(ofc not for players such as you and me, that like to play HC first of all and have probably leveled way to may chars to +90 anyway, am I right ^^?).
I didn't play HC much in DII, and I played DII almost predominantly online. Getting someone to 90+ seemed beyond pointless... at least here it's a challenge.
I just think escapes are beyond lame and I'd rather just die to a Duriel who changed his element.
I think his point is that the SK is a pretty large jump from the mobs in the Cathedral.
How, exactly? SK wasn't problematic. He deals low damage, he summons ads to give you free health globes, he's predictable. And unlike other bosses in previous games, he doesn't chase you around the room like mad, you have plenty of space.
The only thing that comes close to how hard the SK is now is getting stuck in a group of elites in a four person game when I'm off by myself.
Erm, no. I definitely met more dangerous elite packs than SK on /p1. How much did you play the beta? Some Waller or Nightmarish/Teleporter on the right kind of mobs can be pretty bad.
but we all know that there are GOING to be points where the difficulty jumps for some reason or another. As much as I love Blizz, they are still human, they'll make a mistake. Whether it is a boss like Duriel or the SK, or the gloams, or a bunch of elemental elites showing up in the one element your weak at.
That's quite realistic, I fail to see the problem, or how that's a "mistake". DI actually had tons of instances where a boss was stronger than its surroundings (Leoric, Butcher). That's why he's, well, a boss. That was a feature and a lot of us missed it when we met the watered down bosses of DII that made us go "that's it???". Duriel was a breath of fresh air.
And if it's not a boss, you can't whine. DI would have 30 Cabalists in a room at level start shooting lighting at you. Go back put my lighting gear on, +73% lighting resist, Cabalists can gtfo... and you don't need to die. I went through a lot of crap in DI by using Phasing rofl. "Crap, I'm surrounded!" *phase away* *phase into a room full of MORE mobs* "Crap" *phase away somewhere else* Fun times.
The only thing that I'm concerned with is that some bosses will be designed in a way that they favor some kind of gear. Duriel was an example of this, and that's why Duriel is a problem (not because Duriel is powerful). It's pretty essentially to have +cold resist and half freeze duration gear before Duriel, otherwise he's a real pain. I think the best solution to this is supply lore information about bosses before you meet them. But assuming Inferno bosses do not cardinally change from Normal bosses in this sense (i.e., Duriel doesn't suddenly become Lighting Enchanted instead), it should be fine. Dying to Duriel at level like 24 isn't a big deal IMO...
It seems your complaints are specific to assumptions on boss design. Boss design that doesn't make much sense. Even DS doesn't do this. In DS you can die 30 times a day to the same guy over and over again...
I kinda don't see them making a boss that penalizes pet classes or penalizes them that much that you're bound to lose. And I believe skeletons exist specifically to provide health globes. You can make your build more rounded, though, with lifesteal or whatever.
Nevertheless, if all bosses are just boringly safe that would be lame and HC won't mean shit.
No, I'm against the retreat option, and I'll probably be the first person to die to some boss like that.
Well, I can't really agree with anything you're saying... including your experience with Duriel, whom I have definitely killed on many characters without TPing. Besides, Duriel is a badly balanced boss, like many things in DII, which were never fixed or rebalanced specifically due to the TP exploit anyway, so the comparison is invalid.
I really don't see how escape is relevant.
Your survivability with a boss has very little to do with how fast you move (aside from dodging attacks or what not), because you need to kill the boss, not avoid him. Your survivability is directly dependent on the rate of getting health globes out of the boss compared to how quickly you are losing health. OK, sure, you avoid damage and you are almost dead, there are no health globes anywhere, what are you going to do? I suppose if you're a Monk you can use one of your healing spells that have a cooldown, but you need Spirit for that anyway...
This is just encouraging lvling none stop just before a boss to make sure you are completely outgearing and lvling him before you try him. This goes against the general design idea, run around explore, have fun, kill shit.
Hardcore typically goes against the general idea of "play like an idiot", yes. That's the point.
I PREFER HC because I do not "run around" and mindlessly kill shit. I turtle, poke things, and run away like a little bitch. The appeal of this is that getting shut in a room with a boss you can't kill is pretty terrifying.
I'm playing DII on HC right now and it's funny how different the mentality is.
You can definitely rely on S&E to get you out of any situation that's a bit awkward. Say, for instance, you got surrounded or something. In DII, you may not necessarily particularly care about certain situations where you are not hit very quickly but you are sort of dying. In DII, you mostly worry about bursts of damage that will kill you before you can react, you don't think about anything else.
The other thing is potions. First of all, you can get yourself a belt full of rejuv potions that fill you up instantly. Second of all, you can keep your health orb full just by drinking the normal potions whenever it's slightly less than full.
In DIII, you can't really do that. Sure, you can spend that potion but then you basically robbed yourself of the only rejuv you had. That's really not going to happen. You're going to have to use those health globes (outside of certain skills, that is). And that itself generates a bit of a problem because the logistics of getting health globes is a whole other issue that will probably influence a lot of builds.
DIII will be really punishing in terms of "trying" new areas. You don't want to be where you do not belong, because there are really no easy exits. Bosses completely lock you down iirc. A bit different from DII where you can barge into w/e and test the waters and be like "hmm, no, I can't do this" and TP the fuck away.
To me, S&E and TP's are some of the most egregious exploits in a video game, and they're so essential to the game at this point that they really water a lot of it down. I think my Diablo gaming history would look VERY different without TPs, rofl.
So you are saying grouping makes no sense on HC...uh why and how do you think grouping makes no sense on not only HC but also softcore? If I hostile you, your odds of living are much greater in a group and people understand this, I guess you don't?
I'm not exactly sure how you're gonna hostile me when I don't let you into my game in the first place because I'm playing solo?
If I am playing HC and hostility is allowed you will NEVER see me in a public group game ever (unless I am really eager to throw my character away, but then I'd just organize a proper duel). SC, maybe, HC, forget it. I'm not the only one.
Diablo is a PvM game, not a PvE game buddy. PvE is player vs everything which would mean hostility is correctly placed in the game, now if you want to admit that then we are fine, otherwise get the acronyms straight.
PvE and PvP are the traditionally compared modes, actually, PvE does not include PvP, if you have any doubts, check WoW and their server configuration. PvM is a rather rare term, in fact, I do not recall hearing it outside Diablo. Regardless of the semantic validity you have doubts over, PvE vs PvP is the terminology atm.
Must of gotten PK'd a lot to be so butt hurt and blind to not even recongize what hostility did offer to Diablo.
I appreciate the psychoanalysis. Let me try: you want hostility because you like jumping on people who are weaker than you in level or gear because you suck too much to actually play a proper PvP game where everyone is ready for you.
You are telling me that knowing at any moment someone could hostile you and change the way the game played that it didn't make it more dynamic and random? Really?
So do you believe Heroes of Might and Magic III should be done real time since that will make it more dynamic? I mean, obviously it's the objective of every game to be more dynamic and random, am I understanding you right? And that HAS to be implemented via forced PvP?
I'm telling you that games exist in different forms and playstyles and some of us like our PvE games to stay PvE games and if we want to PvP we load up something else. PKing is really nothing more than pushing your playstyle on someone else, that is why it got thrown out the window. Nobody here is opposed to PvP. We're opposed to PvP being forced on us when we came to kill monsters.
I'm not even going to bother with your last comments, obviously so angry you can't think straight. Do me a favor and write out your response, then walk away for an hour or so and then read it...if it still makes sense then post it.
Says the guy who can't refrain from personal attacks.
This is a pretty meaningless statement. I think what it did is turn the game into something it wasn't, and that something appealed to certain groups of people. Which doesn't change the fact that, at the end of the day, Diablo has always been a PvE game. For those of us who do not care for PvP, hostility just ruined one aspect of the game by forcing another on us.
If I was playing Pharaoh, and you told me how adding RTS war elements would made the game more dynamic or something, I'd tell you to go play an RTS, because it appears that's what you're looking for. If Diablo II is so bland to you that you need hostility stuff to make it more dynamic and random, I daresay you're in the wrong game. There are tons of PvP games out there including MMORPG's with PvP features. Diablo doesn't have to be one of them just because some random people like it. I like Scrabble, let's add that into Diablo III because it makes the game more intelligent.
Useless assessment is useless.
You like hostility? Fine. But if you're gonna start talking about how you're more hardcore and we're less hardcore, I'll ask you to join the Army. Remember back in the good old days people would look at us gamers and talk about how we're sissies playing with toys afraid of the real world. Remember your place.
I just think escapes are beyond lame and I'd rather just die to a Duriel who changed his element.
Erm, no. I definitely met more dangerous elite packs than SK on /p1. How much did you play the beta? Some Waller or Nightmarish/Teleporter on the right kind of mobs can be pretty bad.
That's quite realistic, I fail to see the problem, or how that's a "mistake". DI actually had tons of instances where a boss was stronger than its surroundings (Leoric, Butcher). That's why he's, well, a boss. That was a feature and a lot of us missed it when we met the watered down bosses of DII that made us go "that's it???". Duriel was a breath of fresh air.
And if it's not a boss, you can't whine. DI would have 30 Cabalists in a room at level start shooting lighting at you. Go back put my lighting gear on, +73% lighting resist, Cabalists can gtfo... and you don't need to die. I went through a lot of crap in DI by using Phasing rofl. "Crap, I'm surrounded!" *phase away* *phase into a room full of MORE mobs* "Crap" *phase away somewhere else* Fun times.
The only thing that I'm concerned with is that some bosses will be designed in a way that they favor some kind of gear. Duriel was an example of this, and that's why Duriel is a problem (not because Duriel is powerful). It's pretty essentially to have +cold resist and half freeze duration gear before Duriel, otherwise he's a real pain. I think the best solution to this is supply lore information about bosses before you meet them. But assuming Inferno bosses do not cardinally change from Normal bosses in this sense (i.e., Duriel doesn't suddenly become Lighting Enchanted instead), it should be fine. Dying to Duriel at level like 24 isn't a big deal IMO...
I kinda don't see them making a boss that penalizes pet classes or penalizes them that much that you're bound to lose. And I believe skeletons exist specifically to provide health globes. You can make your build more rounded, though, with lifesteal or whatever.
Nevertheless, if all bosses are just boringly safe that would be lame and HC won't mean shit.
No, I'm against the retreat option, and I'll probably be the first person to die to some boss like that.
I really don't see how escape is relevant.
Your survivability with a boss has very little to do with how fast you move (aside from dodging attacks or what not), because you need to kill the boss, not avoid him. Your survivability is directly dependent on the rate of getting health globes out of the boss compared to how quickly you are losing health. OK, sure, you avoid damage and you are almost dead, there are no health globes anywhere, what are you going to do? I suppose if you're a Monk you can use one of your healing spells that have a cooldown, but you need Spirit for that anyway...
Hardcore typically goes against the general idea of "play like an idiot", yes. That's the point.
I PREFER HC because I do not "run around" and mindlessly kill shit. I turtle, poke things, and run away like a little bitch. The appeal of this is that getting shut in a room with a boss you can't kill is pretty terrifying.
So, about Save & Exit.
I'm playing DII on HC right now and it's funny how different the mentality is.
You can definitely rely on S&E to get you out of any situation that's a bit awkward. Say, for instance, you got surrounded or something. In DII, you may not necessarily particularly care about certain situations where you are not hit very quickly but you are sort of dying. In DII, you mostly worry about bursts of damage that will kill you before you can react, you don't think about anything else.
The other thing is potions. First of all, you can get yourself a belt full of rejuv potions that fill you up instantly. Second of all, you can keep your health orb full just by drinking the normal potions whenever it's slightly less than full.
In DIII, you can't really do that. Sure, you can spend that potion but then you basically robbed yourself of the only rejuv you had. That's really not going to happen. You're going to have to use those health globes (outside of certain skills, that is). And that itself generates a bit of a problem because the logistics of getting health globes is a whole other issue that will probably influence a lot of builds.
DIII will be really punishing in terms of "trying" new areas. You don't want to be where you do not belong, because there are really no easy exits. Bosses completely lock you down iirc. A bit different from DII where you can barge into w/e and test the waters and be like "hmm, no, I can't do this" and TP the fuck away.
To me, S&E and TP's are some of the most egregious exploits in a video game, and they're so essential to the game at this point that they really water a lot of it down. I think my Diablo gaming history would look VERY different without TPs, rofl.
If I am playing HC and hostility is allowed you will NEVER see me in a public group game ever (unless I am really eager to throw my character away, but then I'd just organize a proper duel). SC, maybe, HC, forget it. I'm not the only one.
PvE and PvP are the traditionally compared modes, actually, PvE does not include PvP, if you have any doubts, check WoW and their server configuration. PvM is a rather rare term, in fact, I do not recall hearing it outside Diablo. Regardless of the semantic validity you have doubts over, PvE vs PvP is the terminology atm.
I appreciate the psychoanalysis. Let me try: you want hostility because you like jumping on people who are weaker than you in level or gear because you suck too much to actually play a proper PvP game where everyone is ready for you.
So do you believe Heroes of Might and Magic III should be done real time since that will make it more dynamic? I mean, obviously it's the objective of every game to be more dynamic and random, am I understanding you right? And that HAS to be implemented via forced PvP?
I'm telling you that games exist in different forms and playstyles and some of us like our PvE games to stay PvE games and if we want to PvP we load up something else. PKing is really nothing more than pushing your playstyle on someone else, that is why it got thrown out the window. Nobody here is opposed to PvP. We're opposed to PvP being forced on us when we came to kill monsters.
Says the guy who can't refrain from personal attacks.
This is a pretty meaningless statement. I think what it did is turn the game into something it wasn't, and that something appealed to certain groups of people. Which doesn't change the fact that, at the end of the day, Diablo has always been a PvE game. For those of us who do not care for PvP, hostility just ruined one aspect of the game by forcing another on us.
If I was playing Pharaoh, and you told me how adding RTS war elements would made the game more dynamic or something, I'd tell you to go play an RTS, because it appears that's what you're looking for. If Diablo II is so bland to you that you need hostility stuff to make it more dynamic and random, I daresay you're in the wrong game. There are tons of PvP games out there including MMORPG's with PvP features. Diablo doesn't have to be one of them just because some random people like it. I like Scrabble, let's add that into Diablo III because it makes the game more intelligent.
Useless assessment is useless.
You like hostility? Fine. But if you're gonna start talking about how you're more hardcore and we're less hardcore, I'll ask you to join the Army. Remember back in the good old days people would look at us gamers and talk about how we're sissies playing with toys afraid of the real world. Remember your place.
I approve.