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    posted a message on Q&A @ Blizzcon - Paragon system

    They probably didn't ask because of the future Challenge Rifts coming to Diablo 3, which will negate all item enhancements and additional paragon levels when players enter them. That basically leaves paragon levels for pushing higher and higher, while challenge rifts become the (hopefully) test of skill vs. a set environment (which is why you essentially go in with your items and that's about it).

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Rift Guardian 'Glitching' Tips Series (Videos)
    The real issue with the Rift Guardians and the bosses/Ubers in general right now is that as of patch 2.1 (possibly even just 2.1.1), the animation they used to telegraph their moves has been drastically reduced to the point where with Rakanoth and his Uber/RG counterparts, there literally is no time to react to his telegraphinc of the teleport. Of course if he teleports at all, you're dead even if you're vaulting because he teleports to YOU, not to a spot on the map it seems.

    He's actually the most difficult Uber for me to deal with because of that. And on the Uber encounter, you can't get him "stuck" on the terrain (pillar) like you can in rifts, so no matter what, you die. A lot. I had sixteen deaths on my T6 Gluttony event the last time I did it. It is said that it is best to stay behind Rakanoth at all times, but even when he's doing his frontal AoE he's turning with you and being in melee range with such short animation times means that if for any reason you run out of Discipline (as a DH) or your primary resource (other classes), you're pretty much screwed. And as a DH you have to vault so often to avoid his frontal AoE while keeping him in melee range that you're going to run out of resource before he goes down unless you pigeonhole yourself into a Nightstalker build.

    Bloodmaw is very problematic in this regard as well. His animation sequence that telegraphis his jump is now less than 10 frames long and his jump is very fast now, giving you literally zero time to move out of the way. I've yet to find a comfortable position to keep him from doing this, so the "positioning is key" argument means I've yet to find that position where he won't jump at me like that, if there even is such a position.

    But the real issues that make this a problem are the unavoidable damage factor and the absurd damage scaling in the game and total loss of control of your character in many situations. For Bloodmaw, the almost nonexistent telegraphing animation sequence puts his jump into the unavoidable damage category while his stun is so long that you lose control of your character for several seconds, easily long enough for him to one shot you.

    It seems to me that the developers put unavoidable damage and OHK mechanics in to every possible place in Diablo 3 because they simply have zero clue how to create skill based encounters, despite the community, including myself, having givem then plenty of examples on how to do so since before the game launched.

    It really is frustrating having my characters die instantly to unavoidable damage like Jailer and Vortex. I truly hate, loathe, and despise having to sit offscreen while my pets/sentries kill everything. I can't participate in the actual battle because if I do, I'm dead no matter what. It isn't skill that keeps me alive at higher GRs, it's purely luck. RNG decides whether or not I'm going to get instagibbed upon even seeing an elite pack. I mean, I can get charged from offscreen and OHKO'd. I can get jailed/vortexed from offscreen and get OHKO'd. I have no reaction time to get out of the way for Rakanoth/Bloodmaw. And if I don't get OHKO'd, I'm suffering secondary effects such as knockback and its associated secondary effect slow from unavoidable damage sucn as Thunderstorm and Mortar, which trigger Knockback and Nightmarish.

    The entire design is anti-skill and the developers know this. Unfortunately for us the players, they are too set in their ways to change this to make the game more skill oriented and less RNG oriented. Players have grown absolutely sick and tired of the "RNG is RNG" argument. RNG determines everything in the game, and despite the developers' assertions that it adds replayability, it's also taking away the playability of the game. I daresay that replayability is a lost cause when players give up out of pure frustration from RNG anyway.

    It has been said and still stands true that Belial is the best boss encounter in the game. It has deadly mechanics, but gives the player room to avoid them with skill. Mess up and you die. Do it right and you live. There's no RNG. You know what you need to do and practice makes perfect. The rest of the bosses, especially particular Ubers and most Rift Guardians? It's all RNG. Your death is binary. Get lucky and live, or get unlucky (most of the time) and die.

    Threads like this should never have to even exist. But they do because without cheesing the monsters like this, we're toast. The OP even admits it himself in the video and every player knows it already from firsthand experience. Sure these bosses need to have deadly attacks. That's what makes them bosses. But they need to be realistically avoidable, otherwise no amount of skill will save you - it will all come down to luck. And we're well past the point of enjoying the RNG.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Suggestion: Remove Movement Speed Restrictions
    You say this is because there are "no other good properties" yet you also advocate capping critical hit damage. Why one but not the other? Surely if the solution is just to introduce competing item properties then you can "fix" critical hit damage in the same manner... right? The problem isn't that there are "too few" good properties. The problem is that there is no way that certain properties can compete with others. How do you make life/sec compete with movement speed? How do you make life on kill compete with critical chance? How do you make health globe/potion bonus compete with primary stats? You can't.

    CHD is a special case in that it has reprocussions outside of the norm in terms of design. It is singularly responsible for Monster Power's absurd HP scaling, since without the huge amounts of CHD it is possible to get in concert with CHC, the monster HP levels could be tuned around that cap assuming a +/- variance for different build makeups.

    Run speed on the other hand affects your travel time, not your direct combat damage. Its only other effect is enhancing your ability to kite or get out of / escape The Bad™. Right now, base movement speed is actually so slow that if a melee is fighting a Grotesque family monster and triggers the explosion phase, they're very likely to get caught in the explosion because they can't run out of it fast enough more often than not. And speaking of slow - I timed how long it takes to run from the stash chest in New Tristram to the Ferryman with zero run speed boosts. 22.3 seconds, using the most direct run path. That's just plain absurd.

    The real problem is that offensive stats almost universally trump defensive stats until you hit the very very very high-end gear. Movement speed is arguably the most important offensive stat out there. Unless you can somehow balance movement speed against life/sec or vitality it will do the very same thing that the other offensive statistics do - dominate. Having a hardcap is the most obvious way to deal with this.

    I hate to tell you this, but slow moving is just aggravating (and in some cases where those large radius explosions are involved, deadly). Diablo games are such where players are meant to be or feel overpowered at some point. That's the allure of the genre. This isn't an MMO where it has to be balanced like World of Warcraft is (and even that game's runspeed sucks). Diablo 2 had zero issues with a lack of runspeed cap and the ability to roll FR/W on multiple items. None. Zilch. Zippo. Nada. And it made the players actually feel alive when moving around instead of like lethargic slugs. And MS is taken to the cap now even with how slow its cap still is. Why? Because being slow blows. It wouldn't matter if every other stat was made to be godlike relative to MS - if you're slow it isn't going to matter how hard you hit since you're taking forever to get around. I'd rather drive around in a fast Halo buggy than a slow lumbering tank. So too would most players.

    The only class that can reach absurd levels is the Monk, and only with a specific build (Tempest Rush: Tailwind). I usually use Tempest Rush: Northern Breeze because it allows me to regenerate spirit (or at least maintain my current level) while running around. I lose the Tailwind speed boost, but it's still OK. But even that speed boost feels just a hair faster than D2's base run speed, so that should tell you quite a bit about how badly done D3's run speed values are.

    And so what if a few builds can fly through places? TR Monks must kill monsters on the first or second (via tornadoes) hit otherwise they've accomplished nothing but knocking monsters out of the way while they run amok, so there's already balance in there for that. Everybody else has to stop and shoot/attack in order to hit monsters outside of WW Barbarians. Having some nice run speed makes playing feel less like tedium and more like...action.

    Ultimately, there is no need to "balance" around runspeed since it was never an issue in previous Diablo games and it wouldn't be an issue now.
    Posted in: Diablo III General Discussion
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