This change negatively effects EVERYONES MF, unless... haha you actually have a leecher in your game, than you benefit from their high MF.
The lower everyone else's MF is, the higher their killing speed should be. If the leecher was capable of solo'ing the content at a respectable pace and receiving the full benefit of his MF then he is either grouping up with people weaker than him (because they have lower MF gear but aren't clearing the content faster) or because he's in an area that's too low for his level.
Having a split of players with a very high MF stack and the others with combat stat gear should be roughly equivalent to all players having a moderate MF stack. It might not be, but for the sake of the argument let's say it is.
If you scratch my back, I'll scratch yours. If you don't need your back scratched, then wtf are you still doing here?
For the sake of argument you cant say it is, because you don't how difficult its going to be. Actually the only evidence anyone can draw upon at the present time is beta. Beta was a joke, even with 4 players, it was still a joke, Even if the 4 players were split up, it was still a joke. The only evidence you can draw upon is a joke.
Nobody knows the solo difficulty of hell or inferno, nobody knows the group difficulty of hell or inferno, based on all my experiences in every single dungeon crawler I've ever played, it was was easier to co-op, until you got godly gear, at which point it didn't matter if you played in a group or by yourself.
Until we know how hard it is, and im going to doubt blizzard until they prove me wrong, co op will be easier than solo, so if I have 3 people in my group that are competent, or two, one person leeching is going to benefit the others..Instead of them doing useless damage that wouldnt of mattered, now they are going to give me the sexy stats.
^ see, im going to make the opposite prediction you had, and im going to base mine on the experiences ive had with every single dungeon crawler I've ever played.
At the end of the day, the system does NOT deter leeching in pub games it promotes.
Great players will look for leechers to roll with them, bad players will look for players to carry them, it will be a relationship of win for both parties.
Does the great player need the leecher? No. It is a benefit for him to be there? yes. In nature, it would be the symbiotic relationship between a Shark and a Remora.
Blizzard keeps this shit up, im going to find me some fucking remora action to roll with. Cause imma shark, shark shark shark shark
If it happens that leachers are good for a party it would mean they are not leachers anymore but specialization, you are tank, I'm dmg, and he is mf Till the point mf get a hold of godly gear when his only reasonable option will be to find others with similar gear or at least with high MF.
Why does everyone assume that MF automatically gimps your character? Its one stat on an item with 6+. You can still get very high dps and survivability while giving up one stat per item for MF. The best items in the game will have MF and dps. Whatver your argument is, stop pretending MF always means a poop dps. One stat per item isn't gimping anyone.
The old system did have the potential for abuse if someone would simply get all cheap MF gear with other useless stats. This person would have been a leach and the system is flawed. However, now someone who has invested in some of the most expensive gear in the game with MF + kill speed is going to be punished. This person would most likely kill faster than you and have a high MF%. Now they will only play solo or with friends. This means less social interaction on an already terrible b.net. Less friends and less replayability.
I see both sides of the argument. It will help prevent scrubs from stacking blue MF gear, but will punish the player who has worked hard to get near perfect pieces that balance MF + killing speed.
Erm...MF, GF and Exp stats do gimp your character. Assuming two equally geared characters and one has alot of high MF/GF/Exp those stats have been taken at the expense of survival and DPS stats that the other character has. It is quite simple.
Lets assume two barbarians with two different chest pieces that are near perfect:
The barbarian wearing the second armor is not gimped. He may have a very slight decrease in damage but is far from gimped and will still have far higher dps than most players. This is assuming perfect gear with every stat you could want.
Now lets realize that stats are random and whats more likely is your going to have 4 stats that are great and 2 stats that you probably dont care to much about. The more relevant stats on an item the more expensive the item will be. If you pay for the gear with 4 relevant stats and I pay for the gear with 4 relevant stats +mf, we will be killing at the same rate. The difference is I paid more for my gear or worked harder for it but you benefit. Its ridiculous to assume the first scenario where everyone has perfect gear and every MF character has traded a relevant stat for it. Even if this was the case, the difference in kill speed is minimal.
I'm pretty content since I'm assuming I'll be in Inferno and if someone else even joins my pub game they'll have to know what they're doing to have gotten there. If a baddy joins with less DPS, less survivability, and less MF than me, he won't be in the game long. He'll die six or seven times and leave Inferno.
My point still holds - someone stacking MF compared to someone that does not at the same gear level will have lower survivability or lower DPS. It is really as simple as that.
This system is very fair.
You are assuming all stats are equal in value and every character will have the same gear level. You are also assuming one stat can increase kill speed equal to the % MF given up. Very poor assumptions. Different stats will be worth more to players and thus cost more.
With +100% MF you can kill at half the speed and get the same number of rare items. There is no way one minor stat will be enough to offset the beneift MF% gives. One stat will not double my kill speed. I agree there is a minor stat penalty to take MF. However, this minor stat will not be enough to decrease kill speed to the point where MF% is not beneficial. If that were the case nobody would use it. In order for shared MF% to work, other players will have to increase my kill speed to offset my loss in MF. If I share MF% with one other player and I drop from 100% to 50%, the other player would have to increase my kill speed by 33%.The higher the MF% shared, the faster the kill rate must increase. One stat choice will never accomplish this, especially when its obscure stats that are given up for MF.
This is exactly what I was thinking. When I play, I like a little MF here and there, but I don't have the impression this sets me back a lot as far as killing speed is concerned. And now with all the +x random affixes, it should be perfectly possible to roll some gear with +MF and + damage. So if I've done my best to balance my gear accordingly, it would be very frustrating to have my MF amount quartered by teammates. For me personally, this arrangement would be a major disadvantage in public games.
Unless you actually get a MF bonus for playing in a team, but that seems like total nonsense to me. You kill faster already, why do you need a bonus.
A mix of the two would be fair though. Say I have 100 MF and my team 0, it would be fair for theirs to be adjusted to 25 and mine to 75. Bring everyone closer to the average but not straight to it.
This change doesn't really affect me, and probably a bunch of players with my similar mindset. I'm only gonna play games with other people when it's with my friends. If anything, this is a slight benefit. While leveling, we're most likely not going to all stack +MF. This way we can have one person with +MF, one with +GF, and one with +XP. Actually, while writing this, that doesn't make sense, because we could all just get some of every stat and it'd probably equal the result of the previous example. Eh, I'm glad for the change. If my friends are less geared than I am, then I can give them a benefit of extra dps and adventure stats. When it comes to friends, this change means helping others. When it comes to public games with strangers, it still means helping others. It's just a matter of whether or not you wanna help others, and to what extent you wanna help them.
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The lower everyone else's MF is, the higher their killing speed should be. If the leecher was capable of solo'ing the content at a respectable pace and receiving the full benefit of his MF then he is either grouping up with people weaker than him (because they have lower MF gear but aren't clearing the content faster) or because he's in an area that's too low for his level.
Having a split of players with a very high MF stack and the others with combat stat gear should be roughly equivalent to all players having a moderate MF stack. It might not be, but for the sake of the argument let's say it is.
If you scratch my back, I'll scratch yours. If you don't need your back scratched, then wtf are you still doing here?
Nobody knows the solo difficulty of hell or inferno, nobody knows the group difficulty of hell or inferno, based on all my experiences in every single dungeon crawler I've ever played, it was was easier to co-op, until you got godly gear, at which point it didn't matter if you played in a group or by yourself.
Until we know how hard it is, and im going to doubt blizzard until they prove me wrong, co op will be easier than solo, so if I have 3 people in my group that are competent, or two, one person leeching is going to benefit the others..Instead of them doing useless damage that wouldnt of mattered, now they are going to give me the sexy stats.
^ see, im going to make the opposite prediction you had, and im going to base mine on the experiences ive had with every single dungeon crawler I've ever played.
At the end of the day, the system does NOT deter leeching in pub games it promotes.
Great players will look for leechers to roll with them, bad players will look for players to carry them, it will be a relationship of win for both parties.
Does the great player need the leecher? No. It is a benefit for him to be there? yes. In nature, it would be the symbiotic relationship between a Shark and a Remora.
Blizzard keeps this shit up, im going to find me some fucking remora action to roll with. Cause imma shark, shark shark shark shark
http://www.youtube.com/watch?v=I2nMhz-EDOM&feature=related
for he to-day that sheds his blood with me
shall be my brother..."
The old system did have the potential for abuse if someone would simply get all cheap MF gear with other useless stats. This person would have been a leach and the system is flawed. However, now someone who has invested in some of the most expensive gear in the game with MF + kill speed is going to be punished. This person would most likely kill faster than you and have a high MF%. Now they will only play solo or with friends. This means less social interaction on an already terrible b.net. Less friends and less replayability.
I see both sides of the argument. It will help prevent scrubs from stacking blue MF gear, but will punish the player who has worked hard to get near perfect pieces that balance MF + killing speed.
Lets assume two barbarians with two different chest pieces that are near perfect:
Armor 1:
+strength
+crit%
+min dmg
+vitality
+atk speed
+ whirlwind
Armor 2:
+strength
+crit%
+Magic Find
+vitality
+atk speed
+ whirlwind
The barbarian wearing the second armor is not gimped. He may have a very slight decrease in damage but is far from gimped and will still have far higher dps than most players. This is assuming perfect gear with every stat you could want.
Now lets realize that stats are random and whats more likely is your going to have 4 stats that are great and 2 stats that you probably dont care to much about. The more relevant stats on an item the more expensive the item will be. If you pay for the gear with 4 relevant stats and I pay for the gear with 4 relevant stats +mf, we will be killing at the same rate. The difference is I paid more for my gear or worked harder for it but you benefit. Its ridiculous to assume the first scenario where everyone has perfect gear and every MF character has traded a relevant stat for it. Even if this was the case, the difference in kill speed is minimal.
You just became my sig, sir.
You are assuming all stats are equal in value and every character will have the same gear level. You are also assuming one stat can increase kill speed equal to the % MF given up. Very poor assumptions. Different stats will be worth more to players and thus cost more.
With +100% MF you can kill at half the speed and get the same number of rare items. There is no way one minor stat will be enough to offset the beneift MF% gives. One stat will not double my kill speed. I agree there is a minor stat penalty to take MF. However, this minor stat will not be enough to decrease kill speed to the point where MF% is not beneficial. If that were the case nobody would use it. In order for shared MF% to work, other players will have to increase my kill speed to offset my loss in MF. If I share MF% with one other player and I drop from 100% to 50%, the other player would have to increase my kill speed by 33%.The higher the MF% shared, the faster the kill rate must increase. One stat choice will never accomplish this, especially when its obscure stats that are given up for MF.
Unless you actually get a MF bonus for playing in a team, but that seems like total nonsense to me. You kill faster already, why do you need a bonus.
A mix of the two would be fair though. Say I have 100 MF and my team 0, it would be fair for theirs to be adjusted to 25 and mine to 75. Bring everyone closer to the average but not straight to it.