Post subject: rune scrolls    

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In the use of the rune words from the scrolls of story teller, do you have to use the scroll in order to make the item, or is it just a normal rune word, anywayz i tried em both and neither the rune words or the combinations with the cube doesn't work, well it's kinda wierd. 
btw 1:Why does the name of the scrools have different colors? 
btw 2: i have 3 set items from the heroes set, and they do not give me aditional stats, how come? if the really don't give u aditional status the u should color them with orange, like crafted items or something, not set item color! 

In rest the mod is preety good, but it could be better, keep up the good work, and can't wait for the final version of the mod. 
Post subject: some thoughts on class summons...    

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my thoughts on familiars or class summons: 

So far I've only played with an amazon, and while I don't dislike the valkyrie I don't believe it can be a familiar, a familiar in my opinion is something that passively or actively boosts one of your skills or attributes. 

Why don't I want the valk to be my amazons familiar? Well firstly the valk is a powerfull tank, that's basically what it is, nothing else, and at lvl 18 having a powerfull tank makes the game easy, a whole lot easier, also at lvl 18 you'll be in act 2, where you can buy a similar tank, the act2 merc. 

Now if the amazon familiar was some kind of spirit or animal thingy or even a small monster, I'm just thinking out loud here, and instead of fighting it boosted the passive skills dodge, evade and avoid, you know the skills you can no longer invest points in, then yeah baby that would rock, and it would be a true familiar in every sense of the word. Maybe even give it a weak ranged attack but not make it overpowering in that it can tank for you, making you nearly, NEARLY invulnerable. 

Don't remove the valk skill though, it's an excellent summons, just not for use as a familiar and maybe even make it a lvl 24/30 normal skill. 

As for the other characters, well the druid is easy, the raven would make an excellent familiar (maybe change the color palette to make it white/greyish), leave it's pecking attack, it's not that powerfull, as for a passive boost I'm not sure what the druid actually needs ... maybe some defensive/life boost, speed increase, needs some thinking. 

The sorceress familiar is easy, make it give a boost to mana regen and resistances, and only give the familiar a constantly active chilling armor, no real attack, but when ranged enemies attack it, it shoots back! The familiar could easily just look like a frozen orb, or something similar, you know, something small, nimble and spirit like. 

Necro, well either some sort of ghoul/undead creature (non skeleton) that has a poisonous aura, or a small demon that strengthens other summons (damage hitpoints etc.) ... 

Barbarian, a wolf could make sense, something that has an active warcry aura type thingy, adding defense or damage, regeneration or something similar. 

Assasin, I'm not totally sure about her familiar, a raven would look kinda cool, leave the color black. It could add to running speed and IAS. 

The Paladins familiar, something like a healer, active prayer aura, only attack is holy bolt, but of a decent level, that can heal you and your allies and damage the undead. Make it look angelic, maybe a cherub type of creature. 

Of course some familiars will need new graphics, but not all of them (maybe have existing monster types be familiars for the characters?), again, these are just some of my ideas, things I wish I could add or change ... 

------------ 

Something else about summons, could it be possible for the necro to randomly summon skeleton types? By this I mean, have a chance to summon either a melee type skeleton or a ranged type skeleton, like a throwing axe skelly or a bow skelly? That would be very cool, maybe change it to summon undead, and allow it raise zombies, being a bit tougher but slower. Just some ideas. 
Post subject: Re: some thoughts on class sum...    

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Hey man, those are some great ideas. I agree with you completely, that the class summons need a complete overhaul. It's pretty much my next big priority (after the little additions that I'm currently incorporating). 

I had the same thing in mind as you, that I don't want each summon to be merely a boring old tank. I plan on having each summon completely unique and helping out each class in a completely different way. In fact, before I released the beta the Sorceress familiar was a bat that had a weaker meditation aura. The reason that I made them all generic for the beta is because I'm kinda waiting for some people to say, "My assassin sucks at this!" or "No matter how I build my Paladin I can't do this!" I want to build the summons from the ground up in a way that they complement the character. What I don't want is for it to be absolutely necessary for each character to have their summon in order to make the cookie-cutter uber build. I'm hoping the summons help make each character better all-around, not into specialists. 

I also like the way that you're giving me ideas for summons that make sense. What I'm trying to do in the mod is keep a theme and mood that stay constant within the game. I mean, would it be fitting if the Paladin summoned a walking mushroom that shot ice shards? Instead, the Paladin can summon a Holy Spirit with huge bonuses against the undead. 

As for the Necro summons I don't think I can make a random summon like that, but I am adding item-only skills that give the Necro the ability to summon mages and archers.  
Post subject: Re: some thoughts on class sum...    

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I'm glad we have similar ideas, can't wait to see how your mod developes 

(I'm currently doing pokey runs  I want to complete the set 
I find at least 1 pokey key after 20 minutes in every newly started game; 
do they drop to much? I don't know, I play at players 6 so maybe that ups my chances to find them ...) 

me goes bug hunting 
Post subject: Re: some thoughts on class sum...    

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Pokey only guarantees one part of the set (although it may be possible for him to drop other parts - I'm trying to fix that) but the other 3 pieces of the set are found through keys dropped by other monster types in act 1.  
 Post subject: Re: some thoughts on class sum...    

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ah, ok, I see, well I found 4 different set pieces so far from pokey, a shield (forgot it's name), arctic furs and then 2 pieces from the key set, so I figured, "hey that pokey must me wearing a lot more than he's letting on!" haha 
I found another key set piece from another key monster 

me goes hunting for the other keys, I only need to find 1 more piece and it's complete  
Post subject: Few things Ive had problems wi...    

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Sorry Didnt know if you had a place for this or not so ima post it here sinc e im too short on time to check. The Paladin "Holy" lines not adding the damage to vengeance? Not sure but it doesnt display it. (8 lvls away from 30 Ill test it out if I get a chance) ..Everyone already knows about the necro probs...So ill go with Masteries. You have peirce which does what the original did correct.. but im not seeing the damage displayed for the new Masteries..or.. even doing more damage in the sorceresses cold damage or fire damage. Everything else seems to be already noted. >.> Knowing how long act 3 always was it may take long while before I respond again. 

EDIT :: Found out I dont work till 12 tomorrow So I took some time to read, but even though Magic mastery was said to be working like synergies, but even synergies showed the added damage in the Status screen and im not seeing this at all. OPh and umm LLAMAS RULE! 

Edit on Edit:: Downloaded files again and reinserted. Holy lines still not showing any bonuses to Vengeance, however Sorceress Masteries working again. 
Post subject:     

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Act 1-2 Sorceress- 25 I went through act 1 with no problem at all. Glacial spike held over quite well until I got frozen nova, but after that Ive been able to kill uniques in act 1 and 2 in 2 to 3 novas, and as everyone knows, it takes like less than a second to recast. May need to be tweaked down just a tad bit for the lower levels. Glacial spike seems adjusted right tho >.> damn mana drainer..specially with my aim lol. Ive sort of taken advantage of Frozen Nova for the moment to get through the annoying quests of act 2. Lovin the fire golem, doesnt do much damage but im pretty sure you intended it as mainly a meatsheild anyways. 
Post subject: skill comments    

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Talents- 
Sumons/summon mastery seem to have no stats, like base damage just +%damage,not finished im guesing? 
Do the summons get any skills at higher levels? if not thatd be cool like maybey one at lvl 5 another at lvl 10 
-Casting speed dont know how many classes need this whose spells arent on timmers, sorc seems to gain most from it, maybey combine with magic mastery,and turn casting speed into a new one? 
-you could combine some of the combat talents, such as IAS, natural resistance and stone skin into one, call it Warriors training or soemthing. 
-always thought stone skin should have a added DR% in it start at like 3 to a max of 20 at Slvl20 
-Maybey add javalins to the spear class mastery 
Sorc- 
soul pulse doesnt seem to bounce that much or maybye im just not aiming right. 
lighting storm- seems cool but 10 secs is kinda short, and its only useful for large crows as a sort of added damage to whatever your using as amain skill, im guesing if they all targeted like the original it would be to strong? 
Hydra- maybey at higher levels it can use fireballs instead of firebolt? 
Assasin- 
combine burst of speed with fade, ninjitsu (sp?) or to strong? 
i always thought min dmg of death sentry was kinda weak 
Necro- 
-clay golem as a summon,kinda weak for a necro, sorc got the strongest golem lol. what bout a death lord, those ones that have frenzy,higher level youd get more.or put instead of skeletons at a higher level let him summon a vampire that uses meteor/firewall or a demon use that mini diablo graphic from D1 
raise skeleton- im sure someone has commneted about them 
Bone armor- could add a passive dr% like 3 , makes the bones of the necromancer stronger and such 
all for now rest couldnt come up with things to change add yet 

_________________
If your going to repremand me can you at least pose an answer 
 Post subject: Re: skill comments    

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Right now summons and summon mastery is real generic. All summons are almost identical in terms of damage, ac, life, etc. Right now the only difference between the Necro's Clay Golem and the Sorc's Fire Golem is that the Fire Golem has Holy Fire. The summons won't be the same as they used to be, they'll have new skills and strengths. Summon Mastery is currently applied to each summon in the exact same way. It increases their attack speed, movement speed, and damage, but I haven't changed the skill description to reflect this yet (but it is working). 

I like your idea of combining certain passives. Any skills that seem like a waste will be changed into something more beneficial. If some of the combat/magic passives do get combined, think of some more skills you might want to see. 

Things like casting speed are there just in case you find a Barb-Only helm with a high level Nova on it or something, and want to build your character around that skill. 

Lightning Storm has a pretty low duration at first, but I think it gets longer with synergies. 
Post subject: Re: skill comments    

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I would encourage you to leave casting speed. True, its not as crucial for non-standard casters, but it does allow for the generic, I can do everything feel of the mod. Otherwise, why have melee for a sorc? 

I like the basics of the summons. But you can have some interesting fun with them, depending on how hard it is to work skills. And you can mess with stats. So maybe a barb summon has very weak magic resists. A sorc summon is weak to physical? Through in some cool skills, and it will feel "unique". 

Random ideas: 

Necro : Demon Lord - Either a brutal up front figher that curses when hitting monsters, or maybe a guardian type from Act 2 (although with increased speed please) that can heal minions. 

Sorc: Magic Sword - You could use animation from act 2 scimitars. Give them spectral hit or a random element for added bonus. Maybe even % cast on hit. 

Paladin : I always liked the idea of using some sort of angelic being here. Maybe the valkyrie? Lightning damage and holy bolts. Fist of the heavens perhaps. 

Assassin : Shadow Master was fun in normal, and I think it could work here as well. 

Druid : Treant or Eldar Tree Spirit? Thorn Hulk Beast (although with perhaps increased speed). Gets frenzy, thorns, and maybe some life regen. 

Amazon : Absolutely no idea. 

Barbarian : I would avoid the idea some use of "red drake". It never made sense. Maybe an iron golem? 

Take em for what they are worth. 
 Post subject: Re: skill comments    

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Those are some great ideas. The Thorn Hulk is such a good idea for a Druid summon, I can't believe that never crossed my mind! I definitely want the summons to become a very unique part of this mod. Eventually they will have their own specific skills, strengths, and weaknesses. 

The problem I'm having right now is that it's real hard to adjust the summons without having all the character skills balanced first. I want to make each summon complement the character by being effective in an area that they might not be so strong in. So once I'm happy with the way character skills are working I can start individualizing the summons to the character, but until then they're going to have to stay bland.  

I forgot all about those scimitars! They could be used to make an awesome skill.. I can't wait to try it out. 

Keep the ideas flowing!  

Post subject: Re: skill comments    

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blinky wrote (View Post): 

what about a different level one summon to replace skeletons? 
like this guy http://dynamic6.gamespy.com/~infinitum/anims-pst-trueshadow.html 

and what bout this guy for the sorc's fire elemental http://dynamic6.gamespy.com/~infinitum/anims-bg2-fireelemental.html 

and then this for the necro summon basicaly a demon http://www.planetdiablo.com/incandescence/anim-diablo1-diablo.html 
 

Well, about adding new monster animations.. Way back when I started with the mod I planned on adding a lot of new monsters, in fact, there was a point where I had already downloaded every set of monster animations available from the Infinitum. The problem is, my internet access has been changed drastically since then and I currently have to use dial-up. There's just no way I'll be able to upload/patch a 50+ mb mod using 56k, I just don't have half a day's worth of patience in me. But don't count it out yet, things may change. 
Post subject: First Impressions    

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I have now played Underkill for an hour or so. These are my first impressions. 

I love the necro, so after a pretty intro screen, I made my char "Overkill". I was pleased to see the new skill icons, and spent some time examining the new tabs. Lots of choices, and lots of fun! 

Off I went into the Blood Moor. Things died easily to my wand and my first skeleton friend, Bruce. The two of us mow through things until I get level 2. Bruce, meet Tim. Tim, Bruce. Three in two, we really pick up speed. Nothing slows us. Level 3. Tim and Bruce, meet Steve. 

It doesn't take long to mop up the outside. By this point I have four skeletons, a point in amp, and one in the first poison skill. 

To the Den! 

We make short work of things, and in the middle, I hit level 6. Teeth, here I come. In no time, we've cleared things out, and I'm heading for the Cold Plains. 

But I notice that things are going slower now, and my skeletons are not as cool as they used to be. A quick check reveals a real potential issue: 

No increased damage. Oh, they are getting +14%, but its +14% of 1-2. Still 1-2. So they end up being meat shields while I head out with my mace. I wonder why my poison skill isnt working. Oh. Its like dagger. I thought it was a passive. 

I get a chipped amethyst, and am surprised to see +5str and +5 dex on it. Wow! Into some boots with you! 

So overall, here is what I'm thinking. Skeletons will quickly become useless, making the necro into a close up fighter. Take away the clay golem until level 18, and I'm concerned. Perhaps you can change the damage to something like 1-2 +1 min per slvl, with +5, 10, 15% instead of 7, 14, 21? Skeleton mastery is what made skeletons work. Unless that skill can spawn on things, it will be a slow go. 

Gems seem a little powerful for early game work. 

Can you lower the damage on the poison skill and make it a passive? With such a large mana cost (3 per attack) there is no way I am going to use it. At least not at early levels. 

I'm going to try a sorceress for now, and see how my early impressions change with her. 
Post subject: Re: First Impressions    

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This is exactly the kind of feedback I'm looking for.  

The gems! In the course of the early development of this mod I've swayed back and forth about what I wanted to do with gems. I tried to make them a little more powerful and a lot more rare at first (so gems would be exciting again) but I soon thereafter decided to add sockets to boots/belts/gloves PLUS the addition of the socket runes, so now gems can be highly effective in mass numbers. What I hadn't done unfortunately, is reduce the stats on the gems appropriately. There were so many things I tried to accomplish before the beta that it just slipped my mind. 

I'd love some feedback on what you all think would be some good stat values on the gems. Right now, I'd like to keep the same modifiers, but they need to be lowered to a point that they're still effective enough to be used. 

Summons! This is an area that really needs work at the moment, especially Skellies and Wolves. I want them to not only be low level meat shields but to actually survive hell as well (and actually be able to kill things in a pack) if enough points have been pumped into them. I definitely need to adjust Skeleton stats (I hadn't even looked at it before  ). The summons from the Magic Talents also need some work to make them unique from each other. Right now, they're all very similar to each other, in order to start with a level playing field. Eventually they'll be adjusted depending on how the each character stands in terms of melee/ranged/magic combat. They'll also have their own skills, strengths, and weaknesses. 

I guess I'll have to rethink the Pestilence skill. To be honest, I had never used Poison Dagger before, and just assumed it was like Venom. When I changed it to Pestilence and removed the dagger requirement I was kind of disappointed but I thought it might work out, but it doesn't sound like it's that cool. 

Do you think Pestilence would be better if it worked like Venom or Enchant? Cast it and you'd get passive poison damage for a duration? Of course, the damage would have to go down and the mana would go up per cast. 

Thanks for the feedback, keep it coming!  

_________________
The Underkill Website

Last edited by Seaular on Fri Nov 05, 2004 7:44 pm; edited 1 time in total 
Post subject: Re: First Impressions    

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Seaular wrote (View Post): 


I'd love some feedback on what you all think would be some good stat values on the gems. Right now, I'd like to keep the same modifiers, but they need to be lowered to a point that they're still effective enough to be used.  


+5 at the beginning is clearly a lot. Now, perhaps the drops are rare enough that it doesn't matter. But with all those sockets, I'd rather have more drops with less modifiers on them, like +2. 

Seaular wrote (View Post): 

Summons! This is an area that really needs work at the moment, especially Skellies and Wolves. I want them to not only be low level meat shields but to actually survive hell as well (and actually be able to kill things in a pack) if enough points have been pumped into them. I definitely need to adjust Skeleton stats (I hadn't even looked at it before  ). 

 


Without mastery, skeletons are considerably poor. If you work some of the mastery bonuses into the raise skeleton skill, it might balance out a bit. BUT..... This was always a fairly powerful skill at level 1. I like the fact that I have to melee a bit with my minions. Its a different feel. And it will make those combat skills important. So a minor tweak here, with maybe half the bonuses from mastery? Don't know. 

Seaular wrote (View Post): 

Do you think Pestilence would be better if it worked like Venom or Enchant? Cast it and you'd get passive poison damage for a duration? Of course, the damage would have to go down and the mana would go up per cast. 


Yes. I think this would be more what I envision. Poison in D2 has some issues in how it stacks. If it was a Venom like skill I would be more likely to use it. I don't know how the damage scales out at higher levels, so I can't speak to that. A different option would be to lower the mana cost at low levels and have it slowly increase, keeping the mechanics like PD. 3 mana at the early levels per attack is significant. 

Random other ideas... 

Why are undead affected by poison? Its not just this mod, most allow it to happen. Makes no sense to me. 

There are a lot of shaman. They seem to be faster to raise their fallen buddies. It makes for a hectic playing style. Not necessarily bad, but more frenzied than normal. 

I fought BloodRaven with my necro. No significant issues, once I wiped out the undead. It was clear that my skeletons were useless now. I used them to slow down the hoard, and then amped and meleed. This style could be fun. Life seems fine though. 

I started a sorc. I felt like a kid in the candy store. So many options! I was excited to see powerful spells at first level. Spike, Fireball, and more. Lots to chose from. Question: Why does cold have one less skill? Is it solely to make room for the close button? I think someone solved that issue if it is. 

I didn't have a lot of time, so I wiped out the Blood Moor. No problems, and I slowly began my ice / fire trees. I found a key, checked it out, and had little problem with the first key thing. Don't want to spoil it. Very cool. 

I might play around with her some more and get a better feel. So far: Two thumbs up!  
 Post subject: Re: First Impressions    

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I'm glad you're having fun considering there's so much more that needs to be fixed. 

All your suggestions are right on the money with my own ideas. I've already adjusted Raise Skeleton to be independent from Skeleton Mastery (with slightly lower bonuses per level). You've also read my mind on the gems, I'm going to give it a shot with +2 on chipped amethysts, and a few lower stats on other gems. (Especially the stats for gems in armor, since you now have 5 different "armors" to socket.) 

I plan on changing monster resistances a lot in the future, but at the moment there are too many other things to look at. I don't know how skeletons could possibly be poisoned either, but that's the way Blizzard has it, and I haven't changed it yet. 

Yeah, it does seem like there's a lot of shaman running around in the cold plains, but I guess that's what happens when you increase the monster density. 

And yes! There are only 17 skills per tree because I didn't want a skill hiding behind the close button. There's a way around this? I would much rather have an even 18. 
Post subject: Re: First Impressions    

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More first thoughts. 

Started up an Amazon, since godsheadlament is blasting with a sorc. Decided to go with spear / jav instead of bow. I figure this is an area that usually needs work with most mods. 

I was pleased to see the new skills on the left. Arm of Apollo seems to have an awfully short duration. Maybe its just my playing style. I'd rather click it and forget it. But having to click on a skill every 10 or so seconds is tedious for me. Its the same issue I had with lots of the Barb warcry skills in standard D2. 

Playing through the Cold Fields a second time, I am convinced that the density is too much. It took me about an hour to clear it out. Thank heavens for Wake of Poseidon. This is a great skill, and right on the money for mana cost / damage at level 1. I'll let you know how it works at higher slvls since I'll be putting points into it for sure! If it wasnt for this skill, I'd still be out there, chasing down another shaman or 12. Unless you want a higher density, in which case, all the more power! 

The other gems look better balanced. 

Blood Raven went down easily to a jab or two with a spear. The new forgotten story items are a much needed device.  

Gold is dropping at a good rate to make it important at the beginning. 

No major flaws yet. I'll probably continue with this char for some time, and keep testing out the melee abilities of the amazon. 
Post subject: Re: First Impressions    

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Quote: 
I was pleased to see the new skills on the left. Arm of Apollo seems to have an awfully short duration. 

You're absolutely right. This and Fist of Ares need to be raised in duration. 

About monster density, I'd really like to keep it increased, as long as it doesn't favor the characters who specialize in mass-effect skills. If the melee characters aren't able to keep up I'll be sure to ramp up their skills. 
Post subject: Re: First Impressions    

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Now that I'm around level 14, I am not so sure that those durations need too much tweaking. The Fist of Ares feels right if all you use it for is against big bosses. I used it against the Tree guardian, and wow! 

I guess it matters how you intended them. Very short with big bonuses, or long time frame skills like Assasin Burst of Speed, Fade, and Venom. 

Skeleton Archers seem to hit a lot. I think I remember that being a bug in D2. Of course, using a spear with no shield is a liability as well. 

Why no avoid, evade, dodge skills? I think those could be really handy. Perhaps on the combat side of skills? If there is room that is. 

One thing to think about. Some of the weapon masteries are level 6. Don't know why anyone ever did this. Why not drop them all to level 1? 
Post subject: Re: First Impressions    

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Molmoch wrote (View Post): 

Skeleton Archers seem to hit a lot. I think I remember that being a bug in D2. Of course, using a spear with no shield is a liability as well. 

Is that a bug? If it is, I'll try to fix it (if the fix has been found). That was always something that irked me. 

Molmoch wrote (View Post): 

Why no avoid, evade, dodge skills? I think those could be really handy. Perhaps on the combat side of skills? If there is room that is. 

I really wanted these in, but there's just no room in the Amazon skills for more passives. If I could I'd put these all in the combat tab, but none of the other characters have the dodge animation. I do really want to get these skills in, maybe I'll see if I can changed dodge to a sequence that all characters can use. As it stands right now, these skills will be in the game, but only appearing on a few special Amazon-only items. 

Molmoch wrote (View Post): 

One thing to think about. Some of the weapon masteries are level 6. Don't know why anyone ever did this. Why not drop them all to level 1? 
 

You read my mind. The only reason I kept them how they were because for some reason I thought it made sense that all first row skills were lvl 1, second row lvl 6, etc. Then I went and threw that logic out the window when I made the tab of magic passives. All weapon masteries will now (next patch) be available at lvl 1. 
Post subject: Re: First Impressions    

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Continuing my stream of consciousness as I play... 

Just whoped Andariel at lvl 19. As soon as I hit 18, I hit the magic reallocation button. That thing will kill your low level skill use faster than uber skills. Why use teeth when I can use spear? I know its part of PlugY, but is there a way to eliminate that reallocation thingy? I think it really imbalances things. 

So I reallocate, and throw points into spear, decripify, golem, and the pre-reqs, sinking the rest into raise skele. With two +3 items, wand and head, I still have a slvl 9 (or 12, I forget). 

Decripify, as usual, is overpowered. I hate to say it since I love the curse, but having slow, weaken, and amp damage built in has always been too much. Higher mana cost, sure. Not a problem if you give me a warmth skill as a passive... 

Bone spear ramps up very quickly as well, especially with a point into magic mastery. I don't know if I'm more powerful than a lvl 19 normal necro or not, but I waltz into Andarial's house and leave a few minutes later. One down, four to go. 

Other random thoughts... 

Why do wands, staves, orbs, scepters, etc. only spawn with one + skills line? I liked having really expensive but really nice wands. More skills might mean more being used? 

I have 3/4 of the keys set. The newer drop rate seems about right. I always liked having sets. Almost no other set items dropped in Act 1. I gambled a Hrasu's belt, and Andy dropped Clegaw's tooth. 

Why do spears spawn with + to javalin? It might be too much of a headache to fix this, but it does bother me a little. 

Two uniques - felloak and the lowest barbarian helm. Is that new? Seems like it to me. Very cool helm! 

Don't know how much extra work, but I always thought the gate to the Monastery should have some sort of guard as well. 

Maybe you can have the keys drop from specific chests at the bottom of the optional side areas? That would encourage exploration... 

-------- 

EDIT: I am still playing, but with a wife, two kids, and a busy work schedule, things have slowed down a bit. My necro is now in Act 3, and is around level 26. The new skeleton formula is working great, as its back to slightly overpowered like normal D2LOD. The skeltons mostly hold back the rush until my archer and golem can kill things. A few spirits here and there and things go down pretty easily. Duriel went down to Iron Maiden and a bunch of clay golems. 

I can not stress enough how overpowered that first set is with those huge bonuses. With so many things giving + based on level, and a +2 to all skills, its a bit much. I see no reason to change any gear anytime soon. In addition, I think you will find that the reallocation button in PlugY makes any argument over skills sort of pointless. Make them cool, different, and with tactical changes instead of spending lots of time trying to balance them. 

I wonder if there is too many poision skills in the necro tree. I would love instead to see the poison and bone attack spells combined, and the summons have their own line. Skeletons, Clay Golem, Magi, Blood Golem, and Revive (at 30). Make the familiar / class summon a small demon that gives aura bonuses to summons. Just a random idea - what about a bone golem? 

Cool mod so far, and I hope you keep tweaking to make it more fun. 
Post subject: Re: First Impressions    

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I lowered that first set's bonuses a while ago (for the next patch) and normally it won't be too easy to find, I made the first set of keys real easy just to make sure everyone could test out the whole Portal Key idea. Starting with the next patch they will be more rare, but there will be more keys total (20 different keys!). 

The Raise Skeleton change was just a temporary fix, they were just too worthless in the previous version, they will be better ironed-out in the future. I also think there might be too many poison skills for the Necro, but I had to try it out, no one ever made use of any poison skills before. 

I tinker with things every day, I spent the past week working on new Portal Keys and their areas, so that's done and ready for a patch. I just wanted a few more content updates before I drastically alter the skill situation, to make sure everything melds. 

