There should not be any wipe. Like there is no wipe when expansions come out in games like, say WoW
Making current gear, gems etc, obsulete is enough. And if we see "seasons" in a year or so, then you'll have your wipe that actually make sense.
It should and will never happen
- 12/2/2013 12:58:20 AM Posted in: Diablo III General Discussion
11/22/2013 9:20:59 PM
44% of the highest ranked in hearthstone has payed nothing to get there.Posted in: Off-Topic
its not far away from the imbalance of starting 1st or 2nd in chess. Is chess pay to win? Give me a break.. You can get everything for free in hearthstone. Just faster by paying, hence a slight advantage
If you are actually better than the average player, you can get it all through arena mode for 0 dollars.
stop listening to the "pay to win" people and see for yourself and make your own oppinion...
(and no there is no 12/12 that makes both players discard their hand... deathwing does not work like that, and is very situational...)
11/22/2013 8:59:32 PM
so, do you think that set bonuses should scale? do you think they should be static?Posted in: Diablo III General Discussion
I cant really see a simple and logical approach to this aspect of the game
What would you like to happen? and what do you expect that blizzard will do?
Honestly it just does not make sense to me that a set that can drop at low lvl gives a completely pointless bonus and makes itself unviable for endgame. And it is does not seem in blizzards nature that set bonuses scale so that the bonus you just got at lvl 55 is getting more and more absolete the more you level.
And if the bonuses scale. what happens if you have a lvl 30 piece and a lvl 70 piece from the set equipped? what bonus will you get then?
It all calls for something quite complex. And complex is not in the blizz dictionary.
11/22/2013 7:49:04 AM
Hey. So we just got a sneak peak at a lot of set bonuses, which made we wonderPosted in: Diablo III General Discussion
since all legendaries will now be the level of the monster who drops it, how will this work for set items?
lets say there is a set called "cool set" that has a minimum drop level at 50. so lvl 50 mobs and upwards can drop items from the "cool set"
2 piece: +100 strength
ok so it gives me +100 strength when I have 2 pieces. NEAT!
now what if I find a "cool set" item from a lvl 70 mob? All the stats will scale to a lvl 70 item, so if "cool set" had a 1 hander it might have 2000-2200 attack damage on it, but what would happen with the set bonus?
would the set bonus also scale with the monster level? (as the other affixes will do, as stated by blizzard)
If it does not scale, then the +100 strength bonus will be fairly useless, and should scale to e.g the 975 strnegth bonus as top end items have.
Any thoughts on this?
10/15/2013 5:48:00 PM
Posted in: Diablo III General DiscussionQuote from CheehC
Ok how about a simpler iteration on my idea..
If you die you cannot gain any experience for 2 minutes after your death.
Efficiency wise it would make sense to stick to an MP level you can survive in and not try to leach in higher MP multilayer games..
If this was the case then it would might make sense for me currently to drop back down to MP8 solo rather than MP10 solo as I die once or twice in a 30min run on MP10.
What are you expecting the majority of the players to do if this was implemented?
would you expect people to keep playing the same difficulty levels? or decrease it?
In either case, what would you expect people did for those 2 minutes? would they continue as nothing has happened? or idle for 2 minutes?
Personally, I am still skeptic about such an implementation, as I still feel it encourages people to a gameplay of the following pattern. "I do my town business when I die". I do not think you should feel there is a specific time you should go back to town, and especially not because of a debuff. Players should go back to town because they have business they want to take care of, and not for any other reason.
Also, I have a feeling that much more players would end their run on a death. "argh crap, I'll just stop now, I dont want to w8 that debuff out anyway". This could also give a psykological impact on a player's thoughts towards the game if you stop playing a session, more often, because you died.
Would leachers not be even more useless then? They would try even harder to not die, and in return probably be of less help doing damage etc.
10/15/2013 8:56:30 AM
My personal oppinion is that most of you overcomplicate this "issue".Posted in: Diablo III General Discussion
e.g the idea about losing XP/GF/MF % for a duration makes it a drag for those X minutes of time you have it, and as the inventor himself stated. "then we maybe need to kill X mobs also to get rid of it". I do not like having a relatively complex system in place for just making death a little harder on the player.
What was wrong with increasing the gold repair costs? it is a single parameter that all players are already familiar with, that reaches exactly the goal we are out to achieve.
If you play against stuff that is too difficult for you, you can potentially lose more than you gain. Then we as players can draw the line individually, while not getting rather silly debuffs that makes us want to plan our next toilet visit to our next death.
10/10/2013 1:25:28 PM
Act 5 will probably just be open for everyone with who bought the expansion, on all difficulty levels.Posted in: Diablo III General Discussion
New players who just bought the game (or rolls crusader for that matter) would need to be enabled to get into normal mode act5 right after getting rid of Diablo.
Lvl 60 characters who are already done with inferno, can choose to complete act 5 on any difficulty
I think its a shame that the story of the expansion does not have to be fought for. a lvl 60 can just go back to normal and 1-shot Malthael as he see fit, and have that as the grand unveiling of the story and plot.
I would wish for a scenario where the new plot was tough to go through, but in diablo 3, that will not happen, since we do not reset softcore (I do not want forced resets btw).
10/7/2013 4:14:49 AM
Posted in: Diablo III General DiscussionQuote from Twoflower
Honestly, we had the most convenient trading tool, the AH. Anything they implement after that will just be clumsier. Why artificially restrict the number of people you can trade with to "the people who are in my game rigth now"? Or trade 2-3 items at a time ?
It's a very thin line. If the new system is too comfortable ( think AH ) then they could have left the AH in anyway. If the new system is too clumsy ( let's say for example that it will be easier to trade on forums than ingame ) then everybody will start trading on the forums.
I would not want to have to be the one making these decisions...
I agree here. its fine to bring forth something you guys WANT to see as the new trade environment, but take into account what this guy says. Blizzard will not make a "system" for you. You had it, and it caused issues Blizzard was not happy with.
There will probably be something like general and trade channels, as the only means to trade with strangers. No trading game, no system. And honestly I think we will make it work, although forum trading will probably increase for the "I play a lot" players.
We will not get game lobbies. A list of games that gets filled/closed etc. faster than you can read the title will not work. There are simply too many people playing on each server to have a lobby. That is at least what Blizzard has stated, and I think it makes sense.
9/27/2013 10:31:13 AM
This change is mostly about core mechanics for attacking, in my bookPosted in: Diablo III General Discussion
Look at Crit Chance. I have a barbarian with 55% crit chance, using hammer of the ancent, which effectively puts my crit chance at about 75%. so every 4 hits I do not crit. That is not how crit is supposed to work. Instead of being happy that I landed a crit, I am angry that I land a normal attack. since I have 500% crit damage, normal attacks deal a 5th of the damage of a crit, and is essentially a wasted hit.
so the way the game works now, crits are the "normal" attacks, and normal attacks is "missing the target". To have a scenario where crits are strong hits and normal attacks are useful still, we need to have crit chance caps, and we defenetely need a much smaller cap between the damage output of a crit and normal attacks.
I am amazed that the game did not launch with these caps! yes it matters for what builds you can use, but think about what I just stated. This is a needed change
7/26/2013 10:59:33 PM
@Bugah, Personaly, I have enjoyed the barbarian the most. This game has such great and tight controls, which make very fun and fast paced combat. Bashing skulls in with the barb is so much fun.Posted in: Diablo III General Discussion
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