What exactly is character attachment to you? Because to me, it's not only playing for hundreds of hours, it's acquiring very specific gear and trying for very specific stats to build the character the way I want it. If your answer can be boiled down to "I'm attached because if I want to try something else, I have to level up another character, and then just throw some gear on him.", then we just don't see eye to eye on this subject. To me the fact that you had to spend a couple hours to level up the same exact hero because you wanted to try a different build doesn't equate to being super attached to him.
And to your last point, D3 absolutely has on hit and being hit effects, in both skills / runes as well as legendaries. There's also some class skills on death - such as the prevent death mechanics, or dropping a grenade on death from the DH.
For me it's pretty simple... The answers the same as vanilla.
What it does right -
Game is fun to play.
What it does wrong -
Lack of things to do, once i've "finished" one character so that all i'm doing is searching for what I have but with +50 more strength I feel no incentive to gear another because although it will look different the goal of the build and the way it feels to play will be the same just mass AoE damage and moving fast. for D2 this is where alternative runs, PvP and trading kept the game going because building the MF character was only the first step while in D3 it's the last one.
I hope that Tiered Rifts will resolve this, but atm I lack faith and feel all doing a tiered rifts will really be like is simply turning up the torment difficulty... Still doing the same thing.
This isn't to say Diablo 3 is bad, it's not... Like I said it's fun so fun infact I want more stuff to do in it but sadly there just isn't that much.
What exactly is character attachment to you? Because to me, it's not only playing for hundreds of hours, it's acquiring very specific gear and trying for very specific stats to build the character the way I want it. If your answer can be boiled down to "I'm attached because if I want to try something else, I have to level up another character, and then just throw some gear on him.", then we just don't see eye to eye on this subject. To me the fact that you had to spend a couple hours to level up the same exact hero because you wanted to try a different build doesn't equate to being super attached to him.
And to your last point, D3 absolutely has on hit and being hit effects, in both skills / runes as well as legendaries. There's also some class skills on death - such as the prevent death mechanics, or dropping a grenade on death from the DH.
I mean something that makes your crusader feel different and tailored to you.
For me whenever I hear people say things like "I have two of the same class because one is all the way up in torment with his gear for his builds, he salvaged all of his gear that would promote a play style he likes and so he has two crusaders. That makes me feel like those two crusaders are really unique in terms of ownership.
I'm kind of different in that respect from most people. Although character attachment can come in several ways (Nostoliga, fun experiences, etc) I think the most meaningful is when your crusader can do things other crusaders can;t and vice versa. Take for example being an auradin in D2. You had a diffreent playstyle from all the other paladins who weren't also auradins. The feeling of wroth loses something when you can change specs on the fly. Although I do think D2 was too unforgiving.
1. the feel of character control. to put it bluntly its virtually without equal. when you click the mouse, on that frame the animation that is triggered and the frames that follow, they are simply the work of masters.
2. music and sound. although subjective as far as musical tastes go. the audio is top tier.
3. Characterization of abilities. the abilities although at times seem like shit due to the math of the damage etc. the concept of them is stunning. not all of the skills. but plenty of them. seismic slam is just crazy. launching 7 sided strike feels epic. rapid fire, ice beam, zombie dogs...the concepts are breath taking and they just make you want to play more. this I feel was the key to the interest in the "early game" of diablo 3
and the wrong
1. character customization and growth I feel is far to shallow. when you view "growing" a character in D1, with what options were available, then you view "growing" a character in D2 which was much more vast and interesting....I certainly hoped D3 would continue this tradition and in some aspects it did not. and it other aspects in made negative progress
2. items. precisely what the items do in the world is infinite. the ideas are literally infinite. you can make an axe do anything. spawn 50 chickens. spawn ghom. clone you character. duplicate itself. be unrepairable. have 10 sockets....their is ZERO limit when brainstorming....so to arrive at items with a few stats and that's the final iteration.....that's disappointing.
3. lack of added features. this one is tricky and Is hardly something that can be demanded....but you'd think that the desire to build more and put it into the game would be as a strong as the players' desire to discover more. it should be one voracious appetite on both sides of the equation...this game is so celebrated.....add a few weapons and everyone is doing cartwheels.....add a few skills? people will fork over another 40 bucks.........
What exactly is character attachment to you? Because to me, it's not only playing for hundreds of hours, it's acquiring very specific gear and trying for very specific stats to build the character the way I want it. If your answer can be boiled down to "I'm attached because if I want to try something else, I have to level up another character, and then just throw some gear on him.", then we just don't see eye to eye on this subject. To me the fact that you had to spend a couple hours to level up the same exact hero because you wanted to try a different build doesn't equate to being super attached to him.
And to your last point, D3 absolutely has on hit and being hit effects, in both skills / runes as well as legendaries. There's also some class skills on death - such as the prevent death mechanics, or dropping a grenade on death from the DH.
I mean something that makes your crusader feel different and tailored to you.
For me whenever I hear people say things like "I have two of the same class because one is all the way up in torment with his gear for his builds, he salvaged all of his gear that would promote a play style he likes and so he has two crusaders. That makes me feel like those two crusaders are really unique in terms of ownership.
I'm kind of different in that respect from most people. Although character attachment can come in several ways (Nostoliga, fun experiences, etc) I think the most meaningful is when your crusader can do things other crusaders can;t and vice versa. Take for example being an auradin in D2. You had a diffreent playstyle from all the other paladins who weren't also auradins. The feeling of wroth loses something when you can change specs on the fly. Although I do think D2 was too unforgiving.
Not to argue here, I'm just really curious.
So you're telling me what separates the feelings of attachment vs. non attachment is simply a tiny bit of time invested / slight roadblock to skills? So if there was a 1m gold fee to switch your skills, you'd suddenly feel super attached to your character?
I think what you're trying to say is you want people to be forced to pick one spec for their character, and then be blocked from changing without investing more time / currency, and that that somehow would make you feel better for the spec you're currently playing.
What exactly is character attachment to you? Because to me, it's not only playing for hundreds of hours, it's acquiring very specific gear and trying for very specific stats to build the character the way I want it. If your answer can be boiled down to "I'm attached because if I want to try something else, I have to level up another character, and then just throw some gear on him.", then we just don't see eye to eye on this subject. To me the fact that you had to spend a couple hours to level up the same exact hero because you wanted to try a different build doesn't equate to being super attached to him.
And to your last point, D3 absolutely has on hit and being hit effects, in both skills / runes as well as legendaries. There's also some class skills on death - such as the prevent death mechanics, or dropping a grenade on death from the DH.
I mean something that makes your crusader feel different and tailored to you.
For me whenever I hear people say things like "I have two of the same class because one is all the way up in torment with his gear for his builds, he salvaged all of his gear that would promote a play style he likes and so he has two crusaders. That makes me feel like those two crusaders are really unique in terms of ownership.
I'm kind of different in that respect from most people. Although character attachment can come in several ways (Nostoliga, fun experiences, etc) I think the most meaningful is when your crusader can do things other crusaders can;t and vice versa. Take for example being an auradin in D2. You had a diffreent playstyle from all the other paladins who weren't also auradins. The feeling of wroth loses something when you can change specs on the fly. Although I do think D2 was too unforgiving.
Not to argue here, I'm just really curious.
So you're telling me what separates the feelings of attachment vs. non attachment is simply a tiny bit of time invested / slight roadblock to skills? So if there was a 1m gold fee to switch your skills, you'd suddenly feel super attached to your character?
I think what you're trying to say is you want people to be forced to pick one spec for their character, and then be blocked from changing without investing more time / currency, and that that somehow would make you feel better for the spec you're currently playing.
I think it's more about when you go through a play through of D2 and you've made a character through the endgame, you really feel like that is your character. The permanance adds something to character attachment. it makes your paladin different from other paladins.
Of course I'm open to other suggestions. As long as a feeling of character uniqueness exists I'm set.
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Things D3 gets right:
1. Visceral effect of skills with the physics engine, makes killing monsters much more satisfying.
2. I never feel restricted to one farming area in the game. It's balanced enough so I can bounty hunt or farm wherever I like.
3. Ability to reroll stats and do some amateur builds feels pretty awesome and adds depth to the game.
Things D3 gets wrong:
1. Often a lack of character attachment since every character has the same skills/stats
2. Not deep enough in terms of itemization. Weapons matter too much since all skills scale of them.
3. Lack of combat mechanics affixes. Things like proc skill on striking,being hit, death, level up, etc.
And to your last point, D3 absolutely has on hit and being hit effects, in both skills / runes as well as legendaries. There's also some class skills on death - such as the prevent death mechanics, or dropping a grenade on death from the DH.
What it does right -
Game is fun to play.
What it does wrong -
Lack of things to do, once i've "finished" one character so that all i'm doing is searching for what I have but with +50 more strength I feel no incentive to gear another because although it will look different the goal of the build and the way it feels to play will be the same just mass AoE damage and moving fast. for D2 this is where alternative runs, PvP and trading kept the game going because building the MF character was only the first step while in D3 it's the last one.
I hope that Tiered Rifts will resolve this, but atm I lack faith and feel all doing a tiered rifts will really be like is simply turning up the torment difficulty... Still doing the same thing.
This isn't to say Diablo 3 is bad, it's not... Like I said it's fun so fun infact I want more stuff to do in it but sadly there just isn't that much.
For me whenever I hear people say things like "I have two of the same class because one is all the way up in torment with his gear for his builds, he salvaged all of his gear that would promote a play style he likes and so he has two crusaders. That makes me feel like those two crusaders are really unique in terms of ownership.
I'm kind of different in that respect from most people. Although character attachment can come in several ways (Nostoliga, fun experiences, etc) I think the most meaningful is when your crusader can do things other crusaders can;t and vice versa. Take for example being an auradin in D2. You had a diffreent playstyle from all the other paladins who weren't also auradins. The feeling of wroth loses something when you can change specs on the fly. Although I do think D2 was too unforgiving.
2. music and sound. although subjective as far as musical tastes go. the audio is top tier.
3. Characterization of abilities. the abilities although at times seem like shit due to the math of the damage etc. the concept of them is stunning. not all of the skills. but plenty of them. seismic slam is just crazy. launching 7 sided strike feels epic. rapid fire, ice beam, zombie dogs...the concepts are breath taking and they just make you want to play more. this I feel was the key to the interest in the "early game" of diablo 3
and the wrong
1. character customization and growth I feel is far to shallow. when you view "growing" a character in D1, with what options were available, then you view "growing" a character in D2 which was much more vast and interesting....I certainly hoped D3 would continue this tradition and in some aspects it did not. and it other aspects in made negative progress
2. items. precisely what the items do in the world is infinite. the ideas are literally infinite. you can make an axe do anything. spawn 50 chickens. spawn ghom. clone you character. duplicate itself. be unrepairable. have 10 sockets....their is ZERO limit when brainstorming....so to arrive at items with a few stats and that's the final iteration.....that's disappointing.
3. lack of added features. this one is tricky and Is hardly something that can be demanded....but you'd think that the desire to build more and put it into the game would be as a strong as the players' desire to discover more. it should be one voracious appetite on both sides of the equation...this game is so celebrated.....add a few weapons and everyone is doing cartwheels.....add a few skills? people will fork over another 40 bucks.........
So you're telling me what separates the feelings of attachment vs. non attachment is simply a tiny bit of time invested / slight roadblock to skills? So if there was a 1m gold fee to switch your skills, you'd suddenly feel super attached to your character?
I think what you're trying to say is you want people to be forced to pick one spec for their character, and then be blocked from changing without investing more time / currency, and that that somehow would make you feel better for the spec you're currently playing.
Of course I'm open to other suggestions. As long as a feeling of character uniqueness exists I'm set.