I've had this feeling for some time now, that there any many people who would love for the lld scene to come back, but noone takes any action. I'm one of those and I'd love some lld action once again.
I wasn't with the lld scene quite to the end last time, so I'm not sure on what really killed it or how it looked like at the moment.
Anyway, I did some uber searching, and found
this post made by my lld hero psycho, the rules that are stated in there are these:
General Rules- Please try to be polite, so don't town guard, corpse guard, steal gold, etc.
- Characters must be level 18 or under and cannot be rushed beyond Act II Normal (ergo only the Den Of Evil and Radament bonuses may figure in a character's skill makeup)
- Corpseless Re-castables are only allowed (no Skeletons or Magi)
- Characters requiring arrows or bolts must have their full supply on their character (in their hand, inventory or Horadric Cube). They will not be allowed to return to town if they run out of arrows or bolts during a duel, although extra quivers may be dropped just inside town to facilitate easier replenishment between duels
- All duels take place in the Blood Moor
- Duels only start when both parties have clearly stated their readiness
- Leaving the Blood Moor constitutes a loss. In team play, the remaining members may continue fighting but the deserted player may not rejoin the fray and must stay out of the Blood Moor until the battle has concluded
- In a team duel you must stay in town if you die until the duel is over
Players on 1hp
Players on 1 health are encouraged to stand and fight instead of running away and regenerating their health.
For opponents on 1 health:
- Running from combat without switching to ranged/spellcasting equipment/skills and attempting to use them will result in a forfeit of the duel
- Running from combat with a melee only build will result in a forfeit (an exception to this can be made for Barbarians needing more distance to engage with Leap or Leap Attack or a Paladin that needs more distance for Charge)
Banned Skills- Lifetap
- Holy Bolt
- Holy Freeze
- Skeletons
- Skeleton Magi
These items may not be used in the form of class skills, o-skills granted by items, charges, or Chance To Cast when striking.
Skill Restrictions
The following skills have limitations regarding their use in duels.
- Bone Armour (Necromancer) - this cannot be cast more than once per duel
- Cyclone Armour (Druid) - this cannot be cast more than once per duel
Equipment Restrictions- Bugged, hacked or duped items cannot be used – 1.07 Crafted items are included in this category
- No items from previous versions are to be used at all (including 1.10 and betas)
- Items from Hardcore mode are not allowed to be brought into the Softcore arena
- Items with the “Slows Target by X%” modifier are not allowed on physical-damage attackers (for example, Cleglaw’s Claw or Blackhorn’s Face). A caster character, however, can use items with the “Slows Target by X%” modifier if they wish (but may not use a physical/ranged attack)
- Items with the “Knockback” modifier are not allowed on any character class. Skills that provide a knockback effect (for example, Smite, Bash, Charge or Leap Attack) are still allowed
- Total Life Replenish from items and skills combined is limited to 20
- Each character is only allowed to wear two sources of +Max Resist/absorb per element. For poison, Poison Length Reduction gear will count as absorb. Putting points into a Paladin's passive resist skill will not count towards sources of +Max Resist
- Poison Length Reduction cannot be used against Poison builds
- There is no limit to Elemental Damage from skills or otherwise
- Poison damage is limited to 50 (including charms) - the exception to this is poison damage from skills
Character Restrictions
The following characters have limitations in Low Level Duelling.
Zealot:- Cleglaw's Sword may not be equipped
- Crushing Blow may not be used
GA Amazon:- Critical Strike cannot be utilised
Bonemancers:- Cannot use Iron Maiden in conjunction with Bone Wall
Faster Run/Walk Restrictions
There is now a maximum of 75% FR/W combined from skills, gear and charms for the following characters who use skills that increase speed (Paladins with Vigor and Assassins with Burst of Speed).
The maximum combined FR/W for other characters who cannot (or do not), utilise the above 'increased speed' skills is 95%. This includes all FR/W from gear and charms.
The Druid's Feral Rage skill deserves a special mention here. The cap for Druid's with Feral Rage is 95%. The lowest bonus of FR/W from the skill level of Feral Rage is taken from the cap. For example:
At skill level 1, Feral Rage gives 19-32% to FR/W. A Druid that uses this skill would then take 19% (not 32%), from 95% giving an extra 76% FR/W to be used from gear and charms.
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If you look in the link to the thread, you can see there's also some discussion about the rules, where the most 'urgent' ones seem to be a limit on +maxers, and wheater or not CS should be banned.
So, are you guys interested in tweaking these rules further? Mainly to prevent the zerg err, I mean zealot overuse.
And most importantly, would you be interested in playing some LLD? I dream of having back the small but great lld scene, but it can't be one without players.
So please state your interest here, so we can all see if there's more people interested or if it is only me
Even if you never tried lld before, please join up if you feel like it would be fun. LLD doesn't require all that high end rw's and uniques you see in HLD. Usually a twitchroe and some other low uniques, paired with sigons or deaths gloves + belt are enough. Ofc there's always some jewels and charms that might be hard to find if you seek a truly great character, but last time my kicker did fine without all the charms.
So, who are with me in the resurrection of LLD?!
Moneky love
/zarf
edit, note on knockbak restriction. Skills that usually knock people back are allowed to use items with knockback (like crushfangel wielding leap attackers)