I too have voted good and my reasoning behind this is that i have played d1 and d2 and having to make a pacific character just so you can have a faster ezer travel time to get to a boss and kill it hoping to get some kind of rare item.
With this new system i think it will make players focus more on clearing and exploring the new environments and areas that have be implenmented on each zone/lvl, but while doing this they can be working towards the boss area kinda of do a kill 2 birds with 1 stone act.
Hoping that some kind of decent loot will have dropped for you and your friends.
It's definitely a good change. It will give some more diversity, not just doing farm runs all the time, killing the same boss all over again and again. This way, people will be out in the world more, providing a little excitement when you find a rare/champion mob. I definitely welcome this change!
No boss runs for me at least. It's good that they reward for killing tough monsters (champions) I hope there is also some kind of reward system when you complete the boss quest so that would be the utimate loot you can get from a boss monster + some other stuff he might drop from the quest kill.
Personally, I think it's a good thing and bad thing. The good part of it is that you can play through the game and get drops. The bad part of it is that fighting the bosses is actually less effective because they are typically more difficult. However, you have to find champion and unique mobs whereas Bosses are always in the same place.
I think overall it's a good change because now I don't have to run a single boss over and over. I can play though the whole thing without thinking I'm wasting time I could be spending farming bosses.
I agree with what most of the people are saying about it being a good change, however not for the same reasons. I am of the mindset that an Epic Boss should drop the best items in the game. However, this change allows it that you end up with the waypoint system being able to be used the way it is. If it was all about boss runs, people would just hop in a game in progress, hop the waypoint, get the quick boss kill and moved on. This way allows groups the ability to focus on quickly clearing chunks of content for loot drops, promoting that aspect of the game.
Here is my opinion with some points for each side of Pro, Con, and the Middle ground on the decision for Rares and Champions having the potential to drop better gear than Bosses:
Pro:
Rushing to a boss and killing the boss can get repetitive much faster then clearing areas.
The areas in which your clearing have 'nodes' in them that can change what event they are filled if the game/map even decides to put something there.
Clearing out areas your more likely to find a shrine that can increase your kill speed or increase you MF chance.
Here's a thought; with the loss of teleport spam and the loss of enigma, both from Diablo 2, pure boss rushing is no longer viable even without Rares and Champions having better loot then Bosses just because your going to have to push and crawl your way through packs of monsters and without potion spamming to keep yourself alive your going to have to kill the packs anyway.
Con:
This could make it to where bosses do not feel satisfying in their death versus the difficulty and time it took to take them down.
The decision to do full sub-dungeon clears along with main-dungeon clears or only one of the two also having to deal with the problem that some of the game areas wouldn't be efficient to farm either due to some type of resistance your build can't handle/kill or maybe your skill selection is good for wide open areas but falls apart when restricted to tight corridors
Middle:
Your more likely to find large group (~10) or small group (2-5) AoE farming builds instead of quick single-target burn builds.
This focus of loot drops could be detrimental or a great thing depending on how the rares and champions spawn. (ex. In Diablo 2 for instance each area could only spawn so many rares or champions, amount of groups usually increasing with difficulty lvl, it also depends on how diverse the pool of rares and champions that the game can pull from to spawn into the different areas of the game.
Note: This is personal opinion and I'm sure there are factors that I missed or over looked this is my personal perspective of the decision/discussion.
I think its a good thing overall for the game. Back in D2 when I was in heavy farming mode, running Mephisto and Baal runs started to feel like a chore and got less and less exciting as time passed. Maybe now it will give me incentive to run some of the other parts of the game beyond teleporting to the nearest staircase over and over again.
On the flip side, it might be boring to plow through thousands of normal mobs just to get to those rare and champion monsters, especially if the normal monsters don't offer any degree of difficulty. Only when the game is released will we see how mind numbingly boring, or amazing, plowing through normal monsters will be on Inferno mode.
Yes, this is a very good thing. Repetitive boss runs get old, you find the best and fastest strategy to kill a boss and you do it 100 times a day.. just gets old.
With Rares, you'll never know where they'll be. There will be more than just 1 monster in the "pack". Random monster affixes/resistances, etc. Random loot.
It's good, brings me back some good old memories from D2 where you had to farm pindleskin or other rare mobs in high level zones for hours to get a good drop
It's very good, you won't be able to get as much loot from the bosses by repeatidly killing them.
The rares however are random and you can't know where they will be ( in most cases )
I don't think it should be higher for champions than on bosses, but I do think it should be equal. If it's higher the players will just lean towards not killing bosses at all and basically just make "runs" up to the boss since i'm assuming bosses will be hard to take down, which would render the low reward not worth it. If it's equal people will also do bosses adding to the variety of farming.
Then everyone would still boss farm, if you get an equal chance it would be more efficient to WP boss and kill him since you can likely kill a boss more frequently than trying to find champions on a random map. There needs to be some variation, even if the drops are lower I'm still going to kill bosses because it’s fun and a chance for loot period.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
I'm happy to see Diablo III support this kind of loot system. It's definitely better because you don't have to progress through the story just to see better loot. Instead you can just get out there and explore the world while looking for that prized piece of loot you want for your characters. I do find it disappointing that some games that run on an RNGed loot system (Borderlands, Kingdoms of Amalur, and Elder Scrolls games to name a few) sometimes depend on boss characters to drop the good loot and not letting the player do what the game was primarily built to do, and that's exploring the massive world they have created. Instead some games almost force you to progress the campaign just so you can get better loot, rather than going out hunting for a unique vendor or that rare critter that drops a legendary weapon that only is seen once or twice in the game's ENTIRE loot table.
At the same time, if Blizzard doesn't strike the right balance and makes the Champion and Rare loot really OP, it could deter from the game and sort of force the people that want to play the Auction House and specialize selling those rare items that they don't want or can't use because it just requires that much more effort to get out there for 10+ hours just to find loot rather than actually playing the game for the sake of zapping some demons rather than trying to make some cash.
I voted good. I agree with pretty much everyone else on the why. Encourages exploration, changes scenery.. its like a hunt within the hunt. You hunt the champion/rare spawn/unique, to kill them while hunting for phat loots. I think maybe on the first boss kill, per boss, per difficulty there should be a little better chance for higer quality loot, but other than that, nah, I like this.
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When or if I get to Lut Gholein, Im going to find the largest bowl of Narlant weed and smoke til all earthly sense has left my body. -Gheed
I always found that bosses in D2 were a joke and you could easily make a build specificly for farming that boss. In D3, I think you'll have to make more generic builds.
My light sorc could easily kill Meph at 83 but had a hard time with the guys right infront of him.
Gotta love this concept, will give another meaning to the rest of the game instead of only doing boss runs all over.
People are gonna check the corners more now, who know what's hiding in the shadow.
Hope there will be many "mini-events" too as you can run into.
There are random events that will happen and you may never find them till your 10th play through.
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Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
Well bosses should be the hardest in the game? Harder than champs and rares. Then they should drop the nicest gear. Harder mobs, better gear.
I agree that difficulty should be rewarded, but there's something to say for randomness/luck. Personally, I would get excited for each run thinking that this time there could be a rare boss/mob. If the loot from that rare boss was meh, then why bother? I feel the game would get very mundane without the aspect of chance.
While I do like the idea of encouraging people to explore around the zones, nothing seems to beat the idea that the Big Boss should drop the best stuff. That's why they are the Big Boss, and it will always feel more epic to take them down rather than a random named spawn in the corner of some sub-dungeon.
It's ultimately a good idea, exactly for the reasons they're saying.
Boss creatures do actually guarantee an increased amount of drops (two, three magic~ items as opposed to the one per champion/elite creature), thereby making it more likely for them to drop something valuable above other creatures. Boss kills will be a more efficient way to get loot, but not the only way.
It balances itself out in that regard. As long as all tables are equal (as they say), then I'm perfectly satisfied.
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With this new system i think it will make players focus more on clearing and exploring the new environments and areas that have be implenmented on each zone/lvl, but while doing this they can be working towards the boss area kinda of do a kill 2 birds with 1 stone act.
Hoping that some kind of decent loot will have dropped for you and your friends.
My mind is ready ;P
No boss runs for me at least. It's good that they reward for killing tough monsters (champions) I hope there is also some kind of reward system when you complete the boss quest so that would be the utimate loot you can get from a boss monster + some other stuff he might drop from the quest kill.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
I think overall it's a good change because now I don't have to run a single boss over and over. I can play though the whole thing without thinking I'm wasting time I could be spending farming bosses.
I am of the mindset that an Epic Boss should drop the best items in the game.
However, this change allows it that you end up with the waypoint system being able to be used the way it is.
If it was all about boss runs, people would just hop in a game in progress, hop the waypoint, get the quick boss kill and moved on.
This way allows groups the ability to focus on quickly clearing chunks of content for loot drops, promoting that aspect of the game.
Overall, Good Change.
Unfortunately, gameplay trumps logic. And having your best loot spread around, makes for better gameplay.
Here is my opinion with some points for each side of Pro, Con, and the Middle ground on the decision for Rares and Champions having the potential to drop better gear than Bosses:
Pro:
On the flip side, it might be boring to plow through thousands of normal mobs just to get to those rare and champion monsters, especially if the normal monsters don't offer any degree of difficulty. Only when the game is released will we see how mind numbingly boring, or amazing, plowing through normal monsters will be on Inferno mode.
With Rares, you'll never know where they'll be. There will be more than just 1 monster in the "pack". Random monster affixes/resistances, etc. Random loot.
Looking forward to it!
http://eu.battle.net/d3/en/profile/pOw-2468/hero/248144
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The rares however are random and you can't know where they will be ( in most cases )
Then everyone would still boss farm, if you get an equal chance it would be more efficient to WP boss and kill him since you can likely kill a boss more frequently than trying to find champions on a random map. There needs to be some variation, even if the drops are lower I'm still going to kill bosses because it’s fun and a chance for loot period.
At the same time, if Blizzard doesn't strike the right balance and makes the Champion and Rare loot really OP, it could deter from the game and sort of force the people that want to play the Auction House and specialize selling those rare items that they don't want or can't use because it just requires that much more effort to get out there for 10+ hours just to find loot rather than actually playing the game for the sake of zapping some demons rather than trying to make some cash.
My light sorc could easily kill Meph at 83 but had a hard time with the guys right infront of him.
There are random events that will happen and you may never find them till your 10th play through.
I agree that difficulty should be rewarded, but there's something to say for randomness/luck. Personally, I would get excited for each run thinking that this time there could be a rare boss/mob. If the loot from that rare boss was meh, then why bother? I feel the game would get very mundane without the aspect of chance.
to advance in the game. otherwise you cant. :P. just like any other game bosses.
they have a good enough reason to be killed once. just not more then once. which is fine
Boss creatures do actually guarantee an increased amount of drops (two, three magic~ items as opposed to the one per champion/elite creature), thereby making it more likely for them to drop something valuable above other creatures. Boss kills will be a more efficient way to get loot, but not the only way.
It balances itself out in that regard. As long as all tables are equal (as they say), then I'm perfectly satisfied.