-I personally like Nephalem Valor, however I feel like it's implemented kinda wrong, or at least, for the wrong reasons. Like, it urges people away from changing skills every 10 seconds, which I like. And it encourages slightly extended farming/grinding runs, which I also like. However, with only 5 stacks to cap it, it does seem like a chore to get them more than an actual bonus.
I think they should keep NV, however put it on tasks that take longer. For instance, finish all the Bounties in an Act, and you get 1 stack that stays with you until you leave the game, regardless of switching skills. No idea on what 1 stack of that could be worth, but it might be a good idea. Granted, if they did that, then people would think Blizzard is "forcing" people into longer runs, and they'll feel they're "gimping" themselves on shorter focused runs, so...eh, Blizzard can't win. Probably best to take it out then. I'm okay with it.
I do wonder what it'll do to key and organ farming. Those two things require 5 stacks to in order for them to work, but if NV gets removed...will those things drop without needing 5 stacks? I guess that could be a healthy change. I don't tend to mind getting stacks before I take on Keywardens, for instance, it does feel like a bit of a warmup, especially if I'm choosing a harder MP than I usually play on (and if white and elite mobs are too much, the KW might be way too much)...but I have to admit, the NV time limit on uber boss battles and that sucky feeling of not having enough stacks on a KW kill? I won't miss those one bit, :-)
-In regard to Pickup Radius, hopefully if they do reduce it, it's not as bad as it was a few patches ago. I remember it was so bad, people could be STANDING on coins and globes and still not pick them up. So I don't mind them reducing it, but as long as they tweak it enough that the base Pickup Radius is working right.
I do, however, think the value of it on items is something that should still appear as an option. After all, if you don't care about it for whatever reason (maybe globes don't factor in to your survivability), you'll be able to enchant it off your gear for something else. But people who like Pickup Radius on their gear should have it as an option.
Keep in mind, though, that currently, Paragon Points can be allocated to Pickup Radius, so even if you don't have much on your gear and/or they reduce it, you can still boost it with Paragon Points in your Adventure Tab. So even if they remove it, you can still get some back.
And I personally like how Pickup Radius meshes with Witch Doctor skills. I actually hope they do that with other classes and skills. For instance, the distance Mantras effect, Crusader Laws, maybe even some attack skills.
"You cannot change skills while considered to be "in combat" and for about 15 seconds after combat ends."
These guys are so pathetic. They spent months and months telling us that "Diablo has no concept of 'in combat' and 'out of combat'".
In all fairness, this game is changing pretty considerably. A lot of their philosophies are morphing and swaying in different directions. I think they'd rather define "in combat" and "out of combat", when dealing with this specific issue, than refuse to define each of those things.
Thus, I'm okay with them doing that if it means people change how they feel about battle. I'm sure they want to avoid people jumping into their skill menu to change skills between skirmishes, I mean, the skill system is supposed to afford people the freedom to change builds when one isn't to their liking, not change skills after every individual kill. I think this is a good compromise.
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-I personally like Nephalem Valor, however I feel like it's implemented kinda wrong, or at least, for the wrong reasons. Like, it urges people away from changing skills every 10 seconds, which I like. And it encourages slightly extended farming/grinding runs, which I also like. However, with only 5 stacks to cap it, it does seem like a chore to get them more than an actual bonus.
I think they should keep NV, however put it on tasks that take longer. For instance, finish all the Bounties in an Act, and you get 1 stack that stays with you until you leave the game, regardless of switching skills. No idea on what 1 stack of that could be worth, but it might be a good idea. Granted, if they did that, then people would think Blizzard is "forcing" people into longer runs, and they'll feel they're "gimping" themselves on shorter focused runs, so...eh, Blizzard can't win. Probably best to take it out then. I'm okay with it.
I do wonder what it'll do to key and organ farming. Those two things require 5 stacks to in order for them to work, but if NV gets removed...will those things drop without needing 5 stacks? I guess that could be a healthy change. I don't tend to mind getting stacks before I take on Keywardens, for instance, it does feel like a bit of a warmup, especially if I'm choosing a harder MP than I usually play on (and if white and elite mobs are too much, the KW might be way too much)...but I have to admit, the NV time limit on uber boss battles and that sucky feeling of not having enough stacks on a KW kill? I won't miss those one bit, :-)
-In regard to Pickup Radius, hopefully if they do reduce it, it's not as bad as it was a few patches ago. I remember it was so bad, people could be STANDING on coins and globes and still not pick them up. So I don't mind them reducing it, but as long as they tweak it enough that the base Pickup Radius is working right.
I do, however, think the value of it on items is something that should still appear as an option. After all, if you don't care about it for whatever reason (maybe globes don't factor in to your survivability), you'll be able to enchant it off your gear for something else. But people who like Pickup Radius on their gear should have it as an option.
Keep in mind, though, that currently, Paragon Points can be allocated to Pickup Radius, so even if you don't have much on your gear and/or they reduce it, you can still boost it with Paragon Points in your Adventure Tab. So even if they remove it, you can still get some back.
And I personally like how Pickup Radius meshes with Witch Doctor skills. I actually hope they do that with other classes and skills. For instance, the distance Mantras effect, Crusader Laws, maybe even some attack skills.
In all fairness, this game is changing pretty considerably. A lot of their philosophies are morphing and swaying in different directions. I think they'd rather define "in combat" and "out of combat", when dealing with this specific issue, than refuse to define each of those things.
Thus, I'm okay with them doing that if it means people change how they feel about battle. I'm sure they want to avoid people jumping into their skill menu to change skills between skirmishes, I mean, the skill system is supposed to afford people the freedom to change builds when one isn't to their liking, not change skills after every individual kill. I think this is a good compromise.