Also something to think about, in D2 you could pick your favorite class and play nothing but that class and reach endgame content. And now in D3 you have to change your main class every single patch if you want to play endgame content, when RoS came out WD was dominating everything, so everyone rolled a WD, now with 2.1 DH is destroying GRifts, so everyone goes and rolls a DH in order to get to the endgame content.
Blizzard has been promising class balance since D3V came out, and we are still so extremely out of balance that hardly anyone is playing Crusader/Wizard/Barbarian, and the only reason people are playing Monk/WD is because they make good support classes.
Really? Back in D2 (at least in the 1.10+ era), the end game was pretty much P8 hell Baal and Ubers, both of which is best done by a hammerdin (with 1 point smite, no reason to build a separate smiter when you can do a slight gear change). It's true that any class can clear the game in D2, but it is just as true that any class can do T6. If my memory serves me, hammerdins make DH look very balanced.
This may come as a shock to you, there was online gaming before WoW.
And that stuff in magazines was for single player games.
But the tone of your reply is...enlightening.
People just pull cables when they lose back then. Aside from that, they use stuff like muta stacking, an exploit that appears on TV in Korea. It was widely praised. Who needs the internet when you have national television?
Note: I do not condone the Grift exploit, but to speak as if exploits are new, or that they are all evil, is not to understand the competition community.
Edit: Oh, I forgot about the oldest exploit in existence. Combos. If you ever made a combo in a fighting game, you are condoning the legacy of an exploit.
I thought some of them, like Reaper's Wraps, were targetable. As in, if you kill Malphael at lvl 70, it drops. I think that's the only one? Ever since they changed the crafting to no longer require special materials.
Looking into it? Wake up Blizz. Just visit Twitch to see them in action... Ppl blatantly laughing at you
Knowing a bug exists is not equal to knowing where the bug is, and certainly not equal to fixing the bug. Looking into it here means that their engineers are going to be on OT tonight trying to find and fix the bug.
For one, I do think something more than simply hotfixing needs to be done. Unlike previous "exploits" such as Miser's Will, this one so strange that it must have been a bug, and not a developer oversight.
The angels were designed back when the days when people don't stack elemental bonus off the roof, and have multiple elements in their build. They should probably be changed to accommodate the current metagame.
I see your point on this, and despite that, I still argue that removing the RoRG and reducing the set requirement at the same time is still a superior fix. Generally, retroactively nerfing people hard is a very bad decision. Your alternative only works at the start of a new season, where they can stop RoRG from dropping in seasons, but continue to drop in non-seasons.
Yes, the ring needs to be fixed. No, it does not need to be fixed your way. What I am saying is, the alternative proposal of simultaneously removing the affix and reducing set bonus requirement across the board that you argued against is a much superior fix. You won't have backlash, and you fix the ring at the same time.
And 3% of the players not buying the next expansion is still a couple of millions of dollars.
When a "nerf" makes the game a healthier place it's not a nerf, it's a fix, and you've gotta live with it.Just like how increased droprates are not in fact nerfs, and generally speaking are intended to fix an unhealthy aspect of itemization.
If I woke up tomorrow and found out RoRG had a completely different legendary effect? I'd shrug and move on. Find a new avenue of itemization to take on the game. If it makes it harder to break the rift barrier that's even better, because no longer is one item the deciding factor between doing T4 and getting to GRift 30+
It's not pretending. It's accepting that sometimes you just gotta take your medicine. People need to grow up.
And you will be one of very few who would. Do you not remember the outrage caused by the IAS nerf? It was a PR disaster. Blizzard is a for profit company, and they will never be so stupid to repeat Jay's mistake again. And no, increasing/decreasing drop rate is very different. It's not retroactive. The team have stayed away from making retroactive changes for the most part, with a few exceptions, and there's a good reason for it.
Misread a little. Though honestly sets SHOULD be a calculated choice. It's way too easy to get bonuses on some sets at this point. Gut RoRG's passive, don;t change sets. If the passive "needs" to be in game move it to a different slot (Amulet, Chest, or Bracer) and put it on an item that you can't target.
But you cannot get rid of the passive without also reducing the set requirement. The pandora's box has already been opened, and you cannot just close it and pretend everything is OK. The vast majority of players hate nerfs. They hate it even more when you retroactively nerf their gear and break their build at the same time.
This whole buff simply reminded me that the Ring of Royal Grandeur is THE prime example of bad game design. In my opinion there shouldn't exist any items that are absolutely mandatory for each class regardless of the build. In fact I find it insulting that I have to get this ring in order to achieve higher Greater Rifts.
I'll end up with that Ring eventually, but I really do hope that Blizzard will delete this horribly designed item from the game at some point.
As far as the topic goes, I think that 100% chance on T6 is overkill. The chance-to-difficulty curve should be much more flat. I'd say that 25% chance on T1 and 50% chance on T6 would be fine + disable legendary cache drops below Torment 1.
They won't be able to delete it. The best they can do is to introduce something like the weapon socket item to make it obsolete.
I think they went a bit too far. Until yesterday, cache legendaries had the same drop rate on Normal as on T6. That was stupid, as it encouraged Normal split farm bounties. Now cache legendaries are free hand outs for players who can farm T6, which is only the minority. What this change does is make bounties and RoRG farming a cakewalk for any well-geared player and only a small change for low-Torment or sub-Torment players (and believe it or not, those are the majority of players). I think having a significant buff would've been nice, something *noticeable*, but 100%... is a bit too much. But it's just my opinion. I mean, I welcome the change and will farm perfect RoRGs for all classes/specs and then farm other cache legendaries (Illusory Boots, Gloves of Worship which I've never gotten) but I think it's like the Kadala/set item buff - just a bit too much.
If it is really 50% in T2, then it's not simply free handouts for T6 players, but free handouts for everybody. I understand why they have to change it, but I dislike this way of handling the RoRG problem.
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Sounds like a bug. Take a screenshot and submit a report at the official Battle.net bug report forums.
Really? Back in D2 (at least in the 1.10+ era), the end game was pretty much P8 hell Baal and Ubers, both of which is best done by a hammerdin (with 1 point smite, no reason to build a separate smiter when you can do a slight gear change). It's true that any class can clear the game in D2, but it is just as true that any class can do T6. If my memory serves me, hammerdins make DH look very balanced.
Perhaps try doing it in other acts, or are you board of all bounties of all 5 acts already?
People just pull cables when they lose back then. Aside from that, they use stuff like muta stacking, an exploit that appears on TV in Korea. It was widely praised. Who needs the internet when you have national television?
Note: I do not condone the Grift exploit, but to speak as if exploits are new, or that they are all evil, is not to understand the competition community.
Edit: Oh, I forgot about the oldest exploit in existence. Combos. If you ever made a combo in a fighting game, you are condoning the legacy of an exploit.
I thought some of them, like Reaper's Wraps, were targetable. As in, if you kill Malphael at lvl 70, it drops. I think that's the only one? Ever since they changed the crafting to no longer require special materials.
Knowing a bug exists is not equal to knowing where the bug is, and certainly not equal to fixing the bug. Looking into it here means that their engineers are going to be on OT tonight trying to find and fix the bug.
For one, I do think something more than simply hotfixing needs to be done. Unlike previous "exploits" such as Miser's Will, this one so strange that it must have been a bug, and not a developer oversight.
The angels were designed back when the days when people don't stack elemental bonus off the roof, and have multiple elements in their build. They should probably be changed to accommodate the current metagame.
Sadly, you cannot wear all 7 items at once. If only the Burst of Wrath is a 1 handed weapon.
I see your point on this, and despite that, I still argue that removing the RoRG and reducing the set requirement at the same time is still a superior fix. Generally, retroactively nerfing people hard is a very bad decision. Your alternative only works at the start of a new season, where they can stop RoRG from dropping in seasons, but continue to drop in non-seasons.
Yes, the ring needs to be fixed. No, it does not need to be fixed your way. What I am saying is, the alternative proposal of simultaneously removing the affix and reducing set bonus requirement across the board that you argued against is a much superior fix. You won't have backlash, and you fix the ring at the same time.
And 3% of the players not buying the next expansion is still a couple of millions of dollars.
And you will be one of very few who would. Do you not remember the outrage caused by the IAS nerf? It was a PR disaster. Blizzard is a for profit company, and they will never be so stupid to repeat Jay's mistake again. And no, increasing/decreasing drop rate is very different. It's not retroactive. The team have stayed away from making retroactive changes for the most part, with a few exceptions, and there's a good reason for it.
But you cannot get rid of the passive without also reducing the set requirement. The pandora's box has already been opened, and you cannot just close it and pretend everything is OK. The vast majority of players hate nerfs. They hate it even more when you retroactively nerf their gear and break their build at the same time.
They won't be able to delete it. The best they can do is to introduce something like the weapon socket item to make it obsolete.
If it is really 50% in T2, then it's not simply free handouts for T6 players, but free handouts for everybody. I understand why they have to change it, but I dislike this way of handling the RoRG problem.