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Comment History
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

The skill is NOT working as intended, as it causes the game to crash when the Paladin is killed. This has now been replicated by at least 3 people, so this skill is almost certainly bugged.

Good karma+2 votes
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Myself and another member of the discord are also having this exact crash with the Paladin. There is a gamebreaking bug with this skill to be SURE. Hoping for a fix soon, as my Paladin is my new favorite character, and I was really hoping to run Nazarick with him. x.x

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

I see your point. I guess it does make sense that possibly rolling 3 sockets on a unique or set piece SHOULD be expensive, and once you put it that way a Jah+ is a fair trade to be able to, say, throw 3 uber diamonds into a chest piece for a juicy 90 resist all. Your logic is sound, thanks for elaborating on your reasoning! :D

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

I tried out Bowazon as of this patch, but I just found a Buriza, so I'll give it another whirl and see how it goes this time around.

As for the Assassin, I understand that she's a big commitment. Like I said, I really love what you've done with assassin items, so I'm looking forward to your take on her skills!

I noticed that Poison Dagger was an oskill now, but as far as I remember even though it adds to the skill, the skill doesn't appear to be usable as either a left or right click. I'll have to double check once I find another item that adds it. As far as melee necros are concerned, maybe poison dagger can eventually be reintroduced as a passive that just adds poison damage to melee attacks w/ daggers? At that point, necros could be another class that makes good use of daggers, which also makes a lot of sense as far as flavor is concerned.

I can see what you mean about the complexities of forging costs, but there is a simpler solution if you choose to do it - just make things cheaper to forge. I personally don't think there's any reason to have to break down 300 unique items for one shot at the time chamber, or 100 unique items just to afford to reroll sockets on a unique item, and you're crazy if you're breaking down HR for forging power. Yeah... they're more common now, but still not THAT common. I would say that a decrease in forging cost across the board is a good idea, but of course it's your call, and I'll be appreciative either way!

Keep up the good work, thanks again for the top notch quality content, and I'll be making another large post with more about Bowazon and other classes later on. Have a good one!

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Anyways, this post is getting ridiculously long, so I am going to post my thoughts on the other classes later on, when I've had more time to test them out. For now I'll just conclude with my list of general comments/suggestions:

- Moonlords and their variants in the WSK are often times stronger and more dangerous than Baal and his minions. Not sure if this is vanilla or not, but they are seriously OP.
- There is a disembodied aura in Halls of Pain that follows the player around. Again, not sure if this vanilla or not... the aura seems to be attached to an invisible creature, and can move through walls.
- Items spawn with +1 poison dagger, a necro skill that apparently doesn't exist anymore, making the modifier useless. This is unfortunate, because I think that poison dagger would synergize very nicely with the Necro's new Bone Punch. I was very excited by the idea of a melee necro.
- A single visit to the time chamber is enough to level a character to around level 60-70, not 85. It takes 2-3 visits to the time chamber to get into the 80s. At 1000 crafting power per time chamber entry rune, you will be breaking down around 1000 items.
- On that note, forging costs in general are HUGE, requiring you to either duplicate your hammers, or break down hundreds upon hundreds of items just to reroll sockets, etc. I recommend decreasing costs/increasing the amount of forging power we get for breaking down items.
- Leveling up once you hit 100 is incredibly difficult in vanilla areas, it would be nice to have a consistent way into areas like Goblin Land. Perhaps the torn map can be made an item that drops somewhere similarly to Wirt's Leg?
- On the note of Goblin Land, maybe it could have a higher chance of spawning loot goblins? I understand if not, but it makes sense that they would be there! Also, Guu (the cyclops that guards the bridge) seems slightly bugged. It says he is immune to conviction aura, but when he is affected by it he becomes immune to all elements, and gains massive life regen.

All in all, I love your mod! The changes you're making are fantastic, and I look forward to the next patch!

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

- Barbarian - level 93

The Barb is tanky af, but is still a one trick pony as far as I can tell. He suffers from an extreme lack of aoe abilities, and because of that he requires melee splash late game. Even with melee splash, 10k whirlwind damage, and around 15k berserk damage, he takes FOREVER to whittle down mobs. He's fun to play simply because he can tank it out like a beast, but I feel like his skills could use a more imaginative touch. For instance, who ever uses Howl or Taunt? Perhaps these skills could be replaced with different skills like a Rage skill that buffs attack speed and damage, or a shout that deals elemental damage in a large cone aoe (think Skyrim).

I've also noticed that Barbarian class helms are still spawning with the old + the sword/axe/club/polearm mastery, instead of the new melee/throw masteries, so many of the barb helms do nothing for your skills.

On the note of thrown weapons for barbs... man, I wanted to make a throwing barb SO badly, but... they aren't great. They'll need some skill reworking to be viable, perhaps they could use some aoe and piercing attack like the javazon?

I decided to wear a ring on my barb that has a 5% chance when struck to cast level 20 hydra, but unfortunately it's bugged - the hydras only spawn for a fraction of a second, disappearing back into the ground before the can fire off even a single shot. The chance to cast hydra on strike, however, seems to function as intended.

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

- Assassin - level 82

The Martial Arts tree is still basically unusable. The use of charge up skills and finishers is, in my opinion, over-complicated for the game engine. Meanwhile, traps suffer late game from an abundance of elemental immunes.

That having been said, I have found a pretty decent stock of REALLY cool new assassin items, and she is very fun to play despite being squishy. I think you've done a fantastic job at making assassin items, but I think that she needs a little boon so that she can make proper use of them! For instance, perhaps she can get some more passive abilities? Maybe some skills to increase deadly strike, bypass enemy resistances and defenses, etc? Also, it kind of sucks that weapn block is so specific. It only works if you use two claw class weapons... maybe it should still work if you only use one claw weapon, as shields are usually an important carrier of resistances that are essential for late game. Either that or perhaps runewords like Ancient's Pledge and Sanctuary should be changed to allow us to create them in weapons as well? Of course, the third solution to this is to have more options on claw class weapons for all resists, which from what I can tell is a pretty rare modifier on weapons.

Finally, I feel like daggers are a very neglected weapon class in d2... there is almost no reason to ever use a dagger. The Assassin could change this... it seems like a dagger would be a perfect weapon for an assassin, so maybe some of her skills could be altered to include daggers as an option (claw mastery, for example, could include claws AND daggers).

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Alright, I've been playing this mod for a while now and finally got the majority of my bugs under control. I figured it was time to post a more comprehensive review/suggestions list. I'm gonna break this up into sections for each class, followed by a more general list. Here we go...

-Amazon - level 101

The Amazon is hands down my favorite class in D2, but she is EXPENSIVE. I tried both bow and javazon in this mod, and I ended up finding some pretty dope equipment for both specs. That having been said, the Bowazon is basically unplayable in early and late game due to a lack of viable skills and HUGE mana costs. So, I decided to stick with javazon, who has been an absolute blast, and thanks to the adjustments to rune and magic drops, I have been able to equip her with a Stormshield and Tgod's belt, and get an Infinity merc, without which she would likely be doomed.

I'm running a rare javelin I found that has a chance of casting frozen orb on strike, and let me tell you, with a melee splash jewel and high pierce chance with lightning fury, this weapon is basically better than a Titans, and it is a blast to play with. I absolutely LOVE the addition of the 5% chance to cast modifiers on items.

Nevertheless, I think that both the Bowazon and Javazon could use some minor adjustments to their mana costs, and the Bowazon needs a total reworking if she is going to be considered even slightly viable for early game, let alone end game. Also, a final note on bows - I've noticed that bows have a chance of spawning with "melee attacks deal splash damage" as a modifier. I would recommend removing/replacing this for bows, as it is completely useless to a ranged attacker, and is a waste of what could be an otherwise good modifier.

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Mercenaries can only use one ring. It's not a bug, it's a game engine limitation from what I understand.

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.4

Derp. I knew that lol. Thank you!

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.4

I am unhappy to say that now my cube refuses to transmute uber gems with items. Wtf is wrong with my cube? Lol, I must have the most temperamental cube in the world. Guess I'll try another fresh install tomorrow u.u

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.4

Hey! I'm happy to report that this update seems to have fixed the issues i was having with being unable to cube both the time chamber entry rune, and the mystical map!

Also, i have officially levelled two characters up to level 90+, and one character up to 70, without the use of the time chamber. Basically what I'm saying is that I've played the crap out of this mod, and I will be making a new post soon on my findings!

Thanks again for all your hard work! :)

Good karma+2 votes
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

It's happening with my mystical map as well - an item that used to work fine for me. Is my cube bugged or something?

I'm going to attempt to reinstall and see if that fixes the problem. Please let me know if you have any suggestions. Thanks!

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

Meant to say "character" there. XD

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

That's exactly what I'm doing. Chatactet just says "impossible," and nothing happens. Is anyone else having this problem?

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

You should be able to tell the mod is working by the size of your inventory. If you have a larger inventory, then the mod is installed.

Good karma+2 votes
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

Yeah! Been playing all day crash free. That having been said, I can't get the Time Chamber to open at all. I forged the upgraded stone, and have defeated act 1 normal on all of my characters. I am trying to cube the item in Act 1 Normal. I have tried the recipe with and without the hammer, but no matter what I do, on any character, they just say "Impossible," and nothing happens.

How does one use this time chamber rune?

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Content Update Mod v1.5.6.3

I haven't tried that. I read that a lot of the access violation errors are related to diablo 2 video settings on newer systems, so I literally just re-ran the D2vidtest, and I havent ran into the error since. If it happens again I'll try your suggestion and let you know if it works. Thanks!

Good karma+2 votes
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

I hear you, but these problems persisted even with what should have been a clean install, with nothing copied over at all.

In the end, I think I found the solution. For anyone running into these problems, make sure you update whatever program you use to unpack compressed files. This seems to have fixed the evil force and the guardian of the cold plains.

That having been said, the bug of the magic items getting a massive level increase has still persisted. Items previously worn by a level 18 character now have a requirement of over level 60. Interestingly, this also affected a shapeshifting skill grand charm, except it had the opposite effect; it actually lowered the level requirement of the charm to level 7. So far it seems like this has only affected magical (blue) items.

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Nice, this update sounds dope! Much thanks to you. Also, is there a guide somewhere on how to update from a previous version? I tried copying my save folder and plugy.ini, deleting the old patch, then installing the new one, but I'm getting some strange bugs. Some previously very low level items have jumped to a level requirement of 64, and a number of my uniques have been renamed "an evil force." Doesn't seem to be game-breaking, but I clearly didn't do it correctly lol.

Any assistance, and of the course the mod itself, are greatly appreciated! :D

EDIT: Decided to delete the save folder and start fresh for testing purposes. Started up a druid. The werewolf skill says it adds + 30% to an evil force. Played through until the Guardian of the Cold Plains, who was phasing in and out of invisibility, until finally he disappeared all together. He was still able to attack, but I could not find his name to click on him. My summons killed him, at which time his death throe crashed the game with the error:
"Halt.
Location: line #1437
expression: unrecoverable internal error 6fb1eb30."

Is this related somehow to me copying my plugy.ini? Going to do a fresh install of the mod and see what happens.

EDIT 2: Okay, deleted the mod and did a clean install. It didn't fix the problem. x.x

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Melee splash basically makes physical fighters on par with magic fighters in my opinion, it doesn't give them game breaking power by any means. A sorceress can wipe out entire mobs in a fraction of a second, while melee fighters have to grind one enemy at a time, unless you zeal, and even then it can take ages to get through a big mob if you don't have god tier equipment. If we had access to melee splash a little earlier in the game, it might make it so it doesn't take ten years to run a physical character to hell act 5.

Anyways, it's your mod, so I respect your decision, but I feel like the melee characters need some love, especially where crowd control is concerned.

I'll pray to RNGesus for more loot goblins, and I can't wait til the next update! :)

Good karma+1 vote
Antisanta
Antisanta - - 22 comments @ Diablo 2 LoD 1.13c Content Update Mod

Hey there, first of all I'd like to say that I love your mod! It's dope, and I hope you continue to update it.

Some comments/suggestions:
I really love the new skills, but I feel like some of the classes aren't getting any love. For instance, bowazon is pretty clunky and strenuous to play early game. Perhaps some new skills/better synergies could help her out a little.

I feel the same way about melee classes, the barb in particular. Have you thought about maybe integrating a cleave skill similar to D3/PoD so we can have aoe damage on melee fighters? Another thing that would help a lot with this is a significant decrease in the rarity of melee splash damage jewels. I've leveled a sorceress up to lvl 90, and I have only found a single splash jewel.

On the note of loot, I'm not sure if it's just my game, but I've noticed a significant decrease in the number of loot goblins and destiny chests in the higher difficulties. Is this intentional?

Anyways, like I said I love your mod. I'm having a lot of fun with it and I look forward to future updates! I'll check back in, in a few days, to let you know if I have any new observations! :)

Good karma+1 vote