there was another topic like this, heres what i put
i think there should be like some stands where u can watch and place bets like surfinstud said, but not only money they could bet items too, and in the lobby there would be like a count down for the duel time so that everyone could join and watch so u either get the fame or the shame
also there should be an option before the duel starts where the duelers choose if the winner gets to take the items of the one that they have slain just to make it a little more realistic a little like the hardcore
1. Don't drop money if you have one or more bodies on the ground. And when you do drop gold for dieing to another person make it as much as the difference between experience levels (minimum of 0). Which means a LV99 gets no gold killing lvl 9s or 49s, but will lose gold if killed by someone below their level.
2. Make someone without a body a "ghost" allowing them to return to get their body, but be unable to do any attacks for 5 seconds after getting their body. Until the person is able to attack, they cannot be attacked by another Player or his/her minions.
3. Limit minions. That's right. Limit number of minions to 1 per person in the game. When someone hostiles you, the number is rechecked.
4. Give a 5 second, cannot touch me and I cannot touch you, after leaving town. That way if you want to set up you can.
5. Set a 6 second casting delay when charging. That's right, no more desyncing hammerdins if they do this.
6. Never allow an attack to go invisble and any attack going outside the range of view of the character. If an attack is invisble or outside the view range of the character, it should be removed. That's right sending 7 bone spirits then teleporting away shouldn't be allowed. You want to use them, then use them on people you can see.
7. Guided arrows should only be guided if amazon clicks on person to attack. Running away and firing infront of you should not allow guided arrows to go back on a melee guy following amazon.
8. Put a .3 second delay when running from standing still, as well as standing still after running, before you an cast or attack (charge is exception to this rule). This prevents runners and allows melee characters a more fair deal.
9. Remove all auras from items that give auras when worn. Instead allow any character to use the aura as a paladin does. Example: Doom would give +12 Holy Freeze skill usable by anyone (+3 for Paladins to their Holy Freeze skill).
10. Smite should require an attack roll to hit, or remove any additional damage bonuses it gets from equipment (only from base damage of shield, skills, and synergies). Smite should not have stun and have an attack speed of 20% minus 1% per skill level.
11. Give Druid Werewolf and Werebear forms +3% faster run/walk speed per skill level while in werewolf/werebear forms. And have the base attack speed in these forms be -10% Werewolf and -30% Werebear, or remove the limitation they have for attack speed only retrieved from their weapon and auras.
12. Allow Heart of Wolverine to affect all attacks with physical damage (Tornado, Twister, etc.). Give it +1% increased attack speed also per SLV (max at +30% IAS).
13. I would, as a nicety: Give Druids "Blizzard" and "Thunderstorm". Give Sorcs Armegedon and Molten Boulder, but make Twister called "Molten Men" which is an earth elemental minion (like revive) that stays around for a duration and is quick and defensive (gets 5% to all normal resistances [max of 75%] and +5% magical resistance [max of 75%], plus 75 defense points per skill level, up-to 3 at any given time).
14. Make Teleport have a 4 second casting delay. Make Wirlwind have a 4 second casting delay. Make traps have a duration (like 12 seconds) and cost twice their listed cost in mana.
15. Use stamina more, like requiring stamina in attacks -- no stamina, no attack. Make attacking with heavy equipment or larger weapons cost more stamina but be faster than smaller weapons. Require more stamina for faster weapons. Reduce Holy Shield bonus to +1% shield block and +20 defense per SLV. Barb shout (one that gives defense) reduce it to +30 defense per SLV. Replace avoid, dodge, evade with Defense bonuses (like Dodge giving +3% Defense per SLV) instead. Remove shield block because defense of shield should represent that.
Fissure
- Gets +12% Fire Damage and duration increases by .2 per Firestorm SLV
Volcano
- Gets +18% Fire Damage per Firestorm SLV
- Gets +6% Physical Damage .3 duration increase per Fissure SLV
Twister (no casting delay)
- Does (9+SLV) to (15+SLV) per SLV (SLV1 does 10-16, SLV3 does 32-51)
- No Synergies
Tornado (1 second casting delay)
- Increase current base Torando damage by 50%
- Tornado speed increased by 2% per SLV
- +12% Physical Damage per Twister SLV
Lightning (2 second casting delay)
- Like Foh without Hoy Bolts
- Does (SLVx3) to (SLVx4) Electrical Damage per SLV (SLV1 does 3-4, SLV3 does 18-24)
Thunderstorm (no casting delay, may cast in town)
- Autocasts Lightning (Mana cost still paid for automatically) once per 3 seconds reduced by .1 seconds per skill level (minimum of .1 seconds)
- +12% Lightning Damage per Lightning SLV
- Duration increased by .3 seconds per Twister SLV
Artic Blast (no casting dealy)
- No Synergies
Blizzard (3 second casting delay)
- Does 12+(SLVx2) to 24+(SLVx2) Cold Damage and Slows by 5% per SLV
- +12% Cold Skill Damage per Artic Blast SLV
- Duration increased by .4 seconds per Twister SLV
Huricane
- Does 16+(SLVx3) to 32+(SLVx3) Cold Damage every 3 second reduced by .1 seconds per skill level (minimum of .3 seconds). This has a "slow missile" affect to all enemy projectiles in the hurricane for 3 seconds. Cannot be "slow missiled".
- Radius increases by 1 yard and Duration increased by 3 seconds per Blizzard SLV
- +18% Cold Damage per Artic Blast SLV
- increase duration of "Slow" on projects and "slowed" enemies by 1 second per Lightning SLV
- Adds 3-9 Base Physical and 3-9 Base Cold Damage per Twister SLV
- Adds 6-18 Base Physical Damage and slows enemies in blizzard for 8 seconds by 3% per Tornado SLV
1. Require Stamina to Attack. Each attack costs Stamina which increase as you have more skill levels. Casting a LV1 Blizzard costs less Stamina than casting LV12 Blizzard. When you run out of Stamina you cannot move or attack. Stun affect would be replace with Stamina Drain affect. Thus Smite would take off stamina from an opponent instead of Stun. This will make more people use walk than run. Item weight should affect Stamina loss, but also give better defense as it gets heavier (light armor should give defense no more than 40% of what heavy armor would give).
2. Items cannot give a skill more skill levels than half the skill levels put into the skill by the Player (round down). However you always get +1 skill bonus to skill at the minimum. Thus a skill with a skill level 1 gains +1 benefit, a skill level 2 gains +2 (+1 base plus +1 for having two skill levels), and a skill level 4 gains full benefits from three +1 GC.
3. Items cannot give bonuses more than what an attribute can give. For example: Items cannot raise attack rating higher than what is gained from Dexterity, or Items cannot raise damage of melee attacks more than what Strength can give, or raising an attribute cannot exceed what the attribute score actually is (thus having 80 strength means total strength gained by items is 80 -- even if all items give you 220 Strength). Don't allow +1 Skill Tab Charms (or both unique charms currently available). GCs would give a +1 in a specific skill (Like Blizzard, Teleport, Fissure, Huricane, etc) that would be usable by any character. Do not let items give auras automatically, rather allow them to give +1 to the skill instead (requires Player to use like a Paladin does normally).
4. Oh one more thing. Skills that do damage of a non-physical nature (elemental or magic or poison) should be balanced to allow melee people a chance to attack the "caster". So use no frames (faster casting rate does not jump you into a new "frame" at a certain percent). Why? Because it causes massive stress on all computers and networks involved in the game. Someone able to "break the frame" will cause affects such as Desyncing and "jumping/run tele" on the screen to people in slower frames. This in return gives those individual an "additional" benefit that is too advantagous.
5. I stand firm with the other suggestions I listed above about how skills should be. If you add these to it, it would make for a great game. The game would be balanced removing things like strength glitch. Instead those using strength glitch would get penalized severly for not having enough strength.
Oops, forgot. Slow is an ultra cold effect that can be reduced by items reducing cold duration and resistances (thus 75% resistance reduces slow percent by 75% -- usually negating it). Do not allow ignore cold affect items. To get that you need to get items that add up all their cold duration reduction percentage to 100 or more percent.
Oh Sorc Masteries should reduce resistances by 8% per skill level instead of what they do (maximum of -100%). Sorc Telekinesis should do more physical damage, like SLVx2 to SLVx3 damage per skill level (SLV1 does 2-3, SLV2 does 6-9, SLV3 does 12-18, SLV 4 does 20-30, etc.).
Oh and allow up-to 100% resistances (immunities). Think its fair and will make people not focus on one type of attack. Thus sorcs using only fire would be worthless against someone with massive fire resistance, and thus single attack sorc (lightning sorcs, blizzard sorcs) will be levied. After all, if someone was actually playing the game -- not just PvP character, they wouldn't get very high level without having one or two different attack damage types.
dude wtf! u sounded like my mom(a teacher) gg but ya like those ideas of yours man pretty neat. damn wish those will be in d3 some how, cuz pisses me off when some one nk me while taking bod. damn pubs!
ohh ya hhhmmm i wish when creating a game for dueling should be 10-to-10 chars can join as same as other games too, cuz u see 8 people in one game and dueling aint fair cuz if 4 people teamd up and other 4 do same too well the percent of killing some one walking naked is 99%. some asshole will nk you cuz no one else will protect u getting bod.
Rollback Post to RevisionRollBack
the best BOW of DIABLO2LOD for annoying nubs in the game.......now beat this!
You fucking retarded ass sonofabitch! You seriously think you could cast a fireball at Gheed just because you were a n00b137 enough to gamble in the beginning of the game? Well i got a few words for you: NOT IN TOWN, MOUTHAFUCKA!
JM u r the man bro a true D2 god lol the only thing i would like to add is i hope u didnt put this but lets day your a fire sorc u should get resistence 4 your spells and there levels like 1or 2 % per lvl cuz damn if your made from fire u should res fire
well what i mean is lets say you put all of your skills on fire spells ok and your a mage u should get fire resistance for being a fire mage maby 1 or 2 % per skill lvl like if your fireball was lvl 12 u should get +12% or +24% resistance for fire if thats not clear i just dont know how to put it lol
alright, i get it now, and i definately agree with it, because if ur like a fire sorc ur supposobly a "master" of that element therefor it shouldnt harm u, i like the idea man, sorry about the misunderstanding
What to improve, add...
i think there should be like some stands where u can watch and place bets like surfinstud said, but not only money they could bet items too, and in the lobby there would be like a count down for the duel time so that everyone could join and watch so u either get the fame or the shame
also there should be an option before the duel starts where the duelers choose if the winner gets to take the items of the one that they have slain just to make it a little more realistic a little like the hardcore
1. Don't drop money if you have one or more bodies on the ground. And when you do drop gold for dieing to another person make it as much as the difference between experience levels (minimum of 0). Which means a LV99 gets no gold killing lvl 9s or 49s, but will lose gold if killed by someone below their level.
2. Make someone without a body a "ghost" allowing them to return to get their body, but be unable to do any attacks for 5 seconds after getting their body. Until the person is able to attack, they cannot be attacked by another Player or his/her minions.
3. Limit minions. That's right. Limit number of minions to 1 per person in the game. When someone hostiles you, the number is rechecked.
4. Give a 5 second, cannot touch me and I cannot touch you, after leaving town. That way if you want to set up you can.
5. Set a 6 second casting delay when charging. That's right, no more desyncing hammerdins if they do this.
6. Never allow an attack to go invisble and any attack going outside the range of view of the character. If an attack is invisble or outside the view range of the character, it should be removed. That's right sending 7 bone spirits then teleporting away shouldn't be allowed. You want to use them, then use them on people you can see.
7. Guided arrows should only be guided if amazon clicks on person to attack. Running away and firing infront of you should not allow guided arrows to go back on a melee guy following amazon.
8. Put a .3 second delay when running from standing still, as well as standing still after running, before you an cast or attack (charge is exception to this rule). This prevents runners and allows melee characters a more fair deal.
9. Remove all auras from items that give auras when worn. Instead allow any character to use the aura as a paladin does. Example: Doom would give +12 Holy Freeze skill usable by anyone (+3 for Paladins to their Holy Freeze skill).
10. Smite should require an attack roll to hit, or remove any additional damage bonuses it gets from equipment (only from base damage of shield, skills, and synergies). Smite should not have stun and have an attack speed of 20% minus 1% per skill level.
11. Give Druid Werewolf and Werebear forms +3% faster run/walk speed per skill level while in werewolf/werebear forms. And have the base attack speed in these forms be -10% Werewolf and -30% Werebear, or remove the limitation they have for attack speed only retrieved from their weapon and auras.
12. Allow Heart of Wolverine to affect all attacks with physical damage (Tornado, Twister, etc.). Give it +1% increased attack speed also per SLV (max at +30% IAS).
13. I would, as a nicety: Give Druids "Blizzard" and "Thunderstorm". Give Sorcs Armegedon and Molten Boulder, but make Twister called "Molten Men" which is an earth elemental minion (like revive) that stays around for a duration and is quick and defensive (gets 5% to all normal resistances [max of 75%] and +5% magical resistance [max of 75%], plus 75 defense points per skill level, up-to 3 at any given time).
14. Make Teleport have a 4 second casting delay. Make Wirlwind have a 4 second casting delay. Make traps have a duration (like 12 seconds) and cost twice their listed cost in mana.
15. Use stamina more, like requiring stamina in attacks -- no stamina, no attack. Make attacking with heavy equipment or larger weapons cost more stamina but be faster than smaller weapons. Require more stamina for faster weapons. Reduce Holy Shield bonus to +1% shield block and +20 defense per SLV. Barb shout (one that gives defense) reduce it to +30 defense per SLV. Replace avoid, dodge, evade with Defense bonuses (like Dodge giving +3% Defense per SLV) instead. Remove shield block because defense of shield should represent that.
16. Druid Elemental Skill Changes
Firestorm -> Fissue -> Volcano
Twister -> Tornado
| +---------------> Huricane
| | |
+-> Thunderstorm + |
| |
Lightning + |
|
Artic Blast -> Blizzard ------+
Firestorm
- no Synergies
Fissure
- Gets +12% Fire Damage and duration increases by .2 per Firestorm SLV
Volcano
- Gets +18% Fire Damage per Firestorm SLV
- Gets +6% Physical Damage .3 duration increase per Fissure SLV
Twister (no casting delay)
- Does (9+SLV) to (15+SLV) per SLV (SLV1 does 10-16, SLV3 does 32-51)
- No Synergies
Tornado (1 second casting delay)
- Increase current base Torando damage by 50%
- Tornado speed increased by 2% per SLV
- +12% Physical Damage per Twister SLV
Lightning (2 second casting delay)
- Like Foh without Hoy Bolts
- Does (SLVx3) to (SLVx4) Electrical Damage per SLV (SLV1 does 3-4, SLV3 does 18-24)
Thunderstorm (no casting delay, may cast in town)
- Autocasts Lightning (Mana cost still paid for automatically) once per 3 seconds reduced by .1 seconds per skill level (minimum of .1 seconds)
- +12% Lightning Damage per Lightning SLV
- Duration increased by .3 seconds per Twister SLV
Artic Blast (no casting dealy)
- No Synergies
Blizzard (3 second casting delay)
- Does 12+(SLVx2) to 24+(SLVx2) Cold Damage and Slows by 5% per SLV
- +12% Cold Skill Damage per Artic Blast SLV
- Duration increased by .4 seconds per Twister SLV
Huricane
- Does 16+(SLVx3) to 32+(SLVx3) Cold Damage every 3 second reduced by .1 seconds per skill level (minimum of .3 seconds). This has a "slow missile" affect to all enemy projectiles in the hurricane for 3 seconds. Cannot be "slow missiled".
- Radius increases by 1 yard and Duration increased by 3 seconds per Blizzard SLV
- +18% Cold Damage per Artic Blast SLV
- increase duration of "Slow" on projects and "slowed" enemies by 1 second per Lightning SLV
- Adds 3-9 Base Physical and 3-9 Base Cold Damage per Twister SLV
- Adds 6-18 Base Physical Damage and slows enemies in blizzard for 8 seconds by 3% per Tornado SLV
1. Require Stamina to Attack. Each attack costs Stamina which increase as you have more skill levels. Casting a LV1 Blizzard costs less Stamina than casting LV12 Blizzard. When you run out of Stamina you cannot move or attack. Stun affect would be replace with Stamina Drain affect. Thus Smite would take off stamina from an opponent instead of Stun. This will make more people use walk than run. Item weight should affect Stamina loss, but also give better defense as it gets heavier (light armor should give defense no more than 40% of what heavy armor would give).
2. Items cannot give a skill more skill levels than half the skill levels put into the skill by the Player (round down). However you always get +1 skill bonus to skill at the minimum. Thus a skill with a skill level 1 gains +1 benefit, a skill level 2 gains +2 (+1 base plus +1 for having two skill levels), and a skill level 4 gains full benefits from three +1 GC.
3. Items cannot give bonuses more than what an attribute can give. For example: Items cannot raise attack rating higher than what is gained from Dexterity, or Items cannot raise damage of melee attacks more than what Strength can give, or raising an attribute cannot exceed what the attribute score actually is (thus having 80 strength means total strength gained by items is 80 -- even if all items give you 220 Strength). Don't allow +1 Skill Tab Charms (or both unique charms currently available). GCs would give a +1 in a specific skill (Like Blizzard, Teleport, Fissure, Huricane, etc) that would be usable by any character. Do not let items give auras automatically, rather allow them to give +1 to the skill instead (requires Player to use like a Paladin does normally).
4. Oh one more thing. Skills that do damage of a non-physical nature (elemental or magic or poison) should be balanced to allow melee people a chance to attack the "caster". So use no frames (faster casting rate does not jump you into a new "frame" at a certain percent). Why? Because it causes massive stress on all computers and networks involved in the game. Someone able to "break the frame" will cause affects such as Desyncing and "jumping/run tele" on the screen to people in slower frames. This in return gives those individual an "additional" benefit that is too advantagous.
5. I stand firm with the other suggestions I listed above about how skills should be. If you add these to it, it would make for a great game. The game would be balanced removing things like strength glitch. Instead those using strength glitch would get penalized severly for not having enough strength.
Oh Sorc Masteries should reduce resistances by 8% per skill level instead of what they do (maximum of -100%). Sorc Telekinesis should do more physical damage, like SLVx2 to SLVx3 damage per skill level (SLV1 does 2-3, SLV2 does 6-9, SLV3 does 12-18, SLV 4 does 20-30, etc.).
Oh and allow up-to 100% resistances (immunities). Think its fair and will make people not focus on one type of attack. Thus sorcs using only fire would be worthless against someone with massive fire resistance, and thus single attack sorc (lightning sorcs, blizzard sorcs) will be levied. After all, if someone was actually playing the game -- not just PvP character, they wouldn't get very high level without having one or two different attack damage types.
ohh ya hhhmmm i wish when creating a game for dueling should be 10-to-10 chars can join as same as other games too, cuz u see 8 people in one game and dueling aint fair cuz if 4 people teamd up and other 4 do same too well the percent of killing some one walking naked is 99%. some asshole will nk you cuz no one else will protect u getting bod.