A survival bonus would be awesome. I really hope it is true.
If it is meaningful it could greatly increase the viability of defensive skills in SC.
A survival bonus would be awesome. I really hope it is true.
If it is meaningful it could greatly increase the viability of defensive skills in SC.
They clearly state that the larger stash issue is only on battle.net, while mods are singleplayer. So its not that reasonable to throw 'Others can do it!' back at Blizzard.Quote from "reform" »Can't believe they failed at making an increased stash size. Countless mods have achieved this, yet Blizz can't?
I really doubt you are in the majorityQuote from name="Duckman Drake" »
Do Blizzard not realise that a huge part of the fun of Diablo was the crazed scrambles for loot when something good dropped, or when someone kills something beside you and you just happen to pick up an awesome piece of loot.
Is that a problem though. Diablo 2 has been like that for 9 years or so?Quote from "sponkey21" »The problem is no matter what they do everybody will find the skills they think are best and create a formula that promotes the most efficient use of those skills. This means no matter what they do there will be FAQs with people recommending the best optimized builds for many cookie cutter types of characters.
Quote from "Hells" »
Let's not forget that in Diablo 2 you could have wildly different builds, very unlike WoW. The pre-reqs werent points in a tree before, rather level restriction on skills and a couple of points in pre-req skills, none of this 5-10-15-20-25-30-35-40-45 skillpoints in a certain tree like WoW.
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Kind of a weird argument. People die in HC too, so yes, it is a reward for not dying.
There should be much more of this tbh, I have sadly stopped playing HC (well, not playing D3 at all currently) because of the random disconnects and major lag/DDOS issues that has plagued the game. but it would be lovely if some of the experience could be recreated in SC, with meaningful rewards for caring about your survival.
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But ladder is by choice as well. Just a choice better formalized in an official system, where you can for example see your previous paragon lvl record etc (according to datamining) to add a better sense of competition (whether it is toward others, or just a competition against yourself).
And by having such an official system, it only makes it easier to get your friends to start fresh at the same time for example.
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Ladder resets give you a chance to start over, and get the experience of getting lots of upgrades, building your characters around those drops etc, all over again.
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Gear is being reset (as it should), crafting materials, and to some degree gold etc. seem to be as well.
So the only thing not reset is lvls and paragon lvls. Seems fair enough.
I dont really have a whole lot of paragon lvls to lose, but for those who do, I dont see why it should all go away.
The reason gear etc should be reset, is so everyone can find new gear, and thus make it more fun. The same reasoning hardly exists for paragon, when it is endless.
And since normal lvling sucks so hard in Diablo 3,m making everyone reroll would pretty much just be trolling from Blizzard.
Unfortunately there is no disconnect between those opinions.
Trading offers an advantage at any point in time. Il better of trading right now, regardless of what went before or where you are right now.
This is not comparable to being better off because you have played more hours previously. Here, playing another hour is still just the same as playing another hour.
The issue with trading is not that some people have an advantage over others, because they are more skilled, have more time etc. It would be one boring game if you could not improve your character over time
It is only a matter of which playstyle is more advantageous in any given point in time. Right now and right here.
A wipe is irrelevant in that regard.
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I was just saying that limiting options can add more fun to a game.
In response to an analogy about how "more options are always better".
You are right though, sharing (I wouldnt consider it trading) with friends can be great.
I cant really come up with a decent system where you can share with friends, no matter if they are online or not, while you can't trade with everyone. So for me, the loss of sharing with friends is outweighed by the benefit (as I see it) of not having the loot hunt harmed by trading.
At least being able to trade within your current game session means yoyu can often share drops with your friends, even if you cant always do so. Helps to reduce some of the negative aspect, increasing the net-gain in my view.
Actually, I would consider Clan-trading a decent compromise. As long as there were limits in place to make sure hat you didn't just have a 1000000 member clan Maybe something like 20-25 members in a clan. Need to be in a clan for 1 week before you can trade. Can only trade items that dropped while being in the clan.
The AH interface could be used for this.
I'm perfectly fine with the Group-BOA though.
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A game should give you a fun experience within its rules and limitations. If more limitations can increase the fun, then I'll gladly take them.
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One thing is certain in all this, it really is terrible communication.
It might be so on purpose though. Drop a bomb outside the focus of Blizzcon, sit back and watch the reaction. So much easier to backtrack if you can say it was just a misunderstanding.
If people are trying to become as good as they possibly can, using all tools available is reasonable.
It shouldn't be needed to make up our own arbitrary limitations for the game to be fun.
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Unless droprates are balanced for the lack of trading (and vice versa) then two modes would not really be different from just self-restricting yourself today.
The most efficient way to play would be to pick trade-mode, like using AH is the most efficient today.
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The game could, imo, be more interesting if you aren't necessarily striving toward one specific build as you progress, but rather you are adjusting to what items you get.
Of course at some point on the progress curve, you reach a point where you start to have found so much gear that you take full control of what to spec.
But for a while, is it so bad to adjust and try to make the best out of what you have?
True. The only fix for FOTM is balance. And a huge increase in diverse challenges in the game.
I agree it isn't a major issue. But by feeding people with items, you do risk reducing the fun they can have with the game.
But even if it isn't a big issue, it is insanely difficult to limit trading outside your group of friends, without also limiting it within that group. Then it becomes a matter of whether or not that trade-off is worth it.
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Although I will keep whining about the things that need to be improved.
But happy to see that some of these might be improved through BoA.
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It is their job as designers, to create a good game, and very often save people from themselves. Which includes babysitting them sometimes.
Clan-only trading might be a decent middle ground for trading vs BoA.
But it would require fairly small size cap on clans Like 25-50 players at most.
It would require weird rules to prevent people from just jumping to a new clan to trade. Like keeping track of who was in a clan the exact moment each item dropped. Could be fairly confusing.
Friend list trading seems redundant, if clan-trading existed.
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The best we can hope for, seem,s to be, that they manage to make legendaries interesting and very diverse. That will still be a huge upgrade from how itemization is now.
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I kinda doubt godly items will drop all the time. Just because legendaries will drop often, it hardly means they will always be perfect.
But it is something Blizzard should answer. When greatly increasing droprates, how do they plan to offer progress 6 months or 12 months down the road?