(I fully understand that the following suggestions have no hope of seeing the light of day, but what ever...)
I personally would like to see pre-expansion packs along with a act 5 or 6 for D3.
Update the events of Diablo I and let those 100 floors to diablo be the "endless" dungeon. Every ten floors is a boss and a story board style lore fest. more findable lore/books/journals.
Update the events of Diablo II and bring back the paladin/necro/druid, etc. that I desperately want, rebalanced D2 followers too. add in charms and rune words with it too. more findable lore/books/journals, story boards after mini bosses.
Diablo is a randomly generated game. a lot of the assets in D3 can easily be used for the purpose's of redoing DI and D2. and use the opportunity to officially retcon events so D3 makes more sense(something they tried to do with king leoric's ghosts but then gave up immediately after...).
the character could easily lived during all 3 time periods(hero of D1 is Diablo of D2, barb of D2 is same barb in D3). so having all of it in one game is not so far fetched.
this would make the game far more "epic" in nature. though one of the difficulties would have to get cut, cause doing all that crap 4 times would take ages.
if all that is too much hassle, they could be optional side challenges not tied to normal progression, only available at lvl cap/inferno by clicking on cain's journal or some such.
people spam farming bosses right now will only last a few weeks at the most because they JUST added something interesting to them. once people have some plans or are bored with it all together, it will go back to the way it was.
but instead of avoiding bosses all together, it will change to "well im right next to him, might as well..."
as long as incentives are in the right place so the average person wants to farm everything, then bitching about open world doom is moot.
and only good will come. people need to stop acting like open world = boss farm only or some nonsense, it can mean what ever the hell blizzard balances it to mean.
the only time i ever liked stat placement is in TL2 where every stat helped every class almost equally. what determined your stats placement was your build/playstyle/preference.
D3 stats are terrible for allowing choice. if they wanted players to choose stats they need to rework the whole system. as of now, everyone would pick mainstat, period. and people who split into vit would be kicking themselves once they get gear. in what world is that even a choice, its actually more insulting than taking the choice away like they have done already.
all this thread does is point out a fatal flaw that should have been address with the introduction of MP.
crap mob density for the sake of story telling and mood needs to be turned off when MP is turn on.
let every zone have equal exp per hour, route chosen will be based on play style/personal preference.
i liked when i FIRST started, that act 1 was pretty light while i got into the story and learned my way around. but that needs to change, if not by nightmare, then for sure by inferno...
Edit: they added MP so people could grind anywhere they felt like it, and set their own challange akin to /players8. but they only got it half right. you can grind loot anywhere due to standardized drop tables, but hardcore exp farms are reduced to specific areas in act 3, down to 3 zones...
the endless dungeon, to prevent people from speed farming it, could easily start at MP0 and go up 1 mp every 10 floors. where the mob density would increase as well.
the only thing i really want in diablo 3 is to have mp standardize the mob density like it does the mob lvls. boosting density slightly per MP would also be awsome. make people think hard about wether MP0-1 are actually the fastest exp.
but yeah, i wouldnt be mad about any of those suggestions going live except the forced multiplayer.
i like to see how weak people's arguments are by how often they pick a single phrase or sentance, and think if they reply to just that, it automatically makes their point of view right.
its clearly time for me to leave this troll bait thread. instead of adding difficulty in fun and meaningful ways, people insist on banging their face into a curb to pretend its "a challange".
Its Challenge BTW.
Ok, how would you suggest they make RD more challenging but in a different form?
Im all ears.
only reason im back in this thread is because you actually asked for some intellegent discussion.
anything that would make RD avoidable using player skill would make this ability infinitely more fun.
ie, increase its potency, but have it pulse on and off like shield affix does.
or when you hit the mob, it throws projectiles back at you that you can move and dodge.
anything that makes that affix actually involve player skill over manditory build options.
i dont want the affix to be easier, i want player skill to actually matter. if i can dodge it, then buff the shit out of its damage for all i care. i just want being good at the game to mean something.
Edit: being force to use a skill to trivialize RD =/= good at the game. it just limites players' ability to enjoy the game with the skills they like.
i like to see how weak people's arguments are by how often they pick a single phrase or sentance, and think if they reply to just that, it automatically makes their point of view right.
its clearly time for me to leave this troll bait thread. instead of adding difficulty in fun and meaningful ways, people insist on banging their face into a curb to pretend its "a challange".
you can avoid a large majority of molten as a melee, if not all of it if you know what to do.
still cant figure out why you brought in D2, as i dont recall ever comparing...
and no, base line def with health input is not enough. my 140k dps DH has more defences on her gear then my barb, with 2.8% Life steal on weapon, but because i dont like gloom, i get to die 2 or 3 times to RD without ever getting hit. there is no skill involved with RD current iteration, why do people want fake difficulty, or simply try to be contrary for the sake of it.
RD is not fun! who the hell cares if "boo hoo, dont nerf the only hard affix" how about you start asking for the other to get buffed. instead of dragging down the game with a system that is simply not fun.
lol, bunch of butt hurt nerds pissed that someone can do what they cannot.
Pretty much every single person I have ever seen complain about reflect damage has terrible Armor/All Resist, little to no health, low LOH/LS, and like 200K+ damage.
Stop making super fragile builds that cannot take any damage.
No.
my barb and monk can face roll RD, that doesnt change the fact that RD as a consept is absurd. you should never be punished for working to make your charactor stronger. You should not be forced to use the few skills that can trivialize RD. RD is the only affix that commands so much out of every player. "If you do not build like this, gear like this, uninstall D3 because the RD gods command you!"
in an action game, 100% un avoidable damage is simply retarded. also punishing charactors for being stronger is also . . . retarded. when you combine those two consepts, and then say its fine. it makes me wonder if you even like playing video games or just cutting yourself...
it also makes me wonder if blizzard knows the first thing about what actually makes games fun. did they get their previous titles right on accedent?
what is the point in getting better at a game when it punishes you for doing so. Reflect damage makes players exploit builds instead of getting better at the game. RD in every game ive ever seen it in, has been a complete turn off regardless if it actually affected my charactor or not.
this is what i would have liked to see in the game at launch/already. though i doubt others would agree.
-give 1% pick up and move speed every 10 paragon (at the very least set default pick up to 1 and not 0)
-Inferno MP1 standardized mob density of every act to roughly the same as alkeizer route.
---increased MP increases density SLIGHTLY.
---every 5 MP adds one more monster to a champ spawn.
---Inferno MP unlocks after completion, MP turns on free mode(all waypoints, all bosses, no quests, any order of what ever)
-pick primary stat on crafted items
---pick additional stats per brimstone(s) used. (not their roll values. binds gear? possible item sink)
---let us reroll 1 existing stat using brimstone(s). (binds gear? possible item sink)
---add socket(s) using brimstones(s). (binds gear? possible item sink. make socket weapons with crit damage less manditory)
I've seen 2 games now fix the major issue with useless main stats (torchlight2 and PoE). blizz got halfway there with defenses based on them, need a bit of offense, hopefully something to curb the need of gear that rolled every stat...
-every 2000 str = 100% crit damage, deminishing returns at 500% (trifecta less manditory, duel wielding sockets less manditory)
-every 2000 dex = 10% aspd, deminishing returns at 50% (trifecta less manditory)
-every 2000 int = 10% crit, deminishing returns at 50% (trifecta less manditory)
the second he asked to put it on the ground, you should have reported him for scamming, blocked him, and left the damn game...dont even try to wrap your head around a possible legitimate reason. when your spidy senses tingle, GTFO.
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I personally would like to see pre-expansion packs along with a act 5 or 6 for D3.
Update the events of Diablo I and let those 100 floors to diablo be the "endless" dungeon. Every ten floors is a boss and a story board style lore fest. more findable lore/books/journals.
Update the events of Diablo II and bring back the paladin/necro/druid, etc. that I desperately want, rebalanced D2 followers too. add in charms and rune words with it too. more findable lore/books/journals, story boards after mini bosses.
Diablo is a randomly generated game. a lot of the assets in D3 can easily be used for the purpose's of redoing DI and D2. and use the opportunity to officially retcon events so D3 makes more sense(something they tried to do with king leoric's ghosts but then gave up immediately after...).
the character could easily lived during all 3 time periods(hero of D1 is Diablo of D2, barb of D2 is same barb in D3). so having all of it in one game is not so far fetched.
this would make the game far more "epic" in nature. though one of the difficulties would have to get cut, cause doing all that crap 4 times would take ages.
if all that is too much hassle, they could be optional side challenges not tied to normal progression, only available at lvl cap/inferno by clicking on cain's journal or some such.
but instead of avoiding bosses all together, it will change to "well im right next to him, might as well..."
and only good will come. people need to stop acting like open world = boss farm only or some nonsense, it can mean what ever the hell blizzard balances it to mean.
D3 stats are terrible for allowing choice. if they wanted players to choose stats they need to rework the whole system. as of now, everyone would pick mainstat, period. and people who split into vit would be kicking themselves once they get gear. in what world is that even a choice, its actually more insulting than taking the choice away like they have done already.
crap mob density for the sake of story telling and mood needs to be turned off when MP is turn on.
let every zone have equal exp per hour, route chosen will be based on play style/personal preference.
i liked when i FIRST started, that act 1 was pretty light while i got into the story and learned my way around. but that needs to change, if not by nightmare, then for sure by inferno...
Edit: they added MP so people could grind anywhere they felt like it, and set their own challange akin to /players8. but they only got it half right. you can grind loot anywhere due to standardized drop tables, but hardcore exp farms are reduced to specific areas in act 3, down to 3 zones...
the only thing i really want in diablo 3 is to have mp standardize the mob density like it does the mob lvls. boosting density slightly per MP would also be awsome. make people think hard about wether MP0-1 are actually the fastest exp.
but yeah, i wouldnt be mad about any of those suggestions going live except the forced multiplayer.
only reason im back in this thread is because you actually asked for some intellegent discussion.
anything that would make RD avoidable using player skill would make this ability infinitely more fun.
ie, increase its potency, but have it pulse on and off like shield affix does.
or when you hit the mob, it throws projectiles back at you that you can move and dodge.
anything that makes that affix actually involve player skill over manditory build options.
i dont want the affix to be easier, i want player skill to actually matter. if i can dodge it, then buff the shit out of its damage for all i care. i just want being good at the game to mean something.
Edit: being force to use a skill to trivialize RD =/= good at the game. it just limites players' ability to enjoy the game with the skills they like.
its clearly time for me to leave this troll bait thread. instead of adding difficulty in fun and meaningful ways, people insist on banging their face into a curb to pretend its "a challange".
still cant figure out why you brought in D2, as i dont recall ever comparing...
and no, base line def with health input is not enough. my 140k dps DH has more defences on her gear then my barb, with 2.8% Life steal on weapon, but because i dont like gloom, i get to die 2 or 3 times to RD without ever getting hit. there is no skill involved with RD current iteration, why do people want fake difficulty, or simply try to be contrary for the sake of it.
RD is not fun! who the hell cares if "boo hoo, dont nerf the only hard affix" how about you start asking for the other to get buffed. instead of dragging down the game with a system that is simply not fun.
No.
my barb and monk can face roll RD, that doesnt change the fact that RD as a consept is absurd. you should never be punished for working to make your charactor stronger. You should not be forced to use the few skills that can trivialize RD. RD is the only affix that commands so much out of every player. "If you do not build like this, gear like this, uninstall D3 because the RD gods command you!"
it also makes me wonder if blizzard knows the first thing about what actually makes games fun. did they get their previous titles right on accedent?
what is the point in getting better at a game when it punishes you for doing so. Reflect damage makes players exploit builds instead of getting better at the game. RD in every game ive ever seen it in, has been a complete turn off regardless if it actually affected my charactor or not.
-give 1% pick up and move speed every 10 paragon (at the very least set default pick up to 1 and not 0)
-Inferno MP1 standardized mob density of every act to roughly the same as alkeizer route.
---increased MP increases density SLIGHTLY.
---every 5 MP adds one more monster to a champ spawn.
---Inferno MP unlocks after completion, MP turns on free mode(all waypoints, all bosses, no quests, any order of what ever)
-pick primary stat on crafted items
---pick additional stats per brimstone(s) used. (not their roll values. binds gear? possible item sink)
---let us reroll 1 existing stat using brimstone(s). (binds gear? possible item sink)
---add socket(s) using brimstones(s). (binds gear? possible item sink. make socket weapons with crit damage less manditory)
I've seen 2 games now fix the major issue with useless main stats (torchlight2 and PoE). blizz got halfway there with defenses based on them, need a bit of offense, hopefully something to curb the need of gear that rolled every stat...
-every 2000 str = 100% crit damage, deminishing returns at 500% (trifecta less manditory, duel wielding sockets less manditory)
-every 2000 dex = 10% aspd, deminishing returns at 50% (trifecta less manditory)
-every 2000 int = 10% crit, deminishing returns at 50% (trifecta less manditory)