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    posted a message on What's happening?

    Class differences in terms of gameplay feel is one thing (that is good to have it, classes should feel different when you play with them, that is the designers job - you give teleport to the wizard and jump to the barb for example), class differences in terms of roles each class fulfills in the group is another thing and it is bad to not have concurrence/alternative for each role in the group between the classes, especially when each class is designed to have offensive, defensive and movement skills.

    Posted in: Diablo III General Discussion
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    posted a message on What's happening?

    The player base wants build diversity not playing 2 classes from 7 lol. We had a poll about that last year. And there is nothing wrong to have plug and play seasonal mode and a heavy grind non-seasonal one. Right now season and non-season pretty much overlap and people want an option to retire their chars from season just to be able to grind more efficiently at non-season with their already acquired gg gear there.


    Also, perfect balancing is very hard to do in a game with uncapped difficulty, but it is also possible to fix the power of your sets and try to at least bring most items to certain equal level. Patch after patch fine tuning the numbers will pay off at the end. However that is not the direction this development team has taken. It is power creep and buffing multipliers to oblivion.

    Posted in: Diablo III General Discussion
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    posted a message on What's happening?

    You are basically saying META is the only reason to try new specs. People will try new things and specs when there are new sets, unique items, patch changes, gameplay styles they haven't tried. It doesn't have to be the current META for people to try it, if they don't miss on something by not following this very same META.


    Seasons would be plug and play game where only the builds you have fun with matter. If a META build is fun for you, you would play it, otherwise you won't. And this doesn't have to be one class or one spec, quite the opposite. You will see all kinds of builds in public games and you won't feel bad for playing with them because they are sub-optimal.


    META is bad for build diversity and when this game enters full maintenance mode, when the META won't change and there will be no patches, the players will BEG for a seasonal cap.

    Posted in: Diablo III General Discussion
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    posted a message on What's happening?

    ^ META kills the fun in the game (and degenerates some brain cells since every char is a copy of the copy of the copy etc), it serves no other purpose. Without the need for META the new players will try to theorycraft themselves instead of watching videos with imba builds. Without META the public games will multiply, people will start grouping for the sake of it without the fear that they miss on main stat.


    In your example you wouldn't let an undergeared noob to play with you and this way you would miss a potential cool person who recently started the game. If the grind is capped at season and uncapped at non-season you would still be able to farm with competent players at non-season, while having fun at season.

    Posted in: Diablo III General Discussion
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    posted a message on What's happening?

    @steelreserv123: Capping the endgame grind here is with the intention to defeat the purpose of META, not to create a competition around it. If the devs want to push a meaningful competition they have a solid new mode to build upon called Challenge Rifts.


    The whole idea of class diversity is say you have 10 classes and 4 spots in a group. In a perfect situation any combination of these 10 classes should create a group capable of acquiring the optimal resource per hour of what the endgame grind is - in D3 case main stat. Since we don't have such perfect situation aka class balance, the other option is simply to cap the endgame grind - cap main stat to 10k and gem levels to 50 for example and there won't be a need for any META thus there will be class diversity. Of course in a grind game like D3 this is somewhat counter-intuitive since one of your main goals is to be as efficient as possible and capping the grind means capping the efficiency value, but with the already split community in seasonal and non-seasonal mode this opens the possibility to abolish the META on season and as you said more people to try new specs and classes because of that.


    However I don't see any of the above two options implemented any time soon, because of the DLC reasons I stated in the previous post. That said, stack all valuable items in the stash space you have available, because one day you may have to change the class if you play groups.

    Posted in: Diablo III General Discussion
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    posted a message on What's happening?

    Classes, roles and META are highly related when we talk diversity in groups.


    I had posted a thread on the official forums about this long time ago, which got deleted for no obvious reason when it reached 20+ replies. I suppose someone don't like the truth. And the truth is that as long as you have some kind of endgame grind (in D3 case its paragon and primals), you will have a META. As long as you have a META and there is no class balance, you won't have diversity in groups. The possible solutions are two:

    1) Remove/cap the endgame grind on seasons

    2) Balance all classes


    Both are valid solutions, but they won't be achieved in the near future since we expect more classes to drop as purchasable DLC packs. In order to apply 2) you have to implement equal roles for every class or said otherwise every class should be able to fulfill each role in the group as efficient as the other classes. Now if you think money wise this is not very good. DLCs will sell better if they replace the old class roles (aka you buy Necro, because he is imba). So, as others already said, don't expect class diversity in groups anytime soonTM (4-5 years). Maybe after they stop selling DLC character packs we are going to see a big balancing patch. Maybe not. Maybe simply they don't care about class diversity in groups. Just as they don't care for many other things, besides as we all know - money.

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    posted a message on What do you think about the new Challenge Rifts mode?
    Quote from Bagstonego-next

    I hope that some of the winners share videos (and/or some of the thought process) that got them to the top spot

    You can check Zen's youtube. He also shared some interesting info how he captured the wizard top places in both EU and US last week here.

    An interesting blue post appeared yesterday pretty much confirming their main priority in the Challenge Rift mode will stay the casuals and they are not interested in offering hard to master snapshots. Well, nothing new that wasn't commented by us, but it was interesting to read it from a blue:


    Hey all, we’ve been seeing some great feedback on this week’s Challenge Rift build and the featured builds in general. There’s also been some confusion about how builds are chosen each week, so I wanted to offer some clarity on that.


    The build chosen is actually picked by an algorithm, which we’re continuing to refine as time goes on. Each week, it picks a new build used by a player in the past week and makes that the new build for the next week’s Challenge Rift.


    We’re aiming for every build to offer variety and accessibility. This is partly why you won’t often see top-performing Greater Rift builds in this mode of play; while they’re a lot of fun in Adventure Mode, the long learning curve they require to master isn’t as good a fit for a short-lived weekly challenge. For the same reason, we also reviewed this week’s Monk build and decided it was not as accessible as we would like our builds to be, so we’re tweaking the algorithm further to discourage it from selecting similar builds in the future.


    While everyone will have a different take on what kinds of builds are fun, any build that’s picked should at least incorporate ways for you to survive while using it. We’ll keep working to refine which builds the algorithm picks, and as always, we appreciate the feedback we’re getting from all of you in this process!

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?
    Quote from Moboroshigo-next

    To start from a 55 - 65 gr and fight your way towards 70 - 75+ would be much more entertaining.

    Yep, the gameplay experience will be different on each tier, optimal mobs priorities and skill choices will change while you climb and at the end everyone will push that final tier and try to perfect their gameplay in order to have the fastest time OR even to beat everyone else in the top with a whole tier. It's a whole new world, where the skill of the player is not artificially simplified by their hero's enormous EHP and damage output relative to the tier.

    The dev's had to communicate more with their player base in order to release a better feature for everyone. It seems that the whole GR150 exploit fiasco finally enlighten them that the communication should be a top priority for them. Let's see where this goes.

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?
    Quote from Bagstonego-next

    I wish they would pick builds for CRs that are interesting and fun, but less well-known.

    How do you identify such builds with an algorithm? I mean we can easily browse the LBs and spot fun builds, but how to program the selection system to do it? It is not that trivial.

    I think they should put some authority coefficient at each player. For example one that played little with a certain class should have low authority and thus no chance his GR to be picked up as a snapshot. Then they should remove meta builds and obviously bad builds with useless skills and shuffle the rest. But then a problem appears - what if we have a fun build at high GR - their system is tweaked in such a way atm in order to pick low tier GRs and such fun high GR build won't be picked, while the low ones will usually be from players with low authority.


    Maybe they should select the build independently of the GR tier and after that re-scale the GR tier to be doable by casual players. For example: The algo picks high authority GR 90 snapshot. They use the build and the map, but re-scale the tier to GR 70. What I mean is that there are probably very few fun builds done at low GRs thus the chance a fun build to be picked is really low and because of that they should include all top 1k builds in their selection pool and spot the most fun one independently of the tier.

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?

    @Rugraa: There is a blue post about this from 6 hours ago:

    First, as some of you have noticed, the leaderboards currently track two sets of records: previous and current. We agree that it would be nice to have a place to celebrate the champions of previous Challenge Rifts, so we will be starting a regular, weekly blog that highlights the top 50 solo players each week.


    Second, as the beginning of Season 11 is just around the corner, we wanted to clarify something about Challenge Rift caches. Only caches that are earned during an active Season are able to be claimed by Seasonal characters. This is so that the optimal play of Seasons does not include stocking up on Challenge Rift caches during the non-Season to claim on your Seasonal character for a "head start."

    We're looking forward to seeing continued experimentation, discussion, and feedback on Challenge Rifts in the coming weeks.
    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?

    It doesn't have to be a top clear. If you read the thread I linked, you will see that we can push these snapshots if they up the tier with 1 on completion and see where we will end up - tier 40 -> 60 for example? There is no difference whether a player pushes GR1, GR50 or GR150 - only thing that matters is his gear/stats relative to the difficulty. That is why we don't need top clears at all, but we need snapshots that can be "pushed".


    While no one who is experienced in this game doubts in wudijo's skills they would shine even more in a snapshot, which involves pushing. I personally haven't tried any CRift yet and if I go try-harding the Monk one, I won't enjoy it for sure, since the pushing element is missing - there are no mobs priorities and you don't have to dodge anything (that is the artificial skill cap, which won't be there if we could progress the CRift tiers).

    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?
    Quote from Bagstonego-next

    The rift itself is not meant to be challenging at all.

    Yep, that is made in order the casual players to be able to beat it after 2-3 tries. Sadly, on a competitive level this introduces a skill cap for which I wrote in my previous post and the linked thread. So, if they want to push a real competition with this they have to improve things.
    Posted in: Diablo III General Discussion
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    posted a message on What do you think about the new Challenge Rifts mode?

    Btw someone should screenshot the CRifts LBs since older than a week results seems to be deleted and there is not a CRift API atm. That diablorank guy was making pretty good job with build screenshots, but I have no idea if he is active atm, if someone have him as friend, message him this.


    On the topic - basically there are quite a big number of things that should be improved in CRifts if the developers want to push serious competition with these. If you are interested what these are you can check out this topic.


    Quote from Bagstonego-next

    it might be fun to have the top clear as CR


    Yep, sadly the people who have done the internal CRift testing found top times snapshots to be annoying and hard to complete. This is why all CR snapshots are going to be fast times low tiers, which are quite boring to do since they don't involve pushing and put an artificial skill cap in place, because the player have enormous EHP (you can not die) and damage output (you one-two shot everything) relative to the CR level. That is why the best solution to the problem is to up the tier on completion as suggested by Darth and reward more caches per tier reached as linked in the url above.

    Posted in: Diablo III General Discussion
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    posted a message on OMG, GR 128 in 10 mins, crazy combo.

    Meanwhile in the dev's office:

    Posted in: Diablo III General Discussion
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    posted a message on OMG, GR 128 in 10 mins, crazy combo.
    Quote from Bagstonego-next
    And once you one-shot elite packs and RGs in high GRs with a support class, and you realize there's no cap and this can go all the way to GR150+, I think one should notice that this can't be legit and stop using it.

    Or one could think - monsters should be able to kill me at GR140 if this is not intended, but he sees that is not the case and continues to climb. I mean different players could think different things, you can't ban them for that. We both accept these bugs as exploits, but that may not be the case for other players with GReaper+Fr.

    MugsyAU already clarified the Necro ring stuff and because of that by any means this should be handled with bans.

    Posted in: Diablo III General Discussion
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