Lets see, didnt the original blood renewal have a static +3 and 50% health sac? or 33% or something...
Nature's Renewal removed ALL enchants and hexes (all of em!) when it was plopped down.
Spirits used to effect other spirits. Fertile Season, anyone? Oh, and there used to be no cap on the number of spirits.
Before even that, spirits used to be unremovable, zone-wide effects.
Mistform used to... actually I forget, I know it was broken, but the only ele I had back then never got to use it. It was they hit, but for -0, yes?
Water used to have unusably low damage. All of its 'good damagers' used to deal flare'ish damage, which used to be even crappier then it is now.
Essence Bond used to trigger off of damage from Life Bond. Yeah.
Mobs used to chase you forever.
At 17 Protection Prot Bond only drained 1 energy.
Chain Lightning used to have a significantly larger secondary range.
Corpse targetting spells used to have double range.
Holy Viel used to not remove a hex. It merely made hexes on the target take twice as long to cast. Yeah.
Assassin Teleports used to not require pathing - you could get stuck in a wall easily.
Warrior armor used to have -40 vs lightning.
Meteor Shower used to be a Friend-Or-Foe spell (and Im serious) and has undergone several tweaks and rewords in its damage, and delivery rate.
You used to be able to create all the time damage weapons without any penalty - some still exist today, and sell for a *lot*.
There used to be an axe with +25 hp inherant.
There used to be an axe which you could apply two suffixes to (for 44% longer enchants, +60 hp, etc)
Healing Seed used to be much more powerful then it is now (I believe every aspect got a nerf, cost cast heal and recharge).
Unyielding Aura and Vengeance used to rez teammates but not put an enchant on them - so they didnt die when they shouldve.
Balthazar's Aura used to stack on a single target, allowing you to have some nasty nasty DPS.
Ether Renewal used to last for several more seconds, and could more or less be kept up all the time. Ironically, Ether Prodigy used to give only +1..+3 regen.
Zealot's Fire used to trigger off of any skill which didnt target an enemy - like stances, cyclone axe, shouts, and the like. W/Mo smiters could spike like a bitch with this, trust me.
Divine Boon used to get a DF bonus and have no recharge time.
IWAY used to have 33% IAS and work off of dead minions, pets, and spirits.
You used to be able to reduce recharge times to below 1 second, rounding down to 0. Quickshot was abused then and later when a related game mechanic was introduced specific to it.
Quickening Zephyr used to cost 5 energy, have a very long duration, and shortish recharge.
Hundred Blades used to be non-elite.
W/Mo's were once widely considered overpowered [they werent] and it was common to hear people begging for a nerf to them.
Order of the Vampire used to work with other necro enchants.
Fireball used to /suck/. Less damage, longer cast, much longer recharge...
Flesh Golems used to be the most profitable thing in the game to farm.
There used to be a UW armor crafter quest, but it was removed due to being very buggy. [noone ever completed it to my knowledge]
"Your party shares 1 gold coin." used to be a common message, as gold was much rarer then.
There used to be piles of gold just hanging out in a few specific spots (30k an hour running them), along with a couple of chests that could drop any item in the game.
Unnatural Signet used to take a very long time to cast (im talking 10+ seconds, I forget the specifics), was a Prophecies skill, and blacked out all of your own skills for as little as a *minute* with 15 dom.
Mobs used to stand still while you put the AOE hate on them.
Last edited by ubermancer; Jul 10, 2006 at 12:09 AM // 00:09..
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