I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
If you had any idea how much you're comparing apples to oranges... Is making and closing thousands of games to try and get that rare spawn to spawn as a bounty actually as fun as bounties or rifts to you? Is it as fun as an entire class? You'd seriously compare removing a complete pain in the butt that few if any people can honestly tell me they truly enjoyed to removing a class?
I mean, OK, I'll buy the whole "Oh no, they're removing from the game" thing, but seriously, it was one of the fun "three" things to do at end game? REALLY?!
I already said that the creating games part was not the fun aspect. Feel free to read through my posts and understand them
Also, to point this out again: This issue was caused by the kill bounties, not by the crafting mats. They enabled players to flip games without actually hunting those mobs.
Quote from Solmyr77 I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
totally agree with you.
they said inferno difficulty would never be nerfed. it got nerfed..they claimed it was overtuned.. like every other time when they claim thats the case. people clear it before it got nerfed. obviously not overtuned.
they claimed over 1 billion possible builds. 4 buids max per class
they said the game needed to be online because of the AH. AH is no more, game is still online
there was a requirement (white item) in order to craft a certain legendary. it got removed
with loot 2.0 they said they were going to fix loot and that you should be excited when a legendary dropped. they undid that change with the +100% legendaries.
there was a requirement (legendary drop) in order to craft a certain legendary. it got removed.
NEXT.
open your inventory, close your eyes, wish really hard, and all the gear you want will be there.
About Inferno - agree.
About 1 mil builds - you can really have any combination of skills/passives and still play the game. Another question is effectiveness of the builds. So you want from Blizzard to make all the skills equal to each other? Then you'll whine about skill diversity.
Internet connection requirement is for your safety. Think of all those game hackers who'll break this game in no time. Item-duping and so on. Will it be interesting for you to play the game with max stats/best gear possible?
Hunting for specific white items was a pain in... you know )
+100% buff is hasting the process but still doesn't give you all you want.
This last implementation is, as some people have already said, possibly a preparation for those ladders.
All blame Blizzard and yet all play their games. Just takes it as it is.
Quote from Solmyr77 I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
totally agree with you.
they said inferno difficulty would never be nerfed. it got nerfed..they claimed it was overtuned.. like every other time when they claim thats the case. people clear it before it got nerfed. obviously not overtuned.
they claimed over 1 billion possible builds. 4 buids max per class
they said the game needed to be online because of the AH. AH is no more, game is still online
there was a requirement (white item) in order to craft a certain legendary. it got removed
with loot 2.0 they said they were going to fix loot and that you should be excited when a legendary dropped. they undid that change with the +100% legendaries.
there was a requirement (legendary drop) in order to craft a certain legendary. it got removed.
NEXT.
open your inventory, close your eyes, wish really hard, and all the gear you want will be there.
About Inferno - agree.
About 1 mil builds - you can really have any combination of skills/passives and still play the game. Another question is effectiveness of the builds. So you want from Blizzard to make all the skills equal to each other? Then you'll whine about skill diversity.
Internet connection requirement is for your safety. Think of all those game hackers who'll break this game in no time. Item-duping and so on. Will it be interesting for you to play the game with max stats/best gear possible?
Hunting for specific white items was a pain in... you know )
+100% buff is hasting the process but still doesn't give you all you want.
This last implementation is, as some people have already said, possibly a preparation for those ladders.
All blame Blizzard and yet all play their games. Just takes it as it is.
w.e
its one billion. wow had several different talent trees + spells.. heck.. so did d2... and at least they were useable whenever.. instead, they give us 6 keys to play with. you can keep ur 3 different spells and whine later at the lack of faceroll
i dont care about my safety. other people hacking the game while i play offline has nothing to do with me.
searching for items to craft was the same as looking for the one legendary for a build. given that most craftables suck except for a few, now all the bads are going to jump t4+ (well, they are already there, people with less than 1mil doing t4 is just funny to watch)
I already said that the creating games part was not the fun aspect. Feel free to read through my posts and understand them
Also, to point this out again: This issue was caused by the kill bounties, not by the crafting mats. They enabled players to flip games without actually hunting those mobs.
Without the bounties it would have been even worse.
The crafting mats largely worked on bosses. They were a goddamned disaster on the rares. Having less than 100% drop chance on a monster that has less than 100% spawn rate.... it's like being doubly penalized. If Fecklar's Ghost has a 10% chance to spawn and has 75% chance to drop the material for Aughild's, in any given game, that item actually has a 7.5% chance to drop. Ultimately that's the problem. You're not farming for anything. You're beating your head against a double layer of RNG that is almost assured to frustrate. In my opinion that's just stupid design.
Finding a Wand of Woh should be a grind against RNG. Crafting shouldn't. Crafting is meant to give you a hope when RNG kicks you in the nuts. Crafting shouldn't be a massive grind in and of itself. I mean Aughild's Bracers take 120 dust. That's 40 blue items crushed down per one bracer craft. Isn't that expensive enough? Isn't that exactly how crafting should be? Collecting lots of unwanted items to recycle them into a singular shot at something you feel is better?
I already said that the creating games part was not the fun aspect. Feel free to read through my posts and understand them
Also, to point this out again: This issue was caused by the kill bounties, not by the crafting mats. They enabled players to flip games without actually hunting those mobs.
Without the bounties it would have been even worse.
The crafting mats largely worked on bosses. They were a goddamned disaster on the rares. Having less than 100% drop chance on a monster that has less than 100% spawn rate.... it's like being doubly penalized. If Fecklar's Ghost has a 10% chance to spawn and has 75% chance to drop the material for Aughild's, in any given game, that item actually has a 7.5% chance to drop. Ultimately that's the problem. You're not farming for anything. You're beating your head against a double layer of RNG that is almost assured to frustrate. In my opinion that's just stupid design.
Finding a Wand of Woh should be a grind against RNG. Crafting shouldn't. Crafting is meant to give you a hope when RNG kicks you in the nuts. Crafting shouldn't be a massive grind in and of itself. I mean Aughild's Bracers take 120 dust. That's 40 blue items crushed down per one bracer craft. Isn't that expensive enough? Isn't that exactly how crafting should be? Collecting lots of unwanted items to recycle them into a singular shot at something you feel is better?
I would've rather farmed Fecklar's Ghost until I get one drop and craft my item with that and no stupid side-products from rifts that I never actually wanted to pick up in the first place. Even with a low drop rate and a low spawn chance of those mobs, it would have been farmable, thus targetable. Something to do when rifts become boring. Something to do with a different spec. Now it's down to rifts, rifts, rifts.
They could have tuned the aquisition of these items a lot, like give every yellow mob of that type a chance to drop them. Now they needlessly butchered a system with slight flaws but big potential.
To sum it up: Crafting new set pieces was a change of pace, something different to do that hardly involved RNG. Even with all the effort it took, I was able to aquire 50+ Aughild Helms per 1 Tal Rasha Helm, because the only real RNG issue were the final rolls.
Now crafting sets is completely free (of effort), a side-product from the trash you pick up in rifts, potentially slowing down your group because you head to town all the time. You'll never spend quality time aquiring them. They've become free lvl70 introduction gear, a role that was perfectly filled by the yellow crafts.
To sum it up: Crafting new set pieces was a change of pace
That's precisely the problem. It wasn't a good change of pace. It was millions of people staring at loading screens until they got fed up and flipped a table. It wasn't something that was seamlessly integrated in a positive way.
The whole system sucked and was ditched most likely because they didn't have the free time at this current juncture to revamp it into something that didn't suck. It goes without saying that they could have revamped the system to be better, to remove the "farm the bounty lottery" aspect, to make the "stat stick" legendaries less troublesome to craft since they had less power than the sets and the legendaries with special properties. They could do lots of things, but time is not infinite.
In the great spectrum of things, I think that while this may not be the penultimate solution to the problem, it's still a better situation than what we previously had. It might actually put some focus back on the existence of white/blue items for the purpose of crafting since it's almost assured that arcane dust or reusable parts will be the holdup on crafting for most people now. This is a stark difference to what most people had experienced previously, which was a glut of all crafting materials except the legendary-specific drops.
Empowering people to use their resources instead of holding them up on such pissant speedbumps undoubtedly improves the quality of the game for 90%+ of the players.
I for one love that they got rid of the crafting mats, but kind of think the solution they went with was lazy. I got bored out of my fucking skull hunting aughild's mats from the matriarch's bones event over and over and over. But, just making it require no mats I think was just a quick sloppy bandaid fix that leaves much to be desired.
Why not just have a different crafting mat for each equipment slot and then have them drop as bounty rewards from the reliquary? You could have each act have a higher chance to drop different mat types but they all have a chance to drop. You could make it torment difficulty reliquarys only as well. Or maybe as a reward for completing all 25 bounties in a single game you get to hand pick x amount of mats (maybe 1 for each torment difficulty). Might give some incentive for people to stop strictly farming act 1 bounties and ignoring all the other acts completely.
Just a couple off the cuff ideas. I'm sure Blizzard could think of something better.
I wish they could make use decide whteher to salvage them into souls or sell them for gold. I got like 13 souls right now
And yeah 50k gold my ass...
Also, to point this out again: This issue was caused by the kill bounties, not by the crafting mats. They enabled players to flip games without actually hunting those mobs.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
About 1 mil builds - you can really have any combination of skills/passives and still play the game. Another question is effectiveness of the builds. So you want from Blizzard to make all the skills equal to each other? Then you'll whine about skill diversity.
Internet connection requirement is for your safety. Think of all those game hackers who'll break this game in no time. Item-duping and so on. Will it be interesting for you to play the game with max stats/best gear possible?
Hunting for specific white items was a pain in... you know )
+100% buff is hasting the process but still doesn't give you all you want.
This last implementation is, as some people have already said, possibly a preparation for those ladders.
All blame Blizzard and yet all play their games. Just takes it as it is.
its one billion. wow had several different talent trees + spells.. heck.. so did d2... and at least they were useable whenever.. instead, they give us 6 keys to play with. you can keep ur 3 different spells and whine later at the lack of faceroll
i dont care about my safety. other people hacking the game while i play offline has nothing to do with me.
searching for items to craft was the same as looking for the one legendary for a build. given that most craftables suck except for a few, now all the bads are going to jump t4+ (well, they are already there, people with less than 1mil doing t4 is just funny to watch)
possibly =/= is
i miss the blame part but w.e u say bob
The crafting mats largely worked on bosses. They were a goddamned disaster on the rares. Having less than 100% drop chance on a monster that has less than 100% spawn rate.... it's like being doubly penalized. If Fecklar's Ghost has a 10% chance to spawn and has 75% chance to drop the material for Aughild's, in any given game, that item actually has a 7.5% chance to drop. Ultimately that's the problem. You're not farming for anything. You're beating your head against a double layer of RNG that is almost assured to frustrate. In my opinion that's just stupid design.
Finding a Wand of Woh should be a grind against RNG. Crafting shouldn't. Crafting is meant to give you a hope when RNG kicks you in the nuts. Crafting shouldn't be a massive grind in and of itself. I mean Aughild's Bracers take 120 dust. That's 40 blue items crushed down per one bracer craft. Isn't that expensive enough? Isn't that exactly how crafting should be? Collecting lots of unwanted items to recycle them into a singular shot at something you feel is better?
They could have tuned the aquisition of these items a lot, like give every yellow mob of that type a chance to drop them. Now they needlessly butchered a system with slight flaws but big potential.
To sum it up: Crafting new set pieces was a change of pace, something different to do that hardly involved RNG. Even with all the effort it took, I was able to aquire 50+ Aughild Helms per 1 Tal Rasha Helm, because the only real RNG issue were the final rolls.
Now crafting sets is completely free (of effort), a side-product from the trash you pick up in rifts, potentially slowing down your group because you head to town all the time. You'll never spend quality time aquiring them. They've become free lvl70 introduction gear, a role that was perfectly filled by the yellow crafts.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
The whole system sucked and was ditched most likely because they didn't have the free time at this current juncture to revamp it into something that didn't suck. It goes without saying that they could have revamped the system to be better, to remove the "farm the bounty lottery" aspect, to make the "stat stick" legendaries less troublesome to craft since they had less power than the sets and the legendaries with special properties. They could do lots of things, but time is not infinite.
In the great spectrum of things, I think that while this may not be the penultimate solution to the problem, it's still a better situation than what we previously had. It might actually put some focus back on the existence of white/blue items for the purpose of crafting since it's almost assured that arcane dust or reusable parts will be the holdup on crafting for most people now. This is a stark difference to what most people had experienced previously, which was a glut of all crafting materials except the legendary-specific drops.
Empowering people to use their resources instead of holding them up on such pissant speedbumps undoubtedly improves the quality of the game for 90%+ of the players.
Why not just have a different crafting mat for each equipment slot and then have them drop as bounty rewards from the reliquary? You could have each act have a higher chance to drop different mat types but they all have a chance to drop. You could make it torment difficulty reliquarys only as well. Or maybe as a reward for completing all 25 bounties in a single game you get to hand pick x amount of mats (maybe 1 for each torment difficulty). Might give some incentive for people to stop strictly farming act 1 bounties and ignoring all the other acts completely.
Just a couple off the cuff ideas. I'm sure Blizzard could think of something better.
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