I really don't think adding a fourth difficultly is a great idea. I especially don't think adding one that only 3 characters have any chance at clearing.
just have it to where the base is players 5. most builds in the game can cover that and have it scale up to 40 with 8 players. or adjust it to players 4 scaled to 32
I'd prefer them to just nerf those builds like there's no reason for them to be as strong as they are. You could nerf the hell out of them and they'd still be good. Also they should just give us an end game like randomized rifts with difficulty tiers.
@@SirDehumanized No that's actually a vital part of D2s DNA. The GAME is the ENDGAME, instead of having some completely decoupled mechanic that makes the whole story part of the game irrelevant. It's very cool that the actual areas have another purpose after being "defeated".
I'd split the % chance for finishing moves to not consume charges and distribute it across skills, maybe something like: Tiger Strike: 5% chance for finishing moves to not consume charges, going up linear to 100% at level 20. (Or maybe no linear and requires level 30 or 40 to reach 100%?) Or maybe splitting the 100% up between Tiger Strike, Cobra Strike and Phoenix Strike. Or maybe having the chance to not consume could be tied to how many Tiger Strike charges you have: you have a 34% chance (per stack on level 20) to not consume chargers OTHER than Tiger Strike per Tiger Strike charge. So if you have 3 Tiger Stirke charges (=>100% not consume), and 3 of the elements: the elements don't get consumed, but only 1 TS. For Mosaic itself, maybe: Everytime you generate an elemental combo point, you generate a combo point for the other 2 elements as well (ex: Blades of Ice generates Fists of Fire and Claws of Thunder). Or if you generate a combo point with Phoenix Strike, you generate 1 for each of the elemental techniques. Or you instantly generate 3 combo points. Since Mosaic is heavily focused on elemental damage, I'd limit it around it. That way you'd still have the builder-spender mechanic, and the damage nerf would come from the time building up spending attacks. "When a finisher is executed this way, it now refreshes the expiration timer of the stack." I'd turn into a new runeword, that is not tied to elemental skill damage, but more generic across the Martial Arts tree. Thinking about this is a lot of fun. There are so many interesting angles here.
On top of taking in a bunch of the other suggestions here, I think if they made it so you just set charges off sequentially instead of all at once it would help with damage, and you would be incentivized to choose your skills more carefully and not just stack out every single charge you have. Make the players choose what to use instead of forcing them. Also mosaic new ability could be, instead of making charges never time out, maybe just add time, so instead of 15 second time out, maybe putting 1 mosaic on it's a 25 second time out, and 2 mosaics it's a 35 second time out. that way it's not mandatory to run, and you benefit from wearing more if you want to. purely a QoL type thing. or they could add 1 minute instead of 10 seconds, depending on what blizz thinks is balanced. but i think never having to charge skills ever feels too much like a d3 character, they should still have to interact with the mechanic.
You also have builder-spender and buff upkeep dynamics in D3, I don't think that infinite timers is the exact thing that would push Assassin to D3 standards. Also, for anyone playing with decent APM, 30 seconds/1 minute increase to stack duration is the same as it never running out - you'd basically only build up charges again if you make a restroom/snack break in the middle of a game. And then one has to wonder, if a 20-25 second timer is just enough to lose the stacks while Diablo is showing up in CS, how much is does the following sequence add to interactive gameplay: TP > WP to Cold Plains > Charge Stacks > TP back to Diablo. Just some food for thought.
1:13:00 what? I thought it was like that all the time. Good thing I laid her down after 2hrs of mosaic gameplay, even with 1-2 charge ups she was soooo insanely overpowered
Need to put reapers toll on hammerdins merc, those decrepify procs will keep it alive a lot better vs the melee, and if you used holy freeze on a weapon (doom) for pally, or the act2 holy freeze aura merc, then you'll have a tonne of slow that will help keep both of you alive
This proves how op some builds truly are with end game gear. The problem lies with balancing other classes to be viable in Hell players 8. I don't expect them to be hammerdin good but there needs to be some more beginner friendly build variety if they expect future D2R ladders to have a base beyond the hardcore community.
this proves nothing, since p8 is the max ingame and higher player count than that doesnt matter at all. mosaic sin has to charge her stacks & nova sorc is faster on p8 almost everywhere, while also being almost unkillable
Honestly if I was you I had set up an entire tournament with like the coolest build for every class and see how far they are able to clear and survive.
arctic blast druid goes brrrrrrrrrrrr lol. i mean he showed the most overbuffed builds here. you have to keep in mind that no p count over 8 matters really. and a lot of builds struggle there already. just go back to d2 classic and play a bowa. she got a slight buff with item and merc changes and so on but is still pretty weak considering how expensive her endgame gear is. maybe not as expensive as a java but you still need like upwards of 50 bers worth of gear to be somewhat viable.
The difficulty curve for D2 is kinda hilarious. Pretty much looks like a ski jump. Hardest at first, with a little bump at Hell until you find gear then zero.
that mostly came from the runewords and op uniques like griffon and such. d2 wasn't like this for most of its existence. there was a time when merely playing through the game was a grind.
How exactly do I activate the charge-up indicator mod? The linked git-hub describes how the general hero-editor is installed, but kinda glosses over the indicators. Does anyone know?
Lamma, you’re the GOAT and all, but my HC mind drives me crazy especially at 40:00 That status bar is amazing! They should include BO timer because I Bo like every 20 seconds in HC 😂
Mods that let you "test" builds or basically hack on open bnet is never for testing...since once he can just grab what you want no one goes back and plays the legit game.
I wish I could post images of the CC auto-generated subtitles at the start of the video. It says "What's up RU-vid Michelle Obama C here and today"... ☠
D2R seems to go directly to d3 :D Fast XP, OP Builds, cheap gameplay. Just the dropsrates dont fit to the xp and gameplay style now :D Some QoL still left like Shrines for party not for one person and remove the stupid shrine remove effect due to curses. Curses and shrine effects should be seperately on ur head, next thing, xp should be allmost identically for everyone not for lh or kinda 90+ parties and so on. And dont forget to remove visual effects tab from other players in options, or better completely remove the new assa :D its just ridicilous how this build ever made it into this game and is still not nerfed in visual and damage output. But i guess i have a completely different vision of how d2r should feel like.
Is this Assasine build possible in the old Diablo2 lord of destruction 1.11/1.10 too? And what is the trick to play here^^. Yeah could find the answer on my own^^. But is there a mod where i can use the diablo 2 resurrected runwords in the old diablo 2 lord of destruction?
@@spig3547 CE uses the monster's base hp, it does not get the player count multiplier. Meanwhile, thorns does scale with enemies dealing +6.25% damage per player, enemy HP scales more by +50% per player.Don't forget that eventually you'll get to a point where every hit against you is death, and the damage reflected will only tickle the monster.
@@mitchsirois606 I'd say test it. Because my build runs through players 8 faster than most people's cookie cutter top builds. Also you're not getting hit, pets are, I get the feeling you don't know how this build works. Most don't to be fair.
@@spig3547 I do know how it works, Necro has been my favourite since I was a kid. But if it takes 20 skeletons to kill 1 enemy with reflected damage, to make 1 corpse and get 1 skeleton back it's not maintainable. As for players 8 corpse explosion, I've tested it extensively. CE can still clear fast at players 8 so long as you are creating corspes fast enough. But, introduce higher players counts, making harder to get that first corpse and beyond that. The power of CE diminishes very quickly. But so do most of the games builds as we've seen in the video.
Who gives a crap about any of these characters being I don’t make a living around this game like some do. And these characters are not real for 99 percent of people unless you cheat
i want that, in-game, right now!! and it would be awesome if there was something like that for spells like fade/B.O/B.C/enchant ect. I would like to see expiration on charges be removed and mosaic turned into a strong elemental claw.
Happy to see the showcase for how OP mosaic is. Season 1 Hydra/Firewall nerfs. Sunder/cold mastery crying. But Mosaic just allowed to be the single most OP go anywhere do anything build.
Ok, so it was NOT a Mandela Effect. In Diablo II, it is called Trang-Oul while in Diablo III it's called Trag-Oul. While I was playing D3, I had to re-train myself to remove the N from the name.
Classic Llama logic: We need another difficulty or uncapped /players x so we can pretend Mosaic is OP. Breaking news, increasing monster hp a ton will minimize the relative travel time and therefore the biggest downside of furyzon and mosaic in a realistic setting. And giving that sin duo 3 CoT+ 3PS gt's with perfect mosaic rolls AND a 17fcr neck to reach that 102fcr cap is hilarious considering the fact that you compare it with a budget hammerdin and swapped out the equally pricy stuff on the javazon. For non-dreamland-scenarios and comparable gear states, here's your actual tier list: 1) Novasorc -> best compromise between instant aoe dps and mobility 2) Javazon -> best instant aoe, lacks mobility by some degree 3) Demon Machine Sorc -> sort of a worse furyzon, still pretty wild for a meme build 4) Mosaic Sin -> incredible AoE, but tied to slow attack frames, lack of mobility without gg jewelry. 5) Blizzard Sorc -> good but kinda slow aoe, great mobility 6) Hammerdin -> gotta be honest, its a slightly worse blizzard sorc and doesnt even come close to the top builds on a p8 max setting. Its never been op, but always a great starter due to its flexibility, low gear dependancy and well, some special third party softwares prefering it 🤫
this is true for d2r but if you consider where we came from it's a different story. hammerdin was a rather wild build cause it uses magic damage which has only a few monsters with immunity. this means it could basically farm every area of the game and could use rather cheap gear like mara, shako, arach, insight on the merc and so on except that like every class but sorc it really needed that enigma. pala has the same cast frames as a sorc so it can tp insanely fast at 100% fcr. on top he has holy shield for insane defense and up to 45 allres shield bases to roll spirit in. so all in all a hammer is insanely tanky while having an insane dmg output from relatively cheap gear compared to other classes like a javazon for example. other classes needed infinity which is rather expensive and only really worth on lightning and to an lesser extend on fire classes but those pierced immunes were still a rather slow kill. sunder charms changed that up a lot. before those you had to run certain element builds to specific 85 areas were your element wouldn't suck. the hammer had basically no such restrictions. a blizzard sorc could only farm efficiently on non cold immune areas otherwise you had to have your merc kill those and it was insanely slow and inefficient. however to the problem at hand: you can't simply buff enemies so those highend op builds like javazon or mosaic are less op on p8 as other builds already stuggle as is. so the only option is to nerf damage output really. p2048 is irrelevant to this discussion cause it's not in the game. p8 is tho. and here yeah there are a few builds that go through it like butter. but you have to agree that the mosaic assassin is pretty overtuned. you literally stunlock the entire screen while dealing bazillions of damage.
I think all this consideration doesn't metter... WE TALK ABOUT PLYERS 8 - it will be still the same just anoying to play.... show of the dmg but whats the point? java&hammer same good at this p8... pointless pointless and just pointless.... LEAVE IT
Exactly. Tbh not even Players 8 performance plays a huge role in online. P5 or P7 is where the big boys play, in terms of farming efficiency. @@GreenManaYo
I'm fairly certain , that if you replace the freeze whit chill the mosaic will cap out at about the same place as the hammerdin and the zon or even sooner Realistically the damage number above players 8 don't matter as there's only one place where it could show and the build is clunky to play compared to other S tier build if you actually want to loot other things than the 5 chase uniques and high runes Other removing the freeze and that's all it's needed imo ,if they add the chance to hit calculations to finishing moves it would kick the build back to "assassin has no valiable group builds"
I love playing the assassin. It is so explosive. Broken? Who cares. It's not like PoE or D4 is balanced. It's never been about that. The common ARPGs are all about making all of your characters weak or deficient in some way to make to try several different ones. Any build that "solves all perceived issues" are always nerfed or removed in some way to ensure people retaining players longer for a season.
PoE or D4 not being balanced is a shitty argument to make. They aren't D2. I don't care if a build is busted as long as it's offset by the cost to make or there are enough other builds in the ballpark of power to compensate. But that's not how it is. 2 Guls are stupid cheap (and you don't even need a crazy base for that much power, but obviously it helps), and it DWARFS the builds people have complained about for years (Hdin and Blizz sorc) while being cheaper than those builds at max capacity.
I would like to see this change in the future season. This type of end game provides the reason to load up all the god gear and can keep me grind for it. The drop rate in such difficulty should be raised as well.
Java realy need that fhr to perform well with fury. Also t strokes are the way to go dmg wise. I dont know why but the -res from strokes have a bigger impact than - 20 from 4facc shild. I love strokes 95ias build.
Well im not sure what were you thinking when you and most content creators advocated for 50% on each claw on paper it was OP there was never a chance it wouldnt be its just too good when you combine all the skills and how they work together with the 100% uptime and refresh. Instead everyone that tried the first iteration with 25% on each claw shouldve advocated for another change like Warren suggested in his post and still it probably wouldnt been where MA assassin should be if you want something balanced. PS:I knew it would be OP and i was still suprised at how it dwarfed the strongest builds.
Damn the Hammerdin is usually a very tanky character and he got squishy on players 64 and his dmg really tanked because you weren't killing as many enemies as you were on players 16 with him. Javazon on p64 not happening either because you need infinity to really help out with the dmg but the merc keeps on dying. I bet if you take it slow on P64 with the javazon I bet the merc could survive. Damn only the mosac Asssasin has a chance on p64 due to the dmg she deals out on top of the high DPS she has as well. I think DPS is key here. Even without the Infinity merc the Mosacsin is still killing stuff. I give the Hammerdin props at a slow pace he can still kill stuff at players 64 and 128. Yeah Llama is thinking of with players 64 and 128 is like speedrunning with a Barb.
Llama is absolutely determined to get D2R devs to nerf Mosaic in the next patch before I get to use the claws in singleplayer. Lmao Jokes aside, they are too strong but I'm okay with the assassin being on top for a while longer. I still think Paladin is still better for normal play thanks to max block and easily capped resistances, despite hammerdin being the most boring build in the game. Also finding those +6 staff mod bases will take you a lifetime compared to the paladin's HOTO and spirit which take less than a couple of weeks.
I like your idea of having the Mosaic bonus to have charges never expire along with removing freeze. And I think just not having her be able to kick 5 times in a row with charges active would really bring down that DPS. Or maybe 5 kicks with 1 of any charge, 2-3 (random) kicks if any skill has 2 charges, and only 1 kick with 3 charges. All while still probably nerfing overall skill damage. That way you still have the fun of casting all those skills at once, but bring that DPS way down.
Mosaic is just a poorly balanced addition to the game. They aren't going to change dtalon. I say just remove it from the game. Edit: it's clearing players 64 like it's P1.
@@CO-ze8kp They just added martial arts in game, and you already wanna remove it. Hope you did complain on hammerdin, lightning fury and crushing blows since its existence too.
@@almisermosaic isnt "adding" martial arts. lol. youre high. its just broken. one shot everything on players 8. no other chars come close. all mosaic is is an overpowered untested carp added in 2.4.
@@zlonewolf If you're gonna answer out of the context, you better get yourself elsewhere. No one came close hammerdin for ages, and i'm sure your mouth was shut.
@@almiser hammerdin concentrate was not intended to buff hammers. That's why they are OP. They didn't take it away because people didn't want their precious build taken away despite it being broken. Lightning fury is great but it's not broken. Did you watch Llama's video? It petered out at like Players 100 or something. Still strong, but not Players 2048 strong. Crushing blow shouldn't be included in this conversation, as any person can get it on their mercenary anyway, so it doesn't contribute to balance much. The best crushing blow characters have low base damage, like smiters, so it's a trade-off.
The game doesn't need a 4th difficulty. Or more players. Either make monsters harder on each player count and buff underpowered characters to compensate so it's not just 3 builds clearing, or make monsters harder on each player count and nerf the outlying 3 builds. (I don't want characters nerfed so I'd prefer the former.) Games not even supposed to be hard anyway though. If you wanted to make it harder it'd have to be its own separate mode to avoid making people mad, but this would split the community even further and if you wanted a somewhat harder game just play Hardcore SSF and don't trade for shit and don't use any items from any other HC characters. lmfao.
Roughly 10 to 15 years ago I was very involved in the development of the D2 mod "Reign of Shadow" (I'm Tragon/Mr. Tragon if someone remembers the forum). Our general concept was to make the characters stronger in several ways (e.g. allowing runewords in every item class, making skills stronger, etc.) While boosting the monsters in all ways possible - e.g. giving them rather smart KIs like the Shadow Master has and massive boosts to speed and strength. The overall strongest characters were the Paladin and Sorceress due to the extreme amounts of elemental damages. We had werebear sorceresses with over 100k of damage. In moderm D2R the character with the most damage output is the mosaic MA assassin. No coincidence there for me. Elemental damage > all in absolute endgame
I still do play throughs of your mod sometimes to this day, stumbled upon the werebear sorc idea organically and it was some or the best d2 fun I’ve had 👍
hopefully you do, really high quality mods for d2R with enjoyable endgame content will far outshine D3 and D4 at this current state, hope to be hearing from you soon
@@Ogokao and why can't you hork after a mosaic? mosaic users get most of their damage from lightning and fire, the cold skill is only for defenses, you can easily run without it, if I played in a group I would just re-spec and drop the cold skill if needs be
At the end-end-end game Mosaicssin may be OP but no one will start a competitive run with her on ladder because it's so hard to compete with teleport. Teleport still makes Sorc better overall.
Dont nerf mosaic, I'm planning to play my first season next season and I wanna try it out. If you nerf it you take away my abilitiy to experience it at least once! That's not fair! I don't care how meta breaking it is. I want to have fun with it.
you honestly shouldnt worry about any d2r changes. Blizz is 1000% focus on d4 “diablo wise”… cause d4 is meant to make them money with “ annual expansions” every year and selling seasonal battle passes every 3 months… throw in a few ban waves to get guys to have to repurchase a $70 game …
Tbh if the devs didnt make any change and nerfs to mosaic im scared they might not even do much for d2r in the future. Since d4 is already considered another fail I wouldnt be surprise if they let d2r with all the bots and dupers just die and try to save d4...d4 is not a bad game and it ciuld have potential but not as much as what could d2r become.
honestly it would be better if it was similar to pd2 skills. just make it cycle through combo skills triggering them when using each charge. using pheonix strike triggers every skill upon charge and resets at max charge. much better than this op trash.