Sixen .... your whole point about doing the charm system to stop gear swapping is moot.
ALL you do is push gear swapping from items ... to now charms. Unless each charm is GUARANTEED to contain both GF AND MF (just in varying %s ) people will swap in the charms that benefit them best for that situation.
Whether or not it's guaranteed to have both shouldn't really matter. At that point, what you're saying is, you'll be swapping out your GF and MF charms? That's not what's going on atm, as far as I'm aware. What's happening is that people are swapping out for one or the other (or gear with both if they're lucky), but not swapping GF gear for MF gear.
It's just out of the question. There has to have been an event, that caused the philosophy change so radically, that in fact, the entire development of D3, took a turn for the worse.
This is what I'm chalking it up to, there is a completely different philosophy here, and that's the D2 philosophy and the D3 philosophy. I'm just having a hard time pinpointing and explaining the differences between the two. There is a clear distinction between item farming, content, playstyle, and build diversity (in addition to itemization).
Even if you go about it, like you get MONTHS Of progression, there are still CLEARLY documented moments, where the game literally does not give a single f'ck to regards of what gear you have, it just slaps you silly. Like being Physically blocked in Desecrate, waller , plague etc. - It does not matter if you outgear that, pre nerf, you would NEVER survive that. It does not matter how you do that, you are physically blocked. So you get forced to take other measures, skip packs etc. - And it becomes even MORE redundant if we try to play in HC on this. Because then it really shines.
This isn't blizzard who designed this shit, this CANNOT be the same team who Made Diablo 2. Because this stuff, this is something you learn by going with afterthought with say, like, couple of moments. And i can tell you, 10 YEARS, is a LOT of time to think and reflect, especially if you show that you had more thought in progress b4 while it was in progress.
Hello everyone, I've decided to make a video discussing my thoughts, opinions, and suggestions regarding the Diablo III end-game. After seeing both Kripparian's and Athene's videos on the matter, I felt obliged to make one myself. Feel free to leave your feedback here or in the comments of the YouTube video, I'm just curious to hear what you all think in responses.
In short, I talk about how there is a lack of end-game (no, Inferno is not end-game, I said this last September!), and what can potentially be added to alleviate this issue. For example, Pandemonium events for PvE, a Competitive PvP, and ladders for both. I explain them in much more detail in the video.
Originally I only intended on doing one of these videos, but after the positive feedback and discussion that came out of my first video, I decided to do one covering the current issues with the Magic Find system. I very quickly talk about the five (essentially six) options Blizzard laid out in their blog post and then offer up my own [seventh] solution.
tl;dr
*Option 1: Solves gear swapping. Kills min/maxing.
*Options 2/3/4: All MF over time can all be gamed (gear swapping still exists).
*Option 5: Has non-MF related problems and can all be gamed (gear swapping still exists).
*Option 6: Gear swap button, this doesn't solve the problem, it encourages it.
*Option 7 (my option): Re-implement the talisman, charms, and the Mystic. Remove MF/GF from all items and only allow them to spawn on charms. Allow the Mystic to enhance our items with MF/GF and potentially craft charms.
Diablo III Analyst
SC2Mapster
Jailer, Waller, Frozen, Vortex, etc is not good.
It's not the same team, :/.
Diablo III Analyst
SC2Mapster
In short, I talk about how there is a lack of end-game (no, Inferno is not end-game, I said this last September!), and what can potentially be added to alleviate this issue. For example, Pandemonium events for PvE, a Competitive PvP, and ladders for both. I explain them in much more detail in the video.
http://www.youtube.com/watch?v=gZOzStdC9fA
Originally I only intended on doing one of these videos, but after the positive feedback and discussion that came out of my first video, I decided to do one covering the current issues with the Magic Find system. I very quickly talk about the five (essentially six) options Blizzard laid out in their blog post and then offer up my own [seventh] solution.
tl;dr
*Option 1: Solves gear swapping. Kills min/maxing.
*Options 2/3/4: All MF over time can all be gamed (gear swapping still exists).
*Option 5: Has non-MF related problems and can all be gamed (gear swapping still exists).
*Option 6: Gear swap button, this doesn't solve the problem, it encourages it.
*Option 7 (my option): Re-implement the talisman, charms, and the Mystic. Remove MF/GF from all items and only allow them to spawn on charms. Allow the Mystic to enhance our items with MF/GF and potentially craft charms.
http://youtu.be/ghQJ4QvVjuM
Diablo III Analyst
SC2Mapster