Agreed. Why is there no gallery feature to flip through the pictures easier?
Appreciate the work involved nonetheless though.
Agreed. Why is there no gallery feature to flip through the pictures easier?
Appreciate the work involved nonetheless though.
Quote from EntyLOL just to point out a few of the intriguing lines
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Siege Runekeeper
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Rekkar
- X1_MooMooHalls - Slaughterhaus
I'm not a fan of Chrono Trigger, nor have I ever played it but I have heard about it. Anyone care to explain these two lines? Do they mean something.
Quote from StoneTheRock
Quote from itirnitii
Why do they have to make paragon account wide? Why not just make the highest MF/GF bonus of the entire account apply to all characters.
If they made no changes to paragon then that would be fine. But:
There are talks about making Paragon levels account-wide, so that you don't feel like you're losing experience while playing your Paragon 100 character. Also potentially adding customization like stat allocation to it
If additions to the Paragon system are made, people that already have the required Paragon level will get the rewards on patch day
If you get extra bonuses like stats or even in game perks, then you'd be back to feeling like you're playing the game wrong by not being on your highest paragon.
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It is an easy mistake to make. He says "all the best items in the game" and then continues on by stating those as all legendaries and sets.
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You would still be able to transmog the boots to look like normal boots for your class from the 10+ tiers that come with normal gear. You just wouldn't be able to make them look like another legendary.
At least, that's the line of reasoning I support.
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This is a true compliment because I hardly ever get accused of being terse and to the point.
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If you care to read my response in the other thread I will leave it here:
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I think it is kind of visually deceptive to see my friend holding a serpent sparker, think that he's going a dual hydra build, and then realize it is really an echoing fury. It just has a nuance of incompatibility and inconsistency that I can't quite get behind.
But, if he thought the Echoing Fury is ugly (which I would agree with him), he should be able to make it look like a regular sword or a regular dagger. Yeah, I won't know it is an Echoing Fury anymore when I see it, but at least it wouldn't have deceived me into thinking it was some other legendary that has it's own unique properties. It would just be a rare weapon which doesn't hold any assumptions on inspection.
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I am kind of against the idea of items taking on the skins of legendaries, but not necessarily against making a legendary look like a regular tiered piece of armor.
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It doesn't matter. A shortcut is a shortcut. Being less of a shortcut doesn't absolve it from being a shortcut. Removing the AH and only allowing trading on a mass scale just makes the undesirable destination further away, but it doesn't change that destination. There is no item I can acquire from the AH that I can't also acquire with trading. It's slower trading because it is less streamlined, but in essence it's the same conceptually. In the end, you're still not hunting the item yourself which is supposed to be the focal design crux in a monster slaying loot hunting game. We want a game that will be satisfying for years to come, but we're not willing to analyze how trading shortens that experience?
It is evident to me now that Blizzard's main priority is how satisfying the loot hunt is from slaying monsters, how finding those items feels when you acquire them yourself, and how this plays a role in the scope of the community at large. By placing that priority as their primary goal anything that diminishes this seems secondary to them now.
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I'm not saying a middle ground can't be taken that allows trading. I'm just saying this shows to some extent where their priorities lie and how that influences the decisions they make. To me, it shows they care about what the community is doing as a collective. Not to mention the fact that having to balance drops around the AH in the first place shows they care about what the community is doing at large concerning items; but that was a decision made very long ago as well.
I also think they want to avoid a feeling of cognitive dissonance amongst the stances they take. If they allow a system to be in a game, they want to make sure the game is balanced around that system just by the very nature that it exists. To have it exist and then say, "well, it is there, but you can just avoid it for a better experience" has a very duplicitous nature that has to at least be considered. I'm not using this as an argument for or against trading, because obviously whether trading is allowed or not being a better experience is subjective, but just some food for thought. It's all about what priority Blizzard wants to put on a pedestal, and I think either way people are going to get burned.
So really it boils down to what Blizzard's order of priorities are as far as what they choose to implement and what boundaries they choose to set. I think their course of action with the AH removal shows that they want finding loot from monsters to be the best way to get loot for the community at large, and anything that attempts to compromise that on a global scale is a secondary priority. They might know that some players keep to themselves mostly and can have a more individual experience, but that's clearly not the player they want to balance the game around. Otherwise removing the auction house entirely wouldn't be necessary at all, they'd just have to make sure it doesn't influence those who choose not to use it.
They could just have all options available and that would be suitable for the entire playerbase: self-founder, mostly self-founder but some trading with friends only, traders, and auction house users. Drop tables are balanced around self-found play and anyone who chooses to use any other options to obtain loot can do so at their own impulse and discretion based on their own idea of fun. If Diablo was a sandbox game this is probably what it would look like. But I don't think Blizzard wants this type of operation. They clearly care about what influence each and every one of the systems within the game creates. From Blizzards perspective, the fact that it exists means that they endorse anyone who uses it which means they have to acknowledge how players who use the system are influenced by it, not the players who choose to avoid it. I feel like that's the just the way Blizzard analyzes these things. It's their way of drawing a line in the sand. We have seen this time and time again with pretty much every patch that restricts and expands what players can and can't do. So, really it is no surprise for me to see them do the same with trading.
Calling back to an example I made earlier, if there was an NPC that gave infinite gold they would acknowledge how that NPC affected players that used it, not players that chose self-control and avoided it, when selecting a point of balance. Is that methodology right or wrong? Debatable I suppose. My only argument here is that I believe this is just Blizzard's modus operandi for making these types of decisions.
Whether that is good or bad for the game overall, we all have our own opinions. But let's keep in mind we don't have all the pieces to the puzzle either.
I do want to make a note that I really enjoy reading everyone's opinions on this subject as well.
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I feel like your train of thought is kind of stuck on the fact that there will only be maybe 1 or 2 items per slot that will be any good for your character. I think the idea is that each class will have 10-15 legendaries per slot that will be viable. The way the game is now if you didn't find a mempo you'd basically be screwed on that slot, but the aim is that hopefully that is not how it will be. After loot 2.0 if you don't find a mempo there are 10 other helms you could find that you would be just as excited about and after playing casually for a week or so at max level you may not find all of them, or the specific one you want, but you will find at least a couple.
The feel of the game would be that everyone's item journey would be different and your experienced would be personally tailored around what you find and what order you find the items. Instead of saying "I need item A on my helm, item B on my chest, item C on my boot otherwise my character will never be good" you will find a healthy amount of different legendaries that are all equally good across all your items slots. By the time you've played for a few months on that character, the hope is you will then find many of the items you desired, but maybe not every specific one, but you will still treasure the ones you did find more because there was a risk that you never would have found them that makes the reward that much sweeter. If you don't get one specific item, it won't be the end all be all that forever shames your character. As you progress and find different legendaries you work with what you find to create a unique character that found items in a way no one else did creating a unique experience that was tailored just for you.
To me this is way better than just reading a thread on a forum where player X used these 13 items, then going to a trade channel to copy his build item for item. Then you've killed the need and experience of actually hunting for those items. Then all you are doing is hunting for higher stat versions of the same items you already traded for, which is pretty bland.
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