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    posted a message on What new primal ancients actually are (and why that is nothing)

    The usefulness of Primal Ancients will depend on what comes next.


    For Ancients the introduction of the LoN set added many new build possibilities to the game. I think it's ok when an Ancient item drops, I like it when its an upgrade, but I really appreciate an Ancient item when I can use in a LoN build.


    I would like players to come up with an idea similar to LoN for Primal Ancient items that would make new item combinations GR80+ viable.

    For example, think of a new set where you get a big bonus for each Primal Ancient item with a power for a different skill, and the set bonus requires your items to have powers for distinct skills. This could open up totally new build possibilities.

    Posted in: Diablo III General Discussion
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    posted a message on Wild Vision: Runeword Ancients (Picture included)

    The only way I see item combinations of this rarity working, aside from trading, is by allowing you to store these items or powers in such a way they are accessible in the next season once you complete a challenging task in the next season.

    Posted in: Diablo III General Discussion
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    posted a message on Idea: More tactical and more D2 like game mode

    To make it complete I added suggestions about trading, bounties, PVP Arena and inscriptions.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea: More tactical and more D2 like game mode
    Quote from Bleu42go-next

    The only thing I'm luke warm on is the whole set dungeon idea, and the guaranteed gift. Maybe that's because I think set dungeons are really boring and were a bad idea in the first place though.

    Thanks for the input. Removed the guaranteed gift. Added an image to better explain the idea.
    What would in your opinion make Set Dungeons exciting?
    Posted in: Diablo III General Discussion
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    posted a message on Q&A seriously?
    Quote from Tricerongo-next

    It's very likely that D4 is in production, at least in its conceptual/brainstorm phase where they're exploring which direction to take the new game. There's no real need for sweeping changes to D3 at this point; there's not enough interest in the game to begin with to draw back a large enough crowd that would care about 'Loot 3.0'. It's not as if an expansion is being made.

    If they're exploring which direction to take the new game, I'd recommend using the D3 PTR to experiment for any aspects the D3 engine is already capable of doing, because using the D3 PTR means directly involving the community.
    Posted in: Diablo III General Discussion
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    posted a message on Q&A seriously?
    Quote from MKIIIgo-next


    I actually agree 100% that bigger changes are needed if you want players back to playing Diablo again and keep the current players interested. I'll make a thread soon where I will post what I think is needed and add some ideas on how to get there.

    I created a thread with some ideas I think would help Diablo 3 move in the right direction by adding a new more challenging, more D2 like game mode:

    http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/219920-idea-more-tactical-and-more-d2-like-game-mode

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Idea: More tactical and more D2 like game mode
    Quote from Bleu42go-next

    I actually really like almost all these ideas, gj op! The only thing I'm luke warm on is the whole set dungeon idea, and the guaranteed gift. Maybe that's because I think set dungeons are really boring and were a bad idea in the first place though.


    Either way, interesting ideas here, I like them a lot.

    Thanks!! :D
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Keep the traditional isometric perspective or try something new?

    I was thinking, this could work for Diablo PvP! :D


    For PvE I prefer the traditional isometric perspective.

    Posted in: Diablo III General Discussion
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    posted a message on Idea: More tactical and more D2 like game mode

    Super cool idea but current develover team can not handle the job properly.

    Thanks! I think it's more because of other priorities and because they're currently coming up with a vision on Diablo for the next 3-8 years. I hope they realize that having a clear vision is good, but it's impossible to predict the future. Whatever the Diablo path may be, I hope they optimize for change and work closely together with the community, because those are imo the only certainties we have.
    As a side note I really liked the Animation Support Lightning Talk and Non Thareechit looks to me like a very talented and competent animator.
    Posted in: Diablo III General Discussion
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    posted a message on Idea: More tactical and more D2 like game mode
    Quote from Jamoosego-next

    Other than the things you listed in the "Combat System" section, i don't really see how "Tactical" is the right word to describe this game mode.

    True, it's more like an alternative game mode. Any idea for a better name?
    Quote from Jamoosego-next

    There's nothing that addresses the almost impossible to dodge missile attacks that can even be seen in that gif you posted. Nothing that addresses regular monsters that don't have "Big attacks". It just sounds like a bunch of annoying mechanisms added to the combat system just for the sake of making things different.

    I agree that in a more tactical game mode you expect to have more means to avoid getting hit by missile attacks. Perhaps reduce monster density a bit and increase health and xp per monster? Or perhaps the player could use more defensive skills.
    To increase the damage against regular monsters attack them from behind.
    Imo in the current version of Diablo 3 while in combat you mostly move to get out of harms way. With these rules you will move more to optimize your damage output. It's just an idea and pretty much optional, but should make for a different experience.
    Quote from Jamoosego-next

    In D2 you had 0 defense while running and critical hits worked differently, sure. But i don't know how those other changes like received more dmg after casting a skill could make the game more enjoyable...

    Removed the ideas that increased the damage to the player. :)
    Quote from Jamoosego-next

    I guess i like this bit from the difficulties section:

    • monsters turn, move and perform their attacks a bit faster on higher difficulties
    Thanks! :D
    Quote from Jamoosego-next

    The vulnerabilities section does not make sense It would just pigeon hole players into certain types of content that could also lead to more rift flipping and shit like that. You can't use two types of weapons unless you dual wield so like 90% of the time you will only have a bonus against one type of monsters... completely pointless imo.

    Currently there's also a lot of fishing for the optimal rift ;)

    Classes have a variety of skills and runes with elemental damage types like fire, cold, lightning, physical. A Barbarian can for example use fire, cold and lightning damage using a variety of skills. The elemental damage type from your weapon could be an additional one.
    A player can specialize for a certain type of monster or go for a more allround build.

    Quote from Jamoosego-next

    The leveling and items sections are more like an overall balance approach to the game that i really don't see it fitting into a specific game mode.

    True. I added the ideas about leveling to go back to a more Diablo 2 like leveling system.
    The item ideas are there to shift the focus from full set +X000% skill damage to the damage from skills you'd like to specialize in, which is a bit more like D2 too.

    Quote from Jamoosego-next

    No comment on the skill points part other than i don't really see how it can make the game better.

    It will make the game mode more different from the 'normal' game mode. I'd say just try it out in a PTR and test if it works well.

    Quote from Jamoosego-next

    Overall i think if such a game mode existed it could have been a refreshing change from what we currently have but it would probably get old as well so i don't know.

    Thanks! My largest concern is the time and resources it takes to implement these ideas and also that these ideas might not be in line with the current vision and focus of the company.

    Posted in: Diablo III General Discussion
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    posted a message on MERRY CHRISTMAS EVERYONE!!!

    Merry Christmas! :D

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Idea: More tactical and more D2 like game mode

    Idea: New Gameplay Mode

    Disclaimer: This is an idea for an additional game mode. All suggested changes are suggested for this game mode only. Some of the ideas below are similar to or even almost identical to ideas posted before. If that's the case I don't want to take credit for the idea(s). My goal is to present different ideas some of which could be used in a new game mode idea for more D2 like and more tactical gameplay in Diablo 3 and will provide players with a bigger challenge.


    new_gameplay_mode


    The following ideas should be in line with some of the aspects discussed about in this thread:
    https://us.battle.net/forums/en/d3/topic/20752595343?page=1


    Leveling

    • level 1 - 99
    • no paragon levels
    • crit damage at level 1: 150%
    • crit damage increase per level: +5%
    • crit chance stays at 5% for all levels
    • cooldown stays at 0% for all levels
    • 1 skill point per level
    • no headric's gift

    hit_from_behind_crit

    Combat system

    • attacking an enemy while the enemy prepares a big attack crits
    • attacking an enemy right after the enemy performed a big attack crits
    • attacking an enemy from behind crits

    only_4_difficulties_outside_gr_small


    Difficulty

    • 4 difficulties outside of greater rifts: torment 1, torment 5, torment 9, torment 13
    • greater rift difficulties: gr60, gr65, gr70, gr75, etc.
    • difficulties above torment 1 increase monster damage and monster health slightly
    • higher difficulties are more difficult mostly because of monsters turning, moving and performing their attacks a bit faster on higher difficulties

    mace_extra_dmg_vs_undead

    Weapons

    • maces deal 150% damage vs undead
    • spear, bow deal 150% damage vs large beasts and demons
    • axes, hand crossbows deal 150% damage vs humans, small beasts and small demons
    • swords, crossbow deal 125% damage vs humans, beasts
    • daggers deal 150% damage when attacking from behind
    • ...

    vulnerable_vs_holy_undead_skeleton

    Monsters

    • have vulnerabilities:
      • undead have holy damage vulnerability and take 300% damage from holy
      • humans have poison and lightning damage vulnerability and take 200% damage from poison and lightning
      • demons have cold and arcane damage vulnerability and take 200% damage from cold and arcane
      • beasts have physical and fire damage vulnerability and take 200% damage from physical and fire
      • reapers are vulnerable when attacked from behind and take 300% damage when attacked from behind

    extract_legendary_power_to_set_item

    Items

    • goldwrap increases armor by up to 100%, not more
    • all big damage bonuses on items and sets are 'normalized', for example by dividing the damage bonus part above 15% by 10
    • you can use a cube recipe to transfer a legendary power from a non-set legendary item and add it to a set item of the same type
    • a set item can have only one legendary power applied which can be changed as often as you like
    • set items cannot be ancient
    • legendary non-set items can be ancient
    • the LoN bonus is now an intrinsic property of ancient items
    • no crit chance on items
    • no crit damage on items
    • no cooldown reduction on gear
    • higher difficulty affects the average quality of the drops more than it affects the quantity of the drops

    spend_skill_points

    Skills

    • skill damage and other skill properties like cooldown and radius can be upgraded by putting skill points in skills
    • a maximum of 50 points can be put into a skill
    • skill points can be reallocated at any time
    • the skill point allocation can be locked at any time when your hero is level 70 or higher
    • locking the skill point allocation increases your damage by 30%, but unlocking the skill point allocation can only be done in town for the price of one ramaladni's gift or when you level up

    Rifts

    • rifts close immediately, any legendaries, death's breaths and crafting materials you left behind in the rift are automatically added to your messages box in the same way items and materials transfer from season to non-season
    • no ponies and pony levels in rifts or make them super rare

    darker_with_a_bit_lighter_around_hero


    darker_with_a_bit_lighter_around_hero_003


    Graphics

    • combat areas are darker and around your hero there's enough light

    diablo_1_2_3_music_choices_menu

    Music

    • chose between Diablo 1, Diablo 2 or Diablo 3 music

    set_dungeon_easy_selection_from_town_jade_harvester


    set_nephalem_rift

    Set dungeons

    • set dungeons can be started from town
    • once mastered entering a set dungeon creates a greater rift dungeon without shrines/pylons with:
      • the set specific skill objectives active
      • each time you trigger a skill objective you gain a random pylon/shrine effect
      • completing such a dungeon rewards xp and loot
    • once mastered set dungeons work with greater rift difficulties, i.e. gr60, gr65, gr70 etc.

    event_complete_bounty_reward_material

    Bounties

    • completing random events while doing bounties has a chance to reward act specific horadric cache materials, chance based on difficulty level

    match_making_level_role

    Matchmaking

    • matchmaking based on level and role, i.e. level 77 role dps

    trading_friends

    Trading

    • you may trade account bound items with friends you have played with for more than 80 hours, completed more than 20 rifts with and completed more than 10 greater rifts with

    pvp_arena


    pvp_selection_menu

    PVP Arena

    • the player creating the game can chose the damage reduction

    inscription_recipe_before


    inscription_recipe_after


    lionheart

    Inscriptions

    • add inscriptions to a normal item to create a powerful legendary item

    My hope is a more tactical and more D2 like gameplay mode will be added to the Diablo 3 PTR and will start out with a few changes in comparison to normal mode and will be altered and improved with the community. Even if it takes 3 PTR's to get it right I think it will be worth it.


    Thanks for reading!


    Edit 1: Read the very useful feedback. Thanks! Removed 'player taking a lot more damage' ideas.

    Edit 2: Added more nuance to the damage bonus normalization. Also added statement about the LoN bonus being an intrinsic property of ancient legendaries.

    Edit 3: Added statement about drop quality vs quantity.

    Edit 4: Added trading.

    Edit 5: Rewrote the set dungeon part, thanks to input from Bleu42.

    Edit 6: Added bounties section.

    Edit 7: Added more screens.

    Edit 8: Added PVP Arena.

    Edit 9: Added inscriptions.

    Edit 10: Removed the idea about calling skill runes skill modifications or skill enhancements.

    Edit 11: Changed the idea on how skill point allocation locking and unlocking works.


    Note: if some of the images do not load the first time then refreshing the page a few times helps.

    Posted in: Diablo III General Discussion
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    posted a message on Idea: Iron Man Challenge Mode

    Idea: Add an Iron Man option to the character selection screen for those who finished the season Guardian journey at least once.

    It's meant for experienced players who need a bigger challenge.
    Availabe in softcore and hardcore.


    Diablo 3 Iron Man Challenge Mode Idea 1

    • Minimum difficulty is set to Torment 1, from level 1 to 70, so the difficulty is only adjustable upwards
    • For every 50 paragon levels the minimum difficulty is automatically raised by 1
    • Drop rate is 1/4th of regular drop rate
    • No season journey rewards
    • In combat areas hide UI, like the ALT+Z option, in greater rift show UI when rift boss is defeated

    Or Diablo 3 Iron Man Challenge Mode Idea 2

    • Give monsters vulnerabilities, vulnerabilities are highlighted like monster afixes
    • Vulnerabilities apply also to 'white mobs'
    • For each vulnerability monsters have 50% increased resistance to other damage types
    • Monsters have up to 4 vulnerabilities
    • Hitting an enemy with the right skill type, that matches the vulnerability, makes the enemy take 25% increased damage
    • Vulnerabilities have an order, hitting an enemy in the right order makes the enemy take 100% increased damage
    • Examples of what vulnerabilities could look like are: Fire, Lightning, Physical, Knockback, Stun, Freeze

    Or Diablo 3 Iron Man Challenge Mode Idea 3

    • No paragon
    • No potions
    • No health globes
    • No season journey rewards

    Or Diablo 3 Iron Man Challenge Mode Idea 4

    • No paragon
    • Limited difficulty levels inside Greater Rifts: GR10, GR22, GR40, GR60, GR80, GR100, GR110, GR120, GR130
    • Limited difficulty levels outside Greater Rifts: Torment 1, Torment 5, Torment 9, Torment 13
    • Legendary drop rate reduced to 1/4th of regular drop rate
    • No season journey rewards
    • No goldwrap

    Thanks for reading!

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Q&A seriously?

    @Klassy Bard

    I think your view of my post is polarized.


    1) It's no problem. There are Diablo gamers that spent 12+ hours a day gaming. That's a lot more than the developers, right? I think there are also Diablo gamers that spent a lot of time on the forums. That's no problem at all. It might just mean they have a slightly better grasp at what is going on on the forums.

    2) What would Diablo be now without the ideas from the community? Remember Diablo Vanilla? The paragraph might be hard to read, but isn't complicated to read. There's a difference there.

    3) Put yourself in the developers shoes here. I think the answers are honest from their point of view, but it doesn't always feel like it from the gamers perspective. A gamer can have strong emotions about certain aspects of the game. If you've experienced the same emotions it's easy to understand. If you haven't, which I think will often be the case for the developers who are probably developing more than they are playing the game, it is not easy to understand.


    To put things in perspective suppose a large portion, like 95%, of the Diablo fanbase has moved to playing other games that looks pretty alarming to us. If 80% has moved to playing Overwatch, WoW, SC2, Heroes of the Storm and/or Hearthstone that's probably ok to the developers and not alarming to them.


    I actually agree 100% that bigger changes are needed if you want players back to playing Diablo again and keep the current players interested. I'll make a thread soon where I will post what I think is needed and add some ideas on how to get there.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Q&A seriously?

    I hope to give a respectful response to this post:

    Unfortunately confirmed what I thought we would get: default answers, no real signs for acknowledging the concerns
    the community has been pushing for ages, and basically nothing substantial. It appears more and more to me that these
    events are just 90% marketing to get new people on board or inactive players back, but the active community is completely ignored.
    What makes me most upset is this:
    "The developers read the forums."
    I can't hear this line anymore. For important issues it takes forever to be acknowledged. Examples in the past were the
    auction house, trials, bots, and so on. When they finally were addressed, it was too late for many. I don't need additional
    feedback channels on Facebook, Twitter, Snapchat, and the next best IM client. What would be great would be an indication
    for "read and acknowledged" by developers in the forum. What would be great is an up-to-date "known issues" thread or
    "things we are working on short-term and long-term". What would be great are HONEST answers, highlighting the difficulty
    of game development (which we all understand) instead of marketing-like sales pitches for an upcoming feature when people
    voice concerns about existing features. The kind of interaction that we had in the "play your way" streams after RoS release.

    Some great points are imo:
    - What would be great is an up-to-date "known issues" thread or "things we are working on short-term and long-term". I think the developers will understand it more as a technical "known issues" list here, while I suspect from your posts you're looking more for a functional "known issues" list. I think what would help too is a "definition of awesome" for Diablo 3 made by the fans and a "definition of awesome" made by the developers. My prediction is that at the current time the list won't be a perfect match.
    - What would be great is the kind of interaction that we had in the "play your way" streams after RoS release. I agree 100%! :)


    My ideas about other points:
    - "The developers read the forums." I think they do, but not as much as some of the Diablo fans.
    - "For important issues it takes forever to be acknowledged." I think in some cases, like bots, it's acknowledged pretty early on, but fixing it is very complex. In some of the other cases I think it helps if someone in the development team says "Perhaps we are wrong about this!", imo this takes fresh blood or takes time.
    - "What would be great are HONEST answers, highlighting the difficulty of game development (which we all understand)"
    I do think the answers are sincerely honest, and also diplomatic at times. It is not easy to really touch a subject that matters to the gamers in a way that shows the developers understand the problem, understand why the gamers want a solution, understand the possible solutions discussed by the community and can give an in-depth analysis of the problem and solutions, without giving the wrong idea about present and future development. Sometimes the developers succeed and at times there's room for improvement.


    If you love to play Diablo you want Diablo to be the best it can be.
    It might look very clear as to what the best next steps are to take Diablo to the next level, but there are a great many pitfalls out there. The easiest and safest steps to improve Diablo are the small steps. By fixing small technical issues as soon as they arise and taking a lot of these easy and safe steps the game becomes very polished and keeps the quality at a very high level. Larger steps help to increase the enjoyment of the game and luckily once in a while ideas are posted that lead to big improvements. I still remember this post on Diablofans that introduced some great ideas on Loot 2.0:
    http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/32019-loot-2-0-discovering-its-true-potential
    Most ideas from this post were build upon and polished and resulted in big improvements.

    Posted in: Diablo III General Discussion
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