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#11 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
Then I discovered that the freezing aura overcomes the "cannot be frozen" ability. What the hell, Blizzard. But yeah, aside from that, I played D2 pretty much all through college and I don't think I ever found more than two pieces of a set when it was level-appropriate. But D2 had major drop rate issues; the game was not calibrated for singleplayer. |
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#12 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
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So Radagast. I'm not really sure why he's in there (or why other "good" creatures are.) But as long as they are, there's an opportunity: if you kill one, you start taking double damage from enemy Orb of Draining. This either persists for the rest of the game, or at least until you kill one or more "evil" uniques.
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#13 |
Veteran
Join Date: Apr 2009
Location: Pisa / DL0
Posts: 1,001
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A big drawback of item sets is that they reduce a lot the endgame kit variability, so they make replaying the game more boring and repetitive. I's like the "everyone is using Thorin in the endgame" problem, but three times larger.
__________________
Dive fast, die young, leave a high-CHA corpse. -- You read a scroll labeled 'lol gtfo' of Teleport Level. |
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#14 | |
Veteran
Join Date: Jun 2007
Posts: 1,388
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Quote:
That's true, but I tend to think that calibrating drop rates in the presence of sets gets... difficult. |
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#15 |
Knight
Join Date: Sep 2013
Posts: 527
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#16 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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There was an item combo in the game not so long ago: when elemental rings used to brand. I liked it very much and dont know why it got removed.
The issue in tome with the Thanc-set wasnt the triple wielding; you could posses a Marillith to get that. But using 3 Thancs had like a 99% chance for at least one of them picking up the dungeon-wrecking flag (or worse). The implementation was: go to great length to get&make use of a set, then have a 1% chance of it actually being useful, a 98% chance of it becoming useless, and a 1% chance of it destroying your career. I played a lot of tome, but naturally never used that set. As for randart artifact sets: The simplest way would be to determine a (random) number of sets at the start; then assign random powers that are granted when combinations of set items are equipped. While that isnt likely to be thematic in any way, shape or form, thats a different problem already present in current randarts. If ever those get a thematic upgrade, so would the sets. |
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#17 | |
Apprentice
Join Date: Oct 2015
Posts: 60
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Quote:
If there's a way to make it work with randarts, it'd be an interesting thing to try, but I think thing that AnonymousHero's idea about ego syngeries sounds more interesting, since it could give more opportunity for ego items (aside from MoD of extra attacks, lantern of true sight, amulet of trickery, boots of speed/elvenkind, robe of permanence, shield of preservation/elvenkind, and DSM of speed/elvenkin...probably missed a few others but you get the idea) to compete with artifacts for endgame gear. |
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#18 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
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It was too powerful. Even with weak brand, Glaive of Pain became too powerful, as did big +2 attacks weapons. With Ring of Acid, you could take down Sauron much too easily.
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#19 | |
Veteran
Join Date: Jun 2007
Posts: 1,388
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Quote:
There were patches in Furyband to fix this, but I don't think I ever incorporated them into "mainline" T2. |
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#20 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Quote:
In the past years, Vanilla has undergone a rollercoaster ride through difficulties, vastly more impactful than the branding ring change. It is my impression that the difficulty had little effect on how enjoyable a given version was. And whether the Sauron fight takes 10 or 15 rounds has very little impact compared to some other things that got changed. |
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