Modding 1.10s.
#2
General Changes -
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- Amazon now has 30 starting Dexterity.
Alright.
- Sorceress now has 40 starting Magic.
Energy, you mean? Cool!
- Necromancer now has 30 starting Magic.
Fantastic. However, could you consider making Necros and Sorceresses get 2.5 or 3 mana per energy point? Why the F should barbs get 4 hp per vit point and Necros and Sorceresses get 2 out of their main stat? Ridiculous.
- Druid now has 25 starting Magic.
Alright.
- Class-specific character to-hit factors have been removed.
Hmm, okay. I suppose that would greatly benefit all the melee sorceresses out there. I'm sure you'll get a great email from all three of them! :D
- Character blocking values have been lowered by 15.
I see. Okay; however, I think you should perhaps lower it by 10? Pallies really need blocking, as do some Barbs. But do as you see fit.
- Walk velocity has been lowered to 5.
NO! Please, make them run faster! I can't abide by the run/walk speed of a zon wearing a gothic plate. *wracking sobs*
- Max character level is now 100.
Nice. Why do the (n-1) thing with char levels? So ugly, Blizz. Honestly.
- Characters receive full experience at all character levels.
Ah. I like the way they reward you for staying within your means, but I suppose people like to rush ahead with certain places. I personally hate the Great Marsh.
- Experience loss death penalty in Nightmare and Hell difficulties has been removed.
Hmm, isn't it good to give people incentive not to die? Your call.
- Character Stash has been expanded considerably.
I love you.
- Hireable damage versus Act bosses is now 50% at all difficulty levels.
"True dat." I don't understand why my rogue should throw toothpicks at Diablo. Not fair. I didn't blow money on a Cruel Hydra for that.
- Lifesteal / Manasteal are now 100% effective at all difficulty levels.
Good... ridiculous hp in Hell should be a little better with more leech, so you don't go back to town for mana and find the monster fully healed.
- Monsters are 25% more abundant in Nightmare difficulty, and 50% more abundant in Hell difficulty.
Wow. I see them pretty abundantly already. Your call.
- Act 1 monsters are more random.
Fun.
- Act 5 monsters are more random.
More random than in 1.10s? Yikes.
- All Quest Flags have been removed.
? Sorry, could you elaborate? Like, the things that say "Kill Andariel" when you know to already? They're kinda fun, I think.

Item Changes -
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(Make Call to Arms harder to make.) 8)
(Make less unqiue rings/items capitalize on Druid skills. Wtf.)

Monster Changes -
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- Monster health regeneration has been removed.
(Curb the fist-in-wall amount of uniques)

Skill Changes -
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- All skill timers have been removed.
Fun!!! I don't see why I should not be able to cast as many hydras as my mana permits, if I'm not playing on Bnet. (They should increase the damage of timered spells- they still don't do enough in some cases. Armageddon/Hurricane even with synergy are like slaps in the Druid community's face.)

Good luck!
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Messages In This Thread
Modding 1.10s. - by Roland - 08-09-2003, 03:38 AM
Modding 1.10s. - by Haviandhae'el - 08-09-2003, 03:51 AM
Modding 1.10s. - by Nicodemus Phaulkon - 08-09-2003, 04:11 AM
Modding 1.10s. - by WarBlade - 08-09-2003, 04:21 AM
Modding 1.10s. - by Roland - 08-09-2003, 05:05 AM
Modding 1.10s. - by nightwing - 08-09-2003, 05:28 AM
Modding 1.10s. - by Roland - 08-09-2003, 06:15 AM

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