I've posted this on the battle.net forums, but I figured I might as well post it here as well:)
I’d like to take the time and share my experience of D3 so far. Blizzard has shown through all the blue posts, the reddit Q&A, and recent patches that they care about and want community feedback. I would therefore like to give mine. I will focus my feedback on gameplay in the higher difficulties, because, well, that’s where I’m at right now.
I’m not here to teach game design, because I’ve never actually designed a game, and I have never taken any classes on the subject. I can only discuss my personal experience with Diablo 3, so that’s what I’m going to do. Some of what I write here might have been repeated in other threads, because other people might have had experiences that are similar to mine.
I will for the most part, focus on my negative experiences. So by being clear, I’ll start off by saying that I’ve thoroughly enjoyed the game. Learning new skills and putting together new builds with those skills is very fun and addictive.
I’m currently in act 4 on Inferno. I really enjoy the fact that this difficulty level is hard, but I don’t like how it is hard. For me as a player, sometimes it’s the feeling that I have little control over some phenomena that is frustrating.
Some deaths are unavoidable. A group of elites kill me, and the only sensible way of beating them (to me, at least) seems to be acquiring better gear. In some ways, I do not mind this. Getting new items, and finding out that previously unbeatable mobs can now be beaten is fine. It makes new items feel like they’re worth something. For me, this is good, since I play this game for two reasons: (1) having fun killing monsters, and (2) finding precious new loot.
What puts me off a little bit however, is that the game might be a little too focused on ‘’get better gear to beat new monsters’’ way of doing things. Let me get back to my reasons for playing the game. It makes finding new items more fun, but having fun killing monsters less fun.
I understand that items become more valuable when they are necessary for beating something. And I want items to be valuable. What puts me off a little bit is that after you acquire the gear, things start to be easy.
When the way of beating something was, in many ways, through passive damage and mitigation, and not through active use of skills, it becomes easy once you acquire what you need of passive stats. Let me get back to the feeling of control. When it’s difficult because you can’t control whether or not you take damage, it becomes easy once you start to take damage.
I’m afraid that the game as a whole starts to become easy once I acquire really, really good items. I want there to be more once I’ve achieved that. I’m not calling for an entire redesign of the inferno difficulty into something where items don’t matter, because that would seem to counter some of the purpose of the game: finding new items.
I would like there to be encounters where what I do, as in how I control my character never stops being important. I want to be rewarded by playing good, not only by having good items. In the future, I’m scared that acquiring good items make my strategic choices not matter.
These are my thoughts on the game difficulty. They might be a little rushed, and I’m sorry about that. I’m a little busy trying to balance reading for exams and playing the game:P I do hope that I get some points across. If you want me to try to explain things more clearly, I’d be happy to!
I've posted this on the battle.net forums, but I figured I might as well post it here as well:)
I’d like to take the time and share my experience of D3 so far. Blizzard has shown through all the blue posts, the reddit Q&A, and recent patches that they care about and want community feedback. I would therefore like to give mine. I will focus my feedback on gameplay in the higher difficulties, because, well, that’s where I’m at right now.
I’m not here to teach game design, because I’ve never actually designed a game, and I have never taken any classes on the subject. I can only discuss my personal experience with Diablo 3, so that’s what I’m going to do. Some of what I write here might have been repeated in other threads, because other people might have had experiences that are similar to mine.
I will for the most part, focus on my negative experiences. So by being clear, I’ll start off by saying that I’ve thoroughly enjoyed the game. Learning new skills and putting together new builds with those skills is very fun and addictive.
I’m currently in act 4 on Inferno. I really enjoy the fact that this difficulty level is hard, but I don’t like how it is hard. For me as a player, sometimes it’s the feeling that I have little control over some phenomena that is frustrating.
Some deaths are unavoidable. A group of elites kill me, and the only sensible way of beating them (to me, at least) seems to be acquiring better gear. In some ways, I do not mind this. Getting new items, and finding out that previously unbeatable mobs can now be beaten is fine. It makes new items feel like they’re worth something. For me, this is good, since I play this game for two reasons: (1) having fun killing monsters, and (2) finding precious new loot.
What puts me off a little bit however, is that the game might be a little too focused on ‘’get better gear to beat new monsters’’ way of doing things. Let me get back to my reasons for playing the game. It makes finding new items more fun, but having fun killing monsters less fun.
I understand that items become more valuable when they are necessary for beating something. And I want items to be valuable. What puts me off a little bit is that after you acquire the gear, things start to be easy.
When the way of beating something was, in many ways, through passive damage and mitigation, and not through active use of skills, it becomes easy once you acquire what you need of passive stats. Let me get back to the feeling of control. When it’s difficult because you can’t control whether or not you take damage, it becomes easy once you start to take damage.
I’m afraid that the game as a whole starts to become easy once I acquire really, really good items. I want there to be more once I’ve achieved that. I’m not calling for an entire redesign of the inferno difficulty into something where items don’t matter, because that would seem to counter some of the purpose of the game: finding new items.
I would like there to be encounters where what I do, as in how I control my character never stops being important. I want to be rewarded by playing good, not only by having good items. In the future, I’m scared that acquiring good items make my strategic choices not matter.
These are my thoughts on the game difficulty. They might be a little rushed, and I’m sorry about that. I’m a little busy trying to balance reading for exams and playing the game:P I do hope that I get some points across. If you want me to try to explain things more clearly, I’d be happy to!
Thank you for reading:-)
Nice read. I guess your sense of control all depends on what class you play and what class you choose. Demon Hunter uses a lot of smoke screen to avoid damage. That is a good form of control (not crowd control but as in controling your own fate through the use of a skill) Now the challenge is that many demon hunters feel the need to spec into that skill to survicve which promotes cookie cutter build. So I guesss the answer is to promote the use of many more such skills.
The problem as I see it is that in inferno they over nerfed crowd control which are class skills that require player active use, hence fun. But the effect of stun is reduce, slow is reduced, life leech is reduced and so on. So I would suggest to bring the fun back by making crowd control more effective in inferno.
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I’d like to take the time and share my experience of D3 so far. Blizzard has shown through all the blue posts, the reddit Q&A, and recent patches that they care about and want community feedback. I would therefore like to give mine. I will focus my feedback on gameplay in the higher difficulties, because, well, that’s where I’m at right now.
I’m not here to teach game design, because I’ve never actually designed a game, and I have never taken any classes on the subject. I can only discuss my personal experience with Diablo 3, so that’s what I’m going to do. Some of what I write here might have been repeated in other threads, because other people might have had experiences that are similar to mine.
I will for the most part, focus on my negative experiences. So by being clear, I’ll start off by saying that I’ve thoroughly enjoyed the game. Learning new skills and putting together new builds with those skills is very fun and addictive.
I’m currently in act 4 on Inferno. I really enjoy the fact that this difficulty level is hard, but I don’t like how it is hard. For me as a player, sometimes it’s the feeling that I have little control over some phenomena that is frustrating.
Some deaths are unavoidable. A group of elites kill me, and the only sensible way of beating them (to me, at least) seems to be acquiring better gear. In some ways, I do not mind this. Getting new items, and finding out that previously unbeatable mobs can now be beaten is fine. It makes new items feel like they’re worth something. For me, this is good, since I play this game for two reasons: (1) having fun killing monsters, and (2) finding precious new loot.
What puts me off a little bit however, is that the game might be a little too focused on ‘’get better gear to beat new monsters’’ way of doing things. Let me get back to my reasons for playing the game. It makes finding new items more fun, but having fun killing monsters less fun.
I understand that items become more valuable when they are necessary for beating something. And I want items to be valuable. What puts me off a little bit is that after you acquire the gear, things start to be easy.
When the way of beating something was, in many ways, through passive damage and mitigation, and not through active use of skills, it becomes easy once you acquire what you need of passive stats. Let me get back to the feeling of control. When it’s difficult because you can’t control whether or not you take damage, it becomes easy once you start to take damage.
I’m afraid that the game as a whole starts to become easy once I acquire really, really good items. I want there to be more once I’ve achieved that. I’m not calling for an entire redesign of the inferno difficulty into something where items don’t matter, because that would seem to counter some of the purpose of the game: finding new items.
I would like there to be encounters where what I do, as in how I control my character never stops being important. I want to be rewarded by playing good, not only by having good items. In the future, I’m scared that acquiring good items make my strategic choices not matter.
These are my thoughts on the game difficulty. They might be a little rushed, and I’m sorry about that. I’m a little busy trying to balance reading for exams and playing the game:P I do hope that I get some points across. If you want me to try to explain things more clearly, I’d be happy to!
Thank you for reading:-)
Nice read. I guess your sense of control all depends on what class you play and what class you choose. Demon Hunter uses a lot of smoke screen to avoid damage. That is a good form of control (not crowd control but as in controling your own fate through the use of a skill) Now the challenge is that many demon hunters feel the need to spec into that skill to survicve which promotes cookie cutter build. So I guesss the answer is to promote the use of many more such skills.
The problem as I see it is that in inferno they over nerfed crowd control which are class skills that require player active use, hence fun. But the effect of stun is reduce, slow is reduced, life leech is reduced and so on. So I would suggest to bring the fun back by making crowd control more effective in inferno.