The Death of the 'Age of Hammerdin'

Re: The Death of the 'Age of Hammerdin'

I play this game only for trading.

Sadly, a big problem. For many D2 players I feel it is this way too. Just for trading? But WHY do you trade? Not to try out new characters?

and this means that i don't like to spend countless hours trying to level. And I believe i'm not alone in this. Why should i be forced to quit? So some lonely players to not be disturbed by us? Go play single mode! Realms are not for u.

No one is forcing you to quit, you say that because you are used to the fast paced this and faced past that and fast paced everything 1.10 brought along.

You dont require countless endless hours trying to level either, if you are good at the game you can do it in a couple of days. It is the way the game was meant to be played, sometimes I play certain characters up to at least Nightmare myself. And rushing will not be dead anyway, with enigma gone. Enigma removed will not be the end of all, people get through this your head!


 
Re: The Death of the 'Age of Hammerdin'

Enigma will NOT be removed. End of story.

As for the trade stuff ... what else is there? Same quests over and over, nothing new, old graphics etc. There are 10 times better games in any way. Only trading makes this game appealing and worth to play. And this the meaning of realms. Otherwise ... as i said ... single player mode.
 
Re: The Death of the 'Age of Hammerdin'

Enigma will NOT be removed. End of story.
OK, at least as far as you are concerned :smug:

No matter what Blizzard might decide about it, I can live with it. If they remove +teleport from Enigma, I won't miss it. If they don't, I won't care much as well. The only character of mine who currently has that armor is my zealot (for organs and Baal... also does Tristram, of course) and as OKs cannot cast IM anymore in 1.13, I can surely get along without it.

As for the trade stuff ... what else is there? Same quests over and over, nothing new, old graphics etc. There are 10 times better games in any way. Only trading makes this game appealing and worth to play. And this the meaning of realms. Otherwise ... as i said ... single player mode.

I actually don't care that much about graphics. The game is about finding loot, trading it and building characters with it, to find even more loot, as you said (I'm ignoring PvP here). Once my MF characters are complete, I make a few other characters, but things get a bit boring then and I can usually afford any item with a reasonable price/usefulness quote when I'm at that point.



 
Re: The Death of the 'Age of Hammerdin'

Will the high end runewords really be more rare? isn't there more than one duping method out there (i don't know any). D2 players have a history of being particularly crafty which is why duping even came up in the first place.

Even if the duping methods are taken care of I think people will still try to farm them or use the cube. getting a high rune i read somewhere is roughly 3 times easier to find now so countess running will become a lot more common, especially in early ladder. If the same thing holds true for mid-runes then there is going to be a lot of farming. I know I will personally farm mid-runes and cube them to create the runes I want and it seems a likely path for most people to take if mid-runes drop more often.

I can't say I particularly support duping because it is blatant cheating but I do like the freedom it provides. I wouldn't be surprised if new duping methods are developed but it seems for sure that Diablo has changed significantly, hopefully for the better
 
Re: The Death of the 'Age of Hammerdin'

The age of Frenzy is upon us!
... oh I wish. Still, Frenzy can be the ultimate build for damage, forgoing shields and shout, so you can get more dmg from Frenzy, becoming less defensive and more offensive than a WW barb.
 
Re: The Death of the 'Age of Hammerdin'

If they remove teleport from enigma, I'm forced to be a sorc again to mf.

I'd be done.
 
Re: The Death of the 'Age of Hammerdin'

I used to be in the "nerf 'nigma" camp and thought that getting rid of "tele-4-all" would even things out, but I think that would be a bad idea now. What I think now is oskill tele should be made MORE available so people won't be so obsessed with getting (and duping) Enigmas. I think the best tradeoff though is the actually make it a tradeoff. Like have it a ilvl 90 oskill magic mod that *only* appears on magic items, no rares or crafts. Make it a prefix on ammys (so no +skills ammys) (and maybe helms and rings) to where if they want it, they have to settle for that piece of equipment having only 1 other mod on it, so they have to actually make a gear sacrifice to get endless tele.

Another place I can see for it is Naj's Puzzler since it's not really overused and has a high lvl req, but already has tele charges, just make it oskill. Most people would probably put it on switch and have to actually switch back to their main gear to attack. It being 2-handed is nice too, so there's no block while tele'ing. It would also get in the way of the standard cta buff-switch, making another tough decision.
 
Re: The Death of the 'Age of Hammerdin'

Another place I can see for it is Naj's Puzzler since it's not really overused and has a high lvl req, but already has tele charges, just make it oskill. Most people would probably put it on switch and have to actually switch back to their main gear to attack. It being 2-handed is nice too, so there's no block while tele'ing. It would also get in the way of the standard cta buff-switch, making another tough decision.

next you going to recommend iseanheart :coffee:

enigma is nice, +teleport is annoying for single reason: children who got their parents credit card and went on ebay brought it to play in pvp with hammers. other wise, enigma on summoner = okay, enigma on zon = okay, on any character but paladin is okay, why? cause you can absorb (like really absorb with overstucked res and still have dr with huge defence raiting to piss bvb as well as any elemental attack ) and piss people off. that is only problem with enigmas, idiots got they hands on it, and rather then use it, they are abusing it.

for me, personally, paladin with blessed hammer fails. what can he offer? near invincibility? that gets boring after some time. piss public duels off? sure i am enjoying to kill everything what moves there, but then it ll get boring, and when you doing 12k unresistant, unblock-able ( dont mention C/C sins cause you have to stay still or D/A/E cause it never worked on me ) damage? i am rather to stick with lighting sorc which is able of dealing 20k damage and to have nearly -100 enemy light resistance and hit 117fcr bp. that is astonishing result, putting your brains together, getting everything right, thinking bizzilion times which item going to complement another item, but not going to ruin your build over all.

honestly, if i didn't have pub duells, i would defend hammers, cause they are noob proof, but since i ve been on this game for long enough... i just cant see WHY blizzard made such an overpowered character like a hammerdin? thnx god they fix magic immune monsters, now they truly are immune to magical attacks. just wish... that paladin shields could be gone as well, 45%res all on shield for being extra over powered? can i have something what belongs to sorc only and isnt annoying occi with tarded ctc teleport and still be valid for pvp and pvm? (do not say HotO, its for uni builds, any caster can use it, no just sorc.)


 
Re: The Death of the 'Age of Hammerdin'

i for one don't think Hammerdins have been nerfed enough. they will still be their annoying selves in PvP.

giving players "magic resistance" in appreciable amounts would be the best solution (and yes, i know about Safety Shields).

1.09 was the Age Of The Burizon, 1.10-1.12 was the Age Of The Hammerdin. what 1.13 will be is yet to be seen, but i rekon kick/trap'sins will probably figure in there somewhere.
 
Re: The Death of the 'Age of Hammerdin'

What I would be okay with is keep enigma, but halving your FCR for your teleport speed. Only sorc can tele really fast. I'm fine with that.

But, being a serious mfer is ALL about speed. Teleport is the only way to go really really fast as a magic finder.

You MUST play a sorc if you want to be a serious mfer without enigma. Taking it out returns us to the dark ages of 6 prime builds and 2-3 mf REAL mf builds.
 
Re: The Death of the 'Age of Hammerdin'

You MUST play a sorc if you want to be a serious mfer without enigma. Taking it out returns us to the dark ages of 6 prime builds and 2-3 mf REAL mf builds.
Sorry that is false. Infi teleport is only useful if you want to get as fast to a boss as possible, but that is not the only way to MF and propably not even the best way to. Meph and Andy kinda dry out after a while, and skipping WSK for Baal is a mistake while MFing, especially now IM is removed.

There are at least a couple of builds that I find better suited for WSK/Baal than any sorc, even if they don't have Enigma.

I don't really care if Enigma stays the way it is or not, though.



 
Re: The Death of the 'Age of Hammerdin'

removing enigma, or o-skill teleport, will only really affect PvP builds.

this notion that "only a sorc can MF without 'nigmahhh!!11!!" is laughable. my top two earning characters of all time have been:

1: a treachery wearing kick/trap'sin carrying ZERO %MF. i did oodles of nihlathak runs with this build and earnt a tidy pile of pixels from keys and runeword shells.
2: a goldfinding fishymancer build. i still do trav runs with this character to get gold for PvP 'toon repairs. a fishy is, imho, the single best MF character ever.

i'll grant you that my skelly'nec has an amulet with teleport charges which is useful for regrouping the army or telebombing a boss. i'll also grant you that the 'sin has d-flight, which can help get past packs of mind-blasted beasties.
 
Re: The Death of the 'Age of Hammerdin'

Decided to register since this thread is just too interesting. IMHO nerfing Hammers (if you can even call that a nerf...) isn't gonna change anything; Hdins are still going to be all over the place even if they can't solo one particular run anymore since their edge has become a habit. Enigma isn't a problem either; what IS an issue is the idiotic belief that it's "required gear", which is entirely the fault of cheaters who dupe it and make it widely available. If (God forbid...) everyone played fair, then most players wouldn't have a dozen of them, thus realizing that NO build whatsoever actually depends on it. Fact is, because of the psychological damage that duping Enigma has inflicted on the community, it's true that without it Sorcs would definitely be the next plague, and the cycle continues...
 
Re: The Death of the 'Age of Hammerdin'

I'm tired of hammerdins. It's time for something new. How about building 3-Ele Sorc that would clear out all the areas of the game? It might be a challange though. I've been thinking about building one and I think that the best way to go will be FO/FW/TS. All 3 skills dont really rely on synergies (except their masteries) so it will be quite easy to max them out. As far as the gear goes, probably Eschuta's, Ormus, and Nightwing's Veil to increase the damage for all 3 Elemenets, plus Infinity on merc to increase the damage even further.
The whole might work - it should be pretty effective especially in Chaos and WSK :D
 
Re: The Death of the 'Age of Hammerdin'

I'm tired of hammerdins. It's time for something new. How about building 3-Ele Sorc that would clear out all the areas of the game? It might be a challange though. I've been thinking about building one and I think that the best way to go will be FO/FW/TS. All 3 skills dont really rely on synergies (except their masteries) so it will be quite easy to max them out. As far as the gear goes, probably Eschuta's, Ormus, and Nightwing's Veil to increase the damage for all 3 Elemenets, plus Infinity on merc to increase the damage even further.
The whole might work - it should be pretty effective especially in Chaos and WSK :D
You would seriously struggle with killing power going triplement. Best bet is either dual tree or light sorc with Infity merc.


 
Re: The Death of the 'Age of Hammerdin'

You would seriously struggle with killing power going triplement. Best bet is either dual tree or light sorc with Infity merc.

I agree. The killing power is the biggest question mark here (even with infinity). But I think I will try this build anyway. It seems to be pretty interesting to build because it's just different than the most 1.10-1.12 sorc build that we have seen around.


 
Re: The Death of the 'Age of Hammerdin'

I made it through hell with a dual Dream enchantress with maxed frozen orb, solo, but even though she used lightning mastery to boost holy shock, using the aura might not be considered as using the third skill tree for purists. It's not a sorc skill, after all.
 
Re: The Death of the 'Age of Hammerdin'

Necroposting to throw my two-cents in, (I mean really who wants a new thread for this?) :

Want to effectively nerf a Hammerdin without breaking other gear or the rest of the game?
It's simple... just take away the Concentration Aura damage bonus from Blessed Hammer. I think people seem to forget the only reason Hammers smack everything around is that the aura boosts it at least over 10k. (We're talking +600% damage) That crap should only be allowed to work on physical damage just like Might and Fanaticism does. You'd still wind up doing about 3000+ Magic damage which is still Hell-viable so I don't see the problem.

I've seem to notice that you people seem to be completely forgetting about Holy Bolt which will still work on magic immune Undeads.
I understand after the few years since this topic was created it's a no-brainer by now, but I even Ctrl-F'd for "holy bolt" and found nothing here.
 
Re: The Death of the 'Age of Hammerdin'

Necroposting to throw my two-cents in, (I mean really who wants a new thread for this?) :

Want to effectively nerf a Hammerdin without breaking other gear or the rest of the game?
It's simple... just take away the Concentration Aura damage bonus from Blessed Hammer. I think people seem to forget the only reason Hammers smack everything around is that the aura boosts it at least over 10k. (We're talking +600% damage) That crap should only be allowed to work on physical damage just like Might and Fanaticism does. You'd still wind up doing about 3000+ Magic damage which is still Hell-viable so I don't see the problem.

I've seem to notice that you people seem to be completely forgetting about Holy Bolt which will still work on magic immune Undeads.
I understand after the few years since this topic was created it's a no-brainer by now, but I even Ctrl-F'd for "holy bolt" and found nothing here.

There was a patch where they nerfed hammerdins and made it no longer viable. They reverted the change in a future patch at some point tho.
 
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