The point is, 7 years of development canceled, and no one is blaming anyone.
You sound more like a bitter shareholder than anything else.
The #1 thing I hate about this absolutely fucking shitty community is the constant need to blame people. Something went wrong? We need a public execution to make amends.
It's like we've completely lost our sense of civility because we've all turned into spoiled little man-babies.
OT: As i've said before, the main problem with the game right now is not the dh, it's the overall design of GR and the scaling of damage + unavoidable damage that encourages extreme kiting which makes builds like m6 shine and basically kill off any chance of pure melee specs like swk to compete in high gr.
Absolutely.
The DH, via M6, has the BEST ability to (reliably) deal damage while also having the best chance to out-range, line-of-sight, or whatever other tactics necessary to avoid the incoming damage.
My WD sure as fuck can't out-range jailer if I want to kill the monster any time before next Tuesday. And therein lies the imbalance, which is really only an imbalance when monsters are doing SO FUCKING MUCH DAMAGE that the only way to kill them without constantly running back to your corpse is to do so from five screens away.
Greater Rifts need a lot of work, philosophy-wise otherwise this will continue to be a problem no matter how many skills, items, passives, mechanics they buff/nerf.
Conduits however are fair, they're distributed equally for everyone.
Everyone has the same CHANCE to get the "perfect rift." But the number of people who actually get that rift are the severe minority.
It's much like the lottery. And I don't think that anyone with any brain would argue that holding a lottery to determine the #1 spot in ANY semi-competitive environment is the right way to do it.
World Series? Nah. Just draw straws. It makes so much more sense. That's PRECISELY what Conduit Pylons push the "endgame" towards. So it doesn't matter if it's "fair" because it's absurdly-bad gameplay.
What they need to do is sit back and take ANOTHER long, hard, look at itemization.
We still have 100% useless legendaries. Most specs are 100% set-centric. There's very little room to assemble a "set" of legendaries that create synergy and roll with that because Firebirds, Akkan, Maraduers, etc. are just far too strong. This means that the RoRG is, by virtue of the set-centric endgame, a virtual necessity for most players.
The only competition between orange and green items is basically for whichever slot you choose not to equip because of your RoRG and most of the time that's determined by which non-set piece gives the best synergy with the set (Quetz, MoJ, T&T, etc.).
The inherent power of some of the set bonuses is just so immeasurably strong and that's where the problem lies. DHs are pretty shitty, but M6 makes them unbelievably powerful. This is the problem at hand. A set can take a class from "Oooooh I wish I could clear T2" to "HAR HAR HAR HAR GR45 NUBZZZZZZZZZZZZZZ."
When Josh talked about build-changing legendaries, I really didn't envision itemization completely dominated by sets where legendaries were sprinkled in only where sets weren't necessary. I think more people really believed we'd be able to find a "set" of legendary items that all had good synergy and assemble those into working builds (electro-stun wizard comes to mind here as high synergy among items but generally low effectiveness).
While challenge is an important part of endgame, I make the distinction that a proper endgame has to have interlocking systems of progression and challenge. If your "endgame" content offers the same drops as everywhere else, it's not much of an endgame. Likewise, an infinitely scaling statistical system is more of a curiosity and time-waster than a structured challenge.
Greater Rifts are almost offensive to me as "content."
They are rifts... with a timer... and infinite scaling. It's just not my cup of tea in terms of "something I'd like to do forever and ever into the future" which means, from my perspective, it's not really "endgame." I have come to expect Blizzard to be innovative and think outside the box, and Greater Rifts don't feel like any thinking, let alone thinking outside of the box, ever happened during the development process. They just seem like panem et circences - stuff to keep us entertained enough that we don't realize how crappy the stuff we have is.
I would honestly prefer if the "leaderboards" amounted to who could clear T6 rifts fastest and not who could manage to ninja-click their way through the most one-shot mechanics. I'm just not into such binary challenges. If you fuck up and misclick at any time it's over. To me that sounds more like a bullet hell game than an ARPG, and I guess that's what fundamentally has held me back from really enjoying 2.1. The "challenge" seems to be something that really isn't appropriate to an ARPG. It seems misguided and off-target.
Also, I hate that Blizz overlooked the single player disadvantages in this regard when they fixed rift keystones to require one (and only one!) per player. Why do 4 players get 4 amulets for the price of 1?
Because Josh and friends really seem to think that there is one "best" way to play the game and anyone who doesn't follow that exact mold is doing it wrong and has no business playing the game. In addition to Hellfire Rings/Amulets, it's plenty obvious that the only "right" way to level your legendary gems is in co-op games. Why? Because the scaling between solo and co-op isn't even close to right. Things like this SHOULD be plenty apparent and should be fixed - there's no reason that co-op players should be able to get more ranks on their gems than a solo player. Then again, this is also a testament to how ass-backwards the current gem leveling paradigm is. It shouldn't have anything to do with what GR level you're clearing. This was echoed by almost EVERYONE during the beta.
Well, while the build diversity in D2 was considered better because the low difficulty of the game allowed you to stomp anything anway, I wouldn't want that back. In D3 there are plenty of opportunities to create such exotic characters, you just don't get to excel in grifts with them. Just like you don't bring a stock car to a Formula 1 race. Also, even in D2 you could very well get alienated if you didn't bring your Java/Hammerdin/Smiter. Now the addition of a game mode that enables players who like efficiency to test their limits is a good move. It has some flaws, but it doesn't hinder anyone playing their melee Wizards in t6 and below.
If they removed the legendary gem ranking up from Greater Rifts, then this problem would *mostly* rectify itself as Greater Rifts would basically be for ePeen only.
So long as Greater Rifts have actual rewards (in this case, more powerful legendary gems) then the issue that they stifle diversity matters. It's an absurdly simple fix, though. Which makes me wonder why they went with the LEAST-FAVORITE method for leveling legendary gems among the community. Tying gem progression to Greater Rift level is just so bad and creates far more problems than it solves.
Just give us an xp-based system. Separate legendary gem progression from Greater Rifts. If you do that then suddenly trials are so very easily removed because it doesn't matter one goddamned bit if you can "spam" high-level Greater Rifts and you've killed two major problems with one, very straightforward, change.
What's left? Leveling against the clock in narrow, static tunnels. That's how blizzard wants you to play the game, and that's the ONLY way you can play this game.
Unfortunately, and somewhat shockingly, 1.x was actually better able to hold my attention than 2.x. This is mostly due to Josh's stance that player choice needs to be removed.
I find it absurd that they removed trading because players could circumvent the natural flow of the game and gain some kind of "advantage" over other players. Yet, when faced with people exploiting a bug with XP gains in rifts, they just fix the bug and move on. If one is a problem then the other is a problem. If one problem requires compete eradication of trading then the other surely requires more than just letting the people who exploited keep their spoils. It's inconsistent stances like this which frustrate me.
They want to open up diversity? So they implement a game mode that actively encourages us to seek out every last little .5% increase in effectiveness of our builds. Greater Rifts are the biggest hit to build diversity (and related item diversity) since the horrible decision to "double it" in regards to Inferno difficulty.
They want to open up diversity? So they make Campaign Mode completely useless and Bounties useless except as a gate to Rifts and as a mechanism to get a select few items. Our choices as to *how* to spend our time are at an all-time low. Want to rank up your legendary gems? There is only one way to do that. If you're not going a Greater Rift of equal, or higher, level than the gem you want to rank up then you probably aren't going to be making much progress on that front.
Instead of allowing legendary gems to rank up independent of where you are playing, they chose to limit it which further shoehorns HOW we play. This is OK when it's used sparingly. I'd argue that the Uber events are basically "enough" of it for the whole game, currently.
And I really think the guy/gal who OKd Trials should be tied to a telephone pole and we should be allowed to punch them in the face until all the bones in our hands are broken. They are truly boring and entirely unnecessary. Since they fixed pet survivability I've been able to enjoy 2.1 much more. It was a major stumbling block for me. But, even still, every single time I realize that I have to do a trial I log off. Trials are not fun. They're horrible. The people who thought they were fun make me so angry that I seriously want to hit someone.
I've never felt that way about anyone at Blizzard, ever. I've never wanted to take a swing at Jay, or Josh, or anyone. But if someone stepped forward and took responsibility for Trials I seriously would take a swing at them if I saw them in the street regardless of the repercussions. How anyone, including the people QAing that shit, could have given it the thumbs-up as something enjoyable that enhances the overall experience of the game is beyond me.
Trials are hands-down the absolute worst thing D3 has ever seen. I'd rather have the shitty itemization and AH back than do trials. The fact that I have to spend 15+ minutes talking myself into doing a single trial is mind-blowing. They really should be ashamed of themselves that this is the best they can do given the rocky history that this game has had.
What's worse is that they keep trying to apply band-aids to a system that many people hate and that really isn't working for the playerbase. I do not know a single person who actually enjoys doing trials. Every single person I know would prefer that they were removed from the game. While that's anecdotal, I think it's pretty obvious WHY people might feel this way and WHY it probably is a majority opinion. It shouldn't be shocking that people dislike a must-perform task that gives no rewards at all other than very poor XP.
But, this wouldn't be a major issue.... IF I COULD RANK UP MY LEGENDARY GEMS OUTSIDE OF GREATER RIFTS.
If Greater Rifts were purely "epeen mode" it would help to mitigate how uninspired and boring the Realm of Trials actually is.
Please, tell me more about this magical bug-free software.
Jesus fucking Christ. If AIRLINE CONTROL SOFTWARE has bugs, despite literally being responsible for people's lives, I'm not sure why you'd think a goddamned video game wouldn't have bugs.
It's like an intelligence vacuum around here lately.
The wisest thing they can do is fix all the bugs, exploits and make sure season 2 is clean. As for season 1, write it off as "PTR Phase 2
Except that's completely unrealistic. A bug-free final product with a codebase of several million lines is just not possible. There will be bugs. Many of them will be obscure and go unnoticed during PTRs. This is how large pieces of code work.
What you're saying is that they should attempt to achieve something that is only doable in theory, not in practice.
They need pragmatic solutions, not theoretical solutions. Pragmatically, bugs will exist. Pragmatically, people will use those bugs to their advantage. It's just life. Trying to play it off as "code harder, get all the bugs" is so blissfully naive it's almost cute.
I have sympathy that their epeen is hurting. But wanting bans over it is basically throwing a tantrum.
Throwing a tantrum? Really?
That's like saying that someone who advocates that Ray Rice does jail time is throwing a tantrum because Ray Rice didn't punch HIM/HER in the face. It just doesn't work that way. We have rules in life and in games for a reason. Wanting the rulemakers to follow through with the rules they've put in place isn't throwing a tantrum.
However, standing up for cheaters is surely the mark of a scumbag.
please, the people who say its discourageting to "only" have 33.3 % dropchance from his 12 bosses killed, please submit a higher pool to do math from... doing 4 runs and then complaining you only had 33 % droprate, is just not enuff data to make that assesment from
I'm not saying that's the actual droprate on keys.
I'm just illustrating that key farming is the annoying part of the Ubers process, not organ farming, and that Blizzard chose the wrong aspect to make guaranteed. My experience with T6 Keywarden farming may not be "normal" but certainly it's not far from it, and that's a problem, because it's still far too big of a hurdle to get people to actually want to do the content.... and that's all that matters.
Farming keys is the first step in the process. How many attempts do you think people are going to give, especially solo, before they realize they've spent 20+ minutes running around some of the largest zones in the game like a chicken with its head cut off, and they don't even have ONE machine, let alone FOUR machines, and that even when they do get four machines, whenever that may be, they're still completely at the mercy of the RNG gods for a proper set of primaries AND a good passive despite being on the hardest difficulty and having the best chances to get the keys? I mean even after this drop rate buff to the organs you're talking about hours of investment per craft. Most of that is spent running around Fields of Misery and Dahlgur Oasis. Woooohoooo for progress, I suppose.
There is a very good reason why they should have buffed the key droprate, not the organ droprate.... farming Keywardens is a horrible, boring, waste of time.
I think its great that we have theese discussions, however its becoming a little to much with all this "boost droprates issues" - its gonna end up with everything just being easymode to get, and where is the fun in that ? diablo is a game about grinding, if you dont like that, diablo is not the game for you, it has allways been like that.
I'd like to point out that you admit you got a great hellfire amulet in about five hours of farming, and only six crafting attempts. Given that luck I don't think you have any right to sit back on your high horse and lecture people about "grinding" as you didn't really make that much of an investment into getting an amulet. You got lucky. Period. Other people have crafted dozens of amulets without getting a trifecta amulet with a good passive. Maybe you'd like to switch places with them, since apparently you don't mind grinding Keywardens for weeks and weeks.
It's almost like listening to rich people lecture poor people about just going out and getting a job. At some point you realize they're so disconnected from reality that their opinion doesn't really hold water.
Anyone that didn't think that season 1 would equate to a "dry run", witnessing exploits and issues that need addressed, well they were fooling themselves.
I'm not going to attempt to speak for anyone but myself here, but my ultimate position on this subject is that if they don't issue bans then Season 1 isn't the only "dry run" but every subsequent season since they've sent the message that they're SOFT on cheating and exploiting.
If, however, they show that they're serious about exploiters in Season 1, that LEGITIMIZES the idea that going forward they are going to be running a tight ship. And I suspect that's all most people want. I don't think the average person thought S1 was going to be perfect. Hell, anyone who payed attention to the PTR knew it wouldn't be. But, I think many people did expect Blizzard to have a pretty firm stance against things like this. Setting that tone now, rather than later, is probably all most people care about.
Losing one season to bugs and exploits isn't really unacceptable. It was bound to happen. But if they show they're serious today that may very well prevent people from using bugs to generate viewership on Twitch which would ultimately make the whole problem rather minimal when compared to the rather obvious class balance issues that have yet to be resolved.
The general issue I have is the blase Eeyore-esque attitude some people have on the subject. There is nothing wrong with attempting to discourage fair play. There *is* something wrong with rolling over and playing dead in the face of people who are clearly trying to game the system.
I've yet to see any actual argument as to why people who cheated (gaining more XP/hr while standing in town killing nothing than the best grinders can gain is clearly cheating) shouldn't suffer the consequences. It's just a bunch of people saying "who cares?" Well, I'll be honest here, I don't personally care if some guy steals $1000 in tea bags from a coffee/tea joint in San Francisco, but he still should be held accountable. Just because something doesn't have a direct impact on me doesn't mean it's acceptable.
Cheating is cheating whether or not it impacts my game experience so I view the whole "it doesn't affect you" position as somewhat sidestepping the actual issue. There are tons of things in this world that don't affect me but which are still wrong and deserving of the repercussions.
Just did three T6 games. Killed all four keywardens in each game.
Two Act 1 keys
One Act 2 key
Zero Act 3 keys
One Act 4 key
That's four keys on twelve kills, or an effective 33% drop rate on T6. That is unbelievably discouraging.
And that is why Ubers still suck. I was on the highest difficulty, did THREE GAMES WORTH OF FARMING, and have zero machines to show for it. You need four machines to make ONE ring/amulet, meaning at this rate I'd need 12+ games of farming just to make one ring/amulet after completing all four uber events with their guaranteed organ drops. ON THE HIGHEST DIFFICULTY SETTING. God forbid you're not on T6 and aren't getting guaranteed organs.
And then figure most people are going to have to craft dozens of amulets before they get one they want... and Jesus tap dancing Christ. Players are sacrificing legendary drops (by not doing rifts) to make these rings/amulets, and the process is utterly prohibitive.
Even if keys and organs were 100% each on T6, that would mean you still have to do four games worth of clears just to make one ring/amulet. It's almost like they want to bore people to death with this content. Farming keys is not a fun process at all.
EDIT
As redditors have pointed out, they should have made the keys 100% drop on T6 because, at the very least, the ubers fights are more interesting, and less frustrating, than running around Fields of Misery, Dahlgur Oasis, etc. hunting for a random spawn monster. Most people would probably be happier if the Ubers fight were the "roadblock" to making a ring/amulet as compared to the Keywardens. Personally, I'm all for it. It seems more engaging and interesting and I find farming Keywardens to be one of the most boring D3 activities out there.
because they wanted to, still doesn't make it a major issue anymore than cursed chest farming or the wretched mother farming outside new tristram
It's not even close to cursed chest farming or wretched mother farming.
The current exploit is not bad design. It's literally a bug where the Torment XP modifier would be applied while you're standing in town and you would, for some reason, still get XP on kills made in the Greater Rifts. If you think this is similar to anything mentioned above then you've got to be trolling. Standing in town getting (not killing anything) MORE XP PER KILL than your buddies who are killing the monsters.... that isn't anywhere close to "normal gameplay."
As far as I'm concerned anyone who actually thinks that standing in town getting tens of billions of XP per hour while not killing anything is "valid gameplay" is exactly the problem that this community doesn't need. It shows that some people will go to any lengths to justify things as "creative use of mechanics" even though they are clearly exploiting things to gain some kind of advantage. The community, and the game, would be better without these low-lifes and parasites.
We don't need people who know they're cheating but claim up and down the street they're innocent. Throw them the fuck out just like Lance Armstrong.
The #1 thing I hate about this absolutely fucking shitty community is the constant need to blame people. Something went wrong? We need a public execution to make amends.
It's like we've completely lost our sense of civility because we've all turned into spoiled little man-babies.
The DH, via M6, has the BEST ability to (reliably) deal damage while also having the best chance to out-range, line-of-sight, or whatever other tactics necessary to avoid the incoming damage.
My WD sure as fuck can't out-range jailer if I want to kill the monster any time before next Tuesday. And therein lies the imbalance, which is really only an imbalance when monsters are doing SO FUCKING MUCH DAMAGE that the only way to kill them without constantly running back to your corpse is to do so from five screens away.
Greater Rifts need a lot of work, philosophy-wise otherwise this will continue to be a problem no matter how many skills, items, passives, mechanics they buff/nerf.
It's much like the lottery. And I don't think that anyone with any brain would argue that holding a lottery to determine the #1 spot in ANY semi-competitive environment is the right way to do it.
World Series? Nah. Just draw straws. It makes so much more sense. That's PRECISELY what Conduit Pylons push the "endgame" towards. So it doesn't matter if it's "fair" because it's absurdly-bad gameplay.
What they need to do is sit back and take ANOTHER long, hard, look at itemization.
We still have 100% useless legendaries. Most specs are 100% set-centric. There's very little room to assemble a "set" of legendaries that create synergy and roll with that because Firebirds, Akkan, Maraduers, etc. are just far too strong. This means that the RoRG is, by virtue of the set-centric endgame, a virtual necessity for most players.
The only competition between orange and green items is basically for whichever slot you choose not to equip because of your RoRG and most of the time that's determined by which non-set piece gives the best synergy with the set (Quetz, MoJ, T&T, etc.).
The inherent power of some of the set bonuses is just so immeasurably strong and that's where the problem lies. DHs are pretty shitty, but M6 makes them unbelievably powerful. This is the problem at hand. A set can take a class from "Oooooh I wish I could clear T2" to "HAR HAR HAR HAR GR45 NUBZZZZZZZZZZZZZZ."
When Josh talked about build-changing legendaries, I really didn't envision itemization completely dominated by sets where legendaries were sprinkled in only where sets weren't necessary. I think more people really believed we'd be able to find a "set" of legendary items that all had good synergy and assemble those into working builds (electro-stun wizard comes to mind here as high synergy among items but generally low effectiveness).
They are rifts... with a timer... and infinite scaling. It's just not my cup of tea in terms of "something I'd like to do forever and ever into the future" which means, from my perspective, it's not really "endgame." I have come to expect Blizzard to be innovative and think outside the box, and Greater Rifts don't feel like any thinking, let alone thinking outside of the box, ever happened during the development process. They just seem like panem et circences - stuff to keep us entertained enough that we don't realize how crappy the stuff we have is.
I would honestly prefer if the "leaderboards" amounted to who could clear T6 rifts fastest and not who could manage to ninja-click their way through the most one-shot mechanics. I'm just not into such binary challenges. If you fuck up and misclick at any time it's over. To me that sounds more like a bullet hell game than an ARPG, and I guess that's what fundamentally has held me back from really enjoying 2.1. The "challenge" seems to be something that really isn't appropriate to an ARPG. It seems misguided and off-target.
Because Josh and friends really seem to think that there is one "best" way to play the game and anyone who doesn't follow that exact mold is doing it wrong and has no business playing the game. In addition to Hellfire Rings/Amulets, it's plenty obvious that the only "right" way to level your legendary gems is in co-op games. Why? Because the scaling between solo and co-op isn't even close to right. Things like this SHOULD be plenty apparent and should be fixed - there's no reason that co-op players should be able to get more ranks on their gems than a solo player. Then again, this is also a testament to how ass-backwards the current gem leveling paradigm is. It shouldn't have anything to do with what GR level you're clearing. This was echoed by almost EVERYONE during the beta.
If they removed the legendary gem ranking up from Greater Rifts, then this problem would *mostly* rectify itself as Greater Rifts would basically be for ePeen only.
So long as Greater Rifts have actual rewards (in this case, more powerful legendary gems) then the issue that they stifle diversity matters. It's an absurdly simple fix, though. Which makes me wonder why they went with the LEAST-FAVORITE method for leveling legendary gems among the community. Tying gem progression to Greater Rift level is just so bad and creates far more problems than it solves.
Just give us an xp-based system. Separate legendary gem progression from Greater Rifts. If you do that then suddenly trials are so very easily removed because it doesn't matter one goddamned bit if you can "spam" high-level Greater Rifts and you've killed two major problems with one, very straightforward, change.
I find it absurd that they removed trading because players could circumvent the natural flow of the game and gain some kind of "advantage" over other players. Yet, when faced with people exploiting a bug with XP gains in rifts, they just fix the bug and move on. If one is a problem then the other is a problem. If one problem requires compete eradication of trading then the other surely requires more than just letting the people who exploited keep their spoils. It's inconsistent stances like this which frustrate me.
They want to open up diversity? So they implement a game mode that actively encourages us to seek out every last little .5% increase in effectiveness of our builds. Greater Rifts are the biggest hit to build diversity (and related item diversity) since the horrible decision to "double it" in regards to Inferno difficulty.
They want to open up diversity? So they make Campaign Mode completely useless and Bounties useless except as a gate to Rifts and as a mechanism to get a select few items. Our choices as to *how* to spend our time are at an all-time low. Want to rank up your legendary gems? There is only one way to do that. If you're not going a Greater Rift of equal, or higher, level than the gem you want to rank up then you probably aren't going to be making much progress on that front.
Instead of allowing legendary gems to rank up independent of where you are playing, they chose to limit it which further shoehorns HOW we play. This is OK when it's used sparingly. I'd argue that the Uber events are basically "enough" of it for the whole game, currently.
And I really think the guy/gal who OKd Trials should be tied to a telephone pole and we should be allowed to punch them in the face until all the bones in our hands are broken. They are truly boring and entirely unnecessary. Since they fixed pet survivability I've been able to enjoy 2.1 much more. It was a major stumbling block for me. But, even still, every single time I realize that I have to do a trial I log off. Trials are not fun. They're horrible. The people who thought they were fun make me so angry that I seriously want to hit someone.
I've never felt that way about anyone at Blizzard, ever. I've never wanted to take a swing at Jay, or Josh, or anyone. But if someone stepped forward and took responsibility for Trials I seriously would take a swing at them if I saw them in the street regardless of the repercussions. How anyone, including the people QAing that shit, could have given it the thumbs-up as something enjoyable that enhances the overall experience of the game is beyond me.
Trials are hands-down the absolute worst thing D3 has ever seen. I'd rather have the shitty itemization and AH back than do trials. The fact that I have to spend 15+ minutes talking myself into doing a single trial is mind-blowing. They really should be ashamed of themselves that this is the best they can do given the rocky history that this game has had.
What's worse is that they keep trying to apply band-aids to a system that many people hate and that really isn't working for the playerbase. I do not know a single person who actually enjoys doing trials. Every single person I know would prefer that they were removed from the game. While that's anecdotal, I think it's pretty obvious WHY people might feel this way and WHY it probably is a majority opinion. It shouldn't be shocking that people dislike a must-perform task that gives no rewards at all other than very poor XP.
But, this wouldn't be a major issue.... IF I COULD RANK UP MY LEGENDARY GEMS OUTSIDE OF GREATER RIFTS.
If Greater Rifts were purely "epeen mode" it would help to mitigate how uninspired and boring the Realm of Trials actually is.
http://www.npr.org/2014/02/25/282431939/boeings-787-dreamliner-can-t-shake-major-malfunction-issues
http://www.businessinsider.com/r-us-faa-tells-boeing-to-fix-747-8-software-to-avoid-crash-2014-26
Please, tell me more about this magical bug-free software.
Jesus fucking Christ. If AIRLINE CONTROL SOFTWARE has bugs, despite literally being responsible for people's lives, I'm not sure why you'd think a goddamned video game wouldn't have bugs.
It's like an intelligence vacuum around here lately.
What you're saying is that they should attempt to achieve something that is only doable in theory, not in practice.
They need pragmatic solutions, not theoretical solutions. Pragmatically, bugs will exist. Pragmatically, people will use those bugs to their advantage. It's just life. Trying to play it off as "code harder, get all the bugs" is so blissfully naive it's almost cute.
I don't see why anyone would want that kind of overlap. It seems pointless, really.
That's like saying that someone who advocates that Ray Rice does jail time is throwing a tantrum because Ray Rice didn't punch HIM/HER in the face. It just doesn't work that way. We have rules in life and in games for a reason. Wanting the rulemakers to follow through with the rules they've put in place isn't throwing a tantrum.
However, standing up for cheaters is surely the mark of a scumbag.
I'm just illustrating that key farming is the annoying part of the Ubers process, not organ farming, and that Blizzard chose the wrong aspect to make guaranteed. My experience with T6 Keywarden farming may not be "normal" but certainly it's not far from it, and that's a problem, because it's still far too big of a hurdle to get people to actually want to do the content.... and that's all that matters.
Farming keys is the first step in the process. How many attempts do you think people are going to give, especially solo, before they realize they've spent 20+ minutes running around some of the largest zones in the game like a chicken with its head cut off, and they don't even have ONE machine, let alone FOUR machines, and that even when they do get four machines, whenever that may be, they're still completely at the mercy of the RNG gods for a proper set of primaries AND a good passive despite being on the hardest difficulty and having the best chances to get the keys? I mean even after this drop rate buff to the organs you're talking about hours of investment per craft. Most of that is spent running around Fields of Misery and Dahlgur Oasis. Woooohoooo for progress, I suppose.
There is a very good reason why they should have buffed the key droprate, not the organ droprate.... farming Keywardens is a horrible, boring, waste of time.
I'd like to point out that you admit you got a great hellfire amulet in about five hours of farming, and only six crafting attempts. Given that luck I don't think you have any right to sit back on your high horse and lecture people about "grinding" as you didn't really make that much of an investment into getting an amulet. You got lucky. Period. Other people have crafted dozens of amulets without getting a trifecta amulet with a good passive. Maybe you'd like to switch places with them, since apparently you don't mind grinding Keywardens for weeks and weeks.
It's almost like listening to rich people lecture poor people about just going out and getting a job. At some point you realize they're so disconnected from reality that their opinion doesn't really hold water.
If, however, they show that they're serious about exploiters in Season 1, that LEGITIMIZES the idea that going forward they are going to be running a tight ship. And I suspect that's all most people want. I don't think the average person thought S1 was going to be perfect. Hell, anyone who payed attention to the PTR knew it wouldn't be. But, I think many people did expect Blizzard to have a pretty firm stance against things like this. Setting that tone now, rather than later, is probably all most people care about.
Losing one season to bugs and exploits isn't really unacceptable. It was bound to happen. But if they show they're serious today that may very well prevent people from using bugs to generate viewership on Twitch which would ultimately make the whole problem rather minimal when compared to the rather obvious class balance issues that have yet to be resolved.
The general issue I have is the blase Eeyore-esque attitude some people have on the subject. There is nothing wrong with attempting to discourage fair play. There *is* something wrong with rolling over and playing dead in the face of people who are clearly trying to game the system.
I've yet to see any actual argument as to why people who cheated (gaining more XP/hr while standing in town killing nothing than the best grinders can gain is clearly cheating) shouldn't suffer the consequences. It's just a bunch of people saying "who cares?" Well, I'll be honest here, I don't personally care if some guy steals $1000 in tea bags from a coffee/tea joint in San Francisco, but he still should be held accountable. Just because something doesn't have a direct impact on me doesn't mean it's acceptable.
Cheating is cheating whether or not it impacts my game experience so I view the whole "it doesn't affect you" position as somewhat sidestepping the actual issue. There are tons of things in this world that don't affect me but which are still wrong and deserving of the repercussions.
Two Act 1 keys
One Act 2 key
Zero Act 3 keys
One Act 4 key
That's four keys on twelve kills, or an effective 33% drop rate on T6. That is unbelievably discouraging.
And that is why Ubers still suck. I was on the highest difficulty, did THREE GAMES WORTH OF FARMING, and have zero machines to show for it. You need four machines to make ONE ring/amulet, meaning at this rate I'd need 12+ games of farming just to make one ring/amulet after completing all four uber events with their guaranteed organ drops. ON THE HIGHEST DIFFICULTY SETTING. God forbid you're not on T6 and aren't getting guaranteed organs.
And then figure most people are going to have to craft dozens of amulets before they get one they want... and Jesus tap dancing Christ. Players are sacrificing legendary drops (by not doing rifts) to make these rings/amulets, and the process is utterly prohibitive.
Even if keys and organs were 100% each on T6, that would mean you still have to do four games worth of clears just to make one ring/amulet. It's almost like they want to bore people to death with this content. Farming keys is not a fun process at all.
EDIT
As redditors have pointed out, they should have made the keys 100% drop on T6 because, at the very least, the ubers fights are more interesting, and less frustrating, than running around Fields of Misery, Dahlgur Oasis, etc. hunting for a random spawn monster. Most people would probably be happier if the Ubers fight were the "roadblock" to making a ring/amulet as compared to the Keywardens. Personally, I'm all for it. It seems more engaging and interesting and I find farming Keywardens to be one of the most boring D3 activities out there.
The current exploit is not bad design. It's literally a bug where the Torment XP modifier would be applied while you're standing in town and you would, for some reason, still get XP on kills made in the Greater Rifts. If you think this is similar to anything mentioned above then you've got to be trolling. Standing in town getting (not killing anything) MORE XP PER KILL than your buddies who are killing the monsters.... that isn't anywhere close to "normal gameplay."
As far as I'm concerned anyone who actually thinks that standing in town getting tens of billions of XP per hour while not killing anything is "valid gameplay" is exactly the problem that this community doesn't need. It shows that some people will go to any lengths to justify things as "creative use of mechanics" even though they are clearly exploiting things to gain some kind of advantage. The community, and the game, would be better without these low-lifes and parasites.
We don't need people who know they're cheating but claim up and down the street they're innocent. Throw them the fuck out just like Lance Armstrong.