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Game balance and immunities
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How to balance spellcasters?
Keep immunities and high resistances.
40%
 40%  [ 10 ]
Reduce area of effect spells damage and increase their cost.
40%
 40%  [ 10 ]
Link spell damage calculations to player weapon damage so casters are balanced same way as melee
0%
 0%  [ 0 ]
Reduce mana shield and blood pact from 100% so casters need to gear for defense
16%
 16%  [ 4 ]
Delete sorceror and necromancer
4%
 4%  [ 1 ]
Total Votes : 25

Author Message
sarcrofs



Joined: 19 Nov 2016
Posts: 80

PostPosted: 17 Mar, 2017 2:26    Post subject:

Quote:
I believe that dealing with immunities should stimulate more skillful play, but not just routine complication of the game.


Have -726128716% reduce X resistence aren't skill play, is just GEAR.

Quote:
I suggest the following options:
1. Do not touch monsters immunities/resistances. Remove completely cooldown from Elemental Drain, but as a drawback during its effect add heavy Manaburn to all monsters’ attacks. At least this will stimulate Sorcs to play carefully and avoid unnecessary damage at any cost.


This can be usefull, but this will balance ONLY sorcerer, sorcerer is not the only who have problems with immunities, we need balance ALL classes, 6 classes and every character can be changed to be much more balanced.


Quote:
2. Do not touch monsters immunities/resistances. Move Elemental Drain from Skills into Page 5 Spells, so they will cost mana and some amount of heath simultaneously. So Sorcs will have a chance to break some % of resistances but at the cost of extra risk.


No, so every character will broke immunities, so imunities will be nothing, just use a spell and break. Elemental Drain is a skill with sinergy with Sorcerer, not a general spell.


Quote:
3. Do not touch monsters immunities/resistances. Very interesting option might be introduction of some “extra financial cost” for redusing resistances. It can be something like Soulshots /Spiritshots in Lineage II. They should be kept in the inventory and will be consumed at every spell casting and they will add removal of some % of monsters’ resistances. And they will be dropped on death together with the gold. This will again stimulate careful play.


Is a interesting option, but will have big issues, like inventories spaces and much coding for a little thing who can be made more easy.

Quote:
4. Do not touch monsters immunities/resistances. Introduce one separate class of unique items (e.g. charms) which supposed to be in the inventory and it will remove some % of monsters resistances. But spells will start to cost money (e.g. 100 gold per every cast). So Sorcs shall always carry some gold in the inventory to fuel the effect.


NOT, please, Charms are the worst item who Blizzard created, because this was created in D2 and not in D3, bad, make the inventory full easily.

Quote:
5. Do not touch monsters immunities/resistances. Introduce very unique jewels of different types which will add extra “-% monster resistances” when socketed it into staffs (crafting procedure).


Another interesting, and another a lot of coding for not make a more easy way.

Quote:
6. Make monsters’ resistances’ cap 100%. If 100% - it’s immune. If less – possible to damage. Very simple and fair.


This is a good thing.

I am not flamming, but this is a mod coded for ONE man, so we need make the more good and easy to make the game more balanced. So after this, after make every thing need to balance and make quests and upgrade some systems, so he can make new and hard things.[/quote]
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radicool



Joined: 28 Feb 2014
Posts: 153

PostPosted: 17 Mar, 2017 2:55    Post subject:

Quote:
3 immunities are enough, since have 4 elements.


So you want to use immunes to balance the game but only make them immune to 3 elements? Two problems:
1.) If their only non immune is physical, we're forced to use mind mace which is a hopeless spell
2.) If they're not immune to fire and lightning, then immunities have failed to balance this particular unit.

Quote:
100% = imune = 0 damage
99% = receive 1% of your damage


You're only increasing damage by 1%. This doesn't make any noticeable difference. If monsters are immune, they already receive 13-40% damage (depending on items and if you use elemental drain). 1% will not make any difference.

I think your failing to realize the problem. Excessive immunities aren't a good way to deal with game balance.
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sarcrofs



Joined: 19 Nov 2016
Posts: 80

PostPosted: 17 Mar, 2017 11:45    Post subject:

40% with 125 or 150% equal immune?

with 100% will be more easily.

so you think about 0 immunities?

diablo 2 is much more balanced and use immunities (except the thing of make a rw to tele, what tchernobog already work on). If tchernobog make all classes at least balanced in like aoe and single damage (balanced is one thing, equal or same is another thing) and none destroying all monsters instant and other killing one at one, this will OK.

when I release my ideas you can say about "falling to realize" you dont know about the complete changes can be made to easy balance this game.
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