Anyone remember about this little thing -http://diablo.wikia.com/wiki/Prophecy_of_the_End_of_Days ?
So, the only unused line is "Fate lies shattered forever" which means that something bad will happen to Itherael. One could also argue about "Valor will turn to Wrath" part since we don't know if Imperius getting mad at us in Act IV counts towards this or not. That said, I have no idea as to what their plans are. It would seem that the next expansion will either focus on Imperius turning to Wrath (and possibly smiting Itherael in the process) or there's something/someone completely unpredictable coming.
- 3/15/2014 5:46:37 PM Posted in: Lore & Storyline
3/1/2014 9:18:54 AM
I recommend that everyone who isn't quite happy with the patch, tries starting fresh. I did and so far I'm level 30-ish and... For the first time while playing D3:Posted in: Diablo III General Discussion
1) I found at least one <60 legendary that was an actual upgrade for me and lasted for a couple of levels - I've leveled 10 toons to 60 before patch and I have never found a legendary that I could use.
2) I've found an item that made me think about changing my build (an amulet that increases my arcane damage by 25% that's slightly worse than the rare I had, but the bonus is neat and I'll probably go full arcane) - every item that I've found before the patch was a simple EHP or DPS increase and now, you can actually find items that influence your skill choices.
3) I'm getting excited every time I see the brown legendary ray of awesomeness and I'm tempted to play more just to see another one.
Besides, you don't have to do 4 difficulties now, if you choose to play on expert/master you get a fairly difficult experience with insane leveling speed - I've went master and while some elites were really nasty, I had a blast. And I've hit level 30 before the end of Act I. I'm having a really great time playing D3 2.0 and while I wasn't convinced to buy RoS at release, I sure am now. This patch is a really big step in the right direction in my opinion and RoS will only make it better.
2/23/2014 2:32:13 AM
I was always for keeping the AH, but adding a self-found mode where you wouldn't be able to trade, but you'd get increased drop rates and perhaps some other perks. Especially for softcore. The only issue here is that it would further divide the playerbase and this is probably why it didn't get implemented in the first place.Posted in: Diablo III General Discussion
2/22/2014 4:52:49 PM
Posted in: Diablo III General Discussion
I do think that free trading should be allowed, but the AH should be removed I mean, I do not like the whole spam-chat drama thing, but I strongly believe that there could be a good trading system that would require you to actually put some effort into either buying or selling an item. The AH was too accessible - a couple of clicks and you had whatever you wanted. That's why a majority of players used it.Quote from Zero(pS)
It makes zero sense to allow "free trading" and simply remove the only tool that allows you to bypass the boring part of it. I have yet to see someone who thinks that's "nice" or a good feature of a game.
Now, if there was some limitation... Some sort of thing you'd have to do to find a nice item to trade, a lot less people would want to do it, especially if you had a relatively high chance of finding upgrades yourself while playing. I mean, come on - why go through a lot of hassle to buy something when you can have fun while playing and get some nice things too? People would still trade in certain cases, but with some obstacles to overcome, it wouldn't be a dominant way to get gear.
2/22/2014 10:00:42 AM
AH/RMAH is/was way too accessible. What I mean is... Well, there were a lot of people who didn't really want to use the auction house, but since it was there they felt tempted to check what's for sale and when they saw item that were way better than they current gear, didn't cost much and they could have it in a matter of seconds, it was really hard to resist.Posted in: Diablo III General Discussion
The thing is, buying items from the game removed a big chunk of gameplay experience since you could easily obtain gear that was way better than what you had and so good that you basically didn't find any upgrades at all. While you could still farm for items (the best ones were extremely expensive), the chance that you found something better was so minuscule that the game basically changed into an AH-tycoon where the best way to play was to farm gold and pray for something sellable to drop so that you could earn more gold to buy stuff. That was not fun, at least for me.
You could say that I could have skipped the AH altogether which would prevent me from being affected by this issue, but... well, the AH was so accessible and easy to use that it was very hard not to use it, the temptation was too great.
Before you ask how did the AH remove the gamplay experience of finding items that are an upgade, let me explain on a very simple example. Imagine that there are 6 tiers of inferno item power. Once you finish hell, you're at level 1. Every time an item drops, the game rolls a dice. A normal, physical dice. While being at level 1, 5/6 results are an upgrade and that's if the chances for rolling all options are equally high. Just take a dice and roll it, there's a very high chance you'll get something higher than 1. What AH did was that it enabled you to jump to level 4-5 very easily. At this point the only upgrade you could get would be 5 or 6. That means that every time the game rolled the dice, you had 2/6 or 1/6 chance to get an upgrade and thus the probability of getting something worthwhile instantly decreased to a level where it was extremely hard to find anything better than what you have.
I invite you to take a dice and try to roll 6. You will probably have to do a couple of rolls to get it. Now, imagine that there were not 6, but 1000 options you could get from rolling the dice and that someone told you to roll higher than let's say 950. The probability of that would be very low and there's a high chance you would get frustrated and quit before you got your lucky roll.
The core concept of any item-grind based game is that the more you play and the more powerful your gear gets, the more difficult it is to find something better. And that is fine, because it's a fairly steady journey - getting upgrades becomes progressively more difficult and even if you don't play the game a lot you get to enjoy more steps on the ladder. However, if you're allowed to make an easy jump to a very high item power level, you will very rarely see anything worthwhile and the game will turn into a senseless, boring grind. Of course, you'd reach this level eventually anyway, provided you played enough, but by playing the game and experiencing progressively worse upgrade rate, it would be much easier to get accustomed to not seeing the shinies all that often and treating high-end gear as an achievment rather than the only thing that you can find to upgrade.
2/21/2014 4:13:33 AM
Well, I'm not buying RoS, at least for now.Posted in: Diablo III General Discussion
The main reason is that I don't have a lot of time to play games and there are two other titles that absorb all of my gaming time right now. While RoS seems "not bad", it... well, doesn't make me feel that I'd want to put in on the top of my "play it" list and I'm not hyped for it as much as I were for vanilla D3 before its release. That said, I will most likely end up buying RoS, but it won't be soon.
1/22/2014 5:19:22 PM
So this is what Travis Day had to say about Legendary Drop Rates, Legendary Crafting and Split Farming:Posted in: Diablo III General Discussion
This has been a topic of much discussion within the community so I wanted to take the time to sit down and talk to everyone about drop rates. I'll start out by saying when F&F went out we set the rates far higher than we knew was appropriate because we wanted to get as much feedback and testing on the new and revised legendary and set items as possible. Over the course of F&F the unanimous feedback both internally and from the community was that the drop rates were too high. We knew this ahead of time but we wanted testers to get their hands on as many cool things as possible while also helping us debug and, ya know, test things.
Going into our subsequent beta waves we said we wanted to start narrowing in on what the appropriate drop rates were for legendaries. We had set forth some goals and stated internally what our design intent was so we adjusted these values to reflect a more practical farming environment. As a general rule people won't speak up if you being too rewarding, usually only a handful of people in a crowd will vocalize that "things may be a bit too high" in terms of drop rate. So when the entirety of our player base and internal team were swarming us with this feedback we knew the drop rates were actually FAR too high. Based on that feedback and also the detailed drop rate data that we track and review on a daily basis, we lowered the drop rates to something more reasonable and closed to what we wanted for release of RoS. For the record, I literally told people internally that I actively wanted to hear the feedback that drop rates were too low. We decisively found where too high was, we needed to find the lower bounds of reasonable so that we could narrow in on a place that would be best for the game.
Now with that said, the data that we have has shown us that drop rates are in the right ball park but that's not to say they are final. A big piece of the pie that was missing was that we always intended for Kadala to be able to generate legendary items. More specifically she was intended to help give players more direct control over their ability to find specific items they were after. Not to the tune of "I want X item so I buy it" but we wanted players to have a degree of control by saying "Man I really want X helm, so I'll spend all my Blood Shards buying helms and try to get the one I'm after eventually". The environment that you have all been playing in has been missing this key piece of the puzzle for quite some time. When we are talking about the overall income of legendary items and finding a good pace for them Kadala has always been intended to factor into this. We are very actively tracking data and adjustments will be made to narrow in more as we proceed. However since obviously you all haven't had the insight into these conversations I'm here to say that you've only been seeing a piece of the pie and with the latest patch should now be seeing the full picture.
A couple of other related notes, Rifts have always been intended to feel highly rewarding and we don't think they are there yet. We want the obvious answer when someone asks "Whats the most rewarding thing I can kill with the time I have?" to be Rifts, this is part of why access to them is restricted by keys, they are meant to be AWESOME!. We have a plan changed that I'll be hotfixing in hopefully today or tomorrow to add a reasonably large number of Blood Shards to the loot run boss but more importantly to give him a chance to drop Forgotten Souls. One of the problems that has been expressed here is how legendary and rares compare, barring the obviously build changing ones. A large part of the reason that players sometimes have a hard time replacing a rare with a legendary that should be an upgrade is because, generally, you are comparing rares that have been enchanted many times over to a stock legendary. We want the act of enchanting legendaries to have some degree of investment but what you are seeing in the beta is too much. In addition to being able to use the, soon to be acquired, crafting mats to enchant your legendary items it will also allow everyone a reasonable amount more access to the crafting legendaries.
Lastly on the topic of split farming, this is very clearly not how we want players to play the game. We know of the problems it causes as well as the reasons its occurring and are actively discussing ways to address the problem. While we love coop and we want players to enjoy playing the game together, the right answer should obviously not be "Lets play coop and all go solo in the game!". I'm walking into a meeting as soon as I post this to discuss the issue and possible solutions.
So, it seems like the legendary drop rates won't change in any significant way, because they're more or less fine by Blizzard's standards. It also seems like the new way to play the game is to do rush rifts and bounties to get blood shards that you need to get your gear from gambling. Whatever happened to "we want players to find items by killing monsters" philosophy that D3 team was talking about previously?
1/5/2014 6:13:21 PM
WALL OF TEXT INCOMING - sorry for that, but I really had to Don't read it if don't want to.Posted in: Diablo III General Discussion
RoS overall is a big step in the right direction for Diablo 3, but at least for me, not big enough. I'm not going to talk about other issues D3 has in my opinion, because it's not the topic of this thread, but I'd like to add my opinion about the end-game.
The thing that bugs me the most is that... Well, I don't see any point in grinding. I mean - the only reason to play RoS as it is now is to aquire items that will allow you to beat the highest difficulty. Once you achieve that, there's pretty much nothing that would keep you playing, unless:
1. You decide that you want to obtain the best rolls on every item that you can get - which sounds kinda boring, because once you are able to farm the highest Torment difficulty, all you can achieve is increasing the speed at which you kill monsters, without getting any sort of reward or anything. Of course, there will be some people who will struggle to reach that point, but imo most people won't see the point in it.
2. You want to roll other classes or you find legendaries that make you want to try new builds - yeah, that could happen and it's always something, but I don't think that's a reasonable end-game.
3. You decide to grind paragon levels - let's face it... unlimited paragon levels is fine, but it kinda ruins the sense of achievement. When we had a 100 cap it was pretty awesome, because you had a point, albeit distant and hard to reach, that you could potentially struggle to reach. Once you hit it, you've felt that you've achieved something, but now... well, at least for me grinding paragons is sort of meh, because there's no set point that you might want to reach. It's pretty obvious that some people will go for it either way, but... Well, first thing is that it's just boring, at least for me. All you can is a number next to your account and a very small increase in power. Of course, there are some people who'd love to have the highest paragon level in the world, but without a set goal, there's really nothing to work for.
I mean - when we had a cap, you could grind exp to reach it and even when the game seemed boring, you could always think "hell, I have 10 levels to go! I'm so close, can't give up now!" and go on, but now... Most of the people who want to grind paragons will reach a point when they will be simply bored by grinding and since there is no real reward or sense of achievement in gaining paragons, bragging rights won't be enough to keep people grinding for it for months. Well, maybe some crazy min-maxers will play until they max out their paragon points in the capped tabs, just for the sake of it.
The other issue here is the levelling curve - if at some point it becomes flat, levelling will become stale, because you'll just have to do X runs for another level. It's not bad, but also not very fun. However, if the amount of exp needed per level increases, even slowly, people will eventually reach a point where you need to grind for months just to get one level. I can't imagine that a lot of people will be interested in that.
So, to sum up - paragons aren't any sort of solution for end-game. Sure, they will be people who will grind it either way, just for the sake of it, but without any rewards or a set limit that you might struggle to achieve, I believe that a lot less people will be interested in grinding paragons then there were in vanilla D3.
And now we come to the biggest question - paraphrasing the WoW:MoP intro cinematic: "We grind to get levels and gear, but the question is what is worth grinding for?". In my opinion - currently nothing. Unless you're a min-maxer kind of person that needs to have the best gear out there and reach insanely high paragon level or someone who just loves the gameplay so much that you want to try out different builds, you'll get bored once you're capable of farming Torment VI (it's the highest, right?).
So, my ideas for the solution:
1. Cosmetic rewards for gaining paragons - some small things like new spell effects, maybe some pets (yeah, it's wowish, but I bet a lot of people wouldn't mind having those), new transmog patterns, increasing the size of your character, some special wings or other addons. You'd aquire such stuff on your way to level 1000, which would be really hard to get, but it would allow you to change the model of your character to a smaller version of any of the game bosses. I know that's not much, but at least it's some reward for grinding paragons.
2. Either MrMonstrosity or DamienJohn created awesome idea of challenge mode - D3 needs something like that. You grind paragons and gear to become stronger so that you can test your limits in some set challenges. More bragging rights to gain, yay!
3. Ladders - there could be a huge variety of ladders with the challenge mode... like a paragon level one, one for each challenge in challenge mode, DPS and Toughness ladders... All the crazy stuff. Also with some cosmetic rewards for reaching a certain levels and some smaller ones for participating, and achievements.
That's just off the top of my head. In my opinion, if D3 had those 3 things, the end-game side of things would be quite good and people might be playing the game much longer, just to get some fancy cosmetic rewards, improve their best ladder ranking or challenge result. That would make the endless gring somewhat meaningful, because you'd know that there's something you can work for and be rewarded for your effort.
Congratulations to everyone who read my post and have a nice day, people
12/21/2013 5:35:10 AM
Posted in: Diablo III General Discussion
What's up is that you're just another whiny, self-entitled person that loves to complain on the forums without giving any constructive criticism. And here's a news flash for you - no one cares if you buy RoS or how you feel about either D3 or Blizzard. I'm sorry to break it to you like that, but it's the truth. So, if you're disappointed with the game then either provide constructive criticism so we can discuss it or just stop whining and go find something else to play.Quote from myfirst
i am very upset with blizzard because they never fixed d3 and what i am suppose to b happy there coming ouy with an xpansion,that doesnt make it write and wrong is wrong.i have to buy ros because loot 2.o is a joke another 40 dollars,but w8 i dont think i am spending anymore money on them,very disappointed with them,and i will not sweep this under the rug.alls they did is created a small bandade on a very big gashing open cut hmmmmmmmmmmmmmmmmm whats up with that?
On a side note, I don't want to be a grammar nazi because I'm not a native english speaker too and I probably make a lot of mistakes myself, but man... When you write a post on any forums and you want to discuss something, you have to make sure that people will get the general understanding of what you had to say and I'm sorry to tell you that, but either your english is terrible or you're a very lazy person, because it's incredibly difficult, at least for me, to understand what exactly did you say.
When you say that Blizzard never fixed Diablo 3 it would be nice to name a few things that in your opinion need fixing and some ideas on how you think that should be achieved. That gives us something to discuss. I wanted to comment on the rest of your post, but it's written so terribly that all I would be able to say was "wait, what?!",
12/2/2013 4:41:06 AM
I'm 100% sure that everything that comes in pre-expansion patch will be adjusted to the vanilla version of the game, for example - if we get new difficulty modes, it's obvious that the level requirement for torment will be lowered to 60 and for master to 50.Posted in: Diablo III General Discussion
Once you buy the expansion, both the level cap and level requirements for difficulties will increase by 10.
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