Nuvian, Diablo 2 is over 10 years old, expecting the PvP to be almost exactly the same in Diablo 3 as it was in Diablo 2 in terms of features wouldn't be right. Besides, people made ladders anyways because of popular demand (Some sanctioned by Blizzard I believe.) All I'm saying is that PvPer's are going to be really disappointed if the current news for the arena is the full extent for the release of the game.
Two things that would help out would be:
-Adding Last Man Standing back along with TDM
-Some sort of ranking system to liven a little competition
It would make the veterans to the diablo series who like PvP happy, and bring in new players who feel the same way.
I'm not expecting it to be the same, and it isn't the same, but i did expect them to keep it on a casual level (which they did).I'm sure they will add other modes for it eventually, but a ladder/ranking system for it would create balance issues and it would put a number on players pvp skills which is what they want to avoid.
That's enough about me. My question is: why can't we have the best of both worlds?
But there are ALWAYS solutions, and they really are not that difficult to implement. .
Not difficult to implant? if it wasn't then pvp wouldn't have kept ruining the pve balance and vice versa i WoW... expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp kind of goes against the whole idea the Dev's have for the Diablo series.
You do realize that we're talking about having different ability effects for PvP (if necessary), therefore it would have no effect on PvE. Explain to me what responsibilities the Diablo 3 "PvP team" would have other than designing PvP only ability effects (again, if it's even necessary on an ability-to-ability basis) and maintaining a respectable ladder system. I think they can handle it. Unless of course it really is 2 guys playing darts all day getting paid for it, like I suspect.
Read my post again.
"expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp"
You want them to make some skills act differently in PVP then in PVE, this creates a problem for casual players that play the game very little to adjust, if it was that easy they would have done this is WoW a long time ago, there are other limitations then just the technical ones to get a system to work, and in many cases its the players them self.
Maybe they will make PVP more serious down the line but i somehow doubt it since they have WoW and SC2 for that, its probably not worth the headache for them.
If it's too difficult for someone THEY DON'T HAVE TO PvP!
PROBLEM SOLVED!
The "complication" argument is COMPLETELY subjective and could be used for literally any aspect of this game. I.e. the rune system is "too complicated" for casuals. Would you like to do away with that as well?
(Obviously a rhetorical question to illustrate the point.)
That is exactly why they are not sure about the new random rune system yet, since it has not been implanted.
Blizzard is all about being user/casual friendly, your idea is quite the opposite and if it would have been that easy it would have been implanted itheirer "other" game to prevent balance issues, but thehaven'tnt and that is for a reason.
"The "complication" argument is COMPLETELY subjective and could be used for literally any aspect of this game" - That is true and some of the mechanics in the game has been already changed because of that.
That's enough about me. My question is: why can't we have the best of both worlds?
But there are ALWAYS solutions, and they really are not that difficult to implement. .
Not difficult to implant? if it wasn't then pvp wouldn't have kept ruining the pve balance and vice versa i WoW... expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp kind of goes against the whole idea the Dev's have for the Diablo series.
You do realize that we're talking about having different ability effects for PvP (if necessary), therefore it would have no effect on PvE. Explain to me what responsibilities the Diablo 3 "PvP team" would have other than designing PvP only ability effects (again, if it's even necessary on an ability-to-ability basis) and maintaining a respectable ladder system. I think they can handle it. Unless of course it really is 2 guys playing darts all day getting paid for it, like I suspect.
Read my post again.
"expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp"
You want them to make some skills act differently in PVP then in PVE, this creates a problem for casual players that play the game very little to adjust, if it was that easy they would have done this is WoW a long time ago, there are other limitations then just the technical ones to get a system to work, and in many cases its the players them self.
Maybe they will make PVP more serious down the line but i somehow doubt it since they have WoW and SC2 for that, its probably not worth the headache for them.
That's enough about me. My question is: why can't we have the best of both worlds?
But there are ALWAYS solutions, and they really are not that difficult to implement. .
Not difficult to implant? if it wasn't then pvp wouldn't have kept ruining the pve balance and vice versa i WoW... expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp kind of goes against the whole idea the Dev's have for the Diablo series.
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I'm not expecting it to be the same, and it isn't the same, but i did expect them to keep it on a casual level (which they did).I'm sure they will add other modes for it eventually, but a ladder/ranking system for it would create balance issues and it would put a number on players pvp skills which is what they want to avoid.
That is exactly why they are not sure about the new random rune system yet, since it has not been implanted.
Blizzard is all about being user/casual friendly, your idea is quite the opposite and if it would have been that easy it would have been implanted itheirer "other" game to prevent balance issues, but thehaven'tnt and that is for a reason.
"The "complication" argument is COMPLETELY subjective and could be used for literally any aspect of this game" - That is true and some of the mechanics in the game has been already changed because of that.
"expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp"
You want them to make some skills act differently in PVP then in PVE, this creates a problem for casual players that play the game very little to adjust, if it was that easy they would have done this is WoW a long time ago, there are other limitations then just the technical ones to get a system to work, and in many cases its the players them self.
Maybe they will make PVP more serious down the line but i somehow doubt it since they have WoW and SC2 for that, its probably not worth the headache for them.
Not difficult to implant? if it wasn't then pvp wouldn't have kept ruining the pve balance and vice versa i WoW... expecting players that maybe play 2-5 hours per week to adjust to different skill stats/effects every time they switch from pve to pvp kind of goes against the whole idea the Dev's have for the Diablo series.