First of all, congratulations for the mod, i’ve been playing this week, it’s just awesome and nostalgic.
I have a question: where can I find 4 sockets sword and shield? I got the runes but can’t find the socketed items (normal up to act 3 and nightmare and hell act 1)
Thanks for the report.
D2 item granted skills use separate copy of the class skill and thus changes made to the base class skill have to be done to both versions. And that’s when a situation like this can happen. Will be fixed in the next update.
Socketed items have random drop from every container / enemy in the mod. Their drop is based on ilvl which is 25 for 4s sword and 66 for 4s shield. You need to be in the area with a similar level range to have the highest chance of dropping one.
Cow level and areas with lots of breakables like Ancient Tunnels, Kurast ruins, etc are the best places to get them in general.
It worked! I figured it out, I needed to drop the patch over the “mods” folder.
I was dropping it on the actual standalone folder wasn’t working, so Yay! its done.
Loving this game. this game was A lot of work I’m sure thank you for doing it RAM!
and how can i respec points?
Without the Inventory from the Mercs they will be not really helpfull.
Although the Synergys between the skills would be nice.
The Targeting from the Waypoint feels really wierd.
Thanks.
But how can i run my Lightsorc with infinity without giving my merc the bard with the runeword.
If my sorc would wearing it it would not be that good.
I have problems finding the Warriors from Qual Kehk.
I Have searched the possible spawn locations all cages were empty.
Any plans to change Frozen Orb to closer to the D2 version?
I know that the explosion style (constant in D2 vs on-hit in GD) is mechanically difficulty or impossible to replicate, but I am also thinking about the cooldown in this case.
In D2, Frozen Orb has a one second cooldown, which means that a) it doesn’t scale with faster cast speed and b) players have the option of weaving in other spells between each cast.
The advantage of the cooldown, design-wise, is that it helps separate Frozen Orb from the spammable spells (Glacial Spike, Ice Blast, Firebolt/ball) and also from Lightning Fury, which it is currently mechanically very similar to.
Of course, adding a 1 second cooldown to a spell that has no cooldown is a huge nerf, so significantly increasing the damage of Frozen Orb at the same time would be necessary (and fair).
I think this change would both make the spell function closer to its D2 equivalent and be a good design decision by itself, by making the different Sorceress spells less similar.