Even with the new follower powers the scaling doesn't make or break any solo push until the very top of the leaderboards. The abilities cap out at 25k main stat and followers get a 2.5 stat multiplier and 8 sockets you can dedicate to main stat. It takes like 7 "correct" non-ancient items to cap follower ability durations. An 8 gem follower with just their token is 33% of the way to their stat cap.
It's really not a big deal or even that impactful relative to the useful emanating effect either. The very best follower ability (Nights Veil) will see a 33% damage gain during the same 4s window when compared to a literally naked follower if you have 50% crit. More crit less gain. For a follower with just token + gems you should have a duration around 2.66s, gaining the other 1.33s of duration gets you a 22% damage bump in that window. On an ability only a small minority of players might be utilizing "correctly" with any consistency. And it has a 30s cooldown that can't be reduced by CDR gear.
Just slapping Occulus on a follower is an 85% DPS boost on its own. The abilities are pretty much inconsequential compared to just picking the right legendary gear.
The mode would never get played. Seriously. Unless the payout is massive disproportionate compared to Adventure mode all you're really doing is throwing ins a "bonus" to play a mode that is fundamentally worse for progression than running whatever farming you should be doing.
So you end up with campaign in the same place it is now. Ignored. You're talking about 100 votes on r/diablo. What fraction of the active playerbase is that? What fraction of the r/diablo userbase is that. There's 160k subscribers to that reddit. Is it worth the dev time to put effort into 1% of the playerbase, is the end result even going to be compelling,
At the end of the day if you want to play Campaign as it stands you can. Your suggestion boils down to "You have to do this stuff to have the best character, and it takes massive amounts of time, and you have to everything in order, and some of these you only get once and those bonuses are earlier rather than later".
Of course then you'll have the groups who maximize speed running in order to cheese things. You've locked legends to a specific mode and behind a 1hr (maybe?) time gate for single players while groups will be running through in 30 minutes or less. It's all the same kinds of issues blizz has been actively removing form the game.
So basically take the entire problem they tried to do away with in bounties (feel bad if you don't do it all at once) and throw it back into the game. Excellent.
One weakness of necromancer is no 7-item sets, or sets with different slots than just the standard ones.
It really locks us into having to pick a set, and two weapons are so good that we can't pick anything else. Same problem with rings, one ring always auto-locked.
Blizzard will never learn.
Actually working as intended.
The only thing they really need to do is make each weapon that should work with each set a bit more competitive with the current best options.
Right now I'm only able to get to 51. I am going to look at the Lashing Tail Kick build and see what that can do and see if I can progress more. Or since that's the build that my wife plays, maybe just stick with my ZDPS ... I love being a support role.
Yah I mean "approximately" is really a ballpark statement. Set and presence/absence of an ancient weapon make real differences, as does presence of gems.
You really don't need any paragon to do up to gr70. It is 100% your gear and skill level. For monk, a nice strong easy newbie build would be the Lashing Tailkick sunwuko build.
I would use bane of the trapped, bane of the powerful, and esoteric alteration for legendary gems. I would also use in-geom or furnace in the cube.
That should make 70+ seem easy for you.
D3 takes no skill at all, sorry, it is 100% paragon level. Everyone has perfect gear BiS gear, it is about your pLvl and gem lvl (which comes from higher GRs gained through higher pLvl)
Technically speaking GR70 is approximately the base GR for a fully geared character at 200 paragon. So I mean. Not technically wrong.
Yea I am going to have to disagree with Autocthon as well in regards to leaderboards being stat based... However you are 100% accurate in that the top spots reflect your groups GRift fishing skills/patience. But even with an op map/mob combo, if the group doesn't have the right synergy or if someone isn't properly pulling their weight, 10/10 fail - so chalk it up as an XP run, It shows when a S9 4man w/ combined para 9169 can clear a 117 while a NS9 group in the top 5 sits at a 116 - even though combined their para is 13007. Same era, meta, and skils.
Strongly disagree. Of course mainstat has a point in overall performance, as it should; but you said that nearly 100% of what brings a player to the leaderboards is stat / gear.
That is 100% wrong, and any player in the top 100 on any leaderboard will verify it. Player performance is the highest factor, by far.
Honestly, my personal opinion is that your points sound quite like an excuse for someone who wants the game to be completely casual. LoL- HOTA mode on.
Log in and be able to compete in equal playground with someone who has gotten 4k paragon while you made it to paragon 600 in your 2-hours a week schedule. Not gonna happen in D3. It never happened in D2 either , or any ARPG for what it takes.
Clearly I want an ARPG where progress and time invested do matter, while your approach sounds like a MOBA-shooter type of game.
Competition does matter. But so does playing incentive. And power creep IS an incentive.
The difference between two people? Sure skill might shine there. The difference between the top 100 and the next 100? that's ALL playtime, and by extension stats. Assuming equal skill (and by the time you're talking about top 100 that's essentially guaranteed at the end of a season) the only difference between clearing GR100 and GR101 is stats.
You want a game where skill matters? Remove Paragon. You want a game that stagnates and loses the interest of the competitive crowd?Make the game about that powercreep and RNG.
Power creep is not, despite what people might think, an incentive. It's a lazy way to get people to come back. The difference between the the game before and after ancients was just how big the numbers got. That's not rewarding how much you play or how wel you play, that's throwing more zeroes on the end of the combat log and calling it a day.
I personally don't care about making leaderboards. I happen to like to try new things. I don't care that LoN was BiS for half the classes I play because the part of the game that's actually interesting is finding a new way to play. Or finding a particularly rare or gamechanging item (and FYI "gamechanging" doesn't have to mean BiS lkeaderboard material either).
IF you want D3 to be replayable ad nauseum then the game needs to be non-solvable. It needs to not boil down to "insert-DPS boost fish for rift". Unfortunately it currently does, and as long as it does the only "competition" ihn the game is who can grind paragon the fastest because at the end of the day the player skill ceiling is laughably low. Memorize some patterns then get as close to perfect as possible with your positioning and you're good to go. Go ahead and take a look at the leaderboards. Rank them by Paragon and DPS. Feel free to count how many outliers there are.
What are you considering endless? the legendary-ancient step? The paragon system?
Game is stagnating, that is very hard to argue against.
Seasonal rewards aren't enough to keep the interest. And plenty of players (myself included) have recently finished their maximum stash tabs allowance, even after missing 1 or 2 seasons.
No matter that you like it or not, game needs to provide incentives to those who spend more time on it; this ain't a Call of Duty game - We don't need or want to be clones of each other with same stats; if you wanna compete, just play enough to compete. Big names always manage to make great results with lower paragon.
The intent of reducing power-creep has been one of the reasons for the streamers to leave for greener pastures. They want a game where knowing about the game and investing time has real benefits. And , nowadays, streamers-elite players-competition are a big point of attracting new players to a game.
Game doesn't need pointless power creep to be made more playable by the competitive crowd. It needs more competing options, less power gap, and ways to distinguish player ability that don't involve grinding up the stat ladder.
Nearly 100% of what gets a player on the top leaderboards is pure stat. The only bit of differentiation between players at the top by the end of a season is how lucky they were fishing for rifts. Power creep doesn't make knowledge of the game any more important, nor does it make time investment any more rewarding. It's just same shit different numbers.
If you want the game to hold the attention of streamers add something like PoE map system (which let a player progress through challenges). Add a balanced competitive mode (whole point of challenge rifts). Add more competing options and wildly crazy items. Don't just tack another zero onto the end of stat values and say "Now your time matters more".
Ideally you shouldn't be losing more stacks than you're gaining. The biggest thing I'd like to see on the set is SW doing actual damage, including the decoys.
To be fair some people do actually reroll after capping level, and reach 70 with way more of a single class than is necessary.
What does this have to do with the question?
First of all, leveling is so fast now that theorycrafting a level 30 item is a complete waste of time. The time it took to research and create this thread, he could have already been level 40 and rendered a level 30 item useless. Also, as bagstone pointed out, that information is 2 years old and completely irrelevant now.
I was referring to his edit. That's a thing you know. Referring to a person't post that isn't the OP.
What is happening here? Why would you post a 2 year old Stackexchange thread verbatim here, and omit the most important part (the picture)? Are you a bot or something? (Hint: a bot would not reply, so a simple "no" would be sufficient... along with an elaboration what you mean and how the 2 year old replies to the Stackexchange thread do not answer your question).
Edit: Most probably the answer you're looking for is here. A list o low-level attribute ranges. It's a bit messy, but that's what you get for looking at low-level items. Plus, it's outdated; this hasn't been updated for RoS to my knowledge - because honestly, I don't even know how this is relevant and/or of interest to anyone. Anything sub-level 70 is irrelevant in this game as it only is such a small fraction of your playtime.
To be fair some people do actually reroll after capping level, and reach 70 with way more of a single class than is necessary.
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Even with the new follower powers the scaling doesn't make or break any solo push until the very top of the leaderboards. The abilities cap out at 25k main stat and followers get a 2.5 stat multiplier and 8 sockets you can dedicate to main stat. It takes like 7 "correct" non-ancient items to cap follower ability durations. An 8 gem follower with just their token is 33% of the way to their stat cap.
It's really not a big deal or even that impactful relative to the useful emanating effect either. The very best follower ability (Nights Veil) will see a 33% damage gain during the same 4s window when compared to a literally naked follower if you have 50% crit. More crit less gain. For a follower with just token + gems you should have a duration around 2.66s, gaining the other 1.33s of duration gets you a 22% damage bump in that window. On an ability only a small minority of players might be utilizing "correctly" with any consistency. And it has a 30s cooldown that can't be reduced by CDR gear.
Just slapping Occulus on a follower is an 85% DPS boost on its own. The abilities are pretty much inconsequential compared to just picking the right legendary gear.
25% of gear is off stat. Or use the matching follower.
The real answer though is that more gear slots exist just to hold "emanate" powers. Followers are still inconsequential.
The mode would never get played. Seriously. Unless the payout is massive disproportionate compared to Adventure mode all you're really doing is throwing ins a "bonus" to play a mode that is fundamentally worse for progression than running whatever farming you should be doing.
So you end up with campaign in the same place it is now. Ignored. You're talking about 100 votes on r/diablo. What fraction of the active playerbase is that? What fraction of the r/diablo userbase is that. There's 160k subscribers to that reddit. Is it worth the dev time to put effort into 1% of the playerbase, is the end result even going to be compelling,
At the end of the day if you want to play Campaign as it stands you can. Your suggestion boils down to "You have to do this stuff to have the best character, and it takes massive amounts of time, and you have to everything in order, and some of these you only get once and those bonuses are earlier rather than later".
Of course then you'll have the groups who maximize speed running in order to cheese things. You've locked legends to a specific mode and behind a 1hr (maybe?) time gate for single players while groups will be running through in 30 minutes or less. It's all the same kinds of issues blizz has been actively removing form the game.
So basically take the entire problem they tried to do away with in bounties (feel bad if you don't do it all at once) and throw it back into the game. Excellent.
The only thing they really need to do is make each weapon that should work with each set a bit more competitive with the current best options.
You want a game where skill matters? Remove Paragon. You want a game that stagnates and loses the interest of the competitive crowd?Make the game about that powercreep and RNG.
Power creep is not, despite what people might think, an incentive. It's a lazy way to get people to come back. The difference between the the game before and after ancients was just how big the numbers got. That's not rewarding how much you play or how wel you play, that's throwing more zeroes on the end of the combat log and calling it a day.
I personally don't care about making leaderboards. I happen to like to try new things. I don't care that LoN was BiS for half the classes I play because the part of the game that's actually interesting is finding a new way to play. Or finding a particularly rare or gamechanging item (and FYI "gamechanging" doesn't have to mean BiS lkeaderboard material either).
IF you want D3 to be replayable ad nauseum then the game needs to be non-solvable. It needs to not boil down to "insert-DPS boost fish for rift". Unfortunately it currently does, and as long as it does the only "competition" ihn the game is who can grind paragon the fastest because at the end of the day the player skill ceiling is laughably low. Memorize some patterns then get as close to perfect as possible with your positioning and you're good to go. Go ahead and take a look at the leaderboards. Rank them by Paragon and DPS. Feel free to count how many outliers there are.
Game doesn't need pointless power creep to be made more playable by the competitive crowd. It needs more competing options, less power gap, and ways to distinguish player ability that don't involve grinding up the stat ladder.
Nearly 100% of what gets a player on the top leaderboards is pure stat. The only bit of differentiation between players at the top by the end of a season is how lucky they were fishing for rifts. Power creep doesn't make knowledge of the game any more important, nor does it make time investment any more rewarding. It's just same shit different numbers.
If you want the game to hold the attention of streamers add something like PoE map system (which let a player progress through challenges). Add a balanced competitive mode (whole point of challenge rifts). Add more competing options and wildly crazy items. Don't just tack another zero onto the end of stat values and say "Now your time matters more".
Invoker is basically the safest thing in the world and AFK farms TX easily.
Ideally you shouldn't be losing more stacks than you're gaining. The biggest thing I'd like to see on the set is SW doing actual damage, including the decoys.