

Again I never flamed anyone. I just said to the people who think no one uses it.. yea right, get a reality check. It has been PMed to everyone on these forums TWICE. Once by LmT I believe and a second time by Just-Ice.

Here's what I've seen "Fuck you lee, eat shit and die, fuck you, oh yea I agree we all want Godmode gone"

If Kevin tried the PhrozenKeep fix and it failed then I don't know how else to break it other than removing juvs.


Here is my suggested fixed:

Remvoing all juvs is the simplest fix but when how do you make up for the loss of juvs? That's the main problem. If we can get rid of juvs and come up with a way to replace the loss of juv pots then it can work. How? I have no idea.

https://dl.dropbox.com/u/15324396/GM%20Fix%200.0.6c.exe

That is the link Kevin sent me to fix the GM. Maybe I did something wrong in my testing but it didn't break it in SP. If a few more people test it maybe I just did something wrong on my part. I haven't heard from Kevin but what you want to do is extract to your D2folder and replace your data folder/d2game.dll.

Move your old data/d2game.dll out of ur D2 folder before u do it though so you can re-extract after testing and still play HU otherwise you'll crash on the realm.

No it's not a virus or someshit. Anyone in question I can forward you the PM kevin sent me.

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Last edited by Lee on Sun Aug 05, 2012 2:43 am, edited 1 time in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 2:42 am 

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lee did you really just try to claim everyone is using godmode but you ben and zac? i hope you were joking...

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 2:45 am 

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This it the shit I don't understand. When did I say everyone is using it? I never said that once. Just leave it as what it is... a hack that makes you invincible exists and it needs to be fixed, simple as that. If you don't use it then you have nothing to worry about and you should give a fuck less who I think uses it or doesn't. It doesn't even matter, once it's gone it's gone.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 2:54 am 

Joined: Wed Aug 25, 2010 1:46 pm
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Lee wrote:
I'd love to see Slappy and Imp duo the entire game including Nithilak 100x to farm runes once Godmode is gone.
I'd put money on it that if Godmode was fixed and the ladder reset. Me, Zac and ben would be only party in Hell for a long time for sure.



This quote should refresh your memory. Have fun on ever quest. But I know you will never stop posting here.

Oh and BTW, Nil is a mad easy boss. Redempt + psn = dead easy

And another thing, you know why I don't say anything about fixing hacks? Because I have no clue how, so I keep my mouth shut instead of complaining about it. NOT because I use it and don't want to lose it.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 8:22 am 

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I just find it extremely odd at how many hostile posts there have been over me just posting about removing a serious hack that has existed for a long, long time and not been addressed or tried to be fixed. You and Slappy especially including Delta, ironically, who solos with 6-7 chars in the same game using follower or whatever else have made very hostile posts for no apparaent reason. Just because I'm repetitively hammering that hacks need to be stopped? Even Kwikster attacked me in a hilarious way. I am not a psychologist or presuming that these attacks are based upon the fact that the individuals attacking use Godmode. Don't take me wrong at any way.

I am simply stating the logical fallacy involved in such attacks. Rather.. more or less any legit player would be happily supporting and strongly.. I repeat strongly agreeing with me and creating a unified effort to try and create a solution to stop the hacks. In fact true legit players would volunteer ( as I have ) to seek a fix or offer a suggestion for a solution to take pressure off Dew and the rest of the people modding HU now. If you can't see the irony in this then you're not normal. The fact of the matter is the replies that I've gotten are not normal by any means. They were strongly hostile and extremely inappropiate by normal standards by anyone who supports a hack free realm.

But go ahead and enlighten me. Explain to me the logic in why you decided to talk shit to someone who is trying to stop hacking. What I've typed alone is enough for the legit logical player reading this that something isn't clear with this picture and then there is a possibility that more people are using hacks than one would imagine.Again possibility.

Then these llegit intelligent players Kramuti being one of them and I'll be a second, Pious already did his part and offered a solution. It will come down to us and whoever is willing to try and help stop these hacks and whatever else we can. The major hope is that Kevin comes back and comes up with a working solution. All I ask and it's not much to ask.. if you are a legit player and you care about the game you play and you do not want serious hacks roaming aorund well then unite, assist and work together and we will accomplish much more. And again.. offer to volunteer a little time to help out Dew and Kramuti in the process. Again I'm still hoping Kevin can break it.

Unification and agreement accomplished much more. There needs to be a unified effort here and not a flame fest which is happening right now. If your truly legit then join the cause. Let's see what we can accomplish and if we can stop Godmode, followerbot or even Maphack. These are going to be momumental accomplishments. As all three are hard to stop. Will it be hard? Will it take time and effort? If you love the game you play and want it hack free then yes it will but the time is it worth it if we've stopped more people from cheating and abusing the game.

Terry had a vision for HU when he created it and one important part of his vision was that NO hacks at all were allowed. NO maphack and nothing of that nature. He wanted it to be a challenging mod. Terry created an amazing game.. that has lasted this long.. and the least we can do for Terry as a community is try to work together to stop these hacks so at least for a ladder or two HU can be played how it was suppose to bo envisioned by Soulmancer himself. Accomplishing that feat is honorable and even Terry would be happy to see the community accomplish that. It has always been his vision to have a hack free realm. Isn't that the least we owe to Terry for the time he has spent creating such a great mod? As a community.. the least we could give back to him is our best unified effort to remove any and all hacks any way we can.

Damn... beautiful post.. shed a few tears.

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Last edited by Lee on Sun Aug 05, 2012 8:34 am, edited 3 times in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 8:30 am 

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Shit.. one thing I forgot to add. When I said Me, Ben and Zac. I was talking about HardCore only and not SC .. maybe thats why Kwikster went off on me. Apologize for not clarifying that. I was merely talking about HC though,

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 9:35 am 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
Lee wrote:
Wall of text
Know why I said what I said? Simplest form so you can comprehend: You've said the same thing far too many times in this thread. :roll: It gets old, boo hoo no one has posted a fix for hacks. Sorry, those who are at least willing to work on this mod don't have the time to fix it as fast as you want, get over it. You come out with blatantly baseless ideas that most everyone is using some kind of hack. I highly doubt it's as widespread as you pretend it is, granted some might. Fact of the matter is, they have committed their time to fix the buglist and balance issues. IMHO, fixing GM will take some rather extensive work. Since you admitted, you couldn't get your test to work, it shows it may be problematic. The idea is good in theory, but in practice can be a whole new can of worms. Removing rejuvs would make a few fights rather tedious if not impossible especially on HC where death is final. Since I do not possess a copy of GM, nor do I wish to, I can't help test that aspect. :idea: I just fear it would delay the bug fixes un-necessarily. My 2 cents on that.

Lee wrote:
Shit.. one thing I forgot to add. When I said Me, Ben and Zac. I was talking about HardCore only and not SC .. maybe thats why Kwikster went off on me. Apologize for not clarifying that. I was merely talking about HC though,
If you were bothering to play, you'd notice, I've decided to give HC a go. Why? A new challenge, stepping out a bit. Sure, my first toon is an easier choice, a poisonzon. So what, I'm at least on and trying something. I'll branch into other toons as I get my HC legs under me a bit. Who knows, maybe my next toon will be a tank barb. Besides, Lee, what difference does HC vs SC make? If anything you'd think GM would be most prevalent on HC anyway as with SC you die, oh well just rejoin.

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Last edited by kwikster on Sun Aug 05, 2012 12:47 pm, edited 1 time in total.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 12:45 pm 
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In reference to god moding i begrudgingly have to agree with Lee. Especially with a certainmember of the community back playing.

However i find it hilarious he whines about the mod dying while talking about playing another game with the guy responsible for destrying the mod in jarl.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 12:50 pm 

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+1 to lee's wall of text. I knew he would never stop posting. I think he is trying to lose what is left of his dignity on this realm before he eventually stops.
Lee just because I don't sit here complaining about a fix like you doesn't mean I wouldn't want one. I have no idea about modding so why would I sit here, like you, bitching to no end about it?

Just stop posting Lee... You only make yourself look worse.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 1:36 pm 
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Quote:
Pious is the only individual who has actually respected and admired my attempt to stop hacking. The only respectful individual I should say.


I have said several times that your effort is appreciated. The last go round you said the fix didn't seem to work. Then you came and just shat on people that didn't drop everything and find a solution that you were actively searching for, accusing (vets, some not) people of just wanting to hack their way to the end. Then you say, oh this feller is the only one that seems to give a shit, and all the rest are fucknuts for not fixing it themselves. Get off the high horse.

I have no idea what Rage's edits were. You are likely the only one that could say so at this point. Unfortunately, I am winding up a semester and the little time I have had has been taken up by you spewing shit all over others, rather than you simply following up on something that looked promising.

Like I said awhile ago, if you can find and put together the fix, then hell ya it should be done. Simply using Pious as a shield is pathetic, especially when it was of no obvious concern when the last patch was done and we had at least 2 people that were more knowledgable in this by a wide margin.

If you think you did get something that worked, please test a bit more to make sure. Then maybe we can all drop this bs...a lage part of this thread should be taken out and moved to a separate thread now.

Edit:
Quote:
Godmode is the worst hack of all. I never attacked anyone directly. Wtf are you talking about Kramuti? When did I put blame at anyones feet?

The ultimate blame would lie with those implementing changes, no?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 1:54 pm 
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can we stop the shit talking about the gay cheat hack or whatever , most guys here play over 4-5 years like me on this Mod and what i want is new changes on that mod

maybe that makes the mod harder and more interesting , but usefull for all , and all chars

im tired of reading ur children problems ;)

this mod needs a lil bit rebalanched and dunno why we talk about it what should we change


Iso Melee pala , drui , barb , Ama , Assa that can kill bosses with lvl 95 +++ items and able to leech life

in my Eyes make the mod harder doenst mean at all that makes the mod more fun?

Baal poison cold fire light immune is a really nice change but what we do on next patch ?

immune to magic immune huh ?


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 3:59 pm 

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Technically nothing should be moved from this thread. Godmode was always a bug that was never fixed. Blizz patched it a long time ago. Oh the arguing part? Maybe that portion probably because there are more people unwillingly to admit that they don't want to see the hack go obviously. In reply to Kwikster, I've been getting 'flamed' all thread. It didn't just start with my last post.

Facts still remain. If fixing hacks are not apart of balancing the mod then your mentallity and logic are just retarded. It should be the highest priority on the list. Not buffing melee to make them OP or whatever else. Fact is, whether you want to accept it or not there are people GMing, and using a follow bot amongst other exploits that are completely unintended. IF you talk about balancing/fixing and try not to prioritize cheating you make no logical sense from a legit/balance standpoint.

Notice I said 'admired' and 'respected.' It's has nothing to do with being a high horse. It's the fact that when you find a way to bitch/attack someone who is trying to stop hacking is there any admiration or respect that someone has actually for the first fucking time ever stepped up and said we need to do something about hacking on the realm because it's prevalent enough that something needs to be done?

I've posted two ways to try and fix it. Have you even looked at thoes suggested fixes before shooting yourself down saying I don't have the time? Have u PMed them to Dew to get his opinion on how long it would take to attempt these changes? Instead you keep crying that I'm throwing something your way or putting blame on the people making the patch when you can't even probably answer those last two questions.

I even stated, though, that the best is Kevin reads my PM or comes back around to check his posts and tries the rejuv edit that I suggested or if that doesn't work then that skill potion thing might, no idea how it works or wtf that guy was talking about.

I presume he meant that when you use a potion a skill somewhere in your tab goes off and causes the heal, therefor GM could not work because the skill is the only thing that can initiate the actual healing part. Something Kevin could probably do. It doesn't sound like it's impossibly hard but maybe pretty hard for a new modder like Dew. I know Mathematics on the Dark side mod did something simiilar. Ah damn where is Baerk when you need him.

In the mean time. I'll put some time into it and figured out a way to get a fix

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 4:02 pm 
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Lee wrote:
This it the shit I don't understand. When did I say everyone is using it? I never said that once.


really?

Lee wrote:
I'd love to see Slappy and Imp duo the entire game including Nithilak 100x to farm runes once Godmode is gone.


Lee wrote:
I'd put money on it that if Godmode was fixed and the ladder reset. Me, Zac and ben would be only party in Hell for a long time for sure.


those are both directly implying that if there was no godmode, imp and I would not be able to kill nil, or progress through the game at the same tempo with your group. That is an obvious accusation. Hilarious it's always you pointing the fingers. I welcome duff to scan my computer at any time, I have nothing to hide

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 4:07 pm 

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Do you realize you replied to my post twice? Nothing to hide, eh? Who the fuck replies to the same post twice? You sound a little not at ease.. not something someone not hacking would do. Clearly not a normal thing to do. Your attitude in this entire thread has made no sense at all from a psychological stand point. Not a doctor but rofl... you went from extremely aggressive, to extremely defensive and your last post was passively defensively while your first reply was aggressively defensive. Odd isn't it?

slappyNuts wrote:
Lee wrote:
I'd love to see Slappy and Imp duo the entire game including Nithilak 100x to farm runes once Godmode is gone


Dude I know you're jealous imp and I beat you everyone to baal, but it's really not that hard when you have psn zon, heal/foh, bo bitch, fclaw, and summon necro all in our arsenal.

First of all, we weren't farming nil for runes. Secondly, you will never see imp and I duo everything because you're a dumbass and we will never play with the likes of you.

Lastly, did you forget that Imp and I were a couple acts ahead of ben/zac/you in NM? Imp and I were going to be the first ones into hell, AND THEN HIS FUCKING HEALER DIED AT GALYSA! Do you think he just forgot to turn his godmode on? ROFL man you are more retarded than I previously anticipated. We took the time to remake his healer, so you guys were in act3 before we even got to hell, but we STILL beat everyone else to it. God you're dumb

Also, you were the one spreading rumors about Phil using godmode last ladder, and then his druid died. You have zero credibility man give it a rest. You are the only HC player that I know of who has been caught hacking, and I wish you would have been permanently IP-banned for it

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 4:51 pm 
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I was responding to your later post, which said you didn't accuse anyone of anything... jesus christ

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 6:19 pm 

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It wasn't an accusation. I just said I'd love to see it. I never said you couldn't do it or wouldn't do it or that you used Godmode. I'd just love see you both duo rape everything when Godmode is gone, what's the big deal? Who wouldn't be surprised that a two player team managed to rape the entire game with one death which btw even if u GM you can still die. It sends packets to the server so the rejuvination potions constantly heal you but that doesn't mean you can't die. If you don't use it then you'd have nothing to worry about when it's gone and you two will happily rape the ladder next reset so what's the problem? Never heard of any DUO on HardCore raping that 'hard.' And while you mention the variety in your group you fail to cease and understand that you did this untwinked and you can only play TWO characters at a time.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 6:41 pm 
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Lee wrote:
Never heard of any DUO on HardCore raping that 'hard.' And while you mention the variety in your group you fail to cease and understand that you did this untwinked and you can only play TWO characters at a time.


ben and zac duo'd everything too, you were just there to curse bitch. Imp fulfills your role easily while playing 2 computers at once during boss fights. I mentioned the variety of our arsenal because it allows us to not get stuck... and I don't feel we "raped hard" at all (thanks for the compliment, though), it was a very difficult and tedious process doing it untwinked. Remember our fight at normal andy while you were on ur light sorc and I was a necro with a bow? Yea, imagine every fight being that way, but harder

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 9:09 pm 

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Much more than curse bitch. Had to spam blades and use clay sometimes as well. It's HardCore, one wrong mistake and you're easily dead or can get someone killed. I can hardly see the role of a necro/curse bitch being played out with a DUO team. It makes no sense. Double boxing on HU HC is fucking suicide but whatever you say.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 9:42 pm 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
Lee wrote:
Technically nothing should be moved from this thread. Godmode was always a bug that was never fixed. Blizz patched it a long time ago. Oh the arguing part? Maybe that portion probably because there are more people unwillingly to admit that they don't want to see the hack go obviously. In reply to Kwikster, I've been getting 'flamed' all thread. It didn't just start with my last post.
OK Lee, have you simply forgotten something?
kwikster wrote:
I'll preface my comment by saying this I WANT TO STOP HACKS AS MUCH AS THE NEXT GUY!!
A post in which I support removing said hacks. I admittedly want them gone as much, if not more than you. But, I also a realist here. Dew and Kramuti have spoken at length of a lack of time to do a great deal of additional work. Is it fair to them to heap more work on their already limited time? Is it right to "blame" them when no one else in the previous two patches gave shit one about fixing this? They have agreed to work on this to help remove the bad patches we've been stuck with for 2 ladders now, I commend their efforts to return playability to this mod.
kramuti wrote:
Like I said awhile ago, if you can find and put together the fix, then hell ya it should be done. Simply using Pious as a shield is pathetic, especially when it was of no obvious concern when the last patch was done and we had at least 2 people that were more knowledgeable in this by a wide margin.
Sounds to me like many here are in agreement that hacks should be eliminated. Yet, you rage, accuse and point fingers trying to say otherwise. You, sir can be your own worst enemy here, not us. Sounds to me like it's been said if a WORKING fix can be found, then it goes into the patch, sounds simple enough to me. But, fixing GM still leaves followers and MH without duly needed attention as well. I fully encourage you to work on the fix you have access to, I hope it works. Even if it does, I'll not say, "by God Lee was right".

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 10:17 pm 

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Lee wrote:
It wasn't an accusation. I just said I'd love to see it. I never said you couldn't do it or wouldn't do it or that you used Godmode. I'd just love see you both duo rape everything when Godmode is gone, what's the big deal? Who wouldn't be surprised that a two player team managed to rape the entire game with one death which btw even if u GM you can still die. It sends packets to the server so the rejuvination potions constantly heal you but that doesn't mean you can't die. If you don't use it then you'd have nothing to worry about when it's gone and you two will happily rape the ladder next reset so what's the problem? Never heard of any DUO on HardCore raping that 'hard.' And while you mention the variety in your group you fail to cease and understand that you did this untwinked and you can only play TWO characters at a time.


Lee you did see it. Open your squinty eyes and look back at the current season. We did it untwinked and with self built chars. We didn't "rape" the entire game. I died at nm baal... Norm took 2 runs. NM 3, and hell 3.

Lee I would have alot more respect for you on this subject if I saw you modding to fix the very problem you wont stfu about. When you hit a snag modding, post it, and the people without the time to mod could lend some ideas. Hows that?

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sun Aug 05, 2012 10:44 pm 
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drrod wrote:
Ugh, Lee sure knows how to embarrass himself and me. If I had to guess I'd say you're just projecting butthurt and screaming the sky is falling since you've lost interest in HU, whether from dying early this ladder or not. Either way your post is such bullshit it's funny, which I guess is usually the case for you Lee. Normally I'd pick your post apart and tell you how stupid you are, but frankly I'm tired of it. Tired of playing with you, tired of you never learning from your mistakes or admitting you're wrong, tired of you thinking you're even a halfway decent player. You can't tank, you can't DPS outside of an old OP FS druid, and you've gotta be reminded how to play support constantly. The only reason you've even ever made decent progress is from you riding my back. Have fun at EQ and don't come back, good fucking riddance.


+1 wish they would have shit canned you and hunter when they got rid of Chris from HU.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 8:15 am 

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As much as time as I've spent posting about it, you're right Imperial. I should be the one modding to fix it. I don't disagree with you on that part. All I was asking for was some help from the community. If I'm not the only person who wants a hack free realm then I shouldn't be the only person trying to fix it.

Kwikster, I agree with you and understand your point. I'm done with the 'attacking' part as much as I've been attacked as you can see I'm completely ignoring Nazgul. I've established my main point, repeated myself several times and there's no need to really discuss anything else. The only thing now is to figure out a fix and god damn I'm surprised that not one person wants to help me or put in some time to try and fix this. That baffles me. I'm not talking about Kramuti or Dew either. I understand they have other balancing issues to focus/work on. Kevin at least attempted a fix but I'm sure hes so busy IRL now that he doesn't have the time.

The next two steps are replying back to to my phrozenkeep thread and trying to get a hold of mathematics who has modded extensively and may be willing to advise me if I'm to mod the fix or even point me in the right direction - maybe show Kramuti/Dew how to do it and make things easier, don't know but hopefully something is accomplished.

I realized I've made some offensive posts and maybe said some things out of context. I shouldn't have accused Imp or Slappy just because they duoed. That was a little childish on my part. I admit it was done more so because they initially flamed me in the beginning of this thread. Apologize to them whether they accept it or not. I'm not accusing anyone at all. I also apologize to Kramuti/Dew and those involved in modding for throwing blame their way. I can see how they interpreted my posts that way.

Bottom line - the next post I make should be only in relevance of fixing godmode. It will either be a fix or a post directed towards fixing it. I've been a part of this community for a long time and I even hacked the realm when I was trusted to host. The least I could do is spend a little time and find a fix for Godmode and give something back to the community which I once let down. Just a noble/honorable thing to do - so I don't mind spending the time, even if it means learning how to mod myself and doing it all alone. I'm asian aka I'll figure it out. Also apologize to anyone else who I felt I attacked them excluding drrod, again whether they accept it or not. I'm toning down my posts extensively from now on.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 8:20 am 
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Remove juvs create a new pot that only restores life%. Downfall is it will only heal life. Finally just pack the bin only for release. God I missed so much that I dont care to read but, fixed.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 8:22 am 

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lol dew posted the same time I posted. <3 Dew. Dew to the rescue. Guess my job is done. Much thanks and appreciation Dew. Realize you have a life and have put a lot of work into modding and I'm sorry to throw this your way but I'm surprised that you actually came up with a fix that quick since you're fairly new to modding. That's pretty awesome. Well Godmode is gone, that was the worst hack of all.

Downfall isn't even that big of a deal. Juv not restoring mana at the cost of godmode being destroyed, it's still worth it. Better then removing juvs in entirety, much better.

Wanted to edit this post and add something specifically for Dew.

Here is a thread on PhrozenKeep with a modder who posts fix for certain hacks etc. for mods.

http://phrozenkeep.hugelaser.com/forum/ ... de#p438155

In this thread, he states, ") How to make h a c k s like GodMode not to work in your Mod.
- Change all the codes of the Rejuvulation Potions, not just the codes in the Misc files, but the one in ItemTypes, too.Also there's versions which can use all of the PotionTypes, so make the same for Mana&Healt Potions."

If you can try this fix Dew then I think you can break the GM in entirety and save juv potions. Just wanted to post this last thing - you can do your way too. Just thought this might save juv pots.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 10:14 am 
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Not new to modding but thanks for finding that topic.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 11:22 am 
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Lee, please be more mature. Very embarrassing T_T;;

My 2 cents: do best to fix hacks but people will still find a way. Main focus should be on making good, quality patch for community enjoy. If you can kill some hacks along the way, good; if not, work on it after release. Pleasing the legitimate players with better patch is more important than annoying a minority

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 11:51 am 

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Find what way? Godmode was the biggest threat hack wise and now that it is eliminated a major victory is on the way thanks to the efforts of Dew and my annoying 100 posts. Sure Maphack shows you the entire map or follower allows u chase ur characters but neither compare to being almost invincible with a potion. And yet I reiterate the same phrase over and over. No one knows who uses it. And it's been passed around in PMS to everyone. And since when did you speak for the majority LmT? Everyone in the thread was in unison agreement that hacks should be destroyed if it can be done. The arguing/bickering was merely just the nature of my posts as I have always been a fire starter.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 2:23 pm 
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Now that some of the flames are being put out, I would like to bring up an issue that got glossed over. Forgot who mentioned it...

A point was made about the lower resist runes (ral, ort, tal, thul) giving more resists in torso/helm than in shields. I think the main reason for this was to not make the lower end RWs too resist heavy (Ancient Pledge, and Spirit are the most imortant iirc).

I could flip the resists values if people wanted. I could also make it so that the lower RWs kept the same resist values if that is an issue...what do people think about this?

Edit: good to see some type of progress has been made with GM.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Mon Aug 06, 2012 8:05 pm 

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Lee wrote:
I just find it extremely odd at how many hostile posts there have been over me just posting about removing a serious hack that has existed for a long, long time and not been addressed or tried to be fixed. You and Slappy especially including Delta, ironically, who solos with 6-7 chars in the same game using follower or whatever else have made very hostile posts for no apparaent reason..


Lee, let me start off by saying Fuck you.

Let me lay it out for you simple.

1) You are a bitch. You cry and moan like a 3 year old toddler until someone gives into you from your sheer annoyance and to save you from yourself.

2) Every post you make....every single one, accusing EVERYONE who doesn't prioritize everything in the exact same way you do, of cheating and hacking. You cry and flame EVERYONE else who doesn't believe what you believe. Go revisit your conceited, self-righteous bullshit in regards to anyone else's ideas when we were doing pious' patch.

3) The ONLY thing you had in HU was the company of players that let you into their group, that being Ben and Zac. That is the ONLY fucking difference between you and the other players that have been here multiple patches. Don't "kid" yourself into thinking anything different.

4) You are bitter, because your party stopped playing with you, you died, and other people showed they can do as well or better than you in the game with a team. And yes, EVEN a two person team. But your ego, retardation, and immaturity wont let you believe its possible.

5) I use loader and like Imp and Slap, I create an arsenal of chars so that I can progress through the game. Usually I will level two chars at a time one on my comp and one on my laptop. Its slow and tedious and pussies like you don't have the patience for it. I would rather do that than leech through the game or play with someone so worthless as yourself.

6) Funny, god mode wasn't a concern of yours last patch when you had your overpowered FS Druid and a team who made you think you were a better player. But now that you suck because you pissed everyone off, You wanna accuse me and others of shit. I have a bunch of chars because I don't progress off the backs of other players like you do. My highest char is still in NM. It is possible, just like with Hell Baal, to have a set of chars that can slowly progress you through the game with one person controlling them, especially through to NM A5. Some fights I farmed juvs for hours and dropped so many the floor was purple, just so I could kill a boss and juv for 40 minutes. Check with Duff, I have pm'ed him personally to complain about a game dropping after 9 hours that I worked on for an entire Saturday. In some cases I have had multiple healers in a chamber while one tank took off a sliver of hp every 30 seconds. I have taken chars specifically to have them die on arreat summit and not leave the game so I could get quest for ones in town and control one killer. That's how I play you fucking pussy. Make the game harder you say...I say swap your vagina out for a dick and grow up you piece of shit.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Aug 07, 2012 1:04 am 
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Great.
In HU, hacks are only bad for their users. It doesn't spoil the whole game, but the cheaters' game. Specially in a small comunity like this where we can easily point at who's cheating "hey, it's that guy, don't party him". In HC this is would be better "hey, it's that guy, hostile him everytime you see it in a pub game" Eventually the cheater is gonna feel like playing singleplayer or LAN game with his/her close friends that approve haxing through a game:
tonykantos wrote:
It doesn't spoil the whole game, but the cheaters' game.

It's a dog chasing its tail.

Who cares about Godmode. If you and your trusty party members ( see: not random public games ) don't use it, why all this fuss about this? If your argument goes through "because if they cheat they can get better equipment for their characters and will have an easier time advancing through the game" at least once, you are wrong, because that's not an argument : "let's see whos pennis is the hugest amongst us and don't make it larger with external devices because I will feel like mine's 2 inches long" isn't , either. Both blue sentences sound completely childish. Remember that this' not a competition, this's a game. If you think otherwise, you should consider the use of any cheating device because honor and fair play are not winning basis ; check real life for more information .
tl ; dr Better treat HU as what it is: a virtual amusing platform.
----------------
In the end, only feebleminded people bang about the existence of GodMode, maphack, etc: these guys aren't able to resist the urge for using cheats if there's a chance, so they get annoyed by the mere existence of them in a game they like. Like Lee & co. I like to think the vast majority of players oppose against any kind of hack in this game, though, so the cheating minority will be always hard-pressed to remain secretive about their gaming shenanigans.

In my opinion, making your own games fair and free of cheats and cheaters, have fun, enjoy with your in-game friends, that's all that should count here, in Hell Unleashed. and kill Pappy, I poop on his shitty FoHer =)

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Aug 07, 2012 2:12 am 

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Completely ignoring delta. Not getting into this with you Delta or starting a flame fest. Seriously... soloing in a game with DD1/DD2/DD3/ w/e u name ur chars ALL by yourself 24/7 is obviously going to raise red flags. I could not solo my way to NM. No one on HC could except maybe Pious but his skill level is far beyond most on HC. Again not going to argue with you. I have a right to my own opinion as do you. If you don't cheat or use follower then why are you so defensive about it? Just chill out. When did you care what I think about you anyway? Never? Then stop talking about this and quit flaming because I'm not going to have a flamewar with you. This thread is continously being derailed. If you want to flame me please feel free to start a thread in the arguement fourm and name whatever you want "F lee" etc. I don't care but let Kramuti,Dew and whom ever else focus on other balancing issues.

Godmode is gone once Dew patches it and in response to Tony Kantos. I don't understand the logical reasoning in anything you've stated. The mod creator specifically had a vision for no hacks on his mod. As he has handed his work towards the community it's only honorable and righteous that we see his vision is still seen through. He has worked tremendously hard on this mod and done a great job. Beyond that.. even if only five people on the entire realm were Godmoding, why should that be allowed? Of course it's an unfair advantage over everyone else and ti's an unintended exploit/cheating. HU was intended to be a challenging mod that was to be played LEGIT. Allowing any form of hack to exist on the realm goes against the creation of the mod in the first place. Just read what Mancer says... that's all you have to do. Also the hack has been passed around VIA pm twice since the creation of Hell Unleashed. Again my reiteration is no one knows who uses it. No one. You can't prove it without a fraps video and it's easy to get away with it in private games, so who are you to judge or lay verdict to how many people are using it anyway? Regardless your thinking makes no sense at all and does not go with what Terry envisioned when he created Hell Unleashed. It's more than just getting rid of cheating. It's respect for the mod creator himself and how he wanted his mod to be played. Is that a lot to do for what Mancer has provided us with? I think not.

Any further posts directed towards me please start a new thread in the arguement forum. This thread has been DERAILED long enough. Name the thread whatever you want. I'll reply to you there but there is no reason to post anything else concerning Godmode. Dew is going to fix it. If you want to still argue with me please post a thread in the arguement forum otherwise I will not reply anymore. This thread needs to get back to bugs/fixes etc. Kramuti and Dew have work to do and they don't need to be scrolling through anymore of this.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Aug 07, 2012 6:42 am 

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delta gave me a good laugh!

if you haven't noticed it yet virtually no one here can stand you anymore lee. i marvel at those who have had patience for you up to this point, because mine ran out long ago. but if you enjoy the forums more than the actual game more to you. i must say overseeing a patch was far more unpleasant than any moment i had playing the actual game.

lighten up and go play some. kinda sad that your own party no longer wants you, but that is nothing more than a result of your own actions. the party is by far the most important thing in this game, especially on hc where the players are so few.

but if it is true that you did quit HU then good luck on your outside endeavors!


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Aug 07, 2012 7:03 am 

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EDIT: Starting a topic in the arguement forum Replying to Pious/Delta. Because dumbasses don't listen to what I said regarding derailing the thread.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Aug 08, 2012 12:45 pm 
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Iso Community Talk for next Patch what we can make better in HU

cmon ;)

1. remove rev. pots is crap ! totally


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Aug 08, 2012 9:44 pm 

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Lord-Turnin rejuv pots are not being removed. Everything will stay the same.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 09, 2012 1:56 am 

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Lee wrote:
Lord-Turnin rejuv pots are not being removed. Everything will stay the same.

dew wrote:
Remove juvs create a new pot that only restores life%. Downfall is it will only heal life. Finally just pack the bin only for release. God I missed so much that I dont care to read but, fixed.
Ah what? They are being changed from healing life+mana to life only. Tell me, what happens when you take dmg and manaburn at the same time? Now you will need to fumble finger thru 2 separate key strokes instead of one. On an ES sorc, I can see a potential issue unless they have maxed warmth. The only way I could go along with that idea is to eliminate manaburn as well, or reduce it effect significantly. The only person that won't affect much is a Starcraft player with and APM of 200+, which excludes 99% of HUs' population.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 09, 2012 2:06 am 

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No Kwikster.... read further down. And what do you mean StarCraft player with 200+ APM? Were u sarcastically talking about me or just saying that? Read further down and see my post that I coped from PhrozenKeep after Dew posted and see Dews reply. Rejuv pots will stay the same as they are.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 09, 2012 6:33 am 
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Mana burn can be fixed through coding I just have to dig up the post on the keep. Ranged mana burn works right but in melee it gets aprox 10x damage boost. I dont like getting rid of mana on juvs either. The proper fix is to code a new pspell, since its the pspells code in packets that godmode sends to the server.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 09, 2012 11:50 am 

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I must have missed that juvs were staying as they are, and I shall apologize for that. My comment about Starcraft wasn't directly at you, but I think you understood what I mean.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Thu Aug 09, 2012 3:50 pm 
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dew wrote:
Mana burn can be fixed through coding I just have to dig up the post on the keep. Ranged mana burn works right but in melee it gets aprox 10x damage boost. I dont like getting rid of mana on juvs either. The proper fix is to code a new pspell, since its the pspells code in packets that godmode sends to the server.


dude if you fix melee mana burn I will love you so much

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Aug 10, 2012 2:58 am 

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Lee wrote:
No Kwikster.... read further down. And what do you mean StarCraft player with 200+ APM? Were u sarcastically talking about me or just saying that? Read further down and see my post that I coped from PhrozenKeep after Dew posted and see Dews reply. Rejuv pots will stay the same as they are.


Just stop posting. No one likes you.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Sat Aug 11, 2012 9:22 am 
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Imperial wrote:
Lee wrote:
Stuff


Just stop posting. No one likes you.


Everyone likes him noob, didn't you read his post in the argument forum?!?

@Dew, ACTUALLY blizz ruined that whole section, its ACTUALLY shifted by 8 bits, so 256 times the correct amount is ACTUALLY burned via melee. :evil:
You can shift it back by 8 bits, but ranged MB will do 1/256 making it a pretty much worthless mod on any ranged attacking mob. :(
You should stop all ranged mobs from getting it using montype monstats and monUmod though so they get something more useful if you do add those fixes.
Also if you're doing some CE stuff, enable a string for pois enchanted, it always bugged me not having it displayed.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Sep 11, 2012 10:04 pm 

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I think this is the correct thread to post in right?
Has anyone noticed, if you play as a barb and talk to Akara, the text shown is actually for a sorc.
Or could it be just me? It is not 1.3c specific because I also noticed that in 1.3a.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Sep 11, 2012 11:49 pm 

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utunnels wrote:
I think this is the correct thread to post in right?
Has anyone noticed, if you play as a barb and talk to Akara, the text shown is actually for a sorc.
Or could it be just me? It is not 1.3c specific because I also noticed that in 1.3a.

Been like that forever, since it has no effect on gameplay just ignore it. All classes get the same messages in all acts afaik.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Sep 12, 2012 12:22 am 

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OK I see, thank you. :)


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Sep 12, 2012 9:30 am 
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kwikster wrote:
utunnels wrote:
All classes get the same messages in all acts afaik.


nope, only akara intro speech is switched. Rest is shown correctly

Special speeches:
Necro -> Gheed, Elzix, Alkor, Nihlatak
Sin -> Nihlatak
Druid -> Qual-Khek
Zon -> Kashya, Meshif, Asheara, Larzuk
Sorc -> Akara, Drognan, Hratli, Malah
Pally-> Warriv, Fara, Ormus, Qual-Khek
Barb-> Charsi, Geglash, Meshif ,Malah

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Sep 14, 2012 9:53 pm 

Joined: Tue Sep 11, 2012 10:52 am
Posts: 29
By the way, the high resolution version seems glitched sometimes. There are some glitched graphis on usually the top most edge of the screen.
Not sure if this is just an issue of my gfx card.
This happens when there are large objects on screen, for example, the cart in rogue encampment, the entrance of den of evil on bloody moor, and the whole lut gholein(there are too many walls/houses I guess).

I'll fetch a screenshot later today or tomorrow if it is really needed.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Sep 14, 2012 10:28 pm 

Joined: Thu Aug 19, 2010 9:15 pm
Posts: 523
utunnels wrote:
By the way, the high resolution version seems glitched sometimes. There are some glitched graphis on usually the top most edge of the screen.
Not sure if this is just an issue of my gfx card.
This happens when there are large objects on screen, for example, the cart in rogue encampment, the entrance of den of evil on bloody moor, and the whole lut gholein(there are too many walls/houses I guess).

I'll fetch a screenshot later today or tomorrow if it is really needed.
Are you referring to the block pattern at the edges of the town map? If so, then it's basically normal. The game was never designed to render beyond 800x600 so the edges can sometimes have a funky pattern to them. It gets worse when running 1280x768 also. Unless it's causing gameplay problems it's more than likely nothing or already known. The issue with map edges (happens on virtually all maps btw) is known and not easily fixed, since it's a display only problem never will be.

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Fri Sep 14, 2012 10:39 pm 

Joined: Tue Sep 11, 2012 10:52 am
Posts: 29
Nah, not edges of map.

It is a bit hard to describe. For example, when you stand near the den of evil entrance on bloody moor, something will be displayed on top of the screen, that "thing" is related to the den entrance picture, but glitched.


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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Wed Sep 19, 2012 12:32 pm 
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Posts: 1680
Ya that happend when the hi res version came out

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 Post subject: Re: Hu 1.3c Beta bug/balance issues
PostPosted: Tue Sep 25, 2012 10:33 pm 

Joined: Tue Sep 11, 2012 10:52 am
Posts: 29
BTW, Real Tal Rasha Tomb (I think that is the name) has some glitched terrains.

Sometimes it shows a gap on the auto-map but it is a solid wall.

And I noticed there was a certain door you could not pass, nor the enemies. I examined and found a torch floating in front of the door and blocking it. Though I can use leap attack to jump over the torch, not a big problem.


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