Official Post - Figured I'd post on DiabloFans to expand the conversation and hope to get more attention on this.
So after a long commitment to being super shy and procrastinating about writing something like this up. I decided it’s finally time and I've had enough. In this write up I've decided to mention and explain as well as hopefully give some adequate examples of combating these flaws/ideas. I'm fully aware that some if not most of these idea’s have and are being worked on currently. Note that most of these are coming from a competitive player bias so keep that in mind.
Also I apologize for the huge wall of text.
ITEMISATION
Experience Gear
People who play non leech classes are forced into other classes to compete otherwise they have a disadvantage in highly competitive play. One tier can mean the difference between paragon 800-900, or 1100-1200. So if you only want to play DH you’re forced into a position to either leech or fall behind the pure leechers that are 100-200 or more paragon ahead of you.
Ancient Weapons
I’m still unsure if ancient weapons were actually a good idea or not. The power behind just a single slot giving that much more dps than the rest of your gear hinges on how lucky you are. When you spend over 1.3million shards and not see a SINGLE ancient item that you’re looking for, it’s depressing. Using Kridershots as an example, the chance of you getting the just the correct affixes is an 8.88% chance. Then an ancient item which I think is 10% chance, you’re looking at 0.888% chance, then you have to consider all of those rolls have to be average or above average and you’re looking at an extremely low chance of getting the krider you’re looking for. Things like discipline should always be rolled on weapons, also things like primary stat (Fist of Azz, Blade of Prophecy). Maybe even increase the percentage chance for weapons to be ancient or reduce the cost to gamble, it’s outrageous to spend so much and get nothing in return.
Old Sets
I know they’re being worked on over time but like this video mikhail had posted (https://www.youtube.com/watch?v=fQEFMle-I3U), equalizing the power of each set each season will lead to much more enjoyable competitive scene.
Unused Legendaries
There needs to be legendary affixes for every single legendary there is so that every item can be looked at rather than just thrown away immediately. It will open up build diversity and create more unique builds rather than forced into mainstream items.
New Hellfire Items
In this video Alkaizer talks about some idea’s for a new hellfire item (https://www.youtube.com/watch?v=VAgTbejzxCg). The idea was that maybe you do some sort of hellfire quest where you are rewarded with an enchantment that gets applied to some pants. And what it does is gives you a random rune to a random skill of your class giving you some awesome combinations. Anything like this will help improve the game even though you’d be forced to get the perfect rune for the perfect skill. At least it’d give you more options.
Legendaries OP
Allow some certain legendaries to be OP. A good example was Mortiks Bracers, it was going to shake the standard 4player meta a crazy amount then they were removed thinking they were too strong. Ok they were strong yes but it would of made things very interesting. If every class had an item like this to combat a standard setup it would give more options. The changes to Focus/Restraint were a great example.
UI ADJUSTMENTS
Buff/Debuff Slots
More buff slots. It’s getting more of a reactionary game with convention of elements being one of the main items to prove how silly this issue is. With the recent anniversary buff telling you a cow can spawn leading you to the ‘secret’ cow lvl was a complete joke. If anything it was a nerf during the event because you had 1 less buff slot you could use to visually see. If you ‘don’t have the technology yet’ to deal with this issue. Then give us the ability to filter only the important ones.
Stash Space / Microtransactions
Any ETA on when this will arrive in NA? Stash space is a huge issue especially as every season ends. Also character slots for the ability to keep your old characters rather than deleting them every season.
Chat Improvements
Timestamps.
Ability to copy links(maybe only in clan chat and private channels).
Ability to resize the window
Visible GR timer/progression%
No real need to even detail why this is needed. It just is.
COMPETITION
Trials
Obviously removed. Already worked on. Doesn’t stop it from being super lame during S3. Complete road block for progression not to mention a huge time sink.
Avoidable Affixes
Currently unavoidable affixes are the god damn worse. Thunderstorm, Jailer, Vortex, Frozen, Orbiter, Reflect damage. These all have 0 buildup time, you can predict the range to outrange these affixes but there’s very little room for error. In my opinion there NEEDS to be a way to avoid it, whether it be giving monsters a cast time + castbar or changing the abilities to be avoidable in someway. Give them a visual to show where they will appear otherwise it’s a stupid mechanic.
Crowd Controls
From my understanding this will be changed already next patch but it’s a delicate situation. If you completely remove it:
Do you do it by giving immunity after enough diminishing returns?
Do they cover all types of ccs at the same time?
My hope is that there still is a way to ‘perma cc’ at least the trash and elites. But it should be an extremely hard 4player rotation, either that or the affixes need to be balanced in such a way that if you’re letting them roam free you can’t just instantly be dead the higher you go. Make skills do percentages of your health rather than static infinitely growing modifiers.
Mob Normalization
This is probably one of the most hated aspects of Greater Rifts right now and NEEDS to be addressed immediately. The difference in progression between Unburied/Goats and Accursed/Bees is a complete joke. There are so many bad mob combinations that if you were allowed to ‘fish’(when you just leave until you find a good mob type/map type) for the rift you wanted, you’d only be actually playing a small percentile of them. Some monsters are just annoying to play against like grotesques, bee’s, accursed, ghosts, enslaved nightmares. Mobs like these need to be changed to make it worthwhile to kill. Also I must note that in 4player GR competition, yellow elite mob health pools are getting insanely absurd. Compare a 5 pack Blue Unburied to a yellow Bee. Unburied will net you something like 8 or 9% total whereas that yellow will have almost like 20% of the rift guardian for a total of like 4%. It’s actually stupid.
Another thing is remove stupid affixes from certain mob types, so for example Armaddons have the biggest hitboxes, so when a yellow pack comes with horde, it’s basically the worst thing in the world.
Normalized RG’s
RG’s right now are completely imbalanced. Certain builds like bosses with adds, in most cases people like stonesinger (less than 50% of the health of every other boss). I’ve heard rumors that RGs will now all have HP pools similar to stonesinger which is a great change. I actually can’t believe it’s been in the game for 3 whole seasons. There’s no real enjoyment out of fighting these RGs, they all do something special but there are others that are much much harder than others. For example choker’s poison pools are unavoidable, no warning whatsoever.
Pylons
They’re in a better spot that they were previously by a long shot. Personally I like the spot they’re in right now but I know people who still have a hard time wanting them in greater rifts. Removing them will create a less RNG fest. Less likely you’ll need to fish for the perfect conditions.
Map Tileset Normalization
Again balancing in this competitive scene is a must to make it less miserable. You shouldn’t have to go into a map knowing you’ve lost. Places like sewers are just not comparable to open maps such as Spires or Core of Arreat. The lack of density in some maps are just atrocious and then you have maps like Keep Depths and Ruins of Corvus which are bugged to hell. When you go up to a closed door and monsters aggro you and throw all their affixes out before you even get close to them is retarded. Then when you have classes like sader or the old raekor charge barb (GRRR) then you’re going to realize how bad the hitboxes versus door space really is. It’s something that needs to get worked on if you intend on keeping the drag/pull mechanic still viable. Not saying it’s impossible but it’s a huge headache.
Class Balancing
Personally the ONLY reason to have class balancing is to make sure each class has the ability to be useful in 2s/3s/4s. If you’re not giving every class the option of having an optimal build for group play then there’s no reason to balance. You can have DH’s clear 10 tiers higher than other classes and it shouldn’t actually matter as solo boards for different classes shouldn’t matter.
Head to head GR with some sort of wager (ty sman711 and/or Joebo444 and/or imcute7 <3)
So the idea is simple. Head to head GRs for all categories solo/2s/3s/4s where you compete against other groups for rewards. Of course the rifts themselves will have to be identical to one another to ensure balance.
CHEATING
Botters
Do something about botters. PLEASE. Don’t let this idle threat stay here. As a competitive player it’s utterly atrocious that actions have not been taken. There has to be multiple ways to deal with it. Lets assume its ‘untrackable’, at the very least you can approach and track people with an insane amount of game time 16+ hours a day over the course of months. I know as a legit player I have 13 almost 14 hours a day playtime which would probably seem fairly suspicious but when you see people with over 1k hours played on a class in S2. You just have to question this. Others may ask, how does this affect you at all? You don’t interact with these people anyway, so who cares? When you’re in a competitive setting and someone can do things while they sleep, it seems extremely unfair. Others may say, just stop crying and do it yourself. No, there’s no reason I should have to resort to 3rd party programs and stupid gimmicks in order to be on the same playing field as these abusers.
TurboHud
TurboHUD. It has to be mentioned. I’ll be entirely honest, I’ve been so tempted to try this out just because of the insane amount of UI features and functions it has, but my moral compass has stopped me from getting sucked in. It’s getting extremely mainstream and I know a stupid amount of people using it though I’ll be a gentleman and not name any names. As far as I’m aware the features I’ve been hearing about mostly is essentially a map hack of sorts giving you the directions to next floors. Also exp calculators that can calculate how much experience you’re getting per hour which is more of a helpful visual tool rather than a game breaking bug. Personally I feel like the UI improves such as cooldowns, skill damage on tooltips, things like this should be included in the default UI. Though because they’re attached to a HUD that also shows you visuals that can undeservedly give you incredible advantages over people who don’t use it.
Macros
Macros are even less impactful in terms of cheating. I feel like if you use one purely to reduce any RSI inducing properties then I believe thats fine. But when it starts automating gameplay and starts actually playing the game for you then it’s of course out of bounds. This is just a personal opinion of mine and should be I guess frowned upon outside of those rules? Feel free to comment on what other people think.
GENERAL FLAWS
Season Length
I know everybody has their own thoughts on what the seasonal length should be. Firstly I’d like to say that Blizzard do tune the length alongside development time for each patch giving us a new meta for each class and small game improvements for each season. As for what I’ve been hearing, the majority of people have been generally asking for much shorter seasons. Personally I’d like to see 1 week for initial setup, 6 weeks for paragon grinding and gearing, 2 weeks for gem leveling and 2 weeks for pushing. Total of 11 weeks, just under or around 3 months. Another important aspect is to announce not just the start, but also the end date so people know exactly what they’re walking into. I know there will be development periods which will be hard to meet requirements but I feel like you can just extend the in-between seasons period to compensate.
Patches/Content
I feel like the patches right now aren’t entirely content patches, but rather power creeping into a new tier. Not that I’m complaining I love how they’re at least somewhat consistent now but they aren’t exactly huge content patches. And I have to add I know you(Blizzard) likely don’t have many developers available on working on real content rather than just new/adjusting old sets.
Solo Gameplay
(https://www.youtube.com/watch?v=epTxuEs4KgE) Basically sums it all up. I personally love soloing, if I could do everything I do in groups as solo I’d quite likely enjoy the game much more.
Fix Cutscenes
Very unimportant change, but cut scenes starting at all is a complete joke. Skipping cutscenes shouldn’t take 5 seconds.
Hitboxes/Doorways
Discussed a bit in the Map Tileset Normalization. Trying to drag monsters through doorways in Keep Depths and Ruins of Corvus is a complete joke. Especially mobs with huge hitboxes such as oppressors or death maidens. Idk if anything can actually be done to fix this issue but oh well.
Build Diversity
I always loved d2 in the sense that you had skill tree’s and skill synergies that actually buffed your damage. In d3 you’re forced into only 6 skills, with a small pool of runes that can be applied to each skill. The only thing that’s making it interesting is the sets which are getting better the more that are being made.
MISC IDEAS
Non Adventure Mode
In one of the video’s posted earlier (https://www.youtube.com/watch?v=fQEFMle-I3U). Mikhail mentioned an issue with adventure mode. There’s literally no reason to play campaign at all. Which is ashame, It’d be nice to have a reward for completing an act and getting rewarded with a cache full of legendaries or something. Maybe have rewards for speed running through the campaign. Or have days where you get an insane bonus to exp in campaign mode making it actually worthwhile to play there. Comparable to GR speed runs.
Multi-Regional games
It’s a tough time connecting with people who stream only to find out they’re on EU, or vice versa. It’d be really really cool to be able to play with them, but I do understand the logistical nightmare it must be to make it work. If you can find a way I think it’d make the game feel much more populated and enjoyable. Sure there will likely be some language barriers but it’s a small price to pay for a great feature.
Mystic Unrolling
So this has been on my mind for a while now. If you could have the ability to unroll an item but to unlock that you had to reroll it to within 10% of the original roll on the item. Either that or just pay a cost to remove the reroll to its original state.
Blacksmith Unsalvage
Having the ability to ‘buyback’ or more appropriately ‘unsalvage’ with a history of 1-3 items so that if you do mess up a salvage you have a recovery option. We all know you can say “Oh but there was this warning popup every time” but at this point I don’t think that’s enough safety measures. In any case the implementation of this would just be a new tab on the blacksmith which suggests a buy back feature where you pay either gold and/or crafting materials to put it back together.
Reintroduce Item Trading
Trading was a fairly crappy concept when AH was around, but now that it’s gone I feel like it’s important to bring it back. Maybe even just let it be clan tradable for 2 hours or something of the sorts so that your friends that can’t be in your game at the time can still be eligible for loot. It may seem kind of silly maybe but it may reduce the RNG of how stupid weapons are.
Mystic Legendary Affix Rerolling
So this would obviously have to be an expensive or semi time consuming option but I feel it would also help reduce the crazy RNG required in order to make the perfect item. Whether you have to go out into the world, maybe even campaign mode to find a certain dude, NPC, or rare drop item that, just a stupid amount of gold in order to reroll it.
Separate Daily or Weekly Set Grift
So I’ve heard this idea a few times from multiple people and I think it’d add just a bit more excitement to the game. The idea is this, every day and/or week there is a set greater rift, which has the exact same map layout, monster layout, elite affixes, and RGs. I’m unsure whether or not you should be allowed to run it multiple times but you could set your own times to gain either temporary or permanent reward. Maybe gives you an extended bloodshard max for a week or month. Or new portrait for winning, or top 3-5 placement for a certain day/week.
Ability to Turn Experience Off
A lot of people like the idea of twinking characters. For those that don’t know what that means, it’s when you allow your character to stop gaining experience so you can cap your character at certain levels and gear it out like you would at 70.
PvP
It was a huge shame to know that they ditched the idea of arena style before the initial release and it was almost soul crushing. Looking back on it now I can understand the thought process behind it. It was simply too hard to balance a game for both PvP and PvE. One idea that’s been used before is have a separate balanced versions of skills. So for example if I have Multishot, in pve it may hit for 2.3mil. Instead it could only hit for 23k making it a much more balanced version for PvP. The ability to scale for pvp without messing around with the PvE numbers would get rid of the huge problem that surrounds it. It of course will require a crazy amount of balancing in order to make it fun gameplay.
Blizzard’s way of Finding Info
This is more of a rant from multiple highly competitive players more than it’s a suggestion. For the most part it seems like all the feedback and information blizzard gets is from the forums where only a very small margin of players actually visit, reads and contributes. Then they base their findings to the dev team which then use that (likely inaccurate) knowledge to the higher up’s. This maybe a silly idea but have a forum label to show that a blizzard employee has at least viewed and/or read the post to know we’re not being ignored. That would motivate me to even visit the forums let alone never touch it. Would motivate me to contribute to the community and give suggestions rather than just have it disappear into page 52 and never seen or touched again.
Runewords
Huge d2 favorite for a lot of people. Maybe it’s more of an expansion feature but it’d still be a wonderful improvement to the game. Gives it everybody more build diversity and gear opportunities. Don’t really need to say much more, it was a fantastic system in d2, why can’t it work now?
Items that Gain Experience
So I had this idea after the frustration of ancient weapons this season. If you could have your follower equip a weapon, or use it yourself to level a weapon up to eventually hit a certain amount of exp or level, it could turn into an ancient with the same rolls. That way you can still put value on non ancient weapons and gear.
Gem Experience
This is more of a pet peeve hating against the current gem system. Right now you’re forced into doing the highest GR you can do with a group. Then once you’re down to 8% or 15% per attempt then you start doing 1% runs which is -15 your gem lvl. I propose you make a gem leveling system where each gem gets experience and just from playing the game you get rewarded with your lvls rather than forced into 1% runs which will make your life hell. This will create other issues such as what will be your reward for completing a greater rift? Well you can have extra bloodshards/gold/gem experience/loot.
Lack of Game Mysteries
One thing I absolutely loved about D2 is it had a ton of hidden gems inside the game. For example in D2 there was a super small chance that inside a game you could see a message appear that said something along the lines of “7197 SoJ sold to a merchant”, and this would continue till eventually you’d get a message in chat that would say “Diablo walks the earth”. So the next dungeon you find would spawn an Uber Diablo which is fairly tedious to kill and gives you a super unique and fairly rare charm. This gave your character +1 to all skills, 10-20 attributes, 10-20 resists, 5-10% exp. Not to mention Uber Tristram was an extremely fun and challenging version of getting charms which gave your character +3 random class skills, 10-20 attributes, 10-20 all resists, +8 light radius and a chance on attack to cast a fire spell.
Charms
Charms were a way to minmax your character by having these in your inventory to gain certain bonuses like resistance, or extra poison damage, or more magic find. If you were to implement these I’d strongly advise having a separate bag for only charms so that you don’t get an insane wave of complaints about how there’s no inventory room.
Horadric Cube
Formula's to randomize certain items again. Convert normal to ancient items.
RANDOM BUGS
Witch Doctors not taking damage from RG tornados.
Vault/Teleport Rubberbanding
EDIT: Holy crap how could I forget about anarch charges. LOL
As an end note, I know I missed a ton of things that are a huge pain. If I find more stuff I’ll edit it in and record what’s been added below. Again sorry for the huge walls of text and I hope some of it at least makes it to blizzards hands.
I stopped reading after the "itemisation" part, because I totally disagree on this one already, giving me a feeling you didn't think through all the points (oppinion, don't want to be rude or insult you):
- XP gear: While it might add some advantages using it, I often see the "leecher" providing the keys. This means he uses time to farm bounties, T6, trials, to get more XP in the Grift, resulting in some kind of balance? (I did not do full calculations, so that's why I added a questionmark). If it still ends up giving more XP, you can say the same for people that have a ton of time to play, so should we put a "daily XP limit" as well? Also, for every leecher, there are probably 3 non leechers (or 2/2, I don't think its efficient if you go 3/1), so if you are competitive you would need 2 groups: 1 group of "retards" that let you leech, and 1 group of people like you with high paragon to push high Grifts, else your average "party power" suffers, you would have to rotate, and it balances out again. And "worst case", if you want to be competitive, just look at it as an investment playing another class, other people that compete do the same so you are on the same level again. No matter how you look at it, if you compete for the top spot, you have to do what is needed (like top-sport where you have to train all day, an for example swimmers would run a lot as well). This is written assuming "competitive" means going for top spot, not 5 levels or more behind first place.
- Ancient weapons: I agree they are a problem for competitive play, but so are all items (I just can't get any good F+R set, while I got every ancient weapon I want). But that's the downside of a casual grinding game where they added competition in the first place. As long as they don't make up their mind about a competition game or a grind game, we're going to have issues. But, for competition, I agree they should somehow fix this.
- Old sets: As you said, they are working on it. However, don't forget there are different kind of players and "things" in the game, not everything should be competitive for highest difficulty. Example: I heard (did not try this, can't confirm) that firebird is the fastest wizard build for T6. Having different setups for different actions is a good thing, since you will have to run rifts/bounties from time to time anyway, and it will give you a completely different playstyle. Also, at the top level, 1 build will always outperform another ("best" is unique, there can only be one), maybe only on that 1 type of monsters and rift guardian, but you will need perfect conditions anyway for the top spot. So, changing old sets might change your build, make the class stronger overall, but at end game everyone will be running the same thing anyway.
- Unused legendaries: While it would be fun to have an affix on every item, it wont change much. F+R rings are too strong, sets are to strong. That's 8 slots taken. If you are lucky your sets have "weird" items (tal rasha amu/belt, ik belt/weapon, ...) and you can try to fit in a 2nd set. After those "fixed" slots, there will (again) always be 1 best item. Doesn't matter if there is 1 item for a slot or 1000, end game you will only be using that 1 item. As long as they don't fix the overpowerness of sets, nothing will compete (I was trying some things on a different server, levelled to 70, was doing T2-3 with 5 set pieces, found the 6th and jumped into T6, no other legendary would have given me that power). PS: I would love to have more affixes, since you can have fun with it on T6, again an answer to competitive play.
- New hellfire items: Sounds fun, but bad for competition since it add another layer of RNG. First you complain about how hard it is to get a good ancient weapon, then you want to add another random item that would only make you (and everyone you are competing with!) stronger. Does it matter if every competitive player goes for Grift 40, 60 or 1000? In the end, for the top spots, you would need that 1 additional item/roll/whatever, resulting in new "too much RNG" topics Again, I would love something like that, but it's a weird thing coming from a competitive player
- Your example with Mortiks Bracers makes totally no sense to me. For competition you need BiS items. It doesn't matter if they are just "better than the rest" or "crazy OP". In other points you were even asking to balance sets and legendaries to open more possibilities, now you ask for something nothing can compete with, forcing every competitive player into this item. Especially bracers is 1 of those slots where you do have some options (since nothing is really good), making the example even worse IMO. And it would make it even harder to balance classes. While this doesn't matter for solo (you compete against your own class), people complained every group was WD/Crusader/DH/DH, now the Wiz competes with DH. Those crazy stupid OP items would probably make the difference even worse, forcing you to play a specific class (and you don't want to be forced to play something to get an advantage, see your first point :p)
So, this is where I stopped reading, since a lot did not make sense to me (I might go over it later).
Again, I'm not trying to insult or attack you, just giving my opinion why I think the points are not valid.
Long story short: All the points mentioned are the same for everyone competing. If you want to be at the top (in whatever you do), you will have to sacrifice things to make it there. Whatever you change, there will always be 1 most efficient way, and you will be forced to go that way if you want to compete.
Even if you would remove paragon (or give everyone the same amount), give everyone the same gear (or a way you can pick what you want with the stats and value you want), make every grift layout and mobs the same, ... There will always be 1 BEST build, forcing you (and everyone else) into the same build if you want to compete
You make a ton of great points. Yeah I definitely contradict myself a lot and it doesn't play well in the grand scheme of things. Please note I'm not trying to say your wrong by any means in any of the points you made. I appreciate any feedback and attention this gets. I'm just trying to clarify my points and make them slightly more clearer if possible.
XP - My point was no matter what happens there'll always be someone getting the bad end of the deal in speeds. Sure they get free keys but they're getting 2x - 2.5x less exp than everybody else. I'm 1090 paragon in seasons and that's without a single leech character. I could be 1300 if I were to leech the whole way, if not higher.
Old Sets - Your absolutely right, not everything should be considered for progression play. The point there was to just to make things like marauders a viable usable set rather than get overshadowed by uptodate current mainstream setups.
Unused legendaries - Again, F/R is extremely strong but you still see barbs and wizards opt for convention and other combo's such as rrog or obsidian ring. The idea was to introduce legendaries that could fill rolls rather than just be immediate forgotten souls.
New Hellfire Items - Yeah completely understandable and I knew this would come up when I wrote it but it still creates something exciting even if it's just another endless grind for a perfect item you'll never get.
Mortiks Bracers - I was trying to make a point that there was no way barbs would become viable without a critical item such as this in team play, at least for progression in 4s or any other for that matter and it proves a point. Without items like these there's no chance at least in the current state they'd get any viability. The real question would be if it was in would they compete for a dps spot inside those progression rifts and if so, would it be so much that DHs or Wiz's couldn't compete? It's hard to say without seeing the events unravel.
Yup exactly, with the last point you made. There will always be some mainstream most effective build out there, but at least you can try and create some interesting balances between the sets. Take Nats 2:1 vs UE Krider in 2s/3s/4s. They both have a place and it's still uncertain over 2months into this season which actually has the most dps out. This is how it should be, you should have choices in what you play. I just wish it was across all classes having 2 or more viable sets giving a less static output on competition.
Either they introduce a different game mode that is totally tailored towards competition. Where everybody gets the same standardised gear and runs the same standardised maps with the same monsters at the same locations. Like instances in WoW.
Or our game is about as competitive as coin flipping.
You can be the very best at playing your class, you wont be nr1 in grifts unless you find that ancient weapon. There is no fix for that except introducing a game mode where rng is not a factor.
edit: i had to laugh at "lack of game mysteries". Uber diablo was not a mystery in D2. It was understood exactly how it worked and there were Uber diablo hunts going on all the time. You probably did not play much D2.
Either they introduce a different game mode that is totally tailored towards competition. Where everybody gets the same standardised gear and runs the same standardised maps with the same monsters at the same locations. Like instances in WoW.
Or our game is about as competitive as coin flipping.
You can be the very best at playing your class, you wont be nr1 in grifts unless you find that ancient weapon. There is no fix for that except introducing a game mode where rng is not a factor.
edit: i had to laugh at "lack of game mysteries". Uber diablo was not a mystery in D2. It was understood exactly how it worked and there were Uber diablo hunts going on all the time. You probably did not play much D2.
One could argue that a truly dedicated competitive player will play enough hours to get that ancient weapon, thus making it unto the leaderboards.
yes, the rng is there and the needed luck is real, but so is statistical probability.
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Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
As a DH I wish I had options to create competitive builds based around the way I like or want to play. This should be possible if items/sets could continue to scale and grow as you earn experience/paragons. I have a problem with new sets that change the meta. It is like they just move the goal-posts every patch. Sure it creates buzz, something new to farm for, but once you have the new gear what you are left with is an ever increasing amount of legendary/set item drops that are for all practical purposes completely redundant.
The fact is, I personally preferred the gameplay of the Mauraders set over the Unhallowed Set. To me it was more tactically interesting (not withstanding the ramp-up time which made getting Elite Packs at the entrance of a grift even more miserable than it currently is). Also, you mentioned Focus and Restraint as though it was good but I hate that ring set as it again, has killed build diversity even within the confines of the Unhallowed set. At least with RROG you could introduce a non set item of your choice into the build for a bit more variance. The point is (which you seem to agree with) is that new sets should not make old sets redundant. They should offer increased variety, rather than just a new BIS meta that everyone chases as they abandon the old sets.
Sets themselves may be a bad idea. The fact is only in a very few small cases are legendarys potentially useful. If we did not have sets, the way we mix and match legendaries would lead to far more diversity in builds. Synergy between items does not have to be defined via formal set based unification, but instead left up to the imagination and creativity of the players.
RNG bullshit. Blizzard flat our abuses RNG in this game. It is addictive, it pulls people back because they know that if they gamble long and hard enough, eventually dumb luck will roll their way but I think this is an absolutely shit way to reward the grind. Personally, I don't want to see rng taken from the game, as it does add a sense of excietement and uncertaintity, but frankly, I feel that as you level up paragons, odds should continuously be adjusted in your favor. People who have poured countless hours into the game should have a better chance of getting good gear with good rolls. On the console duping items is rampant. Partly that is just because it is simple human nature, but partly it is a symptom of the bullshit rng in this game. If players could reliably get good gear by grinding, duping would not be such a big deal because legit players would be able to get the stuff by earning it through the grind.
Either they introduce a different game mode that is totally tailored towards competition. Where everybody gets the same standardised gear and runs the same standardised maps with the same monsters at the same locations. Like instances in WoW.
Or our game is about as competitive as coin flipping.
You can be the very best at playing your class, you wont be nr1 in grifts unless you find that ancient weapon. There is no fix for that except introducing a game mode where rng is not a factor.
edit: i had to laugh at "lack of game mysteries". Uber diablo was not a mystery in D2. It was understood exactly how it worked and there were Uber diablo hunts going on all the time. You probably did not play much D2.
One could argue that a truly dedicated competitive player will play enough hours to get that ancient weapon, thus making it unto the leaderboards.
yes, the rng is there and the needed luck is real, but so is statistical probability.
If you know about probability, then you also know that there are always extreme cases. Even with "enugh" hours.
Just think about player A finding his gear within a week and starting his most efficient farming routine while player B only gets his gear together a few 100 hours later.
It's just not a competitive game, unless they introduce a competitive game mode or meaningful PvP.
Official Post - Figured I'd post on DiabloFans to expand the conversation and hope to get more attention on this.
So after a long commitment to being super shy and procrastinating about writing something like this up. I decided it’s finally time and I've had enough. In this write up I've decided to mention and explain as well as hopefully give some adequate examples of combating these flaws/ideas. I'm fully aware that some if not most of these idea’s have and are being worked on currently. Note that most of these are coming from a competitive player bias so keep that in mind.
Also I apologize for the huge wall of text.
ITEMISATION
Experience Gear
People who play non leech classes are forced into other classes to compete otherwise they have a disadvantage in highly competitive play. One tier can mean the difference between paragon 800-900, or 1100-1200. So if you only want to play DH you’re forced into a position to either leech or fall behind the pure leechers that are 100-200 or more paragon ahead of you.
Ancient Weapons
I’m still unsure if ancient weapons were actually a good idea or not. The power behind just a single slot giving that much more dps than the rest of your gear hinges on how lucky you are. When you spend over 1.3million shards and not see a SINGLE ancient item that you’re looking for, it’s depressing. Using Kridershots as an example, the chance of you getting the just the correct affixes is an 8.88% chance. Then an ancient item which I think is 10% chance, you’re looking at 0.888% chance, then you have to consider all of those rolls have to be average or above average and you’re looking at an extremely low chance of getting the krider you’re looking for. Things like discipline should always be rolled on weapons, also things like primary stat (Fist of Azz, Blade of Prophecy). Maybe even increase the percentage chance for weapons to be ancient or reduce the cost to gamble, it’s outrageous to spend so much and get nothing in return.
Old Sets
I know they’re being worked on over time but like this video mikhail had posted (https://www.youtube.com/watch?v=fQEFMle-I3U), equalizing the power of each set each season will lead to much more enjoyable competitive scene.
Unused Legendaries
There needs to be legendary affixes for every single legendary there is so that every item can be looked at rather than just thrown away immediately. It will open up build diversity and create more unique builds rather than forced into mainstream items.
New Hellfire Items
In this video Alkaizer talks about some idea’s for a new hellfire item (https://www.youtube.com/watch?v=VAgTbejzxCg). The idea was that maybe you do some sort of hellfire quest where you are rewarded with an enchantment that gets applied to some pants. And what it does is gives you a random rune to a random skill of your class giving you some awesome combinations. Anything like this will help improve the game even though you’d be forced to get the perfect rune for the perfect skill. At least it’d give you more options.
Legendaries OP
Allow some certain legendaries to be OP. A good example was Mortiks Bracers, it was going to shake the standard 4player meta a crazy amount then they were removed thinking they were too strong. Ok they were strong yes but it would of made things very interesting. If every class had an item like this to combat a standard setup it would give more options. The changes to Focus/Restraint were a great example.
UI ADJUSTMENTS
Buff/Debuff Slots
More buff slots. It’s getting more of a reactionary game with convention of elements being one of the main items to prove how silly this issue is. With the recent anniversary buff telling you a cow can spawn leading you to the ‘secret’ cow lvl was a complete joke. If anything it was a nerf during the event because you had 1 less buff slot you could use to visually see. If you ‘don’t have the technology yet’ to deal with this issue. Then give us the ability to filter only the important ones.
Stash Space / Microtransactions
Any ETA on when this will arrive in NA? Stash space is a huge issue especially as every season ends. Also character slots for the ability to keep your old characters rather than deleting them every season.
Chat Improvements
Timestamps.
Ability to copy links(maybe only in clan chat and private channels).
Ability to resize the window
Visible GR timer/progression%
No real need to even detail why this is needed. It just is.
COMPETITION
Trials
Obviously removed. Already worked on. Doesn’t stop it from being super lame during S3. Complete road block for progression not to mention a huge time sink.
Avoidable Affixes
Currently unavoidable affixes are the god damn worse. Thunderstorm, Jailer, Vortex, Frozen, Orbiter, Reflect damage. These all have 0 buildup time, you can predict the range to outrange these affixes but there’s very little room for error. In my opinion there NEEDS to be a way to avoid it, whether it be giving monsters a cast time + castbar or changing the abilities to be avoidable in someway. Give them a visual to show where they will appear otherwise it’s a stupid mechanic.
Crowd Controls
From my understanding this will be changed already next patch but it’s a delicate situation. If you completely remove it:
Do you do it by giving immunity after enough diminishing returns?
Do they cover all types of ccs at the same time?
My hope is that there still is a way to ‘perma cc’ at least the trash and elites. But it should be an extremely hard 4player rotation, either that or the affixes need to be balanced in such a way that if you’re letting them roam free you can’t just instantly be dead the higher you go. Make skills do percentages of your health rather than static infinitely growing modifiers.
Mob Normalization
This is probably one of the most hated aspects of Greater Rifts right now and NEEDS to be addressed immediately. The difference in progression between Unburied/Goats and Accursed/Bees is a complete joke. There are so many bad mob combinations that if you were allowed to ‘fish’(when you just leave until you find a good mob type/map type) for the rift you wanted, you’d only be actually playing a small percentile of them. Some monsters are just annoying to play against like grotesques, bee’s, accursed, ghosts, enslaved nightmares. Mobs like these need to be changed to make it worthwhile to kill. Also I must note that in 4player GR competition, yellow elite mob health pools are getting insanely absurd. Compare a 5 pack Blue Unburied to a yellow Bee. Unburied will net you something like 8 or 9% total whereas that yellow will have almost like 20% of the rift guardian for a total of like 4%. It’s actually stupid.
Another thing is remove stupid affixes from certain mob types, so for example Armaddons have the biggest hitboxes, so when a yellow pack comes with horde, it’s basically the worst thing in the world.
Normalized RG’s
RG’s right now are completely imbalanced. Certain builds like bosses with adds, in most cases people like stonesinger (less than 50% of the health of every other boss). I’ve heard rumors that RGs will now all have HP pools similar to stonesinger which is a great change. I actually can’t believe it’s been in the game for 3 whole seasons. There’s no real enjoyment out of fighting these RGs, they all do something special but there are others that are much much harder than others. For example choker’s poison pools are unavoidable, no warning whatsoever.
Pylons
They’re in a better spot that they were previously by a long shot. Personally I like the spot they’re in right now but I know people who still have a hard time wanting them in greater rifts. Removing them will create a less RNG fest. Less likely you’ll need to fish for the perfect conditions.
Map Tileset Normalization
Again balancing in this competitive scene is a must to make it less miserable. You shouldn’t have to go into a map knowing you’ve lost. Places like sewers are just not comparable to open maps such as Spires or Core of Arreat. The lack of density in some maps are just atrocious and then you have maps like Keep Depths and Ruins of Corvus which are bugged to hell. When you go up to a closed door and monsters aggro you and throw all their affixes out before you even get close to them is retarded. Then when you have classes like sader or the old raekor charge barb (GRRR) then you’re going to realize how bad the hitboxes versus door space really is. It’s something that needs to get worked on if you intend on keeping the drag/pull mechanic still viable. Not saying it’s impossible but it’s a huge headache.
Class Balancing
Personally the ONLY reason to have class balancing is to make sure each class has the ability to be useful in 2s/3s/4s. If you’re not giving every class the option of having an optimal build for group play then there’s no reason to balance. You can have DH’s clear 10 tiers higher than other classes and it shouldn’t actually matter as solo boards for different classes shouldn’t matter.
Head to head GR with some sort of wager (ty sman711 and/or Joebo444 and/or imcute7 <3)
So the idea is simple. Head to head GRs for all categories solo/2s/3s/4s where you compete against other groups for rewards. Of course the rifts themselves will have to be identical to one another to ensure balance.
CHEATING
Botters
Do something about botters. PLEASE. Don’t let this idle threat stay here. As a competitive player it’s utterly atrocious that actions have not been taken. There has to be multiple ways to deal with it. Lets assume its ‘untrackable’, at the very least you can approach and track people with an insane amount of game time 16+ hours a day over the course of months. I know as a legit player I have 13 almost 14 hours a day playtime which would probably seem fairly suspicious but when you see people with over 1k hours played on a class in S2. You just have to question this. Others may ask, how does this affect you at all? You don’t interact with these people anyway, so who cares? When you’re in a competitive setting and someone can do things while they sleep, it seems extremely unfair. Others may say, just stop crying and do it yourself. No, there’s no reason I should have to resort to 3rd party programs and stupid gimmicks in order to be on the same playing field as these abusers.
TurboHud
TurboHUD. It has to be mentioned. I’ll be entirely honest, I’ve been so tempted to try this out just because of the insane amount of UI features and functions it has, but my moral compass has stopped me from getting sucked in. It’s getting extremely mainstream and I know a stupid amount of people using it though I’ll be a gentleman and not name any names. As far as I’m aware the features I’ve been hearing about mostly is essentially a map hack of sorts giving you the directions to next floors. Also exp calculators that can calculate how much experience you’re getting per hour which is more of a helpful visual tool rather than a game breaking bug. Personally I feel like the UI improves such as cooldowns, skill damage on tooltips, things like this should be included in the default UI. Though because they’re attached to a HUD that also shows you visuals that can undeservedly give you incredible advantages over people who don’t use it.
Macros
Macros are even less impactful in terms of cheating. I feel like if you use one purely to reduce any RSI inducing properties then I believe thats fine. But when it starts automating gameplay and starts actually playing the game for you then it’s of course out of bounds. This is just a personal opinion of mine and should be I guess frowned upon outside of those rules? Feel free to comment on what other people think.
GENERAL FLAWS
Season Length
I know everybody has their own thoughts on what the seasonal length should be. Firstly I’d like to say that Blizzard do tune the length alongside development time for each patch giving us a new meta for each class and small game improvements for each season. As for what I’ve been hearing, the majority of people have been generally asking for much shorter seasons. Personally I’d like to see 1 week for initial setup, 6 weeks for paragon grinding and gearing, 2 weeks for gem leveling and 2 weeks for pushing. Total of 11 weeks, just under or around 3 months. Another important aspect is to announce not just the start, but also the end date so people know exactly what they’re walking into. I know there will be development periods which will be hard to meet requirements but I feel like you can just extend the in-between seasons period to compensate.
Patches/Content
I feel like the patches right now aren’t entirely content patches, but rather power creeping into a new tier. Not that I’m complaining I love how they’re at least somewhat consistent now but they aren’t exactly huge content patches. And I have to add I know you(Blizzard) likely don’t have many developers available on working on real content rather than just new/adjusting old sets.
Solo Gameplay
(https://www.youtube.com/watch?v=epTxuEs4KgE) Basically sums it all up. I personally love soloing, if I could do everything I do in groups as solo I’d quite likely enjoy the game much more.
Fix Cutscenes
Very unimportant change, but cut scenes starting at all is a complete joke. Skipping cutscenes shouldn’t take 5 seconds.
Hitboxes/Doorways
Discussed a bit in the Map Tileset Normalization. Trying to drag monsters through doorways in Keep Depths and Ruins of Corvus is a complete joke. Especially mobs with huge hitboxes such as oppressors or death maidens. Idk if anything can actually be done to fix this issue but oh well.
Build Diversity
I always loved d2 in the sense that you had skill tree’s and skill synergies that actually buffed your damage. In d3 you’re forced into only 6 skills, with a small pool of runes that can be applied to each skill. The only thing that’s making it interesting is the sets which are getting better the more that are being made.
MISC IDEAS
Non Adventure Mode
In one of the video’s posted earlier (https://www.youtube.com/watch?v=fQEFMle-I3U). Mikhail mentioned an issue with adventure mode. There’s literally no reason to play campaign at all. Which is ashame, It’d be nice to have a reward for completing an act and getting rewarded with a cache full of legendaries or something. Maybe have rewards for speed running through the campaign. Or have days where you get an insane bonus to exp in campaign mode making it actually worthwhile to play there. Comparable to GR speed runs.
Multi-Regional games
It’s a tough time connecting with people who stream only to find out they’re on EU, or vice versa. It’d be really really cool to be able to play with them, but I do understand the logistical nightmare it must be to make it work. If you can find a way I think it’d make the game feel much more populated and enjoyable. Sure there will likely be some language barriers but it’s a small price to pay for a great feature.
Mystic Unrolling
So this has been on my mind for a while now. If you could have the ability to unroll an item but to unlock that you had to reroll it to within 10% of the original roll on the item. Either that or just pay a cost to remove the reroll to its original state.
Blacksmith Unsalvage
Having the ability to ‘buyback’ or more appropriately ‘unsalvage’ with a history of 1-3 items so that if you do mess up a salvage you have a recovery option. We all know you can say “Oh but there was this warning popup every time” but at this point I don’t think that’s enough safety measures. In any case the implementation of this would just be a new tab on the blacksmith which suggests a buy back feature where you pay either gold and/or crafting materials to put it back together.
Reintroduce Item Trading
Trading was a fairly crappy concept when AH was around, but now that it’s gone I feel like it’s important to bring it back. Maybe even just let it be clan tradable for 2 hours or something of the sorts so that your friends that can’t be in your game at the time can still be eligible for loot. It may seem kind of silly maybe but it may reduce the RNG of how stupid weapons are.
Mystic Legendary Affix Rerolling
So this would obviously have to be an expensive or semi time consuming option but I feel it would also help reduce the crazy RNG required in order to make the perfect item. Whether you have to go out into the world, maybe even campaign mode to find a certain dude, NPC, or rare drop item that, just a stupid amount of gold in order to reroll it.
Separate Daily or Weekly Set Grift
So I’ve heard this idea a few times from multiple people and I think it’d add just a bit more excitement to the game. The idea is this, every day and/or week there is a set greater rift, which has the exact same map layout, monster layout, elite affixes, and RGs. I’m unsure whether or not you should be allowed to run it multiple times but you could set your own times to gain either temporary or permanent reward. Maybe gives you an extended bloodshard max for a week or month. Or new portrait for winning, or top 3-5 placement for a certain day/week.
Ability to Turn Experience Off
A lot of people like the idea of twinking characters. For those that don’t know what that means, it’s when you allow your character to stop gaining experience so you can cap your character at certain levels and gear it out like you would at 70.
PvP
It was a huge shame to know that they ditched the idea of arena style before the initial release and it was almost soul crushing. Looking back on it now I can understand the thought process behind it. It was simply too hard to balance a game for both PvP and PvE. One idea that’s been used before is have a separate balanced versions of skills. So for example if I have Multishot, in pve it may hit for 2.3mil. Instead it could only hit for 23k making it a much more balanced version for PvP. The ability to scale for pvp without messing around with the PvE numbers would get rid of the huge problem that surrounds it. It of course will require a crazy amount of balancing in order to make it fun gameplay.
Blizzard’s way of Finding Info
This is more of a rant from multiple highly competitive players more than it’s a suggestion. For the most part it seems like all the feedback and information blizzard gets is from the forums where only a very small margin of players actually visit, reads and contributes. Then they base their findings to the dev team which then use that (likely inaccurate) knowledge to the higher up’s. This maybe a silly idea but have a forum label to show that a blizzard employee has at least viewed and/or read the post to know we’re not being ignored. That would motivate me to even visit the forums let alone never touch it. Would motivate me to contribute to the community and give suggestions rather than just have it disappear into page 52 and never seen or touched again.
Runewords
Huge d2 favorite for a lot of people. Maybe it’s more of an expansion feature but it’d still be a wonderful improvement to the game. Gives it everybody more build diversity and gear opportunities. Don’t really need to say much more, it was a fantastic system in d2, why can’t it work now?
Items that Gain Experience
So I had this idea after the frustration of ancient weapons this season. If you could have your follower equip a weapon, or use it yourself to level a weapon up to eventually hit a certain amount of exp or level, it could turn into an ancient with the same rolls. That way you can still put value on non ancient weapons and gear.
Gem Experience
This is more of a pet peeve hating against the current gem system. Right now you’re forced into doing the highest GR you can do with a group. Then once you’re down to 8% or 15% per attempt then you start doing 1% runs which is -15 your gem lvl. I propose you make a gem leveling system where each gem gets experience and just from playing the game you get rewarded with your lvls rather than forced into 1% runs which will make your life hell. This will create other issues such as what will be your reward for completing a greater rift? Well you can have extra bloodshards/gold/gem experience/loot.
Lack of Game Mysteries
One thing I absolutely loved about D2 is it had a ton of hidden gems inside the game. For example in D2 there was a super small chance that inside a game you could see a message appear that said something along the lines of “7197 SoJ sold to a merchant”, and this would continue till eventually you’d get a message in chat that would say “Diablo walks the earth”. So the next dungeon you find would spawn an Uber Diablo which is fairly tedious to kill and gives you a super unique and fairly rare charm. This gave your character +1 to all skills, 10-20 attributes, 10-20 resists, 5-10% exp. Not to mention Uber Tristram was an extremely fun and challenging version of getting charms which gave your character +3 random class skills, 10-20 attributes, 10-20 all resists, +8 light radius and a chance on attack to cast a fire spell.
Charms
Charms were a way to minmax your character by having these in your inventory to gain certain bonuses like resistance, or extra poison damage, or more magic find. If you were to implement these I’d strongly advise having a separate bag for only charms so that you don’t get an insane wave of complaints about how there’s no inventory room.
Horadric Cube
Formula's to randomize certain items again. Convert normal to ancient items.
RANDOM BUGS
Witch Doctors not taking damage from RG tornados.
Vault/Teleport Rubberbanding
EDIT: Holy crap how could I forget about anarch charges. LOL
As an end note, I know I missed a ton of things that are a huge pain. If I find more stuff I’ll edit it in and record what’s been added below. Again sorry for the huge walls of text and I hope some of it at least makes it to blizzards hands.
I stopped reading after the "itemisation" part, because I totally disagree on this one already, giving me a feeling you didn't think through all the points (oppinion, don't want to be rude or insult you):
- XP gear: While it might add some advantages using it, I often see the "leecher" providing the keys. This means he uses time to farm bounties, T6, trials, to get more XP in the Grift, resulting in some kind of balance? (I did not do full calculations, so that's why I added a questionmark). If it still ends up giving more XP, you can say the same for people that have a ton of time to play, so should we put a "daily XP limit" as well? Also, for every leecher, there are probably 3 non leechers (or 2/2, I don't think its efficient if you go 3/1), so if you are competitive you would need 2 groups: 1 group of "retards" that let you leech, and 1 group of people like you with high paragon to push high Grifts, else your average "party power" suffers, you would have to rotate, and it balances out again. And "worst case", if you want to be competitive, just look at it as an investment playing another class, other people that compete do the same so you are on the same level again. No matter how you look at it, if you compete for the top spot, you have to do what is needed (like top-sport where you have to train all day, an for example swimmers would run a lot as well). This is written assuming "competitive" means going for top spot, not 5 levels or more behind first place.
- Ancient weapons: I agree they are a problem for competitive play, but so are all items (I just can't get any good F+R set, while I got every ancient weapon I want). But that's the downside of a casual grinding game where they added competition in the first place. As long as they don't make up their mind about a competition game or a grind game, we're going to have issues. But, for competition, I agree they should somehow fix this.
- Old sets: As you said, they are working on it. However, don't forget there are different kind of players and "things" in the game, not everything should be competitive for highest difficulty. Example: I heard (did not try this, can't confirm) that firebird is the fastest wizard build for T6. Having different setups for different actions is a good thing, since you will have to run rifts/bounties from time to time anyway, and it will give you a completely different playstyle. Also, at the top level, 1 build will always outperform another ("best" is unique, there can only be one), maybe only on that 1 type of monsters and rift guardian, but you will need perfect conditions anyway for the top spot. So, changing old sets might change your build, make the class stronger overall, but at end game everyone will be running the same thing anyway.
- Unused legendaries: While it would be fun to have an affix on every item, it wont change much. F+R rings are too strong, sets are to strong. That's 8 slots taken. If you are lucky your sets have "weird" items (tal rasha amu/belt, ik belt/weapon, ...) and you can try to fit in a 2nd set. After those "fixed" slots, there will (again) always be 1 best item. Doesn't matter if there is 1 item for a slot or 1000, end game you will only be using that 1 item. As long as they don't fix the overpowerness of sets, nothing will compete (I was trying some things on a different server, levelled to 70, was doing T2-3 with 5 set pieces, found the 6th and jumped into T6, no other legendary would have given me that power). PS: I would love to have more affixes, since you can have fun with it on T6, again an answer to competitive play.
- New hellfire items: Sounds fun, but bad for competition since it add another layer of RNG. First you complain about how hard it is to get a good ancient weapon, then you want to add another random item that would only make you (and everyone you are competing with!) stronger. Does it matter if every competitive player goes for Grift 40, 60 or 1000? In the end, for the top spots, you would need that 1 additional item/roll/whatever, resulting in new "too much RNG" topics
Again, I would love something like that, but it's a weird thing coming from a competitive player ![;) ;)](https://media.diablofans.com/avatars/11/52/3592331738.png)
- Your example with Mortiks Bracers makes totally no sense to me. For competition you need BiS items. It doesn't matter if they are just "better than the rest" or "crazy OP". In other points you were even asking to balance sets and legendaries to open more possibilities, now you ask for something nothing can compete with, forcing every competitive player into this item. Especially bracers is 1 of those slots where you do have some options (since nothing is really good), making the example even worse IMO. And it would make it even harder to balance classes. While this doesn't matter for solo (you compete against your own class), people complained every group was WD/Crusader/DH/DH, now the Wiz competes with DH. Those crazy stupid OP items would probably make the difference even worse, forcing you to play a specific class (and you don't want to be forced to play something to get an advantage, see your first point :p)
So, this is where I stopped reading, since a lot did not make sense to me (I might go over it later).
Again, I'm not trying to insult or attack you, just giving my opinion why I think the points are not valid.
Long story short: All the points mentioned are the same for everyone competing. If you want to be at the top (in whatever you do), you will have to sacrifice things to make it there. Whatever you change, there will always be 1 most efficient way, and you will be forced to go that way if you want to compete.
Even if you would remove paragon (or give everyone the same amount), give everyone the same gear (or a way you can pick what you want with the stats and value you want), make every grift layout and mobs the same, ... There will always be 1 BEST build, forcing you (and everyone else) into the same build if you want to compete![:) :)](https://media.diablofans.com/avatars/11/59/1325848114.png)
You make a ton of great points. Yeah I definitely contradict myself a lot and it doesn't play well in the grand scheme of things. Please note I'm not trying to say your wrong by any means in any of the points you made. I appreciate any feedback and attention this gets. I'm just trying to clarify my points and make them slightly more clearer if possible.
XP - My point was no matter what happens there'll always be someone getting the bad end of the deal in speeds. Sure they get free keys but they're getting 2x - 2.5x less exp than everybody else. I'm 1090 paragon in seasons and that's without a single leech character. I could be 1300 if I were to leech the whole way, if not higher.
Old Sets - Your absolutely right, not everything should be considered for progression play. The point there was to just to make things like marauders a viable usable set rather than get overshadowed by uptodate current mainstream setups.
Unused legendaries - Again, F/R is extremely strong but you still see barbs and wizards opt for convention and other combo's such as rrog or obsidian ring. The idea was to introduce legendaries that could fill rolls rather than just be immediate forgotten souls.
New Hellfire Items - Yeah completely understandable and I knew this would come up when I wrote it but it still creates something exciting even if it's just another endless grind for a perfect item you'll never get.
Mortiks Bracers - I was trying to make a point that there was no way barbs would become viable without a critical item such as this in team play, at least for progression in 4s or any other for that matter and it proves a point. Without items like these there's no chance at least in the current state they'd get any viability. The real question would be if it was in would they compete for a dps spot inside those progression rifts and if so, would it be so much that DHs or Wiz's couldn't compete? It's hard to say without seeing the events unravel.
Yup exactly, with the last point you made. There will always be some mainstream most effective build out there, but at least you can try and create some interesting balances between the sets. Take Nats 2:1 vs UE Krider in 2s/3s/4s. They both have a place and it's still uncertain over 2months into this season which actually has the most dps out. This is how it should be, you should have choices in what you play. I just wish it was across all classes having 2 or more viable sets giving a less static output on competition.
competitive does not work well with RNG.
Either they introduce a different game mode that is totally tailored towards competition. Where everybody gets the same standardised gear and runs the same standardised maps with the same monsters at the same locations. Like instances in WoW.
Or our game is about as competitive as coin flipping.
You can be the very best at playing your class, you wont be nr1 in grifts unless you find that ancient weapon. There is no fix for that except introducing a game mode where rng is not a factor.
edit: i had to laugh at "lack of game mysteries". Uber diablo was not a mystery in D2. It was understood exactly how it worked and there were Uber diablo hunts going on all the time. You probably did not play much D2.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841
One could argue that a truly dedicated competitive player will play enough hours to get that ancient weapon, thus making it unto the leaderboards.![;) ;)](https://media.diablofans.com/avatars/11/52/3592331738.png)
yes, the rng is there and the needed luck is real, but so is statistical probability.
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
great post.
As a DH I wish I had options to create competitive builds based around the way I like or want to play. This should be possible if items/sets could continue to scale and grow as you earn experience/paragons. I have a problem with new sets that change the meta. It is like they just move the goal-posts every patch. Sure it creates buzz, something new to farm for, but once you have the new gear what you are left with is an ever increasing amount of legendary/set item drops that are for all practical purposes completely redundant.
The fact is, I personally preferred the gameplay of the Mauraders set over the Unhallowed Set. To me it was more tactically interesting (not withstanding the ramp-up time which made getting Elite Packs at the entrance of a grift even more miserable than it currently is). Also, you mentioned Focus and Restraint as though it was good but I hate that ring set as it again, has killed build diversity even within the confines of the Unhallowed set. At least with RROG you could introduce a non set item of your choice into the build for a bit more variance. The point is (which you seem to agree with) is that new sets should not make old sets redundant. They should offer increased variety, rather than just a new BIS meta that everyone chases as they abandon the old sets.
Sets themselves may be a bad idea. The fact is only in a very few small cases are legendarys potentially useful. If we did not have sets, the way we mix and match legendaries would lead to far more diversity in builds. Synergy between items does not have to be defined via formal set based unification, but instead left up to the imagination and creativity of the players.
RNG bullshit. Blizzard flat our abuses RNG in this game. It is addictive, it pulls people back because they know that if they gamble long and hard enough, eventually dumb luck will roll their way but I think this is an absolutely shit way to reward the grind. Personally, I don't want to see rng taken from the game, as it does add a sense of excietement and uncertaintity, but frankly, I feel that as you level up paragons, odds should continuously be adjusted in your favor. People who have poured countless hours into the game should have a better chance of getting good gear with good rolls. On the console duping items is rampant. Partly that is just because it is simple human nature, but partly it is a symptom of the bullshit rng in this game. If players could reliably get good gear by grinding, duping would not be such a big deal because legit players would be able to get the stuff by earning it through the grind.
If you know about probability, then you also know that there are always extreme cases. Even with "enugh" hours.
Just think about player A finding his gear within a week and starting his most efficient farming routine while player B only gets his gear together a few 100 hours later.
It's just not a competitive game, unless they introduce a competitive game mode or meaningful PvP.
http://eu.battle.net/d3/en/profile/Twoflower-2131/hero/47336841