Quote from hemlockrogue
Am I the only one that thinks the Diablo III development team are the laziest people on the planet?
Everyone complains how the game has no end game, class balance, unrewarding drops, no PvP and cookie cutter builds.
Their solution add a couple of % more damage to underused skills and some procs to legendaries.
You know what everyone is still going to use the same overpowered skills as they did pre-patch and still be bored senseless with their items.
This is kind of pathetic, but this lack of imagination is what I have come to expect from Blizzard these days.
Oh... another "Reads class preview expecting to see information about things other than class changes" + "I can see the future" specced troll. There's been quite a few of those lately... did someone post a how-to guide on YouTube or something?
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Me too. WoW ran into a similar problem (as do a hell of a lot of class-based action games... hell, it also pops up with super-weapons that have very limited ammo) where too long on the cooldown means players always hold it in reserve, but too short and it has to be nerfed to remain balanced, but loses a lot of appeal in the process.
I'd really like to see an uber-ability slot that charges up with each elite kill, and costs multiple charges to actually use. Build its use into D3's famous combat cadence... ok Blizzard? Please?
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As a nobody, I disagree. They should (and almost certainly will) reduce the damage (and probably frequency) of sentries, and perhaps make vortex either mutually exclusive with certain abilities, or make them share a cooldown. There are probably numerous other solutions that everyone hasn't thought out, so perhaps everyone should re-think what the actual problems are, and come up with more interesting solutions than "remove it". In either case, everyone would probably benefit from a discussion about game mechanics rather just insisting on a blunt-force solution. Nobody has been around longer than everybody and has a better appreciation of the usefulness of discussion and dialog rather than generalizations and demands.
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I don't think it will... it'll just change gearing to "hit your caps, then stack EHP". I suspect Blizzard's preferred choice is diminishing returns after a point, but avoid that approach because it's mathy, and user-opaque.
I assume/hope that's 'base MF', i.e. paragon-points MF + gear MF.
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If I'm reading this thread correctly, nobody is. There seems to be some differing opinions on whether it should exist at all, but TPTB haven't signalled their intentions in that regard... but it's important to remember that they are indicating that they want to solve both the problem of stat-stacking trivialising content, and the somewhat faceroll nature of D3's combat once you get a 'safe' build+gear combo.
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I hope they do. Telegraphed instagibs make for a fun game, regardless of genre, even if they raise my blood pressure too damn high in HC.
Well, as I said, I think one mortar hit should be a minor annoyance, but eating 8 in a row should turn you into jam regardless of your EHP... so yeah, if Blizzard starts talking about removing all instagibs, I shall be grumpy beyond reckoning.
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Given that full-duration CC trivializes inferno difficulty, I assume you want to see CCs nerfed for all difficulties, making them a clutch tool for getting out of the sticky situations people often find in Nightmare difficulty?
... and you're either proposing that trashmobs take as long to kill as elites, or vice versa, but I can't figure out which option is the good one.
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I didn't read that post as Blizzard not wanting any instagibs at all... the reason why I proposed them is that if you don't have them, then the meta-game become all about outgearing the big hits so you can go back to ignoring game mechanics, which is exactly the problem at hand.
At the moment, the 'punishment' for ignoring elite abilities is no worse than (and in most cases not nearly as bad as) the 'baseline' incoming damage, which means that the sustain needed for ordinary combat has a side-effect of making things like mortars, plague and fire-chains irrelevant. Part of the solution is reducing 'base' monster damage and life-steal, absolutely... but that alone would make combat tedious, and it'd still be as faceroll as it is now (assuming you're at a 'comfortable' MP).
IMO, a crucial part of fixing this issue is to have elite abilities that force the player to switch their tactics or face unavoidable death. In my perfect D3, there should be particular abilities and combinations of abilities that brutally punish the inattentive, but only give a brief scare to people who are on their toes. A WW barbarian, CM wizard or TR monk who pays no attention to what they're fighting should die within seconds when they encounter their nemesis affix... to the extent that even dialing back the MP 3 or 4 levels shouldn't be enough to save a faceroll player from their own tunnel-vision.
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You seem to have missed the bit where I proposed instagibs that were the result of the player ignoring game mechanics designed to punish indifference to same, whereas current instagibs pretty much come out of nowhere. The subtle (and, in your opinion negligible?) difference is that one is down to player thought and planning, the other is down to RNG.
... welp?
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What if a mortar hit also gave you a 5-second stacking debuff that makes you take 100% more damage from subsequent mortar hits? Eating one or two, not a problem... but a few more will instagib anyone.
What if arcane lasers put a debuff on you that makes you take an increasing amount of damage if you don't stop moving for a few seconds after being tagged? .. and make plague-patches do increasing damage if you don't move out of them.
What if stuns/blinds/confusions lasted 3 times longer on enemies that used vortex/teleport within the last 0.5 seconds?
What if desecration's damage was huge, but proportional to how full your health was to the extent that it did almost nothing at 20% health, but could one-shot you if you stood in it at full health?
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But they do have to make everything equally overpowered
I think OP has a valid point, especially in the context of 'build-changing legendaries'... not having an official economy frees Blizzard up to add, remove and tweak stats and skills without the inevitable well-reasoned responses and rational feedback from a well-informed community who always keeps their perspective.
And by that I mean incoherent forum shitstorms.
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More to the point, the AH was a risky move. I'm sure everyone at Blizzard knew it. Jay was in charge, and taking that risk was his decision, but I really don't see why he was crucified for doing so just because it didn't work out. People are notoriously bad at matching up what they say they'd do in a hypothetical situation and what they actually do what that situation is real (which is what makes focus group, and yes, beta-tester feedback, so difficult to analyze). What we, the D3 community, did with the AH was beyond what anyone (including ourselves) anticipated, and it broke the game. I've never been a fan of castigating people in authority for trying to navigate terra incognita on judgement alone and getting it wrong... it's a surefire way to entrench conservative, unimaginative behavior.
I respect Blizzard (including Jay) for having the guts to try crazy shit like a (pretty much) unregulated AH, more so for having the guts to admit they got it wrong, and even more for having the courage of their convictions and nuking the AH for RoS.
I'm also extremely relieved that they did pull the plug, because this whole experiment really sets a precedence. Hopefully this spectacular, triple-A failure will deter other devs from trying the same shit for many years to come.
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No, the fix is to strike a good balance between convenience and exploitability. Blizzard tried a system where trading was a PITA... it had a whole bunch of annoying side-effects. Given that enough idiots trundle off to dodgy websites (and swear up and down that no such thing happened) for it to be a major cost to Blizzard, they either have to come up with a solid solution with minimal unpleasant side-effects, or throw in the towel and say "screw it, we don't do account. You're on your own". Honestly, they don't get nearly enough credit for being so tolerant of account compromises (and people are too damn hostile to the idea of just sucking it up getting an authenticator).
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Well yeah... If Blizzard's response to hacked accounts was "tough shit, we won't reverse any charges or restore any items, and you can't have your characters back. Buy another copy.", none of this would be an issue, but would that be better than the status quo?