I removed the following comments/questions from previous post.
Originally, my idea for the Stark's Needle(r) was to have corruption, but that may be too much of a detriment as it shuts off all Rogue's skills too. Instead of that, maybe you can add a special modifier that disallows spells only? If not, then maybe instead of corruption, make the durability 1 so that you're force to up it's durability before using it.
Speaking of which, the suffix that makes durability one can be circumvented by + durability oil/shrines right? or is it stuck at 1?
I believe Payne's Traveler Coat AC should be 28 to 60 instead, Nuhderaider's Harnisch AC is 104 to 176 instead, and Deflector is 20 to 48 instead (should be stated as "AC: 20 - 48" for consistency). Also, Leathal Illusion Cap should be spelled Lethal. Also, Optic Amulet isn't listed there.
Haven't seen Lethal Illusion Cap or Demonslayer Ring in game yet, but noticed there's no clvl requirement listed in your text file, does this mean you can't find these yet?
Did you remove Auras from the game for warrior (just saw your youtube video)?
Regarding sockets in rings/amulets, i have not seen it, what monsters (level) start dropping them?
For balance purposes, I really think warrior need about 20% reduction to all damage (maybe passive, D3 has 30% reduction for melee class), as for Rogue, I feel she needs have her multi-shot have more arrows, 3 is too little as AOE, she also needs to have passive skill of chance her arrows pierces (passive, level up will increase % chance).
As mention previously, no gems benefit sorcerer in weapons, so at least make it so that life/mana life (skulls) will work with physical spells (which is the new single target spell u want for sorcerer).
Thanks for the update, the 100% hell entrance is greatly appreciated as it seems a lot less than 25% to enter before.
None.