Yes, people bartering with gems and buying their stuff on Chinese third party sites will be soooooo much fun. /sarcasm
- Grafikm_fr
- Registered User
-
Member for 10 years, 8 months, and 14 days
Last active Sat, Jan, 13 2018 11:22:36
- 0 Followers
- 109 Total Posts
- 19 Thanks
-
Sep 17, 2013Grafikm_fr posted a message on Diablo III Auction House is Shutting Down on March 18, 2014Posted in: News
Yes, people bartering with gems and buying their stuff on Chinese third party sites will be soooooo much fun. /sarcasm -
Sep 17, 2013Grafikm_fr posted a message on Diablo III Auction House is Shutting Down on March 18, 2014*writes a bunch of [censored] stuff, deletes*Posted in: News
Josh Mosquera has just lost 95 points on my respect scale. Pity, he was looking much more promising than Jay Wilson. -
Sep 15, 2013Grafikm_fr posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from Lehetetlen
So they are removing life steal and instead give joke and NON-SCALING LoH/ life regen/ shield values that couldn't absorb a sneeze from current MP1 level 63 fallen. Yet they leave the defense skills gutted with high CDs forcing for example CM Wizards to be the way to go because you are going to be demon food otherwise.
They will prolly nerf monster damage too. And CM will most likely get the nerfbat as well. -
Sep 14, 2013Grafikm_fr posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Oh it will in some form or another. Blizz has said time and time again that they want to get rid of perma-archon and wotb. I hope they nerf CMWW as well.
Franlky, the problem is CMMW, not archon. WOTB allows permanent immunity to CC while archon allows permanent non-immunity to CC -
Sep 14, 2013Grafikm_fr posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesI hope the archon nerf won't make it to livePosted in: News
-
Sep 12, 2013Grafikm_fr posted a message on [SPOILERS AHEAD] Diablo III Expansion - Reaper of Souls: Datamining Post, Bosses, Game modes, Clans, Ladders, and moreMy mind was just blown away by this post.Posted in: News
Oh, and:
" Prevent 100% of Arcane damage taken and heal yourself for the amount prevented."
Now I can afk in arcane sentries in Archon! \o/ - To post a comment, please login or register a new account.
0
What I think, however, is that the game needs for a way to siphon out items without making people reroll toons all the time. There are several ways to do that, such as (these are all hypotheses of course):
- When playing above Monster Power X, the items lose Y% of their max stats every time you die, up to Z% of the original stat. This way, eventually, your equipment will gradually lose power. It will still be good enough to play (if Z=75, for instance), but you may want to replace it at some point. Also, it won't affect new players having trouble powering up their toon for higher MPs. In compensation, maybe MF% in higher MPs should be increased.
- A more extreme way would be for the item to break after you die several times (in other words, reduce item's max durability).
- Alternatively, you could restore the said durability with a scroll/item obtained using salvaged legendary ingredients (brimstone or w/e), but only obtained from legendaries of comparable power (e.g. same ilvl). This would siphon legendaries out of the system as well.
These are only several hypotheses which need to be checked and tested, of course. But I'm afraid that in a game with RMAH, getting items out by whatever means (including turning a ladder toon into a non-ladder) carries serious risks. I don't even know how people who spent thousans of dollars on their toons will react at ROS release.
Indeed, but the problem isn't D3, it's the humans
And frankly, I don't think deliberately undertuning the game like D2 was (esp. prior to 1.10) is the solution to that.
0
You answered the question in your following paragraph in part. The other part is: D3 is a B2P game. Hence there is no financial need (except the RMAH which is marginal from that PoV) to give players something to do all the way during game's life. You level a toon once, you can respec it as you wish, you can leave it for months, then come back and it will still be able to play (see "No ladder"). In this way, D3 resembles, for instance, GW2 (plus the gear treadmill mandatory for RPG). When there is no sub, you're not pressured into making people play all the time. Playing sometimes is enough.
0
Yes, I saw the post. I don't remember all the points you raised, but I'll answer just one about the usefullness of items. What you seem to miss is the ability to disjoin the effects of the ladder with the actual usefulness of the items. Because of the short duration of the ladder, the items were - by definition - much more valuable. Finding a shako alone was cool because you wouldn't find a bunch early on and by itself, it was valuable. But with D3 SC, since there is no way to pull items out of the economy, you end up with the current situation. And yes, it is a problem. But ladder isn't a solution, because it would bring more problems.
Consider D3 early on. Decent weapons (I don't mean good, I mean blues with decent DPS) were going for quite a bit - I remember paying 1 or 2 mil for my DH's crossbow and I was like "woohoo, imba DPS inc". But several months later, with no way of pulling items out and with MF being independent of MP (after it was introduced), we got what we got.
Plus, the AH bugs didn't help. But hey, we got the same bugs in Marvel Heroes and it's run by a former D2 boss, so apparently no one is shielded
0
Because the team from BNorth left when they wanted to turn D3 into an MMO, which would cause problems with segment cannibalization because of WoW. Failing to reach an agreement, they left.
NO, NO, NO. Diablo 2 system wouldn't hold water with modern gamers. Constant rerolling, being punished for a misplaced point (before anyone brings up D2 respec again - it was done in 1.11 and NOT by the original dev team, which left prior to that), cryptic transmutes with the cube, horrendous leveling if your character acquired its main skills at level 24+ - all of that wouldn't fly with today's typical casual gamer. So, you couldn't just "polish" systems, you had to scrap them and start anew. Which they did - maybe not in the best way, but it is still more adapted to the modern audiences than the original.
0
Because the valuable experience was obtained with a totally different audience. D2 was first and foremost a single-player game (and tuned as such) with no mandatory online access and targeted towards more hardcore players that would not mind rerolling each time they screwed up stat or skill attribution. Except that gamers changed a lot, they are now more casual and less likely to spend months or even years on a single game. And most of them certainly wouldn't tolerate constant rerolling, bartering in channels with scammers and generally not very bright people, and other things that were OK in 2001 but aren't in 2012.
Plus, please don't forget that games like D3 are a dying breed to begin with. Many younger players simply don't get the goal of an ARPG like D3 (or Torchlight, or POE, for that matter). The whole concept of "kill mobs, get gear, kill more mobs" is getting strangely alien in the modern VG world.
If you ask me, both systems had flaws. In D2, in effect, only diamonds and topazes were used. In D3, it is just about stacking your primary damage stats. If anything, gems should have more varied effects, and their combination should produce an effect greater than the sum (either through socket-bonuses like WoW) or some other more intricate system.
Regarding runes, it is slightly another story. Early in D3 beta, they planned on dropping skill runes rather than gaining them when leveling. But the system was pulled off the market, I guess because they feared that it would make the corresponding items either too valuable or vendor trash depending on the tuning of the drop rate. Not to mention the storage space issue. But again, I agree that rune effects (I'm not talking runewords here, just single runes) were very interesting, and that's something gems should be doing in D3.
0
First, yes Loot 2.0 will probably fix some of it.
Second, the reason loot felt more tangible is because it was regularly siphoned off the economy every ladder reset (and because of deaths in the case of HC). THAT made loot more valuable indeed. The totally crappy rune drop rate prolly helped too.
0
Not to mention the generally inept ALL CAPS players, TPPK hacks, non-shared loot and all the wonders of pubbie games.
3
Right, because Tristram for D2 ubers wasn't recycled.
Errr... everyone because dupes totally messed up with the economy. You found a Windforce? Gratz, except that those bots are selling them by dozens! Heck, D2 economy was referred by some people as "jokeonomy". Not too hard to figure out why.
Sure, and when I buy stuff IRL, I don't care if it was stolen? Is it supposed to be funny?
Listening to you, it's like uniques rained all over the place. Well, they didn't. I played for 4 years (even made it to the hardcore ladder and stuff) and I can literally count the number Occys/Arachs/Shakos on the fingers of one hand. Highest rune I saw was an Ist.
I won't even mention the fact that chatting in /f m while playing was plain dangerous for me.
I don't buy gold, yet I'm progressing quite fine. Sure, I won't be farming MP10 with my gear, but I'm doing MP7 and I'm pretty happy with that. It's just that - again - D2 was tuned much lower. Why? Because it is a single player game, basically. Which is supposed to be playable offline, with no trade. So of course, once you get access to some decent gear, you just mow stuff down. In 1.09 and before, it went all they way up to solo-8.
How is D2 leveling different from D3 one? They're both boring after a couple of times. Actually, D2 was worse because if you got your main skills at lvl 24 or 30, you had to resort on boring and painful leveling. Same deal if you're a no-energy class (which for HC, was all classes). If anything, D3 leveling is more fun (with the exception of closed areas for final bosses - which IS a gigantic pain in the booty, I'll agree).
Hmmm, why didn't I get those tons of stuff, I wonder?
"Making alts" makes a huge time sink, which runs contrary to today's gamer's profile. Today's average gamer won't do that, he will rather leave and play another game whose editor is not as clueless.
Holy fire is 1.09, it was all but eliminated in 1.10. Zealot was marginal, especially in HC.
PS got the axe in 1.10, shadow as well. The HUGE majority of assassins in 1.10 ran either DS/LS or a hybrid with Dragon Talon.
The huge majority ran the cookie-cutter Lightning or the Burrito Cannon with MS.
How can you list Bone Spear and Bone Spirit separately, as the synergize each other in 1.10.
Necro is either Summon or Bone. Some motivated guys run poison nova but not much.
Elemental was crap in 1.09, and half of the tree is still useless in 1.10. WW/WB are cool, that's for sure. But hey, I thought the class had 3 trees?
If anything, patch 1.10 gutted the build diversity much more than D3. Which is expected - builds requiring 60 or 80 points into a skill + synergies can only be extreme. But somehow, people did not complain about it. Also, again, you can have diverse builds in Diablo 3. Especially on very low MPs, because that's how complicated D2 was once you got some gear. So sure, you can have just about any skill and it will work. It's just that the higher the obstacle is, the less builds remain. And in D2, once the patch 1.10 buffed the mobs and synergies were introduced, the build diversity plummeted dramatically as well.
And a lot of crap legendaries and sets. Let's take the bows: who used anything else than WF or Burrito? Maybe some WWS here and there too. Everything else (especially low levels)? Utter garbage.
Same thing for e.g. crossbows. Oh yeah, and it totally makes sense that you use a lvl 42 xbow at level 90+. And yeah, instead of CC/Crit dmg/AS, we had +X to all skills and resists. Big difference.
9
Yeah, except most of that stuff was duped. But hey who cares.
Also, the big problem with bartering is that it forces you to spend hours in trade channels instead of - you know - actually playing the game.
The main reason D2 had a more stable economy was the ladder. End of story. D3 doesn't have a ladder (which is both good and bad, though I'm happy I don't have to go through the pain of leveling every 6 months). Since no items are taken out of the system, yeah it is slightly less stable. Hopefully, BOA-ing items with the mystic will correct that.
And what would I get? That's right, uniques that for most part are not worth a damn. Like woohoo, I get my 1256th steelclash, my 785th maul and the 95th WWS. Woohoo. Oh wait, those aren't worth a damn.
Yeah, an no one never ever bought stuff online in D2? Like ever? But of course, all those enigmas were 100% legit and not store-bought at all. /sarcasm
Yeah, and it only took patch 1.11 to add it. Whoop-dee-doo. Check the calendar and look when it was released.
And it was the same thing in D2. Most pallies ran hammerdins, most sorcs ran with FO/FB (with an occasional lighning) and so on.
Maybe the game had slightly more diversity, but you wanna know why? Because it was undertuned as heck. If you got some half decent (duped) gear, the chance of getting killed was closed to zero. Like, if Inferno had only MP0 (at its current level), you would have a bajillion of builds as well. Luckily, you have 11 sub-levels.
0
However, I have a question regarding your farming route. You do both Fields of Misery and Weeping hollow. However, in this post on Barb forum, the poster estimates that exp/hour for Weeping hollow is ~2 times less than Fields.
So the question is: is it worth running WH or is it better to just run Fields + Crypt?
Thanks in advance,
Graf.
1
It lead to messy leveling for classes not investing into energy, potion chugging with a crapload of trips to town, and overreliance on Insight merc for a some specs (e.g. trapsin). And once you got those, mana effectively became irrelevant. So it was only two situations - either mana was a mess or a complete non-issue.
0
0
This was my initial assumption as well, but I wanted to compute it to make sure
0
I interpolated those for 100-130 as follows:
For Levels 61 - 70, experience requirements increase at a rate of 2,880,000/level (=2*1,440,000).
For Levels 71 - 80, experience requirements increase at a rate of 5,020,000/level (=3.5*1,440,000).
For Levels 81 - 90, experience requirements increase at a rate of 6,480,000/level (=4.5*1,440,000).
For Levels 91 - 100, experience requirements increase at a rate of 8,640,000/level (=6*1,440,000).
Interpolation:
For Levels 100-110, experience requirements increase at a rate of (7,5*1440000)/level
For Levels 111-120, experience requirements increase at a rate of (9*1440000)/level
For Levels 121-130, experience requirements increase at a rate of (11*1440000)/level
Still, for people who don't have p100 characters (like me, which is why I started it to begin with ) it can be interesting.
In any case, my initial goal was rather to determine the following:
I have a Wiz that is close to P70 and a WD at P30, what is the fastest way to get more future plvls?
I just shared the table because I thought it looked pretty.
0