Bleu, we dont want new content, more items, or moar stuff. We, or at least I, want they to fix what we currently have.
That's..... exactly what I said.
Plox 2 read all post b4 reply kthx
Mmhh.. no, you said and I quote: "What you're wanting is further content in every sense", when what Zero said was that he wanted stuff fixed.
This ^. In particular skills...
I can't understand how changing some numbers on Firebats or other runes/skills has anything to do with "new content".
I'm willing to admit things like monster density or the "ID All" feature is "new content" since this last one requires completely new coding, a new minimap icon, a "lore" connection (Cain's Book, pretty cool).
I estimate that at least 70% of WD's current skill runes are just sub-par and unusable, because, other runes do the same, but better. I've tried a lot of them, and a good part just don't work, are too weak, too "weird", or the skill is fine but the CD is too long for what it does.
I don't know about the other classes, I've only played WD deeply so I can have a more or less educated opinion.
I estimate that at least 70% of WD's current skill runes are just sub-par and unusable, because, other runes do the same, but better. I've tried a lot of them, and a good part just don't work, are too weak, too "weird", or the skill is fine but the CD is too long for what it does.
I don't know about the other classes, I've only played WD deeply so I can have a more or less educated opinion.
This is the same way I feel... I find myself shaking my head every time I ready tool tips for most of these skills.... i'd like to use fun stuff, instead I have to gear out the wazoo just to take some damage so I can stand right next to what I'm trying to kill... what's the point in casting spells then? Give me an axe and a shield at that point... bashing with an axe will do more damage
I estimate that at least 70% of WD's current skill runes are just sub-par and unusable, because, other runes do the same, but better. I've tried a lot of them, and a good part just don't work, are too weak, too "weird", or the skill is fine but the CD is too long for what it does.
I don't know about the other classes, I've only played WD deeply so I can have a more or less educated opinion.
OMG, so many useless skills for all classes. Which I honestly could be fixed in 24 hours. But ya WD are so bad.
Look at the Toads skill selection. Ya, the Big Hungry Toad only eats trash monsters while the last toad rune costs no mana. No mana? Why in the world would anyone care about mana when it comes to toads?
Then theres the entire fetish skill rune selection. Who sits there and thinks a 20 second summoning skill with a 2 min cool down that barely does anything is a great concept? People want summons that are constant not a 20 second flash dance.
Then what does blizzard do. Buffs bats... bats? So instead, they ignore all the useless skills and buff a good skill into the overpowered level. What the???
The big problem of the bats is that it forces you to stay in place. However, it seems to work nice in higher MP's, where it takes some seconds to kill even white mobs. In MP 0-1 is useless, at least in my experience.
The huge toad could be fixed, if they give him the ability to eat more than one white mob at the same time, or the chance to pick an Elite one, or make it spammable, let say, that you could cast up to 5 toads simultaneously.
My WD friends outdps all other classes on MP10, easily. With more than just firebats build as well. Especially when you stack a few wd's it becomes insane quite fast, since slam dance stacks and it can be up every elite pack.
Standing still has a down- and upside: if classes coordinate it's super easy to get a pack all clumped together to die fast, mobs will all aggro to the same spot if everyone stands on the wd's position.
I talking about the useless skills in general that the WD has. Not saying that other classes don't suffer from weak skills too.
I just find it odd that Blizzard tweaks a skill to be over powered(Bats) when so many useless skills still exist. I have never heard anyone say that fire bats needed a buff.
Well they almost said that skill balancing was pointless because of evil theorycrafters and The Internet.
That is a factor... one that a lot of people forget when quoting percentages around skill usage... theorycrafter bandwagons are a potent force.
However, I also think a deeper problem is that there's such an emphasis on highly mobile AoE builds (because efficiency) that until they address that, 'balance' would basically mean 'homogenization'. Damned if I know the best way to deal with that problem.
Blizzard should focus more and make skills usable while moving, which means that I can run with my WD while casting locus, haunt and any other dot skills.
Also, they should work more on these DoTs I mentioned and therefor there should be a viable DoT build when it comes to WD. Other then using pestilence rune with locus for massive pulls (mostly in weeping hollow now), DoTs are almost useless. They should either buff it's damage or simply change runes to provide something more useful.
I wonder how long it will go like this. For 2 months we ll play one build, then they ll buff something else then we gonna play that build etc... I m playing WD since day one, over 1k hours played, I've tried every single build and made some and right now playing anything but firebats build is completely stupid. Build is completely overpowered and therefor there's not even a close build that can deal that massive and effective damage.
From what I've heard, the D3 team is focusing on the expansion and prepare for Blizzcon rather than new content patches which make business sense at least. If they keep pouring resources on D3 patches then expansion could never be done. Also expansion need to add something new to the game, would it worth it if they implement big changes then turn it upside down a few months later because of the expansion?
Its seems like they are just stringing people along in hopes they buy the xpac.. Some people are still waiting for TDM, some are still waiting for skills to be improved. Maybe they should hire fans to work for free.
When I start remembering about TDM.. and how cool it was back then.. why the fuck couldnt they just copy/paste that into what we have.. only they know...
When I start remembering about TDM.. and how cool it was back then.. why the fuck couldnt they just copy/paste that into what we have.. only they know...
thank God I had the opportunity of trying it on Blizzcon, otherwise I never would've known how it feels to bash other players with a 2-handed Barbarian Mighty Weapon.
Managed to play it 4 times. Great times worth every minute in line.
It feels fucking awesome. I really don't know what they're doing.
When I start remembering about TDM.. and how cool it was back then.. why the fuck couldnt they just copy/paste that into what we have.. only they know...
thank God I had the opportunity of trying it on Blizzcon, otherwise I never would've known how it feels to bash other players with a 2-handed Barbarian Mighty Weapon.
Managed to play it 4 times. Great times worth every minute in line.
It feels fucking awesome. I really don't know what they're doing.
I was also able to play it at blizzcon =)
Remember their reasoning though; It gets boring fast, without any rewards. We obviously have to take Blizzard's word on that, but personally I see no reason why they'd lie and say every tester said the same thing.
Obvious fix? Rewards! Obvious problem? Completely imbalanced for PVP skills and skill combos, as well as items.
I think I would rather them have just implemented the TDM anyway, because we have the same exact problems with brawling right now. I was super excited for it, and now I don't play it at all.
Personally, this is how I would implement TDM;
2-8 players. You can choose FFA or teams of 2-4, and choose to queue up with randoms against randoms, or teams against teams.
For 1v1 or team matches only; Once the entire match-up is over (say 3 rounds of first team to 50 kills) the overall winning team gets trophies (probably ears) that take up 1 inventory slot and when moused over list the names of the losing team.
Your character sheet also will have a win : loss counter, which can be reset to zero at any time.
This essentially, to me at least, gives most players what they wanted; Options for free for all, 1v1 and team match ups. A reward ( the trophies), and a way to track wins. Being able to reset your win : loss is essential for everyone to be happy. It gets rid of the need for segregated 'ranked' and 'unranked' options, and lets everyone experiment and play around with builds / items. It also creates a fun side-game; See how many in a row you can win. This opens the door for people to hold contests, ect.
TLDR; I understand completely why they didn't implement the TDM from blizzcon, but on the other hand I think if it's implemented the way I described above, it *should* make the vast majority happy.
How they handled the PvP was a huge failure, doesn't mater if their testers really and legitimately thought that it was boring, or they are lying because of reasons.
It was a total and complete failure, and I wasn't even going to play PvP since I'm more a solo player, reason why I hated the no offline option.
But I think blizzard may have been torn between self geared pvp and a more balanced pvp which was shown at blizzcon. Which they probably could have solved with different pvp modes.
If one thing brawling has shown is that D3 insane dps output can make PVP nothing but a one shot bore fest. Maybe this is what killed it for them.
But what they actually released after more then a year is very bad quality. After 8 months and very high expectations its like they just gave up. The brawling area is so small and you can't even form teams.
The thing about rewards kind of kills it for me tho. A lot of pvp style of games don't have any rewards what so ever. Why do we need rewards exactly?
As long as Jay was in charge, D3 had no intention on being "e-sport." Yes, given prefab gear would be much more balanced then allowing people to bring their own, but then it would just further accentuate which the good classes and builds are. If barb is OP then there would only be barbs, not badly equipped barbs vs. moderately equipped wizards on the lower end of the matchmaking. Gear disparity has the potential to mask the serious class balance issues that would inevitably emerge, so there's big appeal for the team to try and use that fog to cloud class/skill balance issues they outright said they didn't want to address.
Would a balanced TDM be cool? Yeah probably. But so far the Diablo team has said over and over that after they saw the problems with WoW, that they just don't want to commit to serious PvP balancing ever. Unless there's a massive reversal in philosophy with the expansion, any PvP mode is probably going to introduce significant random and/or PvE elements in a more indirect competition to sidestep all the imbalances with player combat.
I can't understand how changing some numbers on Firebats or other runes/skills has anything to do with "new content".
I'm willing to admit things like monster density or the "ID All" feature is "new content" since this last one requires completely new coding, a new minimap icon, a "lore" connection (Cain's Book, pretty cool).
But skill and class balancing?!?!
I don't know about the other classes, I've only played WD deeply so I can have a more or less educated opinion.
This is the same way I feel... I find myself shaking my head every time I ready tool tips for most of these skills.... i'd like to use fun stuff, instead I have to gear out the wazoo just to take some damage so I can stand right next to what I'm trying to kill... what's the point in casting spells then? Give me an axe and a shield at that point... bashing with an axe will do more damage
OMG, so many useless skills for all classes. Which I honestly could be fixed in 24 hours. But ya WD are so bad.
Look at the Toads skill selection. Ya, the Big Hungry Toad only eats trash monsters while the last toad rune costs no mana. No mana? Why in the world would anyone care about mana when it comes to toads?
Then theres the entire fetish skill rune selection. Who sits there and thinks a 20 second summoning skill with a 2 min cool down that barely does anything is a great concept? People want summons that are constant not a 20 second flash dance.
Then what does blizzard do. Buffs bats... bats? So instead, they ignore all the useless skills and buff a good skill into the overpowered level. What the???
I would love to fire them all ..lol
The huge toad could be fixed, if they give him the ability to eat more than one white mob at the same time, or the chance to pick an Elite one, or make it spammable, let say, that you could cast up to 5 toads simultaneously.
I talking about the useless skills in general that the WD has. Not saying that other classes don't suffer from weak skills too.
I just find it odd that Blizzard tweaks a skill to be over powered(Bats) when so many useless skills still exist. I have never heard anyone say that fire bats needed a buff.
That is a factor... one that a lot of people forget when quoting percentages around skill usage... theorycrafter bandwagons are a potent force.
However, I also think a deeper problem is that there's such an emphasis on highly mobile AoE builds (because efficiency) that until they address that, 'balance' would basically mean 'homogenization'. Damned if I know the best way to deal with that problem.
Also, they should work more on these DoTs I mentioned and therefor there should be a viable DoT build when it comes to WD. Other then using pestilence rune with locus for massive pulls (mostly in weeping hollow now), DoTs are almost useless. They should either buff it's damage or simply change runes to provide something more useful.
I wonder how long it will go like this. For 2 months we ll play one build, then they ll buff something else then we gonna play that build etc... I m playing WD since day one, over 1k hours played, I've tried every single build and made some and right now playing anything but firebats build is completely stupid. Build is completely overpowered and therefor there's not even a close build that can deal that massive and effective damage.
Its seems like they are just stringing people along in hopes they buy the xpac.. Some people are still waiting for TDM, some are still waiting for skills to be improved. Maybe they should hire fans to work for free.
Managed to play it 4 times. Great times worth every minute in line.
It feels fucking awesome. I really don't know what they're doing.
I was also able to play it at blizzcon =)
Remember their reasoning though; It gets boring fast, without any rewards. We obviously have to take Blizzard's word on that, but personally I see no reason why they'd lie and say every tester said the same thing.
Obvious fix? Rewards! Obvious problem? Completely imbalanced for PVP skills and skill combos, as well as items.
I think I would rather them have just implemented the TDM anyway, because we have the same exact problems with brawling right now. I was super excited for it, and now I don't play it at all.
Personally, this is how I would implement TDM;
2-8 players. You can choose FFA or teams of 2-4, and choose to queue up with randoms against randoms, or teams against teams.
For 1v1 or team matches only; Once the entire match-up is over (say 3 rounds of first team to 50 kills) the overall winning team gets trophies (probably ears) that take up 1 inventory slot and when moused over list the names of the losing team.
Your character sheet also will have a win : loss counter, which can be reset to zero at any time.
This essentially, to me at least, gives most players what they wanted; Options for free for all, 1v1 and team match ups. A reward ( the trophies), and a way to track wins. Being able to reset your win : loss is essential for everyone to be happy. It gets rid of the need for segregated 'ranked' and 'unranked' options, and lets everyone experiment and play around with builds / items. It also creates a fun side-game; See how many in a row you can win. This opens the door for people to hold contests, ect.
TLDR; I understand completely why they didn't implement the TDM from blizzcon, but on the other hand I think if it's implemented the way I described above, it *should* make the vast majority happy.
I hope I'm wrong.
Anyways, they could have done alot of things with D3 pvp. What was given is pretty stale, but better than nothing...lol
(anti-spam)
..................
It was a total and complete failure, and I wasn't even going to play PvP since I'm more a solo player, reason why I hated the no offline option.
But I think blizzard may have been torn between self geared pvp and a more balanced pvp which was shown at blizzcon. Which they probably could have solved with different pvp modes.
If one thing brawling has shown is that D3 insane dps output can make PVP nothing but a one shot bore fest. Maybe this is what killed it for them.
But what they actually released after more then a year is very bad quality. After 8 months and very high expectations its like they just gave up. The brawling area is so small and you can't even form teams.
The thing about rewards kind of kills it for me tho. A lot of pvp style of games don't have any rewards what so ever. Why do we need rewards exactly?
Yes.
As long as Jay was in charge, D3 had no intention on being "e-sport." Yes, given prefab gear would be much more balanced then allowing people to bring their own, but then it would just further accentuate which the good classes and builds are. If barb is OP then there would only be barbs, not badly equipped barbs vs. moderately equipped wizards on the lower end of the matchmaking. Gear disparity has the potential to mask the serious class balance issues that would inevitably emerge, so there's big appeal for the team to try and use that fog to cloud class/skill balance issues they outright said they didn't want to address.
Would a balanced TDM be cool? Yeah probably. But so far the Diablo team has said over and over that after they saw the problems with WoW, that they just don't want to commit to serious PvP balancing ever. Unless there's a massive reversal in philosophy with the expansion, any PvP mode is probably going to introduce significant random and/or PvE elements in a more indirect competition to sidestep all the imbalances with player combat.
Why do you make things so hard?, fucking copy/paste what we all saw, voila!.