This is the goal of the game. The goal is to provide a larger span of challenges rather than a smaller one
then the designers have the ability to say "we built a great big challenging game, and you the player simply got lost in the woods. enjoy."
Of course unquestionably a "sweet spot" must be found in terms of pack composition and challenge. But the sweet spot has to be a sweet spot among the entire player base really. and it has to be found by players, not given to them by default.
their has to be challenges to all types of players, ideally. so in effect it would be either a large sweet spot or multiple sweet spots waiting to be found.
if the makers of the game provide a big enough playground, all the different players should be happy. if they build it big enough then it dumps the onus on the players to find the appropriate area. If they provide few options then more players will feel frustrated; they would feel funnelled into a wood chipper while a select few would enjoy it and thrive many would not.
this pushes the concept of arcade mode in grand turismo, Ultra rapid fire mode in LoL, and brawling in D3. Even though brawling is not very popular among players, there are groups of players who enjoy it and excel in it and go out of their way to walk that path and be dominant. it's their playground. No surprise people want more and bigger PvP no surprise players clamoured to have "players 8" built back into the game. but brawling is better than nothing at all. They want more.
As soon as I jumped into brawling when it was released. a bunch of guys beat the fuck out of me non stop because i got to lazy and stupid chewing through tens of thousands of act 3 skeletons...it was awesome! I was back to the drawing board!
if they have scarce areas in the game and the monsters kick the shit out of players, and the players grow tired. the game designers, ideally, should be able to say "go to another spot in the game." as in maybe lower the difficulty or improve your character
so its a balancing act on the designers part to build lots of areas, lots of monsters and (character building options) and build a sporatic range of difficulty for those nail biting experiences. having a game were any build mows down monsters and having a game were only a very very select few can hope to live both pale in comparison to having a well planned scope of progress.
if they stop short and players run into "limited areas" or limited monsters or a limited range of challenge that is either a large surplus of to easy monsters or a huge blob of impossible monsters which result in do hard of spikes of difficulty to to long of a span of boredom.. it takes away from the quality of the game
fingers crossed its all put together with grace.
these reduced or scarce "spans of variation" are not good in this case. and yes on the flip side a huge nasty dump of extreme difficulty is not good either.....
They both moan about Anarchs. I don't know what the beef is. Sure they charge you and can come in multiple packs but really they aren't so much more fearsome than other mobs. Irritating a little bit for a mostly melee class, sure. I only run with about 12 million toughness so if you have 16+ million REALLY not sure why you get gibbed so much
Anyways my ontopic point would be if you're finding part of the game too hard; turn down the difficulty (you can always leave after the rift is over and hitch it back up; I'm sure more XP could have been farmed if you had done that than takin 1 hour (lol exagerate much) to kill a pack). I tend to agree with Ruksak not that the game is too "easy" already but that nothing should be done to make anytihng easier than it already is (Have to admit the "nerf" to affix combinations had me stumped; wtf people, really?).
OP talks about hit points but says nothing about toughness levels. OP talks about BIS gear, but talks nothing about what that means? Offensive or defensive BIS? I play WD in HC and I run T4 as I find that to be a good safe challenge. As a WD, I know that when I run into the Exarch/Angel level, I need to equip my Hwoj belt (as someone else already mentioned) and put Locusts/Cloud of Insects on my skill bar and then the level becomes a joke. You can no longer be stunlocked from across the screen, everything slows to a crawl. Any decent WD knows this. Stop asking for the challenges to be nerfed. Realize that the game requires some adaptation to certain scenarios. You can't just gear for DPS and expect that to work in every scenario.
Let me guess, you melted your Hwoj belts because they weren't bis and gimped your dps, right? Sounds like this is your fault that you're getting raped by these mobs. There are solutions out there.
I want to point out yet again for those whom may have missed it. The OP said he insists on T6 because he wants max XP gains. That's not the way to approach Diablo. So, because he wants max gains, those of us whom want to preserve the ultimate challenge should relent and support difficult enemies being nerfed.
Having some monster types carry more power than others on a given difficulty adds a dynamic flavor to the game.
Having some monster types carry more power than others on a given difficulty adds a dynamic flavor to the game.
I agree. As usual this is a discussion that centers around the "acceptable delta."
If you can mindlessly faceroll T4, but three enemies require you to turn it down to T3... those enemies MAY be outside of that delta.
With my build I literally kill T4 elite packs in 5-10 seconds. Morlu Incinerators, though, take me 10x that because their meteors (even from non-elites) wipe my fetishes out absurdly easily. To me that is outside that "delta." It's not a case of me having to learn some kind of counter-strategy. It's a case of one monster simply being way too powerful against a particular skill (in this case Fetish Sycophants).
I agree with Ruksak the game needs difficult areas and challenges.
If I was designing the game no one would be able to do T1 yet.
No one? You know there are people who really have BiS gear with close to perfect rolls. How would one advance into torment then? And 6 levels of it..
That's the problem BiS gear. This expansion is only out for a couple of months and almost everyone is steam rolling T1 or higher even if you only got the character to max level for the first time.
Another issue I have is with the BiS. If I designed the game there would be none. Any item could fill that slot depending on the stats you need, even Magic can be an option for that slot. Legendaries would not be dominant and in a lot of ways they are just flavor items or filler items. Crafting and enchantments are the way to advance. Also there would be more items that are dropped and can be further enhanced. Skill runes could be dropped and placed in your skill slot to further enhance the skill. Magic, Rare, Legendaries, and Crafted Jewels. All items can have sockets and more of them. There would be a recipe that can add them to the item. Sadly Critical Hit Damage will be removed as a modifier and will be only set at a base value of 150% damage when a Critical Hit is registered.
Each Item dropped or made will have a certain amount of enchantment room available. Yes even level item 1 gear could be enhanced to a point to where it could be usable at level 70 and in Torment levels if you take the time and effort to enhance the item. It would take a long, long, long time to do as well as cost a fortune to do as well as finding the components to do so.
Right now 99.999% of the drops are for the most part just vendor or salvage junk and only a small handful of items are being looked at and used especially for the later torment levels. That makes the item hunt quite boring for me. Part of it for me is also trying to see if I can make an item better and the way the Mystic is used does not really work that well.
I think Torment 6 would only have a handful of players doing it and maybe even completing it. There would be no achievement for it or for any of the Torment levels. Did I mention the drop rates would be worse for each setting of Torment. Torment 6 would have hardly anything dropping. T6 would not be for farming but for the challenge.
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Right now 99.999% of the drops are for the most part just vendor or salvage junk and only a small handful of items are being looked at and used especially for the later torment levels. That makes the item hunt quite boring for me.
There's only one way to avoid the issue of 99.999% of drop being junk, and that's to drastically reduce the number of drops.
No matter what changes are made to the itemization system, the chance of your 1000th item drop being better than the previous 999 is always going to be one in a thousand.
If you've been playing heavily for a couple of months, you have to accept that you are almost never going to see upgrades. And there is nothing Blizzard can do about that (well, except launch a second expansion with a second gear reset).
Anarchs are pretty bad, the dot they apply seems to always hit and stacks. Id say fix their dot aspect more than anything. Waller makes these guys really tough unless you have a pull monk. They apparently have illusory boots.
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then the designers have the ability to say "we built a great big challenging game, and you the player simply got lost in the woods. enjoy."
Of course unquestionably a "sweet spot" must be found in terms of pack composition and challenge. But the sweet spot has to be a sweet spot among the entire player base really. and it has to be found by players, not given to them by default.
their has to be challenges to all types of players, ideally. so in effect it would be either a large sweet spot or multiple sweet spots waiting to be found.
if the makers of the game provide a big enough playground, all the different players should be happy. if they build it big enough then it dumps the onus on the players to find the appropriate area. If they provide few options then more players will feel frustrated; they would feel funnelled into a wood chipper while a select few would enjoy it and thrive many would not.
this pushes the concept of arcade mode in grand turismo, Ultra rapid fire mode in LoL, and brawling in D3. Even though brawling is not very popular among players, there are groups of players who enjoy it and excel in it and go out of their way to walk that path and be dominant. it's their playground. No surprise people want more and bigger PvP no surprise players clamoured to have "players 8" built back into the game. but brawling is better than nothing at all. They want more.
As soon as I jumped into brawling when it was released. a bunch of guys beat the fuck out of me non stop because i got to lazy and stupid chewing through tens of thousands of act 3 skeletons...it was awesome! I was back to the drawing board!
if they have scarce areas in the game and the monsters kick the shit out of players, and the players grow tired. the game designers, ideally, should be able to say "go to another spot in the game." as in maybe lower the difficulty or improve your character
so its a balancing act on the designers part to build lots of areas, lots of monsters and (character building options) and build a sporatic range of difficulty for those nail biting experiences. having a game were any build mows down monsters and having a game were only a very very select few can hope to live both pale in comparison to having a well planned scope of progress.
if they stop short and players run into "limited areas" or limited monsters or a limited range of challenge that is either a large surplus of to easy monsters or a huge blob of impossible monsters which result in do hard of spikes of difficulty to to long of a span of boredom.. it takes away from the quality of the game
fingers crossed its all put together with grace.
these reduced or scarce "spans of variation" are not good in this case. and yes on the flip side a huge nasty dump of extreme difficulty is not good either.....
They both moan about Anarchs. I don't know what the beef is. Sure they charge you and can come in multiple packs but really they aren't so much more fearsome than other mobs. Irritating a little bit for a mostly melee class, sure. I only run with about 12 million toughness so if you have 16+ million REALLY not sure why you get gibbed so much
Anyways my ontopic point would be if you're finding part of the game too hard; turn down the difficulty (you can always leave after the rift is over and hitch it back up; I'm sure more XP could have been farmed if you had done that than takin 1 hour (lol exagerate much) to kill a pack). I tend to agree with Ruksak not that the game is too "easy" already but that nothing should be done to make anytihng easier than it already is (Have to admit the "nerf" to affix combinations had me stumped; wtf people, really?).
Let me guess, you melted your Hwoj belts because they weren't bis and gimped your dps, right? Sounds like this is your fault that you're getting raped by these mobs. There are solutions out there.
Having some monster types carry more power than others on a given difficulty adds a dynamic flavor to the game.
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If you can mindlessly faceroll T4, but three enemies require you to turn it down to T3... those enemies MAY be outside of that delta.
With my build I literally kill T4 elite packs in 5-10 seconds. Morlu Incinerators, though, take me 10x that because their meteors (even from non-elites) wipe my fetishes out absurdly easily. To me that is outside that "delta." It's not a case of me having to learn some kind of counter-strategy. It's a case of one monster simply being way too powerful against a particular skill (in this case Fetish Sycophants).
Another issue I have is with the BiS. If I designed the game there would be none. Any item could fill that slot depending on the stats you need, even Magic can be an option for that slot. Legendaries would not be dominant and in a lot of ways they are just flavor items or filler items. Crafting and enchantments are the way to advance. Also there would be more items that are dropped and can be further enhanced. Skill runes could be dropped and placed in your skill slot to further enhance the skill. Magic, Rare, Legendaries, and Crafted Jewels. All items can have sockets and more of them. There would be a recipe that can add them to the item. Sadly Critical Hit Damage will be removed as a modifier and will be only set at a base value of 150% damage when a Critical Hit is registered.
Each Item dropped or made will have a certain amount of enchantment room available. Yes even level item 1 gear could be enhanced to a point to where it could be usable at level 70 and in Torment levels if you take the time and effort to enhance the item. It would take a long, long, long time to do as well as cost a fortune to do as well as finding the components to do so.
Right now 99.999% of the drops are for the most part just vendor or salvage junk and only a small handful of items are being looked at and used especially for the later torment levels. That makes the item hunt quite boring for me. Part of it for me is also trying to see if I can make an item better and the way the Mystic is used does not really work that well.
I think Torment 6 would only have a handful of players doing it and maybe even completing it. There would be no achievement for it or for any of the Torment levels. Did I mention the drop rates would be worse for each setting of Torment. Torment 6 would have hardly anything dropping. T6 would not be for farming but for the challenge.
No matter what changes are made to the itemization system, the chance of your 1000th item drop being better than the previous 999 is always going to be one in a thousand.
If you've been playing heavily for a couple of months, you have to accept that you are almost never going to see upgrades. And there is nothing Blizzard can do about that (well, except launch a second expansion with a second gear reset).