Reduced the HP of (Act V) Barbarian soldiers in Nightmare and Hell difficulties. Increased the Experience attached to most Act V monsters in Normal, Nightmare, & Hell difficulties. Reduced the effectiveness of Experience runs, power-leveling, and leeching.Īdded randomized (especially ranged-attack) monsters to Nightmare and Hell Act V - e.g., Burning Dead, Imps, etc. In Nightmare and Hell difficulties monster damages have generally been increased - dramatically in some cases. This was accomplished by improving monster stats (hp, ac, etc.) and by boosting their AI/behavior in NM and Hell difficulties (that is, by making decisions more often and by simply moving faster). Increased difficulty for high-level players to reduce future exploitation of the game system.īeefed up monster difficulty in Act V, Nightmare, and Hell difficulties. The collision detection system has been sped up significantly. The player stats and inventory system has been completely redone to run more efficiently, improving server performance and stability. A major result is that nearly any skill can be used by any character class.Ī skill now may have synergy Bonuses (similar to masteries) applied by putting points into other skills. Although done for our needs, mod-makers should like these changes, too. Monster control/populating/creation is simpler. The skill and monster systems are now completely data-driven. Be prepared to execute a hasty Save and Exit, if your situation seems too dangerous.įundamental architecture changes/improvements Players of Hardcore characters should be even more wary when encountering superunique monsters during an active world event. To my knowledge no other game that has a necromancer dosent give you the choice on what minions you want to have fight with you.Players of Hell difficulty Realm games are hereby warned that a new, challenging world-event has been added to Diablo II version 1.10. I getting pissed off cause i keep dying “I almost want to Quit playing this game cause of this :furious:”. Once i discovered Grim dawn had a necromacer class i bought it immediately cause it summons skeletons and started playing, Once i started i was getting more and more annoyed and pissed off with my skeletons and not getting the melee ones i want with a few ranged ones for back up i have a style of playing my necromancer that i like and want and i cant have that with necro for most part. Iv played many necromancer in many games for years from Boldurs Gate necromancer to Diablo 2 and 3 to Path Pf Axile’s necromancer and many more. Have five choice bottons one for each skeleton and how many you want scaled to your max limit, I wouldn’t care if they summon in any particular order just as long as i get the ones i want, and for the fifth botton make it random for the ones that like it random. I agree 100% Corpsestack I think once the player as maxed out the skeleton spell there should be something of a skeleton choice, picker, and counter on with ones you want, And how many of each you want. THAT would be a theorycrafting wet dream. I’d straight up oppose any vanilla/xpac skill changes or additions to accomplish this but I would be fascinated with the addition of items at a later date that change the spawn weight mechanics. The most appropriate way to accomplish this change is probably through a mod. They each have their own advantages and shortcomings for sure but a nice mix of them is advantageous in regular gameplay from my experience. Personally, I’m perfectly happy with a random complement. I think, the player should have some kind of control what skeleton exactly he is spawning or is it made on purpose that the skeleton “units” are randomöly spawned? What do you guys/ girls are thinking about that?Īnd I can guess there have been many threads like this already. You have no control, which “unit” you spawn. This is what I have seen so far.īut the thing I wanted to get to is, you spawn them random.
For example, you can spawn, normal meele skeletons, archer, mages with fire damage or knights. If you have played a Necromancer, you noticed that every time you use that spell and have invested a lot of skills, you can spawn different skeletons, each with different abilities.