- Limited respec
- Those lightning immune ghosts at Hell difficulty
- How lightning enchanted affix / Dung Beetles worked. GOD.
- Inventory space + a lot of charms you had to carry = chaos
- Unless you had a decent mana leech... there was never enough mana. A bigger pain with casters, by the way.
- Summon necromancers when you had a dial-up connection
- PK'ing, especially at Cow/Baal runs
- Duriel "lol no you can't run away" strategy
- Multi-immune mobs + efficient builds being based in just 1 type of damage (and even then, your meteorb sorc could find something fire AND cold immune)
- Arrows/bolts/useless damage potions
- Charged items overpricing your repair bills
D3 is fresh out of the womb, is still receiving lots of patches and changes and we don't even have PvP yet, I think it's a little early to be crying foul.
which reminds of my opinion about the 'D3 is dying' thing. A 2 months old game can't die, especially when Blizzard didn't implement all its planned aspects yet. There's badly hoaxes about an expansion, damn it! =P
Besides, 200h is NOT a lot of time? I have other favorite games I didn't play that much, especially in less than 2 months.
"I bought a game and i don't like it, i want them to change the game so i do!"
Or, this one:
"I payed 60 bucks for a game i only played 120 hours? What a ripoff!"
I wanted to quote this a thousand times, but it'd be spamming.
I really think there's A LOT to fix and it feels a bit rushed, but "huge disappointment" is how I call a game I couldn't play more than once for 1 or 2 hours.
a friend is playing with a monk and is experience this:
- surrounded with mobs, decides to use tempest rush to get out of the mess;
- game "working as intended", he's pushed back to the same place 3, 4 times to take every hit he HAS to take, ends up dying in the same place he was trying to get off the whole time
- 10x worse with close-to-wall rubberbanding (which is also reported as "working as intended")
I tried this with my monk, same experience. You try to use tempest rush, you see your character getting off, you see damage popping up on you/on mobs, you still get back to the place you were trying to run off.
Also happens when just trying to walk away.
Conclusion: it's useless to use skills that take you out of the mess: resource expensive, no real bonus. Oh, so wait, something not 'working as intended'.
Edit: also happens with other classes, but with the monk case I noticed how ridiculous this "you can't avoid damage" mechanic is. Not only you can't dodge manually, but you can't even leave that "damage zone".
With the amount of expectation I think we are allowed to complain.
lol
So, wait, because you made up something in your MIND instead of looking at the utter droves of released information/footage/etc before the game was launched you now have the right to complain that the game does not match what you imagined?
A game released a month ago can't "die". Not even an MMO dies that fast. You need several months, maybe years, to evaluate if a game is profitable or if you should put the servers down (and so "kill" that game online community).
Yes, the game has a lot of issues right now that bother a lot of people, including me, but I wouldn't doubt a lot of the "early leavers" would come back laughing and clapping when they heard about patch changes to come in the next months. And there's nothing wrong with it: you bought it, you have an account, you're free to play other games and to come back when you want, if you want.
A game is not a commitment and you don't have to hold yourself away from it because of pride. It's not an ex-girlfriend who cheated on you or something.
hardly believe it was a bug, though. I'm not very conspirational, but peaks of hype and "secret info peaks" were always one of Blizzard's favorite marketing strategy.
I don't see how nerfing a ranged situational skill a melee class has will be game breaking and make your way harder through Inferno. It's not like it'll be impossible to kill creatures in melee range on Inferno (and if that was the case, the whole game would break, not only for the barbarian).
The rare cases I would prefer +exp are like a helmet with 10 exp in place of one with 10 str if my character is a demon hunter, since str would be of little use.
It's almost like the designer for those armor sets let his 14 year old son draw them out.
Just pointing out: obeying age ratings or not, many played Diablo I & II around that age, including myself (found out D2 when I was 13). So yeah, that's sort of the point too, and today's teenagers seem to like pew pew armors.
well, I think that if there's +exp on the best gear available I have for the moment, it's ok. If not, I wouldn't mind wasting more time to level up, if it's going to happen at all. (since, mostly, you'll prefer stats that boost damage and survivability, so faster kills/less deaths).
The rare cases I would prefer +exp are like a helmet with 10 exp in place of one with 10 str if my character is a demon hunter, since str would be of little use.
I don't know how Serenity will exactly work, but if you dodge an attack, doesn't it mean Serenity won't absorb its damage? Because you need to absorb a nice bunch of damage to make it worth. And +vit gear will help too, since its damage is limited by 100% of your life. If that's the case (dodges won't let you absorb damage), I wouldn't suggest investing in anything that increases your dodge chance further.
Another suggestion is investing in just one "last finisher" (exploding palm OR breath of heaven). Though Serenity is mostly a defensive spell, you won't use it for that especifically, so having a Breath of Heaven with better healing or even Blinding Flash instead might do a nice job in situations where you'll need something to protect yourself.
- Those lightning immune ghosts at Hell difficulty
- How lightning enchanted affix / Dung Beetles worked. GOD.
- Inventory space + a lot of charms you had to carry = chaos
- Unless you had a decent mana leech... there was never enough mana. A bigger pain with casters, by the way.
- Summon necromancers when you had a dial-up connection
- PK'ing, especially at Cow/Baal runs
- Duriel "lol no you can't run away" strategy
- Multi-immune mobs + efficient builds being based in just 1 type of damage (and even then, your meteorb sorc could find something fire AND cold immune)
- Arrows/bolts/useless damage potions
- Charged items overpricing your repair bills
which reminds of my opinion about the 'D3 is dying' thing. A 2 months old game can't die, especially when Blizzard didn't implement all its planned aspects yet. There's badly hoaxes about an expansion, damn it! =P
Besides, 200h is NOT a lot of time? I have other favorite games I didn't play that much, especially in less than 2 months.
I wanted to quote this a thousand times, but it'd be spamming.
I really think there's A LOT to fix and it feels a bit rushed, but "huge disappointment" is how I call a game I couldn't play more than once for 1 or 2 hours.
- surrounded with mobs, decides to use tempest rush to get out of the mess;
- game "working as intended", he's pushed back to the same place 3, 4 times to take every hit he HAS to take, ends up dying in the same place he was trying to get off the whole time
- 10x worse with close-to-wall rubberbanding (which is also reported as "working as intended")
I tried this with my monk, same experience. You try to use tempest rush, you see your character getting off, you see damage popping up on you/on mobs, you still get back to the place you were trying to run off.
Also happens when just trying to walk away.
Conclusion: it's useless to use skills that take you out of the mess: resource expensive, no real bonus. Oh, so wait, something not 'working as intended'.
Edit: also happens with other classes, but with the monk case I noticed how ridiculous this "you can't avoid damage" mechanic is. Not only you can't dodge manually, but you can't even leave that "damage zone".
HAHAHAHAHAHA <3
http://first-world-problems.com/
Yes, the game has a lot of issues right now that bother a lot of people, including me, but I wouldn't doubt a lot of the "early leavers" would come back laughing and clapping when they heard about patch changes to come in the next months. And there's nothing wrong with it: you bought it, you have an account, you're free to play other games and to come back when you want, if you want.
A game is not a commitment and you don't have to hold yourself away from it because of pride. It's not an ex-girlfriend who cheated on you or something.
Just pointing out: obeying age ratings or not, many played Diablo I & II around that age, including myself (found out D2 when I was 13). So yeah, that's sort of the point too, and today's teenagers seem to like pew pew armors.
as your ultimate caster headgear?
The rare cases I would prefer +exp are like a helmet with 10 exp in place of one with 10 str if my character is a demon hunter, since str would be of little use.
Another suggestion is investing in just one "last finisher" (exploding palm OR breath of heaven). Though Serenity is mostly a defensive spell, you won't use it for that especifically, so having a Breath of Heaven with better healing or even Blinding Flash instead might do a nice job in situations where you'll need something to protect yourself.