2009-12-15, 11:13 PM
Dusk Wrote:Doing anything with randoms online is a complete failure, which made the game really hard to enjoy unless you were playing with a group of friends that were at roughly the same page.
Randoms online in Hell is complete stupidity unless you're doing runs (and even then you'll have rough patches). You definitely need a plan if you intend to go through anywhere past Act I. It really stresses the cooperative effort; exactly what randoms lack. They rush ahead, don't listen, etc. Get themselves killed and expect you to TP their corpse while they're 10 screens away from you.
I did like how specializing in a single tree optimized damage but resists prevented that damage from becoming game-breaking, hence requiring you to need assistance from a second player for the most part. However, certain things did remain unbalanced in that. In particular, Hammerdins could plow through everything in-game without the help of another whereas a Fire Sorceress still couldn't touch half the monsters even with a Pally with max Conviction at her side.
What I think would be interesting is giving Paladins a boost from their charges to the party. In the form of a buff, or an aura would be cool. i.e. Cast Fire Charge and anyone within the immediate vicinity would gain a buff for damage or elemental effect (though smaller in scope compared to the caster), or while having Fire Charge cast, anyone within the immediate vicinity of the Paladin would gain a bonus until they left the Paladin's side (so as to prevent something like an Enchant Mule).

