I was thinking of ways to make game more playable near end game. One simple way to allow for item customization vs having manditory requirements for an item to have value would be to increase the cap on All resistance {double it :)} on all items. Instead of the current cap of 80, lets say the new cap is 160. this would make it possilbe to have gear without a high all resist be worth something. It would allow people to explore some of the other affixes.
What do you think? What are the benefits of this? What are the negative affects of this?
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
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Sometimes you don't always know where you stand... until you know that you won't run away.
good idea.. double Allresist to make people use items without it..
WHY should ANYONE use items without all resist? there is NO CAP when u can get twice as much allresist they WILL ONLY USE THOSE ITEMS
Right now people can beat the game with 80 all resist on items. Now if you doubled it to 160, you can get the magical amount of all resist needed to beat the game in half the items required to have All Resist. Leaving affix slots open for other affixes. At somepoint, stacking all resist does not help that much more and stacking other affixes would. I believe, it would lower that value of most All resist gear except the high end numbers, it would also raise the value of gear without it because it would no longer be needed on every single piece of gear you get.
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
Except, had the concept of Inferno never been brought to release, we would have had Hell as it was (maybe a bit harder), and people would have complained it was too easy.
And given the state of Legendaries and such, if you could clear Hell, and that is all there was to do, would you really keep farming for gear that was most likely not so great (see: Sets/Legendaries)?
As to buffing all resist... no. I play one of those fun melee wizards, running the Prismatic Rune on my Energy Armor. You would double the effectiveness of that rune with your idea. I'd be in Act 2 of Inferno with over 1300 to All Resists. How would I NOT wind up ripping through the game like it was nothing (short of DPS checks cause, ya know, enrage timers make sense in this type of game /eyeroll).
Lol I guess logic and math are not your thing. There are no magic numbers, unless the stat is hard/soft capped... If more allres is available on items, than the other defensive stats will be the ones that get less sought after, not allres..........
Lol I guess logic and math are not your thing. There are no magic numbers, unless the stat is hard/soft capped... If more allres is available on items, than the other defensive stats will be the ones that get less sought after, not allres..........
Every stat has a cruising speed that gives you the most bang for the buck, even non capped stats.
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
Except, had the concept of Inferno never been brought to release, we would have had Hell as it was (maybe a bit harder), and people would have complained it was too easy.
And given the state of Legendaries and such, if you could clear Hell, and that is all there was to do, would you really keep farming for gear that was most likely not so great (see: Sets/Legendaries)?
As to buffing all resist... no. I play one of those fun melee wizards, running the Prismatic Rune on my Energy Armor. You would double the effectiveness of that rune with your idea. I'd be in Act 2 of Inferno with over 1300 to All Resists. How would I NOT wind up ripping through the game like it was nothing (short of DPS checks cause, ya know, enrage timers make sense in this type of game /eyeroll).
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
Except, had the concept of Inferno never been brought to release, we would have had Hell as it was (maybe a bit harder), and people would have complained it was too easy.
And given the state of Legendaries and such, if you could clear Hell, and that is all there was to do, would you really keep farming for gear that was most likely not so great (see: Sets/Legendaries)?
As to buffing all resist... no. I play one of those fun melee wizards, running the Prismatic Rune on my Energy Armor. You would double the effectiveness of that rune with your idea. I'd be in Act 2 of Inferno with over 1300 to All Resists. How would I NOT wind up ripping through the game like it was nothing (short of DPS checks cause, ya know, enrage timers make sense in this type of game /eyeroll).
Well, I do agree more endgame was needed for release. Also, we should be ripping through the Act4 inferno if this was truely a Diablo based game. Most of my friend friends that play casual, are just now beating Hell in the last 2-3 weeks.
Every additional point of armor or all resists give you exactly the same benefits as the last one. In other words All resists does not have diminishing returns. So yeah I would stack it even more.
Did you really stack all the armor and resistances you could get in D2 vs other stats or did you begin to play with other stats?
Your suggestion would not only make breaking the game even easier, it would make every defensive stat other than allres less viable. If you wanted to make allres less sought after, you'd need to buff the ALTERNATIVES. +Armor. Armor from Strength. Allres from Int. Dodge from Dex. Vit. Or you'd need to NERF allres. (Ever wonder why blizzard halved attack speed on items? Yea because it was a mandatory stat, and other stat's felt not so appealing. By your logic, they should have doubled attack speed lmao)
I agree it would make breaking the game easier. But that was part of the point. As to your second part, maybe other defensive stats like LoH could use small buff to then but it really won't be necessary because I feel people will go for more offensive stats, not more defensive stats. Defense is not as necessary if you can kill stuff faster. Tanking/defensive is kind of a WoW fundamental element and frankly, outside of an MMO is extremely boring.
Diablo series has always mainly been about being on the attack. Things should die quicker, there should be smaller cooldowns and a run should not take you 45-minutes to an hour if your char is decked out in awesome gear. Runs should not take more than 30 minutes. A run would be something like an act 3 azmodan run.
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
Not quite so true....my res on monk is 925..if I had 1850 I would literally be unstoppable. Getting to 500 isn't too tough, but if thats doubled its 1000 and nearing easy mode. I don't think it takes insaely amounts of time, sometimes you just need to get that lucky drop.....I'm still waiting for mine but who knows. I think the mobs should be harder than what they are now.
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Sometimes you don't always know where you stand... until you know that you won't run away.
but then you would be too powerful and then again the game would be boring again. I for one enjoyed the days when act 2 inferno was horrible. It made me play with a sense of accomplishment, now I just destroy things. I was hoping they were gonna make things tougher, bump up the char level or give us a little 'instance' to do or something. I think the whole point of trying new affixes and new builds is the challenge of doing things at a handicap.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
Not quite so true....my res on monk is 925..if I had 1850 I would literally be unstoppable. Getting to 500 isn't too tough, but if thats doubled its 1000 and nearing easy mode. I don't think it takes insaely amounts of time, sometimes you just need to get that lucky drop.....I'm still waiting for mine but who knows. I think the mobs should be harder than what they are now.
My last response before I need to take care of some stuff. Like I said in my last post, I doubt you would actually double your defense. You may get more, say around 1200 but you would begin to focus more on offensive skills. You wouldn't need as much defense if you kill things faster. Killing things faster is less boring than long drawn out battles for the Diablo player of years past. As for the game being harder,. its never been really hard, its just a gear check. Casuals don't want to waste the time to move up. And being casuals, they won't spend the money to gear up in RMAH because they are only casually invested interest wise to begin with. The game needs to become easier to gear if it will last.
Edit: I'll check back later, and thank you guys for the responses.
Let me explain why this isn't a very good idea. There is a formula behind all resist. Many people think it has diminishing returns, but this is in fact an illusion. What diminishes is the rate that it converts to a %. Due to damage reduction scaling via multiplication, a stat like all resist gets exponentially better the more of it you have, as a % of course. The diminishing returns effectively create a linear scaling on damage reduction. We're already reducing so much damage, that if you could gain another 1000+ resist, you would be tanky enough to essentially break the game. It would heavily devalue items without top tier all resist.
The real benefit to it though would be dps builds. With that much defensive power in one stat, you could afford to ignore vitality almost entirely. This would give you roughly the same amount of effective health, but vastly increased dps due to the increased item budget.
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What do you think? What are the benefits of this? What are the negative affects of this?
explain.
Right now people can beat the game with 80 all resist on items. Now if you doubled it to 160, you can get the magical amount of all resist needed to beat the game in half the items required to have All Resist. Leaving affix slots open for other affixes. At somepoint, stacking all resist does not help that much more and stacking other affixes would. I believe, it would lower that value of most All resist gear except the high end numbers, it would also raise the value of gear without it because it would no longer be needed on every single piece of gear you get.
I don't think being too powerful in a Diablo game should be a problem. That was the whole point of the series until D3 inferno. Diablo series made its bread and butter off of casuals. Taking casuals out of the D3 endgame could be catastrophic to the series. D3 is not a game that should be super hard. As my friends who play casual reach inferno, they quit the game. The same friends that farmed the hell out of D1 and D2. WoW-like time investment should not be required to enjoy the endgame of D3.
I explained above. Not sure how you can not see that.
Except, had the concept of Inferno never been brought to release, we would have had Hell as it was (maybe a bit harder), and people would have complained it was too easy.
And given the state of Legendaries and such, if you could clear Hell, and that is all there was to do, would you really keep farming for gear that was most likely not so great (see: Sets/Legendaries)?
As to buffing all resist... no. I play one of those fun melee wizards, running the Prismatic Rune on my Energy Armor. You would double the effectiveness of that rune with your idea. I'd be in Act 2 of Inferno with over 1300 to All Resists. How would I NOT wind up ripping through the game like it was nothing (short of DPS checks cause, ya know, enrage timers make sense in this type of game /eyeroll).
Every stat has a cruising speed that gives you the most bang for the buck, even non capped stats.
Well, I do agree more endgame was needed for release. Also, we should be ripping through the Act4 inferno if this was truely a Diablo based game. Most of my friend friends that play casual, are just now beating Hell in the last 2-3 weeks.
Did you really stack all the armor and resistances you could get in D2 vs other stats or did you begin to play with other stats?
I agree it would make breaking the game easier. But that was part of the point. As to your second part, maybe other defensive stats like LoH could use small buff to then but it really won't be necessary because I feel people will go for more offensive stats, not more defensive stats. Defense is not as necessary if you can kill stuff faster. Tanking/defensive is kind of a WoW fundamental element and frankly, outside of an MMO is extremely boring.
Diablo series has always mainly been about being on the attack. Things should die quicker, there should be smaller cooldowns and a run should not take you 45-minutes to an hour if your char is decked out in awesome gear. Runs should not take more than 30 minutes. A run would be something like an act 3 azmodan run.
Not quite so true....my res on monk is 925..if I had 1850 I would literally be unstoppable. Getting to 500 isn't too tough, but if thats doubled its 1000 and nearing easy mode. I don't think it takes insaely amounts of time, sometimes you just need to get that lucky drop.....I'm still waiting for mine but who knows. I think the mobs should be harder than what they are now.
My last response before I need to take care of some stuff. Like I said in my last post, I doubt you would actually double your defense. You may get more, say around 1200 but you would begin to focus more on offensive skills. You wouldn't need as much defense if you kill things faster. Killing things faster is less boring than long drawn out battles for the Diablo player of years past. As for the game being harder,. its never been really hard, its just a gear check. Casuals don't want to waste the time to move up. And being casuals, they won't spend the money to gear up in RMAH because they are only casually invested interest wise to begin with. The game needs to become easier to gear if it will last.
Edit: I'll check back later, and thank you guys for the responses.
The real benefit to it though would be dps builds. With that much defensive power in one stat, you could afford to ignore vitality almost entirely. This would give you roughly the same amount of effective health, but vastly increased dps due to the increased item budget.