Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have to suggest that the prices for enchanting are once again rescaled back to normal. We simply cannot afford to keep our gear enchanted even on elite difficulty. We have at most 1 enchant per item (legendary items mostly, which are VERY expensive to enchant now).
The fact that you level up 2x as fast means you have to replace gear 2x as fast, so the bonus gold rates are nullified by the increased enchanting costs equalling out to essentially zero bonuses (relative to vanilla). We had to farm on other characters to buy our elite characters some top notch loot from the gambler in order to progress through the beginning of Act 2.
I suggest reducing enchanting cost back to normal or at MOST 1.5x vanilla rates.
And again I stand by my suggestion of increasing gem drop rates for the same reason - replacing gear frequently requires lots more gems.
EDIT: I just realized you moved gold drop bonuses to part 2. I guess I have to use that now. Wasn't sure if I liked the mob distance draw increase which is why I didn't use it in the first place. I will give it a try and update in the future.
I really appreciate your efforts, and i'm really happy you are playing this with a friend.
I have to apologize for changes. I have done many and this because it's hard to decide what split and where.
After Part03, which has been removed for some bugs, i realize that making many parts is a real challenge. Indeed Part03 has minor conflict with Part02, and has a "core" role for the complete version.
I have to do many attempts and tests for complete version and repeat that changes in Part03 also and test it again. This process requires double time and double stress. Also because editor is a mess!
So for the moment i'm focused only on complete version.
My idea for Torchfun since the beginning was to enhance vanilla, not to change it drastically like a complete overhaul. Because complete version will feature also monster changes (they will be tougher) like lurker balance does (torchfun will do better i think), i bet you will enjoy it :D.
About monster changes i can give you some anticipation:
-champions' health has been increased by 100%
-damage done by player to bosses has been reduced by 20%
-many normal monsters have their life increased from 25 to 100%
-many monsters have their run speed increased (some monsters actually don't run, but walk).
In few words, champions are harder, some normal monsters are now more dangerous and tough too.
We are using "Bigger Inventory", "Diablo II Skill Tree Levels", and "LurkerBalance", as well as now incorporating Torchfun PART02.
From playing LurkerBalance, I must say +400% provided for some epic battles! Although it was sometimes a little too much before we had good weapons.
How will you modify the damage to bosses? Be careful because if it is modified before applying armor that could make high-armor bosses really hard. I would suggest a health increase rather than player damage reduction. Much cleaner.
After playing a lot of LurkerBalance, the +200% (-ish) on normal monsters seems perfect to me for Elite, even though it may be too much for some class builds and solo play (especially early on). You just need to optimize your gear, skills, and stats. More HP leaves some room for progression as well. (Start on Veteran, move to Elite when you have the right equipment)
In my opinion this is a key factor to the difficulty, replayability, and level of fun. Too much health can be boring because fights will last too long and even with challenging mechanics will get repetative. Too little health and enemies will die so fast you won't have to worry about mechanics and you can build like a glass cannon - which spoils the fun and the challenge.
To balance player damage to monsters is a little easier because it's not quite as important how fast monsters die, as it is how fast your player dies.
Gems in fishing holes sounds maybe too good unless you restrict it to low level gems (like chips or shards at the highest).
EDIT: Thinking about it more, fishing up low level gems seems like a good idea, with appropriate chances. Or you could restrict it to hostile fishing only and guarantee one gem per fishing hole. A bad sideaffect is it will cut into your probability for fish that you want. Another idea would be to guarantee gems from champion mobs - they hardly give any useful loot so that would be a nice motivator for killing them (aside from the fame).
That sounds like a good way to balance the advantage range class builds have in vanilla. Just be careful of increasing "Fast" mobs which are already really fast.
I'll post more if I get more time! I want to think more about your previous post. (Done) I love giving feedback... I designed a mod for Warcraft III a couple years ago so I know how good feedback is.
I usually play in Normal and i found that +100% works great for me. But maybe i can increase values for other difficulties like Veteran +200% and Elite +400%.
The problem is that there aren't any graph that change directly boss' health. I guess they use the same champion's graph. So if i put +100% on champion i guess also boss will benefit.
I have just modified a graph called "PLAYERVSMONSTERDAMAGE_BOSS", lowering values by a little 20%. I'm not really sure how this is calculated. If that could be a serious problem for armor calculation i can delete changes. And just increase champion's health.
I don't really want to drastically increase health for normals. I want to keep them trash as they are. I prefer to tweak some of them, to make a little more tough or fast. For example the floating "fungal spore" in act 3 actually walks at a very slow speed. I have tweaked them increasing their run speed to a value similar to other monster, to keep balance.
About Grand regent, maybe i can try do reduce magnitude of his "regent big hit" skill, if is the one that one-shot you.
When Torchfun complete will be released you can try it and see if HP and damage changes will fit your tastes.
Otherwise you can still use lurker balance, but remember to put it before torchfun in load order.
You have got a similar idea to what i have already implemented. I think one of the biggest feature of torchfun will be the rewards coming from drops.
Now for example normal monsters drop gem framgents which can be used to have a random simple gem, or they drop armor and weapon scrap which can be used to craft a random rare armor or weapon, they drop also resist potion that can be combined to have a resist all potion!
Champions and bosses will have their special drop too, like emblems which can be used to craft random unique or legendaries, or enchanting runes that can be used to give a set propriety to items, or again scroll of socketing which can be used to add a socket to items.
Everything will be balanced because i don't want a too much easy game.
About fishing i think it needs a little incentive, maybe i can add a low chance for gems, potions, spell and maybe a new specific unique items.
-Normal life increased by 50%
-Normal damage decreased by 50%
-Champion life increased by 150%
-Champion damage decreased by 25%
-Player damage done to boss reduced by 20%
Also with few tweaks on individual monsters' stats.
I have also verified that for armor there are separate graphs, so the reduced damage to boss should work fine ;).