Barbarians and Monks could easily progress with enough defenses and Life on Hit (had a Monk back then). It was even easier than zerging as a Wiz or a DH (and being one shot ALL the time, or dealing with Invul Minions). The only problem was that it was just painfully slow - and yes, I know that's a HUGE deal (it was far from perfect). Dealing 10-15k dmg in order to survive was not fair.
They just couldn't build glass cannons (like DH and Wizards were doing), and farming as one of them would take 5-10x longer than farming/zerging elites with a Wiz or a DH (that could swap to MF gear). But they also had a much easier time against bosses.
The worst decision by Jay Wilson was turn the closed beta into a demo, IMHO.
While I'd loved to play the whole game during the Closed Beta, and that could've led to some changes, I also firmly believe that no amount of testing from 50-100k players would have ever shown some of the problems at launch or afterwards (after some patches).
<sigh> ... yeh, I dunno. I've gotten as far as the log in screen for several weeks now, but cant think of any reason to play.
Got the patch up and running last night, logged in and checked the AH instead of actually playing the game, (which I thought was weird) then simply turned it off. Not a QQ post, I've just got other, more fun things to do.
and yet here you are, talking about d3 because those other things you are doing are so enthralling.
Yes, as are you. Your point?
By your logic, I have to do other things 24/7 and not allowed to come to D3 forums and discuss. Idiot.
I am sure they thought Inferno is going to keep us entertained for an entire year, so they thought it was ok to launch that way. MP is supposed to fill the gap of the nerfed inferno but somehow it doesn't do the trick.
To be honest, I'd much rather "nerfed Inferno" + Monster Power + pLvls.... with stuff like Ubers and improved crafting and whatever else they have in store for us than "unnerfed Inferno." The original Inferno just wasn't fun for too many people. Needing Act 3 gear to progress in Act 2 was horribly backasswards, and most people who were stuck progressing "normally" felt pretty horrible about the fact that Blizzard left people alone who had abused mechanics to skip ahead on the curve.
Well, I'll be playing 1.0.7 anyway. Try out some crafting. Unfortunately, I'm fairly low on mats. Back to picking up blues! Oh the joy
I had a lot of mats myself, but I'm still picking up blues and crushing them. It feels so right and if crafting remains decent then the price of these crafting mats will retain some value. I remember selling them for quite a profit back before they nerfed Inferno. I doubt Essences will ever get back up to 2000 per, but they're still at a much better price. It's certainly not OPTIMAL to pick up every blue you see, I'm sure, but at least now it has some merit, especially since all this crafting is certainly going to be cutting into our bank accounts - gotta make some gold to fuel that somehow!!!!!
If only I could get plans I need to drop. OH RNG I <3 YOU!
This was exactly my experience with this game. How can people even say that it was well designed? The only people that managed to complete and farm Inferno at that time were ones that exploited, death-zergged, or bought gear on the AH (that was put there by the exploiters in the first place).
If I recall correctly, people like Athene and Kripparian barely bought any gear from the AH. I could be wrong in this, so bear with me.
The first people who managed to finish the game did it by being ahead of the curve. Nobody cared about LoH until a couple streamers started using it. Nobody thought stacking armor and resistances could turn a 25k hit into a 1.2k hit, and that sustain was such a powerful tool.
The Barbarian WW-build and Wiz's CM perma-freeze were functional from day one, but only after a few MONTHS did people realize how powerful they were. Nobody cared about crit chance + crit-based skills back when the game launched. And that goes to show how much of those complaints about how badly designed Inferno was were void, and that people were just frustrated.
think of how many cool features you've seen proposed; then think of how many times those proposals were shot down because "they would confuse new players".
I liked those as well. I'm not advocating against those.
Ah, just one more thing: the amount of times you use the expression "less than perfect" when you really mean "bad" is worthy of the savviest politician.
No, I don't mean bad. At all. I mean it was a 8/10.
The recent Alien Colonial Marines is bad, as in shitty. Borderlands 2 class balance is bad (it's not less efficient to use a turret as a soldier, it simply does nothing). The Red Alert 3 multiplayer was bad (there were maybe 1-2 viable strategies throughout its whole life).
That's my biggest grudge with the Blizzard fanbase. People have no idea what's really bad. Of course we all want things as perfect as possible, but it won't happen.
In the future I hope we can see more "Thing from the abyss", items that let you create a build around. In a perfect world, these items would be crafted and BoA. If you want to test builds, farm plans, farm materials, craft and success. The perfect endgame.
That's a very good idea and general direction both for the expansion, and for future patches. I really liked some things they did on the Legendary, and can't wait for another patch like that.
One thing that I think it shows completely that this game wasn't tested properly, is that pets (before the vitality inheritance buff) in inferno were one shotted by a white mob, in act 1. Let alone act 2 or 3.
That, is just really poor testing, or devs didn't care about that happening.
And there are endless examples like that one.
This is not a mindless rant, this is as simple as:
- Tester 1, Witch Doctor testing inferno: pets are useless.
- Tester 1: Hey devs, pet are useless, please buff them somehow, they are being one-shotted.
- Devs: Done, try now.
Yes, it is that simple, there is no magic, or complicated quantum mechanic going on, just some simple math.
One thing that I think it shows completely that this game wasn't tested properly, is that pets (before the vitality inheritance buff) in inferno were one shotted by a white mob, in act 1. Let alone act 2 or 3.
That, is just really poor testing, or devs didn't care about that happening.
And there are endless examples like that one.
This is not a mindless rant, this is as simple as:
- Tester 1, Witch Doctor testing inferno: pets are useless.
- Tester 1: Hey devs, pet are useless, please buff them somehow, they are being one-shotted.
- Devs: Done, try now.
Yes, it is that simple, there is no magic, or complicated quantum mechanic going on, just some simple math.
Maybe I'm just off my rocker here, but I thought Blizzard themselves addressed these kind of issues in Inferno, when they said they made it so hard they could just barely beat it, and then doubled it. They purposely made it so hard they couldn't test it, therefore, they didn't (couldn't) test it. For some reason I have this crazy idea that Blizzard said at some point that Inferno was supposed to be the challenge for the super hardcore, the people who 300+ hours. But it seems I'm just taking crazy pills, cause so many other people thought the game was terrible cause they couldn't beat Inferno easily. Which is maybe why we're getting easier games, cause if it's too hard, people whine much more loudly then if it's too easy
WD pets had major issues outside of Inferno... and in Inferno. There was no amount of gear that truly made them viable beyond Act 1, and Act 1 required some rather interesting gearing. It really was a problem they should have picked up on if ONE WD with zombie dogs and/or gargantuan played through Normal, Nightmare, and Hell.
One thing that I think it shows completely that this game wasn't tested properly, is that pets (before the vitality inheritance buff) in inferno were one shotted by a white mob, in act 1. Let alone act 2 or 3.
That, is just really poor testing, or devs didn't care about that happening.
And there are endless examples like that one.
This is not a mindless rant, this is as simple as:
- Tester 1, Witch Doctor testing inferno: pets are useless.
- Tester 1: Hey devs, pet are useless, please buff them somehow, they are being one-shotted.
- Devs: Done, try now.
Yes, it is that simple, there is no magic, or complicated quantum mechanic going on, just some simple math.
Maybe I'm just off my rocker here, but I thought Blizzard themselves addressed these kind of issues in Inferno, when they said they made it so hard they could just barely beat it, and then doubled it. They purposely made it so hard they couldn't test it, therefore, they didn't (couldn't) test it. For some reason I have this crazy idea that Blizzard said at some point that Inferno was supposed to be the challenge for the super hardcore, the people who 300+ hours. But it seems I'm just taking crazy pills, cause so many other people thought the game was terrible cause they couldn't beat Inferno easily. Which is maybe why we're getting easier games, cause if it's too hard, people whine much more loudly then if it's too easy
Yes.
Some people whine when they don't get what they want and will continue to whine until they get what they want.
Some people find alternate means to get what they want when they can't get what they want (hack, exploit, cheese, etc.)
Some people find alternate means and still continue to whine even after they get what they want.
Yes, Blizzard doubled Inferno's difficulty in order to make it a challenge for players, hardcore or not. They made it so hard their testers couldn't even get through with it.
Then people started whining and exploiting. Well, people got what they want with major difficulty nerfs. But now it's too easy or now great items don't drop enough, sets are too rare, goblins run too fast, Azmodan is too fat and takes up too much screen space, there aren't enough flippable corpses in Leoric's Manor, Leah is too tall, Diablo should have four boobs instead of two, Ghom should attack with his rectal opening instead of his mouth, the NPC angels fly too fast in Act IV, our characters should be able to play by themselves because it'll save us time, so on and so forth.
I'm waiting for the day when the playerbase along with Blizzard become so accustomed and numbed to complaints and nitpicking that simply no one will care anymore.
When a tree falls and no one hears it, does it make a sound?
One thing that I think it shows completely that this game wasn't tested properly, is that pets (before the vitality inheritance buff) in inferno were one shotted by a white mob, in act 1. Let alone act 2 or 3.
That, is just really poor testing, or devs didn't care about that happening.
And there are endless examples like that one.
This is not a mindless rant, this is as simple as:
- Tester 1, Witch Doctor testing inferno: pets are useless.
- Tester 1: Hey devs, pet are useless, please buff them somehow, they are being one-shotted.
- Devs: Done, try now.
Yes, it is that simple, there is no magic, or complicated quantum mechanic going on, just some simple math.
Maybe I'm just off my rocker here, but I thought Blizzard themselves addressed these kind of issues in Inferno, when they said they made it so hard they could just barely beat it, and then doubled it. They purposely made it so hard they couldn't test it, therefore, they didn't (couldn't) test it. For some reason I have this crazy idea that Blizzard said at some point that Inferno was supposed to be the challenge for the super hardcore, the people who 300+ hours. But it seems I'm just taking crazy pills, cause so many other people thought the game was terrible cause they couldn't beat Inferno easily. Which is maybe why we're getting easier games, cause if it's too hard, people whine much more loudly then if it's too easy
Yes.
Some people whine when they don't get what they want and will continue to whine until they get what they want.
Some people find alternate means to get what they want when they can't get what they want (hack, exploit, cheese, etc.)
Some people find alternate means and still continue to whine even after they get what they want.
Yes, Blizzard doubled Inferno's difficulty in order to make it a challenge for players, hardcore or not. They made it so hard their testers couldn't even get through with it.
Then people started whining and exploiting. Well, people got what they want with major difficulty nerfs. But now it's too easy or now great items don't drop enough, sets are too rare, goblins run too fast, Azmodan is too fat and takes up too much screen space, there aren't enough flippable corpses in Leoric's Manor, Leah is too tall, Diablo should have four boobs instead of two, Ghom should attack with his rectal opening instead of his mouth, the NPC angels fly too fast in Act IV, our characters should be able to play by themselves because it'll save us time, so on and so forth.
I'm waiting for the day when the playerbase along with Blizzard become so accustomed and numbed to complaints and nitpicking that simply no one will care anymore.
When a tree falls and no one hears it, does it make a sound?
Wow, Jaetch, too much simplification. Way too much.
Act II Inferno in its origins was a gear check for Act III equipment. It was nonsense. If you farmed something with some kind of success, the next week was nerfed. The only way to play was through the AH.
The solution was not turn Inferno in the cheesecake that is nowadays in MP0. It's curious how i'm enjoying the process of gearing through MP1-MP4, that is what I'm playing now with my WD. That's what I was expecting from the beginning. And I have 6 levels more to beat (Obv. I'm challenging myself, there is no real reason to climb MP levels, there is no actual reward in it)
It's naive to think that no WD tester killed Hell Diablo and entered Act I Inferno without fire some dogs. No way. It's a clear sign of lack of proper polishing. And the legendary patch is a clear give up about the "yellow BiS" policy sold by Jay Wilson during months. Even Morhaime recognized that D3 is far from what should have been.
D3 was never the trainwreck some people shout about. But it has several and clear flaws, flaws that are present in the game and are near impossible to get rid of. There are whiners, negative critics and positive critics. Don't blame the last for Blizzard only trying to retain the first ones. It's a marketing move that we must live with.
It was just an example. My point is that no matter how much the game improves, there will always be something someone out there is displeased with. I like where the game is going and the improvements so far. But there's still going to be something wrong with the game in 2018. I hate comparing D2 and D3, but look at D2. There are still problems with that game.
Wow, Jaetch, too much simplification. Way too much.
Act II Inferno in its origins was a gear check for Act III equipment. It was nonsense. If you farmed something with some kind of success, the next week was nerfed. The only way to play was through the AH.
The solution was not turn Inferno in the cheesecake that is nowadays in MP0. It's curious how i'm enjoying the process of gearing through MP1-MP4, that is what I'm playing now with my WD. That's what I was expecting from the beginning. And I have 6 levels more to beat (Obv. I'm challenging myself, there is no real reason to climb MP levels, there is no actual reward in it)
It's naive to think that no WD tester killed Hell Diablo and entered Act I Inferno without fire some dogs. No way. It's a clear sign of lack of proper polishing. And the legendary patch is a clear give up about the "yellow BiS" policy sold by Jay Wilson during months. Even Morhaime recognized that D3 is far from what should have been.
D3 was never the trainwreck some people shout about. But it has several and clear flaws, flaws that are present in the game and are near impossible to get rid of. There are whiners, negative critics and positive critics. Don't blame the last for Blizzard only trying to retain the first ones. It's a marketing move that we must live with.
It was just an example. My point is that no matter how much the game improves, there will always be something someone out there is displeased with. I like where the game is going and the improvements so far. But there's still going to be something wrong with the game in 2018. I hate comparing D2 and D3, but look at D2. There are still problems with that game.
But.. again, I'm glad for the new paint, but we need windows and doors first, then worry about the paint.
And there are clear flaws that are beyond interpretation, it's not about personal opinions or different tastes in games.
For example, I've said that I'd like to have a snake pet that collects items for me in a custom way (how it was presented to us before they scraped it), but if that feature is not here, it's fine, it is a "nice to have" feature.
But, having the WD pets getting one-shotted in inferno not only after release but for months after it...?, that is beyond a personal opinion or rant.
But.. again, I'm glad for the new paint, but we need windows and doors first, then worry about the paint.
And there are clear flaws that are beyond interpretation, it's not about personal opinions or different tastes in games.
For example, I've said that I'd like to have a snake pet that collects items for me in a custom way (how it was presented to us before they scraped it), but if that feature is not here, it's fine, it is a "nice to have" feature.
But, having the WD pets getting one-shotted in inferno not only after release but for months after it...?, that is beyond a personal opinion or rant.
Right, but the problem is that painting the walls takes a team of professionals a day. Getting a new set of windows and doors for a house can take several days because not every problem is equal and each has different hurdles.
I've said it probably to the point of numbing my fingers from typing it, but the assumption "Blizzard is fixing Rubies but they're not fixing X, Y, or Z" is simply a fallacy because we KNOW from blue posts that Blizzard works on multiple projects at once.
The problem is that fixing rubies is relatively light on man-hours whereas fixing itemization is actually quite intensive with the man-hours. It would be bad business to do NOTHING except fix one problem, to operate with things as a first-come, first-serve, queue when it's much more productive to work on them in chunks.
We may need new doors and windows, but the order to the warehouse has been placed. We're kinda waiting on the warehouse to deliver them so the contractor can install them. It's not quite the same as going to Sears and buying a couple gallons of paint and some rollers. Everything is not on-demand, even if Comcast wants us to believe that's how it is.
I mean, what you're implicitly suggesting is that if you deem Problem A to be "more important" than Problems B, C, D, and E, then it's wrong for B, C, D, or E to receive any attention until A is finished, regardless of if B, C, D, and E take 10 minutes of work each and A takes 2 weeks. Most people would agree that evaluating "how long" each issue takes to solve is important in proiritizing fixes. None of us really want to be sitting around seeing OTHER things go un-fixed because some guys on the forums have made it clear that Blizzard has to pull from the queue in order, or else!
Itemization, also, has the SNAFU that if they change things and peoples gear gets nerfed then the nerdrage on the forums will be even more extreme than the IAS nerf. So, in addition to all the natural complexities of the problem, there is a big added layer of complexity imposed by the community. This is one of the major reasons why none of us should be shocked if any work on this isn't deployed til an expansion - a natural gear reset.
EDIT
Again, to be completely transparent, I am not making excuses for the "Great Witch Doctor pet debacle of 2012." It was one of the most disappointing parts of the game for me, it truly was. It marred my enjoyment of the game until it was fixed. I'm simply pointing out that the idea that A, B, C, D, and E have to be first-come, first-serve is going to result in a worse product for us.
This thread is now officially about civil construction
But seriously, the analogies seem to be pretty good so far.
I understand indimix's frustration, I seriously do. I wanted to play a pet Witch Doctor throughout A2/3 Inferno for over 2 months (iirc) and simply couldn't.
It was such an easy fix and definitely showed us how the development team had a lack of direction. In this specific aspect, I can certainly agree that Jay Wilson did a less than perfect ( yo maka) job.
You have to understand where we're coming from as well indimix. We've seen the same complaints (and most of them in a very harsh and mob-like ignorant manner - not this case though) hundreds of times here on the forums, and that's probably why we don't have much patience dealing with the subject.
It wasn't for a couple weeks, they've been filling up the news feeds for over 8 months now. It's really not you, it's us
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They just couldn't build glass cannons (like DH and Wizards were doing), and farming as one of them would take 5-10x longer than farming/zerging elites with a Wiz or a DH (that could swap to MF gear). But they also had a much easier time against bosses.
While I'd loved to play the whole game during the Closed Beta, and that could've led to some changes, I also firmly believe that no amount of testing from 50-100k players would have ever shown some of the problems at launch or afterwards (after some patches).
Yes, as are you. Your point?
By your logic, I have to do other things 24/7 and not allowed to come to D3 forums and discuss. Idiot.
To be honest, I'd much rather "nerfed Inferno" + Monster Power + pLvls.... with stuff like Ubers and improved crafting and whatever else they have in store for us than "unnerfed Inferno." The original Inferno just wasn't fun for too many people. Needing Act 3 gear to progress in Act 2 was horribly backasswards, and most people who were stuck progressing "normally" felt pretty horrible about the fact that Blizzard left people alone who had abused mechanics to skip ahead on the curve.
I had a lot of mats myself, but I'm still picking up blues and crushing them. It feels so right and if crafting remains decent then the price of these crafting mats will retain some value. I remember selling them for quite a profit back before they nerfed Inferno. I doubt Essences will ever get back up to 2000 per, but they're still at a much better price. It's certainly not OPTIMAL to pick up every blue you see, I'm sure, but at least now it has some merit, especially since all this crafting is certainly going to be cutting into our bank accounts - gotta make some gold to fuel that somehow!!!!!
If only I could get plans I need to drop. OH RNG I <3 YOU!
The first people who managed to finish the game did it by being ahead of the curve. Nobody cared about LoH until a couple streamers started using it. Nobody thought stacking armor and resistances could turn a 25k hit into a 1.2k hit, and that sustain was such a powerful tool.
The Barbarian WW-build and Wiz's CM perma-freeze were functional from day one, but only after a few MONTHS did people realize how powerful they were. Nobody cared about crit chance + crit-based skills back when the game launched. And that goes to show how much of those complaints about how badly designed Inferno was were void, and that people were just frustrated.
I liked those as well. I'm not advocating against those.
No, I don't mean bad. At all. I mean it was a 8/10.
The recent Alien Colonial Marines is bad, as in shitty. Borderlands 2 class balance is bad (it's not less efficient to use a turret as a soldier, it simply does nothing). The Red Alert 3 multiplayer was bad (there were maybe 1-2 viable strategies throughout its whole life).
That's my biggest grudge with the Blizzard fanbase. People have no idea what's really bad. Of course we all want things as perfect as possible, but it won't happen.
That's a very good idea and general direction both for the expansion, and for future patches. I really liked some things they did on the Legendary, and can't wait for another patch like that.
That, is just really poor testing, or devs didn't care about that happening.
And there are endless examples like that one.
This is not a mindless rant, this is as simple as:
- Tester 1, Witch Doctor testing inferno: pets are useless.
- Tester 1: Hey devs, pet are useless, please buff them somehow, they are being one-shotted.
- Devs: Done, try now.
Yes, it is that simple, there is no magic, or complicated quantum mechanic going on, just some simple math.
Maybe I'm just off my rocker here, but I thought Blizzard themselves addressed these kind of issues in Inferno, when they said they made it so hard they could just barely beat it, and then doubled it. They purposely made it so hard they couldn't test it, therefore, they didn't (couldn't) test it. For some reason I have this crazy idea that Blizzard said at some point that Inferno was supposed to be the challenge for the super hardcore, the people who 300+ hours. But it seems I'm just taking crazy pills, cause so many other people thought the game was terrible cause they couldn't beat Inferno easily. Which is maybe why we're getting easier games, cause if it's too hard, people whine much more loudly then if it's too easy
WD pets had major issues outside of Inferno... and in Inferno. There was no amount of gear that truly made them viable beyond Act 1, and Act 1 required some rather interesting gearing. It really was a problem they should have picked up on if ONE WD with zombie dogs and/or gargantuan played through Normal, Nightmare, and Hell.
Yes.
Some people whine when they don't get what they want and will continue to whine until they get what they want.
Some people find alternate means to get what they want when they can't get what they want (hack, exploit, cheese, etc.)
Some people find alternate means and still continue to whine even after they get what they want.
Yes, Blizzard doubled Inferno's difficulty in order to make it a challenge for players, hardcore or not. They made it so hard their testers couldn't even get through with it.
Then people started whining and exploiting. Well, people got what they want with major difficulty nerfs. But now it's too easy or now great items don't drop enough, sets are too rare, goblins run too fast, Azmodan is too fat and takes up too much screen space, there aren't enough flippable corpses in Leoric's Manor, Leah is too tall, Diablo should have four boobs instead of two, Ghom should attack with his rectal opening instead of his mouth, the NPC angels fly too fast in Act IV, our characters should be able to play by themselves because it'll save us time, so on and so forth.
I'm waiting for the day when the playerbase along with Blizzard become so accustomed and numbed to complaints and nitpicking that simply no one will care anymore.
When a tree falls and no one hears it, does it make a sound?
Armory | YouTube | Twitter | Clan Site
404 - Point not found.
It was just an example. My point is that no matter how much the game improves, there will always be something someone out there is displeased with. I like where the game is going and the improvements so far. But there's still going to be something wrong with the game in 2018. I hate comparing D2 and D3, but look at D2. There are still problems with that game.
Armory | YouTube | Twitter | Clan Site
But.. again, I'm glad for the new paint, but we need windows and doors first, then worry about the paint.
And there are clear flaws that are beyond interpretation, it's not about personal opinions or different tastes in games.
For example, I've said that I'd like to have a snake pet that collects items for me in a custom way (how it was presented to us before they scraped it), but if that feature is not here, it's fine, it is a "nice to have" feature.
But, having the WD pets getting one-shotted in inferno not only after release but for months after it...?, that is beyond a personal opinion or rant.
Right, but the problem is that painting the walls takes a team of professionals a day. Getting a new set of windows and doors for a house can take several days because not every problem is equal and each has different hurdles.
I've said it probably to the point of numbing my fingers from typing it, but the assumption "Blizzard is fixing Rubies but they're not fixing X, Y, or Z" is simply a fallacy because we KNOW from blue posts that Blizzard works on multiple projects at once.
The problem is that fixing rubies is relatively light on man-hours whereas fixing itemization is actually quite intensive with the man-hours. It would be bad business to do NOTHING except fix one problem, to operate with things as a first-come, first-serve, queue when it's much more productive to work on them in chunks.
We may need new doors and windows, but the order to the warehouse has been placed. We're kinda waiting on the warehouse to deliver them so the contractor can install them. It's not quite the same as going to Sears and buying a couple gallons of paint and some rollers. Everything is not on-demand, even if Comcast wants us to believe that's how it is.
I mean, what you're implicitly suggesting is that if you deem Problem A to be "more important" than Problems B, C, D, and E, then it's wrong for B, C, D, or E to receive any attention until A is finished, regardless of if B, C, D, and E take 10 minutes of work each and A takes 2 weeks. Most people would agree that evaluating "how long" each issue takes to solve is important in proiritizing fixes. None of us really want to be sitting around seeing OTHER things go un-fixed because some guys on the forums have made it clear that Blizzard has to pull from the queue in order, or else!
Itemization, also, has the SNAFU that if they change things and peoples gear gets nerfed then the nerdrage on the forums will be even more extreme than the IAS nerf. So, in addition to all the natural complexities of the problem, there is a big added layer of complexity imposed by the community. This is one of the major reasons why none of us should be shocked if any work on this isn't deployed til an expansion - a natural gear reset.
EDIT
Again, to be completely transparent, I am not making excuses for the "Great Witch Doctor pet debacle of 2012." It was one of the most disappointing parts of the game for me, it truly was. It marred my enjoyment of the game until it was fixed. I'm simply pointing out that the idea that A, B, C, D, and E have to be first-come, first-serve is going to result in a worse product for us.
But seriously, the analogies seem to be pretty good so far.
I understand indimix's frustration, I seriously do. I wanted to play a pet Witch Doctor throughout A2/3 Inferno for over 2 months (iirc) and simply couldn't.
It was such an easy fix and definitely showed us how the development team had a lack of direction. In this specific aspect, I can certainly agree that Jay Wilson did a less than perfect ( yo maka) job.
You have to understand where we're coming from as well indimix. We've seen the same complaints (and most of them in a very harsh and mob-like ignorant manner - not this case though) hundreds of times here on the forums, and that's probably why we don't have much patience dealing with the subject.
It wasn't for a couple weeks, they've been filling up the news feeds for over 8 months now. It's really not you, it's us