If Blizz just do a re-hash of D2, there will be tons of people that says totally un-imaginative and complaints about the long grind to lvl 99, those skilltree that made you do hours of research and found out that its useless in hell and force you to replace, lousy drop/ trade system.
Sorry I am one of those that doesn't like D2 grind, played it once to clear Diablo at hell (after that once again when LOD came out) and never touched ever since.
So Blizz went to do something new and put in some fresh perspective into the game. And now people are complaining about the changes. Sure, D3 is not the perfect game, but it is good. Good enough to keep people to have a few hundred hours of game time. Maybe it is not what everyone wants in an end game, but it was worth the entertainment while it lasted for me.
People have the notion that grinding hours for level for 1 skill point and a talent point is an advancement where it is not. Similarly grinding hours for an item that gives you 10 stat points is an advancement which does the same as leveling, but it is just too RNG and people are not seeing it.
I could write a program that auto play itself and let you gain item/level just to show you how powerful you became and there WILL be people running it. It is all in the mind.
Yeah this is such a great game. 3 months later or so, and there are still no battlefield reports anywhere located in act 3. RMAH was pushed out, but a simple book that prevents some of us that really enjoy achievement hunting from finishing off a few is overlooked time and time again. This is a fun game to play, but there are over 9000 things that make it an even crappier game. Alas my self-masochism will not allow me to stop coming back, but every time I farm act 1 just to find absolute garbage it reminds me of why I stopped playing for a few days.
Sorry I am one of those that doesn't like D2 grind, played it once to clear Diablo at hell (after that once again when LOD came out) and never touched ever since.
I do not mean to rude, sir, but what you wrote here disqualifies you entirely from commenting on Diablo.
Core fans are disgusted with the attempts that have been made already to appease players such as yourself. Diablo3 has to, IT MUST, have the spirit and soul of it's predecessors, D1 and D2.
Again, I do not mean to sound ugly, only honest. If a player that didn't care for D2 wants to comment on D3, they need to take that shit somewhere else.
Choosing which way you went in the skill tree and how effective you distributed the points in D2 was much more rewarding. You had control on what build to choose, even a hybrid build, there was so many choices. If it was so easy and granny-friendly, why in the hell did people create tutorials and instructions on how to get your favorite build? And it wasn't just skills. Many other in-game factors contributed to bettering your build, like the item variety: Runes, charms, torches, gems(that were actually rewarding and effective). The barter system allowed for a fun way to socialize and better your equipment, same goes to PVP. All those things intertwined into the great complexity that made D2 FUN, not an illusion.
You needed build guides to warn new players of all the skills that were a total waste of points (until they released synergies almost every skill was a waste! And that took them 3 years!). But you could build heaps of different builds because Hell difficulty was piss easy and you could beat it without any "grinding" at all. Everything is viable when nothing is difficult. Remember the pacifist? Beat the whole game without killing anything lol. People used to do runs to see how far they could get with no gear or skill points used.
Runes pretty much replaced gems, making them junk. Charms were horrible, you'd have to lose all your bag space to carry all this junk which each had a pitiful amount of stats on it but it added up so you had to carry them anyway. Runewords made items so strong that everything else you found was junk. Bartering social? LOL, about as much as you socialise with your local crack dealer. You join the game make the trade and leave, that's not social.
If you like D2 so much, guess what its servers are still up, go play it. Me I'm going to go back to enjoying all the things they made better in D3. It's not perfect but I can't think of a single thing I preferred about D2.
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Many gems are useful even on end-game. Like the perfect skull, it is pretty good for mana/life steal.
"Runewords made items so strong that everything else you found was junk. Bartering social? LOL, about as much as you socialise with your local crack dealer. You join the game make the trade and leave, that's not social."- Well, obviously runewords were powerful, they were end game gear pretty much. But I'm gonna disagree. For example, 3 months ago I was building an old school WW PvE Barb, I went for the IK set, which is a viable set for PvE, still, and it's fun. I created a game, "IK armr 4 my Titans", one minute passes and a dude joins, we trade etc and I got my shit. That is in 2012. The barter trading is still going on, the trading of none-runeword crap is still going on. It depends on demand. Previously I made plenty of friends by joining such games, even went on to create a clan back in the day. The system was social-friendly. So, phrasing it like you did, you can make anything sound silly. But you gotta admit, that system was WAY better than the one now.
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Charms are required for D3 to break free of it's current state of ball'n'chain itemization.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k. A belt with 190 str and 165 vit 5% life +165 armor (410 armor)....no one offered so much as even 5k for it. I had it up for 10 k once, and then 5k. Not a single person would pay even a pittance for it.
Resistance charms would alleviate the absolute need to have resistances bound to each and every piece of armor.
"But they fill up my inventory".......impose a limit on the amount that can be carried (i.e. anihilus...gheeds etc) ....there done, problem solved.
I honestly wish they had a resist cap like in D2 so that this issue with absolute requirement for resist would stabilize. People aren't talking about this issue with resist enough. It is seriously wounding the games customization capabilities.
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Many gems are useful even on end-game. Like the perfect skull, it is pretty good for mana/life steal.
Yes it's a tradeoff, the problem with charms is that it's a bad tradeoff. If you're asked to tradeoff one helm with another that makes sense, you gain some things and lose others. When you're asked to tradeoff a major convenience (bag space) with damage, that's a really bad design because of course bag space always loses. In order to play the game properly you have to play it in an inconvenient way. There's nothing wrong with the concept of charms but it would've been a way better design if you had some kind of charm "bag" with a limited number of slots, or if there were far fewer charms with better stats and a limit to how many you could carry.
Imagine if there was an item that gave you +20% STR/DEX/INT/whatever but it also slows your run speed in town by 50%. That's a tradeoff but it's a really stupid one because of course you're going to take it because it's more damage, but you're going to hate it because it makes your gameplay miserable. It's not an interesting choice, it's a shitty one.
Well, obviously runewords were powerful, they were end game gear pretty much. But I'm gonna disagree. For example, 3 months ago I was building an old school WW PvE Barb, I went for the IK set, which is a viable set for PvE, still, and it's fun. I created a game, "IK armr 4 my Titans", one minute passes and a dude joins, we trade etc and I got my shit. That is in 2012. The barter trading is still going on, the trading of none-runeword crap is still going on. It depends on demand. Previously I made plenty of friends by joining such games, even went on to create a clan back in the day. The system was social-friendly. So, phrasing it like you did, you can make anything sound silly. But you gotta admit, that system was WAY better than the one now.
The thing I didn't like about runewords is that D2 went from being full of rares that were all different with randomly rolled stats to fixed runewords (and Hell uniques/sets as well) which were all the same, so everyone was walking around in the same gear. I hope the new legendaries don't result in the same thing.
I really do disagree with you, I never liked the old trade system, so primitive. The AH is so much better than sifting through names of channels, hoping someone is online with the items you want and willing to accept your trade. And my god am I glad gold is a currency of value now, I hope it stays that way. And like you said you join up and make the trade and that's it, that's not social. The most social part of D2 was doing runs with people, that's where I met most of my D2 friends. But those just devolved into 2-minute Baal teleport bot zergfests so there wasn't much of that in the end.
I have noticed there's a lot less random people joining up to play together in D3 but honestly that's the community. It's probably all those people who straight-faced post on the forums about how Diablo is a single player game (sigh). Maybe it's because in D3 you don't get to Hell and suddenly find yourself unable to kill things solo because of immunities. But don't bring that back, I hated that! LOL.
Charms are required for D3 to break free of it's current state of ball'n'chain itemization.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k. A belt with 190 str and 165 vit 5% life +165 armor (410 armor)....no one offered so much as even 5k for it. I had it up for 10 k once, and then 5k. Not a single person would pay even a pittance for it.
I don't think it's resistances per se that's the problem, it's just that for 95% of items without RA, there's a corresponding item with the exact same stats plus RA, because there's no such thing as mutually exclusive stats.
I think if Blizzard had buffed the +armor affix and set things up so that items could have any two of (bonus) armor, life% and RA, things would be much more interesting. As it stands, there's simply no penalty for stacking all 3 affixes (if you have the cash).
Resistance charms would alleviate the absolute need to have resistances bound to each and every piece of armor.
I actually think the problem could be solved just by doubling(?) the amount that +armor affixes give. Given the nominal 10-to-1 value ratio between armor and RA, it's always seemed odd to me that the current maximum +armor values are so weak compared to the +RA values. Unless your stats are way out of balance, high +RA affixes always beat high +armor.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k.
That's funny because my experience is the exact opposite. My resist items rarely sell and my straight up DPS items sell for millions.
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Charms are required for D3 to break free of it's current state of ball'n'chain itemization.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k. A belt with 190 str and 165 vit 5% life +165 armor (410 armor)....no one offered so much as even 5k for it. I had it up for 10 k once, and then 5k. Not a single person would pay even a pittance for it.
Resistance charms would alleviate the absolute need to have resistances bound to each and every piece of armor.
"But they fill up my inventory".......impose a limit on the amount that can be carried (i.e. anihilus...gheeds etc) ....there done, problem solved.
I honestly wish they had a resist cap like in D2 so that this issue with absolute requirement for resist would stabilize. People aren't talking about this issue with resist enough. It is seriously wounding the games customization capabilities.
Charms are the absolute worst way to fix the problem with required stats. That just makes charms required items - you trade one problem for another.
A better solution (or at least part of a bigger one) is to effectively reduce the soft cap on required resistance - make each point of resistance more valuable, that is - meaning you are more apt to swap in other affixes where an AR affix would have otherwise used the budget. This provides for far more variety in itemization of characters (since you can now put your "cap" AR anywhere you want, allowing for specific slots to be utilized more efficiently, especially on the lower end of items), and brings AR and everything else back to a more level ground as far as market valuation goes.
Meh, I have no problem with everyone wanting resists on all their pieces. What's wrong with desirable stats? Seems to me like everyone looking for DPS and resists is more interesting than everyone looking for just DPS and ignoring resists.
Charms are the absolute worst way to fix the problem with required stats. That just makes charms required items - you trade one problem for another.
A better solution (or at least part of a bigger one) is to effectively reduce the soft cap on required resistance - make each point of resistance more valuable, that is - meaning you are more apt to swap in other affixes where an AR affix would have otherwise used the budget. This provides for far more variety in itemization of characters (since you can now put your "cap" AR anywhere you want, allowing for specific slots to be utilized more efficiently, especially on the lower end of items), and brings AR and everything else back to a more level ground as far as market valuation goes.
Charms fucking sucked, please no.
Agreed. Charms were kind of terribly implemented, mostly useless and occupying so much of the already small inventory space. Reducing the soft cap is a more logical and faster way to approach the ressistance issue than creating a whole new game mechanic which would deal with the charms in the correct way.
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"Fear is the mind killer. Fear is the small death that brings total obliteration."
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k.
That's funny because my experience is the exact opposite. My resist items rarely sell and my straight up DPS items sell for millions.
I made reference in that post toward resist on armor pieces, which is what I was referring to. Of course weapons are valued for having reisst.
The actual gameplay of Diablo 3 is phenomenal, some of the best out there, and they should be congratulated for that.
The itemization and auction house are ridiculously bad.
Since so much of the replay of the game is in the item hunt, having terrible, very linear itemization is ridiculously bad. While they wanted players to be able to branch out their 'build' in their item selection, the item balance is so poor and linear that 'branching out' doesn't even become remotely relevant until you're in the 100 million + range, and even then it's limited to a few mods.
The auction house, and particularly the RMAH, exacerbated these problems - they made decent items very accessible, but also made most drops very worthless very quickly (which is terrible in an item hunt game). The RMAH was too direct, and quite a few people lost interest in the game very quickly when they hit a wall, spent money on the RMAH just to advance a little further, then promptly hit another wall.
Throw a big gear nerf into the mix and you have the recipe for the really bad reaction we saw - the underlying game play might be good, but if the item part of the game is a massive frustration instead of lots of fun, no one wants to play.
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Charms are required for D3 to break free of it's current state of ball'n'chain itemization.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k. A belt with 190 str and 165 vit 5% life +165 armor (410 armor)....no one offered so much as even 5k for it. I had it up for 10 k once, and then 5k. Not a single person would pay even a pittance for it.
Resistance charms would alleviate the absolute need to have resistances bound to each and every piece of armor.
"But they fill up my inventory".......impose a limit on the amount that can be carried (i.e. anihilus...gheeds etc) ....there done, problem solved.
I honestly wish they had a resist cap like in D2 so that this issue with absolute requirement for resist would stabilize. People aren't talking about this issue with resist enough. It is seriously wounding the games customization capabilities.
Charms are the absolute worst way to fix the problem with required stats. That just makes charms required items - you trade one problem for another.
Charms fucking sucked, please no.
I don't think so. You thought the annihilus, gheed and torch charms sucked? Really? I thought those were among the best customization items in the game. If you could only carry four, for example. Now you are no longer a slave to the resist affix. Do away with the GC and LC charms, making them small and viable to carry without impedance.
You find gloves with 275 dex/10%CC/3.5 IAS and now you will actually be able to use this item because you can choose to suplement the missing AR with a charm (if they had the relevant value).
Or you could choose to use you charms (remember, nominal amount being allowed to carry) to supplement DPS, Armor, Crit, IAS, MF, ....whatever you choose. Most people wouldn't choose to buff 4 different stat-lines slighty, using 4 different affix charms. People be able to have a variety of charms to add to their char per what skills are being used and/or equip.
Got a badass helm and gloves combo that go together great (perhaps set items) but they don't have the AR you need, grab your resist charms. Got enough resist, but you want to go all out DPS, grab your DPS charms.
I don't think it's resistances per se that's the problem, it's just that for 95% of items without RA, there's a corresponding item with the exact same stats plus RA, because there's no such thing as mutually exclusive stats.
I think if Blizzard had buffed the +armor affix and set things up so that items could have any two of (bonus) armor, life% and RA, things would be much more interesting. As it stands, there's simply no penalty for stacking all 3 affixes (if you have the cash).
I actually think the problem could be solved just by doubling(?) the amount that +armor affixes give. Given the nominal 10-to-1 value ratio between armor and RA, it's always seemed odd to me that the current maximum +armor values are so weak compared to the +RA values. Unless your stats are way out of balance, high +RA affixes always beat high +armor.
The truth of the matter is.....many people don't have the "cash" to acquire those 200+ valued dex/int/str/vita items that also sport high-end resist.
I think you made a good point, but what you also did was contribute to this notion that if you want to enjoy this game, you better get your wallet out. Though I do agree something needs to be done to break from this trend other than by just offering another way to buff resists.
IMO, so long as body pieces/armor are REQUIRED to have ANY affix to be viable inferno gear, this games itemization table will fail.
People are, for the most part, unimpressed with the itemization. Yet the players cannot seem to agree on what it is that is unimpressive about them.
Interesting. Though I find these exchanges between fellow players to be quite productive.
Charms are the absolute worst way to fix the problem with required stats. That just makes charms required items - you trade one problem for another.
Charms fucking sucked, please no.
I don't think so. You thought the annihilus, gheed and torch charms sucked? Really? I thought those were among the best customization items in the game. If you could only carry four, for example. Now you are no longer a slave to the resist affix. Do away with the GC and LC charms, making them small and viable to carry without impedance.
You find gloves with 275 dex/10%CC/3.5 IAS and now you will actually be able to use this item because you can choose to suplement the missing AR with a charm (if they had the relevant value).
Or you could choose to use you charms (remember, nominal amount being allowed to carry) to supplement DPS, Armor, Crit, IAS, MF, ....whatever you choose. Most people wouldn't choose to buff 4 different stat-lines slighty, using 4 different affix charms. People be able to have a variety of charms to add to their char per what skills are being used and/or equip.
Got a badass helm and gloves combo that go together great (perhaps set items) but they don't have the AR you need, grab your resist charms. Got enough resist, but you want to go all out DPS, grab your DPS charms.
I don't really consider those three in the same pool as the general "charm" discussion. When I hear charms, I'm thinking grand +skill charms, 3/20/20s, 290s, etc. Those weren't really "optional" as far as min/maxing went. They were required if you wanted to be the 'best' - which is what everyone wants, especially in a gear grind like this (I mean, that's the end goal, right?). If 2 or 3 small items is all you have in mind, you might as well add a new item type (something like a follower token) specifically for customization of gear; or new gems, or some sort of enchantment system, whatever. Either way, it shouldn't ever be anything like charms again (on the inventory sucking scale that it was).
I'm all for variety in itemization (because I agree that currently everyone is pigeon-holed into a few clutch stats), but feel there are better ways to do it, as outlined above.
I'm picking up on it...I have a sixth sense of sorts.
I don't really consider those three in the same pool as the general "charm" discussion.
I was calling really for both normal (blue) and elite charms.
When I hear charms, I'm thinking grand +skill charms, 3/20/20s, 290s, etc. Those weren't really "optional" as far as min/maxing went. They were required if you wanted to be the 'best' - which is what everyone wants, especially in a gear grind like this (I mean, that's the end goal, right?). If 2 or 3 small items is all you have in mind, you might as well add a new item type
To be clear, I was suggesting charms being added, but not implying that they be the same charms regurgitated from D2. To min/max, of course it would not be optional whether or not to use them. The option would be; Which affix to buff.
I'm all for variety in itemization (because I agree that currently everyone is pigeon-holed into a few clutch stats), but feel there are better ways to do it, as outlined above.
Again, everybody seems to be pissed about the lameness of the items, yet there seems to be no consensus toward what would improve them. Most people cannot quantify what they think would make itemization/customization better.
I know what you mean, OP. I like the game very much, I think it's good.
BUT... like everyone else, I find the horrible drop rate and the indecently difficult bosses of inferno act 2 (and the fact that they seem to spawn 3 packs at a time) just greatly displeasing.
And the AH is a great way of raising funds, if you can make some IGG from it, but you can't because it's flooded
If you make a game without endgame, that can be beaten in a day, thats a crap game.
Doesn't matter how pretty it is, doesn't matter good the gameplay is.
WE ALL PLAYED D2 WE OBVIOUSLY LOVE THE GRIND.
Stop going, oh you don't like D3, you must be a wow kiddie, its tired and lame.
The grind in D3 is bad, there's no reward. Thats why there's so MUCH negativity in ALL forums D3.
Because this game is bad. Not unsalvageable, but NOT a good game.
No one plays a good game and goes this is boring and puts in 10 mins a day. THATS NOT A GOOD GAME.
People didn't outgrow the gametype. Dragon Age : Origins 2 scoffs at that call.
Nope Blizzard just didn't make a great game this time, just an ok one.
This isn't some indie studio, this is Blizz, they set the bar high, and failed to live upto it.
The atmosphere is a lot more daunting. If anything, they could have made it more grand and "end-times".
And Diablo 2 had NO end game. They're gonna release PvP, and that was always a given. Inferno has kept PLENTY of people busy enough, with Ghom kicking all of our asses at some point.
To me personally all childish character and boss dialogues/monologues makes the D3 atmosphere really bad. You run through Act3 and Azmodan comes many times to say how you won't kill him. When you fight diablo, he keeps saying same sh*t over and over again. It's like they made story and dialogues for 8 year old kid.
Now on end-game, D2 had pretty much unlimited leveling + PvP. D3 does not have any of this. If i do 2 hour farm run and find not good items then my run is complete waste of time; in D2 i at least had my level improved which was much better feeling.
And PvP, well it's coming, but if it takes them 6 months to put PvP in game then it's pointless - most of the players will leave by that time.
Sorry I am one of those that doesn't like D2 grind, played it once to clear Diablo at hell (after that once again when LOD came out) and never touched ever since.
So Blizz went to do something new and put in some fresh perspective into the game. And now people are complaining about the changes. Sure, D3 is not the perfect game, but it is good. Good enough to keep people to have a few hundred hours of game time. Maybe it is not what everyone wants in an end game, but it was worth the entertainment while it lasted for me.
People have the notion that grinding hours for level for 1 skill point and a talent point is an advancement where it is not. Similarly grinding hours for an item that gives you 10 stat points is an advancement which does the same as leveling, but it is just too RNG and people are not seeing it.
I could write a program that auto play itself and let you gain item/level just to show you how powerful you became and there WILL be people running it. It is all in the mind.
I do not mean to rude, sir, but what you wrote here disqualifies you entirely from commenting on Diablo.
Core fans are disgusted with the attempts that have been made already to appease players such as yourself. Diablo3 has to, IT MUST, have the spirit and soul of it's predecessors, D1 and D2.
Again, I do not mean to sound ugly, only honest. If a player that didn't care for D2 wants to comment on D3, they need to take that shit somewhere else.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
This is something, wow.... Do you know what a trade-off is? When you have a charm, you benefit from it's augmentation. The trade-off is your inventory space. Just like something that is better quality costs more, most of the time. So I don't get why you're so upset by that. And charms were very useful, especially the ones with +x to all skills, or +x to a specific skill or a specific skill set. Or the ones that increased certain stats, you could use that to compensate for not wasting level up stats on dex and str most of the time.
Many gems are useful even on end-game. Like the perfect skull, it is pretty good for mana/life steal.
"Runewords made items so strong that everything else you found was junk. Bartering social? LOL, about as much as you socialise with your local crack dealer. You join the game make the trade and leave, that's not social."- Well, obviously runewords were powerful, they were end game gear pretty much. But I'm gonna disagree. For example, 3 months ago I was building an old school WW PvE Barb, I went for the IK set, which is a viable set for PvE, still, and it's fun. I created a game, "IK armr 4 my Titans", one minute passes and a dude joins, we trade etc and I got my shit. That is in 2012. The barter trading is still going on, the trading of none-runeword crap is still going on. It depends on demand. Previously I made plenty of friends by joining such games, even went on to create a clan back in the day. The system was social-friendly. So, phrasing it like you did, you can make anything sound silly. But you gotta admit, that system was WAY better than the one now.
Charms are required for D3 to break free of it's current state of ball'n'chain itemization.
Resistances. We are slaves to this affix. I have experimented with trying to sell otherwise decent items, only they have no resist. People won't buy them, not even for 5k. A belt with 190 str and 165 vit 5% life +165 armor (410 armor)....no one offered so much as even 5k for it. I had it up for 10 k once, and then 5k. Not a single person would pay even a pittance for it.
Resistance charms would alleviate the absolute need to have resistances bound to each and every piece of armor.
"But they fill up my inventory".......impose a limit on the amount that can be carried (i.e. anihilus...gheeds etc) ....there done, problem solved.
I honestly wish they had a resist cap like in D2 so that this issue with absolute requirement for resist would stabilize. People aren't talking about this issue with resist enough. It is seriously wounding the games customization capabilities.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Yes it's a tradeoff, the problem with charms is that it's a bad tradeoff. If you're asked to tradeoff one helm with another that makes sense, you gain some things and lose others. When you're asked to tradeoff a major convenience (bag space) with damage, that's a really bad design because of course bag space always loses. In order to play the game properly you have to play it in an inconvenient way. There's nothing wrong with the concept of charms but it would've been a way better design if you had some kind of charm "bag" with a limited number of slots, or if there were far fewer charms with better stats and a limit to how many you could carry.
Imagine if there was an item that gave you +20% STR/DEX/INT/whatever but it also slows your run speed in town by 50%. That's a tradeoff but it's a really stupid one because of course you're going to take it because it's more damage, but you're going to hate it because it makes your gameplay miserable. It's not an interesting choice, it's a shitty one.
The thing I didn't like about runewords is that D2 went from being full of rares that were all different with randomly rolled stats to fixed runewords (and Hell uniques/sets as well) which were all the same, so everyone was walking around in the same gear. I hope the new legendaries don't result in the same thing.
I really do disagree with you, I never liked the old trade system, so primitive. The AH is so much better than sifting through names of channels, hoping someone is online with the items you want and willing to accept your trade. And my god am I glad gold is a currency of value now, I hope it stays that way. And like you said you join up and make the trade and that's it, that's not social. The most social part of D2 was doing runs with people, that's where I met most of my D2 friends. But those just devolved into 2-minute Baal teleport bot zergfests so there wasn't much of that in the end.
I have noticed there's a lot less random people joining up to play together in D3 but honestly that's the community. It's probably all those people who straight-faced post on the forums about how Diablo is a single player game (sigh). Maybe it's because in D3 you don't get to Hell and suddenly find yourself unable to kill things solo because of immunities. But don't bring that back, I hated that! LOL.
I don't think it's resistances per se that's the problem, it's just that for 95% of items without RA, there's a corresponding item with the exact same stats plus RA, because there's no such thing as mutually exclusive stats.
I think if Blizzard had buffed the +armor affix and set things up so that items could have any two of (bonus) armor, life% and RA, things would be much more interesting. As it stands, there's simply no penalty for stacking all 3 affixes (if you have the cash).
I actually think the problem could be solved just by doubling(?) the amount that +armor affixes give. Given the nominal 10-to-1 value ratio between armor and RA, it's always seemed odd to me that the current maximum +armor values are so weak compared to the +RA values. Unless your stats are way out of balance, high +RA affixes always beat high +armor.
That's funny because my experience is the exact opposite. My resist items rarely sell and my straight up DPS items sell for millions.
Charms are the absolute worst way to fix the problem with required stats. That just makes charms required items - you trade one problem for another.
A better solution (or at least part of a bigger one) is to effectively reduce the soft cap on required resistance - make each point of resistance more valuable, that is - meaning you are more apt to swap in other affixes where an AR affix would have otherwise used the budget. This provides for far more variety in itemization of characters (since you can now put your "cap" AR anywhere you want, allowing for specific slots to be utilized more efficiently, especially on the lower end of items), and brings AR and everything else back to a more level ground as far as market valuation goes.
Charms fucking sucked, please no.
Agreed. Charms were kind of terribly implemented, mostly useless and occupying so much of the already small inventory space. Reducing the soft cap is a more logical and faster way to approach the ressistance issue than creating a whole new game mechanic which would deal with the charms in the correct way.
I made reference in that post toward resist on armor pieces, which is what I was referring to. Of course weapons are valued for having reisst.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
The itemization and auction house are ridiculously bad.
Since so much of the replay of the game is in the item hunt, having terrible, very linear itemization is ridiculously bad. While they wanted players to be able to branch out their 'build' in their item selection, the item balance is so poor and linear that 'branching out' doesn't even become remotely relevant until you're in the 100 million + range, and even then it's limited to a few mods.
The auction house, and particularly the RMAH, exacerbated these problems - they made decent items very accessible, but also made most drops very worthless very quickly (which is terrible in an item hunt game). The RMAH was too direct, and quite a few people lost interest in the game very quickly when they hit a wall, spent money on the RMAH just to advance a little further, then promptly hit another wall.
Throw a big gear nerf into the mix and you have the recipe for the really bad reaction we saw - the underlying game play might be good, but if the item part of the game is a massive frustration instead of lots of fun, no one wants to play.
I don't think so. You thought the annihilus, gheed and torch charms sucked? Really? I thought those were among the best customization items in the game. If you could only carry four, for example. Now you are no longer a slave to the resist affix. Do away with the GC and LC charms, making them small and viable to carry without impedance.
You find gloves with 275 dex/10%CC/3.5 IAS and now you will actually be able to use this item because you can choose to suplement the missing AR with a charm (if they had the relevant value).
Or you could choose to use you charms (remember, nominal amount being allowed to carry) to supplement DPS, Armor, Crit, IAS, MF, ....whatever you choose. Most people wouldn't choose to buff 4 different stat-lines slighty, using 4 different affix charms. People be able to have a variety of charms to add to their char per what skills are being used and/or equip.
Got a badass helm and gloves combo that go together great (perhaps set items) but they don't have the AR you need, grab your resist charms. Got enough resist, but you want to go all out DPS, grab your DPS charms.
The truth of the matter is.....many people don't have the "cash" to acquire those 200+ valued dex/int/str/vita items that also sport high-end resist.
I think you made a good point, but what you also did was contribute to this notion that if you want to enjoy this game, you better get your wallet out. Though I do agree something needs to be done to break from this trend other than by just offering another way to buff resists.
IMO, so long as body pieces/armor are REQUIRED to have ANY affix to be viable inferno gear, this games itemization table will fail.
People are, for the most part, unimpressed with the itemization. Yet the players cannot seem to agree on what it is that is unimpressive about them.
Interesting. Though I find these exchanges between fellow players to be quite productive.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I don't really consider those three in the same pool as the general "charm" discussion. When I hear charms, I'm thinking grand +skill charms, 3/20/20s, 290s, etc. Those weren't really "optional" as far as min/maxing went. They were required if you wanted to be the 'best' - which is what everyone wants, especially in a gear grind like this (I mean, that's the end goal, right?). If 2 or 3 small items is all you have in mind, you might as well add a new item type (something like a follower token) specifically for customization of gear; or new gems, or some sort of enchantment system, whatever. Either way, it shouldn't ever be anything like charms again (on the inventory sucking scale that it was).
I'm all for variety in itemization (because I agree that currently everyone is pigeon-holed into a few clutch stats), but feel there are better ways to do it, as outlined above.
Have I mentioned how much I fucking hated charms?
I'm picking up on it...I have a sixth sense of sorts.
I was calling really for both normal (blue) and elite charms.
To be clear, I was suggesting charms being added, but not implying that they be the same charms regurgitated from D2. To min/max, of course it would not be optional whether or not to use them. The option would be; Which affix to buff.
Again, everybody seems to be pissed about the lameness of the items, yet there seems to be no consensus toward what would improve them. Most people cannot quantify what they think would make itemization/customization better.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
BUT... like everyone else, I find the horrible drop rate and the indecently difficult bosses of inferno act 2 (and the fact that they seem to spawn 3 packs at a time) just greatly displeasing.
And the AH is a great way of raising funds, if you can make some IGG from it, but you can't because it's flooded
End game has 0 do with genre. What on earth are you talking about?
End game, is game to play once you "beat" the game.
In D3 you beat the game when you kill Inferno Diablo. After which, there is no end game.
You are saying, because Diablo is an ARPG, there is no endgame, or need for one?
Or farming items and selling them on the AH is an endgame?
Because that's not what Blizz said.
Ppl aren't asking for MMO content patches, we aren't asking for MMO rewards, we want a game with endgame.
Not level up to 60, uninstall game, your done. But sidetrack the topic with personal attacks because you don't agree with me, thats cool.
Doesn't matter how pretty it is, doesn't matter good the gameplay is.
WE ALL PLAYED D2 WE OBVIOUSLY LOVE THE GRIND.
Stop going, oh you don't like D3, you must be a wow kiddie, its tired and lame.
The grind in D3 is bad, there's no reward. Thats why there's so MUCH negativity in ALL forums D3.
Because this game is bad. Not unsalvageable, but NOT a good game.
No one plays a good game and goes this is boring and puts in 10 mins a day. THATS NOT A GOOD GAME.
People didn't outgrow the gametype. Dragon Age : Origins 2 scoffs at that call.
Nope Blizzard just didn't make a great game this time, just an ok one.
This isn't some indie studio, this is Blizz, they set the bar high, and failed to live upto it.
Kids are evil.