Quote from Benegesserit
Also WoW is WORSE than it was back in the BC days. Blizzard hasn't made anything good since their merge with Activision.
Stop trollin', yo. Other than Kara, BC was pretty crap. Ulduar was the best thing WoW ever did, ever.
Quote from Benegesserit
Also WoW is WORSE than it was back in the BC days. Blizzard hasn't made anything good since their merge with Activision.
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And I'll counter that Torchlight 1 was utterly shit. Talk about calcified, no room for innovation, me-too garbage. Torchlight 2 is better, though.
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Also, he's completely right about Paragon and rerolling. One nerf patch, and you might be back to square one. I think they need to de-emphisize repetitive grinding and instead focus on making better incentives to crank up Monster Power. Add level 64+ items, but keep them for MP5+ or so. Also, make them BOUND. Let the AH be for twink gear, stop-gaps, and commodities (and make those crafting materials matter; redo the awful, awful crafting system). This stuff isn't rocket science.
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If you ever played an ARPG like X-Men Legends 2 or Marvel Alliance, it works pretty good. You lose some of the aiming ability, especially leaping/casting behind enemies, but you gain better combo ability, the chance to weave multiple skills into a destructive whole greater than the sum of the parts. The Monk will get a lot better w/ a controller (and of course, a lot of tweaks on the crappy Spirit system). Also, click-to-move is terrible, always was. The mouse is for aiming. Even in D3, I use a button to move, and aim w/ my mouse. If I could use my thumbstick, I'd be a whole lot happier.
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I keep seeing this attitude, but nobody explains exactly what's wrong w/ the core game. What is the core game? Some yahoo during the QnA started off his question stating that Diablo is a trading game. That's the core game to him. So what the hell is the core game? The actual clicking on monsters and watching them blow up? What about itemization is terrible? Does everyone want Enigma to come back?
Yes this game has a lot of problems. A lot of them seemed to be solved back in 2010, and then cuts and cuts and cuts kept happening. Most of the problems they added is b/c they tried too hard to make it more like D2, even the bad parts. They had a golden oppurtunity to make such an incredible game, and they chickened out and made D2.5, only they compounded the problem by making d2jsp a core feature of the game. But saying "itemization sucks" w/o explaining what and why doesn't help anyone. This is why we get these crappy QnA's where a guy complains that the only Monk skills that were buffed were the ones nobody used (*facepalm*). Instead of saying "itemization sucks," say "there are too many affixes that aren't worth anything to anyone, and this lowers the chances of a good rare, not even a great rare, but a passable rare, dropping that most people skip picking up most yellow gear. Also, crafting may as well be renamed gambling, and it utterly fails in its current state as an item sink or an acceptable gearing option. And fix the black damage weapon bug, that's just unprofessional."
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If I were to start from scratch, I'd handle it like this.
-There are three levels of bound gear. No binding (normal), bind to account, and bind to character.
-When "bound" gear drops, it only binds when you actually equip it. If you find a great piece of gear for a different class, you can trade/sell it as long as you don't equip it first.
-The power level of the affixes correlates to the binding; weaker gear doesn't bind, medium gear you can gear up alts, and the best of the best is bound to your character.
-To slow down gem inflation, there should be more crafting recipes that use gems as reagents. Also, this helps fix the ultra randomness of crafting that makes it so unappealing right now (the gems you use in the recipe pick the rolls on the crafted gear).
These are the basics. Other things (extremely rare "Unbound" affixes, very expensive Unbinding procedures, etc) are up for debate. They had a lot of this stuff in WoW, they had a lot of this stuff in D3's development (the jeweler could craft rings and amulets w/ gems as reagents), and somewhere along the line they went short-sighted. This isn't some new, crazy reinvention. These things work and work well in other games.
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It provides a stable platform for AH prices. You have an X% chance of crafting a godly item at Y gold. Therefore, similar godly items on the AH can't really be much more than 100/X * Y gold (this is a gross simplification, not actual real math, and also ignores the very real problem of gold bots). Also, as mentioned in the QnA, they want people playing the game, not the AH. The goal is to get more and more great gear off the AH and into the game world, namely the blacksmith. I applaud their long range focus on this, but they had this in before the game shipped, and inexplicably did away w/ bound gear by launch. Whoever made that decision (Jay?) was incredibly short-sighted. There's a reason (okay, multiple reasons) D2 had to flush the economy down the toilet every ladder reset.
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Which brings me to PvP. When they announced it, they stated that they could tweak the numbers between PvP and PvE if they had to. This was great news, b/c they could balance separately, and keep everyone happy. Then they backtracked, and made nobody happy. Then they scrapped PvP altogether b/c they couldn't balance everything at once. The underlying foundations aren't this complicated or difficult. They refuse to start right and are surprised when they run into so many problems. WoW is just better designed, top to bottom, and usually has its mistakes fixed. I am honestly surprised that Blizzard brass has allowed this to fester this bad.
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