Gotta agree that I don't want gold, I want to salvage all these leftovers into Forgotten Souls, damnit!
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
It's pretty simple actually... creating a new game 100 times to get the bounty for your specific crafting mat.
I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
It's pretty simple actually... creating a new game 100 times to get the bounty for your specific crafting mat.
So? Doing a bounty is even simpler. Create 1 game and do it.
The point is, farming materials incentivizes players to play on higher difficulties than they normally farm on, because their specific drop rates made that more efficient. That meant different specs and items were used to farm those mats than for regular rifting. At least by me who doesn't breeze through t6 yet.
I have farmed over a hundred Aughild pieces and dozens of other sets and that was a welcome change of pace from pure rifting. There was a direct, targetable reward. And now it's gone with no way of reverting this mistake. I had hoped, the policy of cutting entire arms off for every itching finger was gone with the vanilla release.
A system that encourages people to create/leave games rapidly to "farm" items for crafting, quite simply, puts a strain on the servers which can lead to lag and disconnects. I don't see that as a reasonable tradeoff for a way to craft legendary items that didn't even appeal to everyone. I know farming ghosts for Aughild's pieces was way less enjoyable than just starting a game and doing whatever bounties I was assigned.
I'm glad that you enjoyed it, but among my friends, it has been almost universal jubilation that we can stop creating/leaving games ad nauseum.
Well, the constant creation of games is bad, I give you that. Figuratively speaking, that's the itching finger. It itches because the kill bounties give the presence of target mobs away for free. Don't have the (one of X) bounty? Reload. There's no fun to be had.
I suppose those mobs were meant to be searched for in their respective zones, without a bounty guaranteeing and indicating the spawn. Doing this on t6 when you normally farm t2 is an entirely different Diablo 3 experience. Plus, like I already said, this was a way to target specific improvements. Farm Ghosts for a while and craft a new batch of (BiS, depending on setup) Helms.
First, i totaly agree that we should get souls for them, its legendary after all
Second, you guys propably dont realize the main reason they do this - server traffic is just one thing, but they are preparing the game for the new ladder system. Once you start new ladder character, the last thing you wanna do is searching for days for mats for 1 item while you are supposed to be competing with others.
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Rencol - Diablo fan since 1996 and walking encyclopedia of Diablo lore.
I think they should've kept the materials BUT made them optional enhancement materials (for endgame). Like max a stat or buff a set bonus. That way they are still in the game and valuable but they dot hinder the actual crafting of items in general.
Or they could be spent to make a "free" reroll of an item after you've crafted it.
Now that I'm thinking about it it seems like there are many ways to retain that aspect of the game (if only partially), rather than doing away with it entirely.
I really liked the idea of more items to collect (reminds me of D2's runes / jewels / charms in a way). BUT, I understand the change, and really the only thing that farming those mats did was put up an artificial roadblock where one shouldn't be.
I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
If you had any idea how much you're comparing apples to oranges... Is making and closing thousands of games to try and get that rare spawn to spawn as a bounty actually as fun as bounties or rifts to you? Is it as fun as an entire class? You'd seriously compare removing a complete pain in the butt that few if any people can honestly tell me they truly enjoyed to removing a class?
I mean, OK, I'll buy the whole "Oh no, they're removing from the game" thing, but seriously, it was one of the fun "three" things to do at end game? REALLY?!
I don't see why they couldn't just change where the dropped. They could make then drop from elites of a particular type. So an elite ghost in a rift could drop that shard for Aughild's. It would mean we'd still get the mats but through normal play, or even have the rift boss drop 1 random mat or something.
Quote from Solmyr77 I cannot express in uncensored words how stupid this move is. I even thought about going to the official forums, but I couldn't find the time/motivation so far. They take away 1 of 3 things to do in the endgame. Now that mat farming is gone, we're left with bounties and rifts. Awesome.. Why not remove a class while we're at it?
totally agree with you.
they said inferno difficulty would never be nerfed. it got nerfed..they claimed it was overtuned.. like every other time when they claim thats the case. people clear it before it got nerfed. obviously not overtuned.
they claimed over 1 billion possible builds. 4 buids max per class
they said the game needed to be online because of the AH. AH is no more, game is still online
there was a requirement (white item) in order to craft a certain legendary. it got removed
with loot 2.0 they said they were going to fix loot and that you should be excited when a legendary dropped. they undid that change with the +100% legendaries.
there was a requirement (legendary drop) in order to craft a certain legendary. it got removed.
NEXT.
open your inventory, close your eyes, wish really hard, and all the gear you want will be there.
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
The point is, farming materials incentivizes players to play on higher difficulties than they normally farm on, because their specific drop rates made that more efficient. That meant different specs and items were used to farm those mats than for regular rifting. At least by me who doesn't breeze through t6 yet.
I have farmed over a hundred Aughild pieces and dozens of other sets and that was a welcome change of pace from pure rifting. There was a direct, targetable reward. And now it's gone with no way of reverting this mistake. I had hoped, the policy of cutting entire arms off for every itching finger was gone with the vanilla release.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
I'm glad that you enjoyed it, but among my friends, it has been almost universal jubilation that we can stop creating/leaving games ad nauseum.
I suppose those mobs were meant to be searched for in their respective zones, without a bounty guaranteeing and indicating the spawn. Doing this on t6 when you normally farm t2 is an entirely different Diablo 3 experience. Plus, like I already said, this was a way to target specific improvements. Farm Ghosts for a while and craft a new batch of (BiS, depending on setup) Helms.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Second, you guys propably dont realize the main reason they do this - server traffic is just one thing, but they are preparing the game for the new ladder system. Once you start new ladder character, the last thing you wanna do is searching for days for mats for 1 item while you are supposed to be competing with others.
Or they could be spent to make a "free" reroll of an item after you've crafted it.
Now that I'm thinking about it it seems like there are many ways to retain that aspect of the game (if only partially), rather than doing away with it entirely.
I mean, OK, I'll buy the whole "Oh no, they're removing from the game" thing, but seriously, it was one of the fun "three" things to do at end game? REALLY?!
totally agree with you.
they said inferno difficulty would never be nerfed. it got nerfed..they claimed it was overtuned.. like every other time when they claim thats the case. people clear it before it got nerfed. obviously not overtuned.
they claimed over 1 billion possible builds. 4 buids max per class
they said the game needed to be online because of the AH. AH is no more, game is still online
there was a requirement (white item) in order to craft a certain legendary. it got removed
with loot 2.0 they said they were going to fix loot and that you should be excited when a legendary dropped. they undid that change with the +100% legendaries.
there was a requirement (legendary drop) in order to craft a certain legendary. it got removed.
NEXT.
open your inventory, close your eyes, wish really hard, and all the gear you want will be there.