View Full Version : Which spells from D1 and D2 should not be included in D3?
SirLuxeflex
10-07-2008, 22:46
Well, the topic title says all I guess. I'll give a short list:
Apocalypse
Bone Armor
Bone Wall
Telekinesis
Clay Golem (worthless, in D1 and D2)
Heal
Raise skeleton
Holy Bolt
Teleport
Blessed hammer
Flash
Teleport
There is a whole discussion about this one ... http://forums.diii.net/showthread.php?t=671594
mince pies
11-07-2008, 16:30
Why should Raise skeleton be removed?
On a related topic, I hope that lightening damage skill don't always have a range starting with one, e.g. Chain lightening damage 1 - 281.
Who want to be casting spells that to 1 damage in hell?
lightning's high deviation in expected damage gives it some flavour. Other elements have far tighter damage range. It can have its advantages.
The barb's masteries tree needs some serious tightening up of the weapon masteries, and increased stamina is a joke.
I like Teleport. When you use it just for what should a game gets really fun. When you use it to cheat and rush.... well, as anything in life.
Clay Golem now should be Stone Golem, while also giving a fire and an ice golem.... let me be.
I guess fire druids were really not so hot, but interesting and fun when you builded a wolf or bear with fire support... still not really good since a good balance between damage, life and defense was hard. I guess all druid fire abilities maybe are going to be out.
BTW. I also had too much fun with Rabies :P However in Hell I wasn't able to manage something cool. I was always biting and running.
stoutewolf
12-07-2008, 21:02
please upgrade the druid in general except the windtree.
Yea wolfs are my fav chars :jig:
smartdot
13-07-2008, 05:26
well alot of skill need to be removed, or at least revamped
sorc:
Frozen orb - either take out, or reduce power and no sweetspotting
meteor - hard to make work cause of delay; reduce power and less delay
Pally:
smite - remove or give a cooldown longer than stun length
charge - fix desynch (have they already, been a while since ive seen one) and change to added damage instead of added precentage.
Blessed hammer - take out. now.
those two classes and their skills seem the worst for overpowered spells.
Apocalypse
14-07-2008, 04:41
the only skill i would like to see removed is teleport all the other skills can be tweaked to make them better or worse based on what the problem was. come to think of it i guess you could tweak teleport too, throw it on a timer so it can really only be used as a "life saver" skill
Well, the topic title says all I guess. I'll give a short list:
Apocalypse
Bone Armor
Bone Wall
Telekinesis
Clay Golem (worthless, in D1 and D2)
Heal
Raise skeleton
Holy Bolt
Glay golem is extremely useful in D2X at least. It slows the boss when coupled with decrepify and makes easy work of the bad guy. Played lots of Skellimancers to High 90's and clay is the only golem I used after trying out the others.
the only skill i would like to see removed is teleport all the other skills can be tweaked to make them better or worse based on what the problem was. come to think of it i guess you could tweak teleport too, throw it on a timer so it can really only be used as a "life saver" skill
I'd say even if using as a "lifesaver" you should have the opportunity to tele 3 to 5 times before the any timer kicks in... or the "lifesaver" function is probably lost.
AlexanderM
15-07-2008, 04:32
I'm not sure about D2, but I'd like to see flamewave (D1) come back. It'd be in the spirit of mass crowd-management that the game seems to be centered on (even the barb kills more than one monster per swing!). Aside from that, I remember D1's Elemental (running flame guy who sought out enemies) was funny, but useless. If it were more powerful, it might be an interesting addition. Flash was good, if buggy, though Nova by and large replaced it's role. Lastly, I liked being able to -LEARN- town portal in D1, though that would be unbalancing in D2, since spells are class specific as opposed to D1's system of "You found a book. Congrats, grab your robe and wizard hat".
sicilian
15-07-2008, 15:44
Glay golem is extremely useful in D2X at least. It slows the boss when coupled with decrepify and makes easy work of the bad guy. Played lots of Skellimancers to High 90's and clay is the only golem I used after trying out the others.
I was just about to say. Using a skellie with a Clay Golem and decrepify... Baal gets about one attack every 5 or 6 seconds and he will NEVER be able to teleport and split.
Rest of the Golems just didn't pack enough punch for their cost.
Clay golem was great :X
However I would not like to see
-Apocalypse
- Thunderstorm (in the same form at least)
- Hydra (in the same form, needs a better version)
- and Grim Ward
I WOULD love to see Blood Star back though from D1. But in a scarier form of bolt
jakotaco
19-07-2008, 16:38
Seems most comments are on skills that have been seen as over/underpowered. Most of these skills have quite interesting mechanics and could very well be fun to use again with some rebalancing.
the druid firetree ha some of the more interesting spells, with some rebalancing of damage and no more mutual cooldowns it would be a blast. (Imagine what they could do with molten boulder in combination with their new physics engine)
Hydra/Guardian were cool aswell, but could maybe have use for a revamp in some way.
Smite weren't overpowered before grief. And you would have a hard time keeping that many mobs stunlocked at once without much effort anyway. Some stun-immune/resistant mobs would be welcome still.
As for meteor delay and frozen orb sweetspotting, in my opinion those are core elements of those skills. They just wouldn't be the same without it as it adds a moment of skill in using them effectively. However they should of course be balanced with these things in mind.
Kinnison
22-07-2008, 19:29
INfravison, there were IV scrolls in D1 and I loved them because it allowed me to plan a rush. only prob is that combined with Teleport it could be a "broken" combo.
I would like to see a teleport skill where you could set a "point" and then port right back to that point. Or a long distance teleport with a long delay in use
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