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darqfelenor

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    sacred
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  1. Flix if you need help I can help truly with balance I m very good on math and feeling of the game just dont know how too find date and implement just this and meaybe most important haha
  2. Hello I hope you ve read me idea kind of or request or how you will understand I m big fan of your mods . What do you think about it ? 

  3. First is I love this mode and your work Flix here is me personal request and me personal feelings I hope you understand me feelings <3 Flix ***topic 1*** can you consider in Hell difficulty adding resisit immune for mobs/elite mobs/bosses etc scalling be mobs= 1 random immune for type of dmg / elite = 2 randome immune for type of dmg and bosses = 2-3 random type of dmg how do you think about this:) ***Topic 2*** I ve played too Diablo 2 fallen mod in highest difficulty too and seems that when I play me Mage and you put stats all on recharge and dmg type of technique you start too be non stop one shot and same is with mobs and elite mobs they become one shoted very eizily can you consider mobs and bosses a little bit more resist too the primary stats too become little bit tougher + some more hps on them and base reg little bit higher specialy I would love too see and feel be progression throw all regions(for example in Act 1 region 25% more hp , +2% more resist, +10% to base regeneration hp Act 2: region 35% more hp , +3% more resist, +15% to base regeneration hp Act 3:region 45% more hp , +4% more resist, +20% to base regeneration hp Act 4:region 55% more hp , +5% more resist, +25% to base regeneration hp Act 5:region 65% more hp , +6% more resist, +35% to base regeneration hp Act 6 :region 75% more hp , +7% more resist, +45% to base regeneration hp Act 7:region 85% more hp , +8% more resist, +55% to base regeneration hp Act 8:region 105% more hp , +9% more resist, +75% to base regeneration hp Act 9:region 125% more hp , +10% more resist, +95% to base regeneration hp Act 10:region 155% more hp , +11% more resist, +125% to base regeneration hp that including all mobs/elite mobs/quest mobs/bosses everything thank you <3) so it will feel more liekly progression on the game I consider all of enemies that are problematic like this ., *** Topic 3 *** Can you add more skills to the bosses so they become more dynamic I dont really know how it s working but for example dragons seems too just auto attacks in most cases and they deal mostly 0 dmg they are like big Golem with just diffrent spirit that looks like dragon either way Bosses are pretty much like this , I would love too be hitted in Hell difficulty be a wall that if you dont made right character with right stats in some Act progression you will just lose bec Variety of Bosses AI and how they use skills will be challenging . ***Topic 4*** There are auras or buffs in this games that your friends can benefit with it If yes I would love too see in Hell difficulty that Elite monster get random 1 aura or spell or something that will buff he is teammates / Bosses = 2 if it s possible if there is no sucha auras or skills meaybe just add based be elite /quest mobs and all bosses ranmdom auras for example elite mobs / quest bosses gets 1 randoma ura that will buff him up / bosses 2-3 auras depends on rng ***Topic 5*** Can you in hell difficulty add options for example for me that mobs in hell if you go there all of them and bosses 30% bigger please *** I dont know how Arena work in Diablo fallen mod*** Can you make that you can comeback and try again Arenas in Diablo fallen ? Can you make Respawn bosses every time you restart the game like in other games I would love it <3 so we can face them again <3 *** topi Bonus *** there is possiblities that in caves dungoens you can add spawn rate of mos/elite mobs that they will spawn x2 for example amd their stats are increased ? I would love too see it that if you go to the dungeon you have too know that there mobs elite mobs quest booses and bosses you will faced become even more dangerous <3 (fpr example all mobs/elite mobs from dungeons/caves etc spawns = x3 . then all mobs /elite mobs bosses in dungeons/caves etc hp *4 dmg *1,3 size (1.2 / etc. so they becoome more dangeruos and everything start changing like when you go to the dungeon or cave we will face A lot harder mobs that s greta idea in me opinion <3 ) Ps. If Rng is impossible just add be hand ........... it s so much work then but bec of that lol it s so much knoledge in the game and that make game even more fun that you have too learn what mobs, elite mobs bosses do etc what immunity they have what dmg type of you need etc. that would be even greater but it s so much work so <3 I m waiting for your replay I would love too see sucha changes in Hell difficulty <33 I love challenges and I love this game I love learning about the game and feeling about it .
  4. Problem is that I killed 2 mechanic bosses and 2 other bosses are white in ghost mode and never going too attack me impossible too end how too do it pls help me !!!
  5. *I understand the reasons why I m suspecting this is that game is based on auto attacks emopowering or / skill measurments what I mean there is no symboziy of skill and autoattacks mashup . skill mesaurments can be used as a basic spam sill tool or combo mechanics that amplify dmg on that if you like ccomboing compellty skills . Then game looks like for example in mage like elemntalist who cas many sp[ells ;) it s really cool . But in higher difficulty this idea should be possible to play game that's . but bec of a lot of factors in game that basicly scalles on just dmg stat or utility stat defensive / there are no masups that helps for example phiscal dmg classes melle or distance be as powerfull as mages or summoners that has a lot of diffrent dameges . that's what I m seeing . Most possible gampelay has necromancer for sure and then scorcerrer that yo can play like 6-7 builds that will work fantastisc on that class. Fire spammer/cold spammer/ light spammer/ warrior build with amphifcis buffs + raiding/encahnt you become then monster xD /and those build works equaliy fantsatic with range technique and even better in melle that use all stuff /anf ofc utility stuff that has . Crazy same stuff are with necromancer or druid a lot of ways too play game it s crazy . It s all about they have so many diffrent types of dmg that even hardest dfiffucilty should be just stacking and sucking all resources in right build and game never should be hard . It's just bec of that . In me opinion best is melle fighter sorcer and eelemntalist based on combos deales so high dmg all bosses dies super fast . Spmmaer is okey but not so pwoerfull later in game bec of limits of how fast you can accutly progress . The main reason why I m thinking about is . Bec of diffrent classes that should have same amount of scalling in game be diffrent ways for example reacting on items and start too scalles with skills/items. ;) Very similar but not so much. What I dont like accutly too in sacred 2 is that there is no respawn Super bosses we fight that so sadge One time you kill Gryph and never again you can faced him that so sadge ... And I undrestand your reasons but I think adding new mechanics in this game would accutly made game more fun too play ;) * The second reason why I m going for those are that game that depends on factors that increase dmg and there is no resist that you can t deal dmg to mob it s reason bec you dont deal dmg or healing of mob is higher then your dmg make you too change type of dmg you are dealing so bec of that you have too use diffrent factors and changing strategy in games that become more and more diffrent in every sector in game . In me opinion the best possible idea was too creat in diablo 2 in hell difficulty on mobs 1 resist and boss mobs champions 2 full resist on type of dmg that bringing thought that you have too play in real hack and slash that you must optymized you way too play . If we play for example barbarian if you acctuly dont have right builds on Barbarian right items with diffrent effects game is unplayble in dialbo 2 it's super difficult . and if we accutly check sacred 2 world is so much bigger and has a lot more factors . In me opinion still not right used . Still I m based only on normal difficulty level but from what I see changes will be on dmg/utlity acction meaybe I m wrong but just providing new data new way of thinking that can little bit chnage gameplay become more reasnoable . * in me opinon yopur work in items epic but I thjink those items looks like nightmere difficulty not like hell difficulty level ;) that s me opinion
  6. You dont try too just add seperated items that means they are unique in game that means not working like sacred 2 items that are random and has chance on random stuff . That means creating 1 be one item that will have unique stats abilites and stuff . For that you should't use I think sacred 2 items but edition and created seperatly that sacred 2 will see that items in game from other directions . I dont know how working sc 2 enginge for real but I m pretty sure that modifications like that dont requires sacred 2 mechanics what will requries for sure is templates on that/spirites and other stuff . Basicly what I m saiyng is creating sepeartly new like mini program or mini engine for sucha items that will be seen be sacred 2 game . I m feeling that hardests dicciutly level should be more relaiable on resistance mechanics and items . I dont know you undrestand me xd
  7. I have a question bec I m still in normal level 82 like making all quest and stuff side quests . So I dont have experience but in this mod . They are added mobs that has full resist on elements ? Second qustion there are weapons items that has unique chance too hit skill or just items are based be sacred 2 odea that just increased your stats and that s all ? There are items like in diablo 2 that has chance too inflict dmg too enemy or hit with spell fropm weapon or those stuff?
  8. There are many ways too comeback to that lair . Best way is just go to the other difficulty if you make bad and you will gather teleport or anything that you can travel there . I think that s the best idea of that ;)
  9. So hello guys and girls. I m intresting about this game a lot I m playing in community patch with diablo 2 fallen mode. So I m figrout one thing. This game is really complicated in terms of math but it's goes to the basic mechanics . So all goes down who has higbher stats . So in me deffence I dont play highest difficulty so I dont know about choosing items . But I strongly reccomend too add in 4/5 level of difficulty 0it s I think nightmare and hell resist based on rng . Nightmare every mobs should gather 1-2 full resists on one of existing dmg and in hell 2-4 full defence what I mean you will deal 0 dmg no mater how you are scalling on mob if you attack dmg type that are implamanted in this game . In orther too dont make this game straight foward go dmg dmg dmg and become ultra overpowerd . Next changes is make every mob from 3 difficulty - 20% bigger , 4 diffuclty 40% bigger and hell 65% bigger it s only cosmetics but it will make game diffrent in feeling that you are accutly fighting with giants ;) game will be compeltly bec of that diffrent . I would strongly reccomend add something like healing type of style in higher difficulty like mob can use 2-5 pots and bosses from 4-20 pots be fighting with them so become a lot of rng and more diffrent gameplay . And next of so bec of a lot of resistance now we comes down to the most important topic . ITEMS . as we know items how the scalles and how it s looks like I decided too give you idea about .: Items that give actives what that means . If you attack enemy or you will recive dmg from him (fire bolt level 30 )[if you use skill (deals dmg or make cced)<- chance of activisions is 3x higher] will channell from the place was activived so if you attack mob and you are range activisions will be in the place you hit mob not from your body . That will make game a lot more senseable . Why I m thinking about activistions items like this bec in higher level you go less possiblites you have to beat mobs in normal terms so you have too start changing way of fighting and make more items that has sense in terms of activiteds and you have to make a lot of them be diffrent effects so you will gather a lot of diffrent type of dmg / Why activived with skills too bec mages in terms of resist will be hited the most and they will be almost impossible too use sucha items without making yourself super tank buffed type melle fighter mage . I dont wanna force just one type of gameplay . So you choose how you wanna make dmg but in sense I think those items are really need it in this game and this changes so game become extremly rng and extremly diffiuclt in terms of this you need too gatrher items accutly and ofc right items too deal dmg . I think those changes are really neeed it in this game . Lacks of rng fight and lacks of acitived items hurts hack and slash like this and make it most of the time boring sadly . Chance of actived I recoomed me self as a value 10% <- and this never changes if you gather full set of acitived items it becomes really really big . I strongly reccomend too to make based on 3 types of dmg dealing skills / CCed <- skills(frost nova<- etc)/ Low classs skills <-(frost bolt /fire bolt etc.)/ Strong skills(bizzard/metoer<- etc.) and all of them should have based on our level diffrent type of scalling for reall I woul reccomend (cced<- 1+1,5 per level)/ (low class skills - 15 + 1 per level)/ strong spells (20 + 0,5 per level) so spells will scalle with aciviteed ofc with level and become okey anyway this types of items should be possible too drop from 3-5 difficulties and should be based only on 4-5 difficulties lvls we play so that's why I m thinking like this / Spells with items acivited cant scalle with your skills or items values like you have 150% more dmg with fire that will not scalle with actives in our items . That s just based numbers only scalled be level of skill that's it donmt break the game and become weird that acitived items deals more dmg then normal skills . That iis even more stupid ;) . Thx for Your work guys love it ;)
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