as far as we know (and from the last time we were told) bosses should have saved hp for when you wipe (D2 was like this as well)
Are you sure?.. this doesn't sound logical to me.
If you die, boss should reset its health. Otherwise, whats the challenge? =/
Just die and try until you lower him to 0. Sounds ridicules ;/
If you're a solo demon hunter you can effectively stun lock the Skeleton King by using Impale (with Impact rune) every 2nd or 3rd shot.
At the very least you can use Impale to interrupt all of this special abilities. This is my biggest concern because it will be effective even if they shorten the stun duration for bosses. So, you could have a rune that is useless on bosses (if they make bosses immune to stun) or a rune that is overpowered (if they allow bosses to be stunned for any duration).
I think the best possible solution is to do the following:
1. Allow the boss to be stunned for a very short duration.
2. If I boss was using a special ability when it was stunned then it will attempt to use the same ability shortly after the stun wears off.
3. After a boss is cc'd there is a subsequent period of time during which the boss is immune to cc.
I really don't understand why people are so resistant to this system. Just goes to show how a nostalgic mindset can close people of to exciting new possibilities.
Does anyone know if there was ever a comment if a /players 8-like feature will be in Diablo 3? Like in Diablo 2 when you was playing solo but wanted more challenge and xp you could write /players 8 to increase game difficulty. I hope we will see something like this!
Would make for some cool achievements aswell For example: Kill XX on /players 4 on Hell difficulty.
I love this idea. The only issue is that loot isn't shared in D3 like it was in D2. Bliz would have to increase your individual MF/GF while in that mode in order to make it worth while.
I hope that they implement the idea though. It sure would be fun to give /players 4 inferno a try
I've been wondering the same thing as the OP. We all know that the health will increase, but by how much?
I remember reading a blue post a while back that said a player wouldn't last long in inferno if they got separated from the group (e.g., one player went into a side room by theirself). This suggests to me that the mobs also do more damge when grouping.
"Oh, this is the dagger I carry to make my frogs more powerful." :/
Haha, you made my day with that one. It seems like Bliz has gone from an iterative development process to a knee-jerk one. As soon as they see a small issue they make a massive sweeping change without any consideration for the consequences. Well, ok, they do seem to consider whether or not it will make the game easier for our grandmas to play. I guess that counts for something.
I can't comment on your need of re-rolling it's just a waste of personal opinion time. The depth has focused on obtaining end game gear, not re-rolling.
^ This. More time at end game, less time at leveling. I think this is a good thing.
You can always level a character with a different build than you used the first time if that is what you like to do. But, now you don't have to level a new character if you want to try a new skill. Sorry, but I fail to see any issues with this approach.
A fundamental issue that they wanted to avoid in D3 as having to simultaneously balance skills for PvE and PvP which inevitably dilutes the "awesomeness" of skills for both modes of play. Far too often an idea that is really cool for PvE is completely broken for PvP, and vice versa. I saw this after (or leading up to) almost every major patch back when I played WoW.
PvE and PvP just don't play well together in regards to skills and developers don't like the idea of having two different sets of skills. So, it is probably best for developers to focus primarily on one mode of play (PvE or PvP) until we start to see human-like AI's in games.
I have played GW1 for years. I have to tell you one thing. It has great environment, it's free of monthly fees, but that's that. The gameplay sucked big time and we had to struggle to even get the simpliest part of gear or gather a penny. The videos are very well presented but the gameplay differs big time!!! That's why if you log in to the game nowadays, you will probably be alone playing!!! It needs significant improvements being free of monthly subscription is not enough!!!
Diablo is a great game and it's designed for both Mac and PC!
Stats on gear are almost all the same in GW. Find a vendor and they'll sell you everything you need for endgame.
I sure hope this changes in GW2. I love gear grinds which is why I love Diablo!
There is zero reason to use basic attacks when you have zero-cost, resource generating abilities. Consequently, there is no reason for them to be in the game.
Fin.
Actually both the Demon Hunter and the Wizard have passives that REQUIRE the use of basic attacks.
I've linked to them below, but the Wizard's "Virtuoso" passive doubles the damage of the wand attack (where you "shoot" them with the spell, so it's not actually a melee thing) and makes it generate 15 arcane power and regenerate 1% of you total life on a successful attack. The Demon Hunter has "Fundamentals" which doubles the damage of the basic attack with a ranged or melee weapon and also makes successful attacks generate 4 hatred.
Back when we had access to 7 key bindings but only had 6 skills to assign that made it possible to make a build where you lose a passive to buffing your basic attack to be a part of your rotation, but in the process free up another skill slot for a "spender" type ability. Also looks very useful for making a melee demon hunter, which was going to be my alt. I really really hope this is oversight on Blizzard's part because the way they've got it set up at the moment, the skill UI effectively makes it impossible to use one of the skills, and also makes impossible a couple of builds which the skills seem designed to allow.
^ This (and very well written btw). I'm not sure what Bliz was thinking when they removed basic attack. Are the developers really that out of touch with their game that they forgot about these passives? Or maybe it was way too much work to remove the passives? Man, I just can't figure out what is going on at Bliz any more. What a shame.
A. The game is very difficult and your chances of dying are very high.
B. The game is challenging, but it is possible to clear inferno content repeatedly without dying.
Option A is my preference, but in that case people who play in hardcore mode won't ever want to play inferno. Option B would still be viable for hardcore players, but it would be very boring for everybody else.
I know that Bliz has said that they aren't designing the game with hardcore play in mind, but are they really going to exclude a large portion of their playerbase from endgame? I doubt it. Especially with all this talk about designing the game such that our grandmas can pick it up and play.
so true Muktuk so true. but bliz will mke the mok really cool some how i always have faith in them to do whats best just like what they did with the rune system
I hope. So far their way of making the monk "really cool" is to make it OP. It seems like the popularity of the monk has tracked almost perfectly with how OP the monk is in beta. Makes me so sad.
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I fully agree.
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At the very least you can use Impale to interrupt all of this special abilities. This is my biggest concern because it will be effective even if they shorten the stun duration for bosses. So, you could have a rune that is useless on bosses (if they make bosses immune to stun) or a rune that is overpowered (if they allow bosses to be stunned for any duration).
I think the best possible solution is to do the following:
1. Allow the boss to be stunned for a very short duration.
2. If I boss was using a special ability when it was stunned then it will attempt to use the same ability shortly after the stun wears off.
3. After a boss is cc'd there is a subsequent period of time during which the boss is immune to cc.
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They were trying to make it easy enough for our grandmas to understand. A fail idea that produces fail results.
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Yep, this ^
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Well said sir. I agree.
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I love this idea. The only issue is that loot isn't shared in D3 like it was in D2. Bliz would have to increase your individual MF/GF while in that mode in order to make it worth while.
I hope that they implement the idea though. It sure would be fun to give /players 4 inferno a try
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I remember reading a blue post a while back that said a player wouldn't last long in inferno if they got separated from the group (e.g., one player went into a side room by theirself). This suggests to me that the mobs also do more damge when grouping.
More info would be nice.
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Haha, you made my day with that one. It seems like Bliz has gone from an iterative development process to a knee-jerk one. As soon as they see a small issue they make a massive sweeping change without any consideration for the consequences. Well, ok, they do seem to consider whether or not it will make the game easier for our grandmas to play. I guess that counts for something.
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^ This. More time at end game, less time at leveling. I think this is a good thing.
You can always level a character with a different build than you used the first time if that is what you like to do. But, now you don't have to level a new character if you want to try a new skill. Sorry, but I fail to see any issues with this approach.
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PvE and PvP just don't play well together in regards to skills and developers don't like the idea of having two different sets of skills. So, it is probably best for developers to focus primarily on one mode of play (PvE or PvP) until we start to see human-like AI's in games.
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Stats on gear are almost all the same in GW. Find a vendor and they'll sell you everything you need for endgame.
I sure hope this changes in GW2. I love gear grinds which is why I love Diablo!
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^ Haha, my thoughts exactly engelious. Nice.
Or maybe xx.xx.xxxx?
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^ This (and very well written btw). I'm not sure what Bliz was thinking when they removed basic attack. Are the developers really that out of touch with their game that they forgot about these passives? Or maybe it was way too much work to remove the passives? Man, I just can't figure out what is going on at Bliz any more. What a shame.
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A. The game is very difficult and your chances of dying are very high.
B. The game is challenging, but it is possible to clear inferno content repeatedly without dying.
Option A is my preference, but in that case people who play in hardcore mode won't ever want to play inferno. Option B would still be viable for hardcore players, but it would be very boring for everybody else.
I know that Bliz has said that they aren't designing the game with hardcore play in mind, but are they really going to exclude a large portion of their playerbase from endgame? I doubt it. Especially with all this talk about designing the game such that our grandmas can pick it up and play.
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I hope. So far their way of making the monk "really cool" is to make it OP. It seems like the popularity of the monk has tracked almost perfectly with how OP the monk is in beta. Makes me so sad.