Why are they purposefully misspelling dormant? Is there something I am missing?
- Oxxinator
- Registered User
-
Member for 10 years, 4 months, and 15 days
Last active Mon, Jan, 15 2018 15:26:55
- 0 Followers
- 25 Total Posts
- 6 Thanks
-
Feb 7, 2016Oxxinator posted a message on Monstrous' Armor Rack, Quin's GR 100 Support MonkPosted in: News
Yes. You have your farming build/gear and you have your Grift build/gear. We need this. I know a number of players including myself who have manually done this by creating multiples of the same class with either spec/gear equipped on them, effectively turning one of them into the farming character and one of them into the progression/Grift character. Having the option to switch between two sets of gear and specs is great and it would be a tremendous quality of life improvement to get rid of the time required to go between the two (Assuming obvious limitations were present: Cannot use during Greater Rift, combat, etc.).
- To post a comment, please login or register a new account.
0
Very interesting! I am not as adventurous or as astute as I used to be to know where to start looking; maybe a gentle nudge from developers would help!
I think it is okay for one person to play as a support if they really want to, but not make it a spec mandatory for that class to be included or mandatory to get leaps and bounds ahead of anyone else in terms of progression. Mostly though, the whole triple support thing needs to go bye-bye IMO. I can't imagine being pigeon-holed into a certain spec if I want to see or "participate" in end-game content in D3. Empowering one player instead of empowering all four players feels very exclusive and brings a negative aura into the game.
I like some ideas I'm seeing here. Let's keep this thread up and running but please try to stay on topic by replying to suggestions or adding new ones.
0
I agree the excitement factor is now flat when engaging "Uber bosses." They do need a rework as they feel cumbersome and chore-y.
I love the story and can't wait to see what they have in store for us as new expansions are announced!
Edit: Sorry for the late responses as I have been preoccupied with other matters.
0
Thank you; do you have any other suggestions or changes you can think of?
I don't think there will ever be a solid middle ground where one isn't better than the other (referring to the singleplayer vs multiplayer subject), I just want there to be more 'spice' in the game... some more excitement is all.
I don't think an item rack is going to do much for botters as I don't see why a program would have any issues auto swapping gear itself (instant either way).
I can see some more risk/reward items being implemented like the above as you are suggesting. They already have a few items like this, I don't see why they couldn't expand upon it. Good idea!
I agree with your statement regarding easy/one-shotty. I say create more dynamic battles with challenges the player must overcome with skill rather than luck (hit or miss).
The blue/white/yellow gear may as well just be called crafting materials as the game is right now. Nothing engaging about them. I remember rare items being better than "uniques" in Diablo II. I don't know if I want rares to be better than legendaries as they once were in the legacy of Diablo's franchise, but what can we do to make them more engaging without back-pedaling legendary accessibility?
Absolutely. I don't know about resistances per se, but I like where you're going with this. More affixes on monsters maybe?! Could get really nasty! =D
A new quality of item would be the new standard/pinnacle. I would love to see it at first, but then I would wonder what we have Legendaries for after a while.
0
Increasing build diversity is a great goal and this could be one way of doing it.
Almost exactly what I had in mind. Back in Diablo 2 you could rarely solo Diablo Clone early in a new ladder season. If you were built and prepared for it though it was possible (Pally Smiter, Barb with Crushing Blow, Necro with Maulers, etc.). Having a group of people to kill him was preferable. Later on when everyone had all the runeworded gear it was much easier. Requiring a group of people to enter your game to kill a super rare boss would be very interesting. Epic difficult battles!
Very cool idea. The details and restrictions could be worked out at a later date but this would be very fun and exciting.
0
Thank you for the feedback Astrayon. Here are my thoughts on the matter.
Kadala's dad's grand charm shown here for example has some extra gold find, magic find, and reduces vendor prices. Kadala could recognize this and reduce blood shard costs, award a buy one item get one item of the same type free, or have a chance to refund you some of the blood shards you spend. The item would drop as an item and the player would have to decide "ok, do I want this grand charm to be active or do I want this other grand charm that has x,y,z stat to be active?" This would be similar to the cube we currently have. Add a slot for a large charm, and a slot for a small charm. Is this new and exciting? Yes, and no. Like you stated it ends up being a stat stick, but most things in Diablo 3 are stat sticks. What could we expand upon this with?
Let me explain this a little better, my example was poor there. This allows me to create another idea within the aforementioned idea as well.
A mysterious and mad arcane scientist that has been around for nearly as long as Deckard Cain appears in town. He claims there are wonders and dangers lost and forgotten in the world of Sanctuary, beyond our imagining. When approached, he mentions something about a recipe book that was lost and never found that goes with Kanai's cube. It is up to us to find clues of where this book is, or pages from it, within the world (campaign mode only).
Every season (~ 3 months), X amount of new cube recipes pop into existence. It is up to the player if they want to pop items into the cube and attempt to figure out what these recipes are or go find the pages in campaign mode. If the items do not transmute, you could risk losing your items or an arcane reaction could result from the combination of the cube's contents and cause a cursed arcane portal to appear. In the cursed portal, you would find a super dangerous environment with all sorts of weird stuff including a random assortment of monsters (could be multiple bosses, could be goblins, could be 10 rare elites, could be the affixes of champions/elites, etc.), a trove of loot from the items lost from players attempting to figure out recipes, a room where you have to figure out a puzzle in a timely fashion otherwise you are teleported out, and if you die during any of this, you are also teleported out.
Diablo (the franchise) in my experience was always more fun when played with other players. I truly enjoy and miss the trading aspect of Diablo 2 (trade games, dueling games, etc.). It feels as though we have lost touch with the community even though we are all playing it in our own little separated dimension. Admittedly it is already more effective and beneficial to play in a group, but I wish we could re-kindle the experience and make it something to yearn for rather than resorting to solo-play the majority of the time. I do not know the ultimate answer here but I'm almost certain a brain storming session with multiple people could result in some interesting ideas. Maybe I'm on a boat alone out in the ocean on the matter though.
I know it may not be a popular idea but it brings back that "missing" aspect of the game. Let's say you are one of those players that blows through the season as soon as it starts and happen upon two identical Ancient weapons you need. One of the two Ancient weapons ends up being better than the other. Normally you just have that sinking feeling inside knowing it is just a future forgotten soul. Let's say there was a way to go into a trade hub (Caldeum per se or perhaps multiple trade hubs throughout different parts of the world) that housed 50 some-odd players (disabled skills, nephalem chattiness with the numlock keys, and other annoyances to reduce lag and a poor experience) and allowed bartering between us. Gold and gems would be the trading currency. Sadly, I think this could result in item hoarding again and could be bad (with stash space being limited, etc.), but it could also bring about a new sense of community actually seeing the players you talk to in general chat. Pros and cons to it.
I think this is pretty much a unified voice from the majority of the community aside from the naysayers who spit fire just because they can.
Thanks again for the feedback as it shows you care about the game and the community appreciates it.
2
Meh, I disagree. Blizzard makes some of the best quality games out there. They always support their older games too which is a big plus. Contrary to what snot-nosed children say about Blizzard, they have some of the best customer service out there too. They listen to their customers not only on their forums, but across all social media platforms, fan sites like this, and via word of mouth (blizzcon etc.). They don't give everyone everything they want because they have to weigh decisions like that very carefully (butterfly effect, loopholes, bugs, exploits and other such things). People who play video games these days require a lot from developers to be satisfied. Show a little gratification and respect.
0
I am thinking the votekick history would last on a seasonal basis. I also think it would have to be something greater than one votekick to get you blacklisted for the season... something like ten to fifteen times I would think would be reasonable. For nonseasonal, the votekick history would diminish over time if you were a good boy/girl.
0
I like some of the ideas listed here. I have a few suggestions of myself but I have created a proper separate thread so I don't hi-jack this thread.
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/153880-revitalizing-diablo-iii
2
Being a long-time player of the Diablo franchise, I have experienced the ups and downs of each game and pondered quite a bit about what could be expanded upon to enrich the players' gaming experience overall. With this in mind, I have a few suggestions I believe will increase the popularity of Diablo III and will keep the playerbase happier overall. I may add more suggestions over time. Feel free to comment and discuss. If your idea is popular, I may add it to the list.
1. Bring back charms (not in the inventory, but as part of the UI).
2. Bring back exciting unknown cube recipes (don't necessarily have to bring back runes but we could discuss it).
3. Bring back super rare and random boss encounters (Diablo Clone).
4. Raise the difficulty and the rewards regarding the Uber bosses (Hellfire Amulet crafting material bosses).
5. Reinforce the reason to play with other and more players/friends (additional chance to do something cool in your game like a bandit shrine chance or super rare boss chance).
6. Decrease chance you will play with players who have been vote kicked over a certain number of times (decreases chance you will play with AFKers or negative players and rewards players who provide a good gaming experience to party members).
7. Decrease chance you will be paired up with a lower/higher Paragon player (Prevents/reduces "carrying" or not feeling like you're contributing).
8. Increase torment difficulties based on the highest Greater Rift level you have completed yourself.
9. Bring back reasons to play through campaign mode while not feeling like a complete chore.
10. More things to do in the end-game like spend gold on Nephalem Rifts to "bless" them with increased chances to do stuff.
11. Make people actually sell Stone of Jordan(s) to have a rare event happen in the game (Diablo Clone).
12. Get rid of the "support builds" enabling higher greater rift play and further balance damage numbers for each class. (I understand this may be controversial and/or difficult but in my own humble opinion I want to do comparable damage on my character compared to other classes and I want to feel like I am contributing in such a way that isn't just granting buffs or debuffs).
13. GIVE THE WD MORE PET CONTROL (or at the very least target priorities like elites, enemies closest to the player, or players' current target)!
14. Expand on the idea of LON (very awesome addition to this patch and season).
15. Increase amount of times you can upgrade your gems the lower level they are compared to the Greater Rift you complete without changing end-game leveled gems (e.g. Greater Rift 75 & level 0 gem,
Upgrade 3 to 4 timesUpgrade 6 to 8 times).16. Throw us back to the time of Diablo I with a labyrinth somewhere in the game that has a high number of levels in it, or is endless.
17. Bring back player-to-player trading of some sort.
18. Quick gear-swapping station by the stash (switch between two favorite sets of gear).
Please leave a comment below with your feedback. Try to keep it constructive and positive.
0
I enjoy playing every class and play style in Diablo 3. Not only do I do this for fun, I do this to understand each class so I know how to synergize, empathize, and collaborate better with other people playing the game with me. Working together as a team in Diablo 3 is intriguing and very fun. I try to do research and devote time in a subject before I make a post to prevent skewed information or ignorant comments from escaping my lips or fingertips. I am sure everyone here has played the game to some extent like you and I cying. From what you just posted though, I don't believe you have enough information to make an educated response on the matter. Playing the game from one class' point of view =/= another class or every other class for that matter. Also, the difficulty of the current end game isn't so much "hard" as you describe. It is just an easy way for devs to halt players from proceeding. I think I see now the differing view you and I have of "end game." I believe it should be doable with lots of skill and you believe there should just be a brick wall you cannot get past. I respect that. I am merely suggesting changes to allow players to extend their skill sets further so the determining factor on completing a rift isn't wearing a certain necklace, using a follower with the unity + die token combo, or one person sacrificing their fun game play to allow three others to enjoy completing a high end greater rift.
I am perfectly content with others having differing views on the matter; I even asked for it! But I don't believe in leaving partial feedback without something to chew on. That is why I left suggestions on changes that would make the game more fun (again, solely in my opinion) for the entirety of the player base rather than a select few. I am sure some of my ideas are far-fetched, but I would like to think they are somewhat reasonable. It is like a negotiation for an item. I state what I think would be fair, then the seller/buyer would state their opinion on the matter and we would go from there.
I agree with your statement of the "you give someone an inch and they'll take a mile" type of thing, but I think there should also be a nicer, more subtle transition from doable to insta-death.
0
I think a few of you are missing the point of my OP, and perhaps I didn't state it clearly enough. Maybe some didn't even read it =\. What I am proposing isn't to remove every affix and make the game playable with your feet on the keyboard and mouse. I want a challenge in this game, but I don't want to be throttled by luck, chance, or something unavoidable. I'd rather look for ways to change current gameplay to be more pliable. I believe there is a difference between very little room for error and inevitable death with zero chance of success, with the latter containing zero fun elements. L2P does not apply when it is out of the players' hands on their chance of success. I agree with some of the recent posts' contents; I also disagree with some as well. Let me ask you a rhetorical question that may allow a bit of introspection on your opinions though. What percentage of players currently play Diablo 3 with a Zdps class in the group? If you don't play in a group and you play solo, how many use a follower with double unity and the cannot die token? Try playing the game without either of those for a few rifts. I would like to see the results of that, but I know that no one would tell the truth.
0
@garnok, appreciate the feedback. A lot of the items in the game if given the proper light of day would be great for surviving in the game in greater rifts to a point. But like you said, most builds require or recommend better damage-based items so you don't get stuck on the greater rift solely because of lack of damage. I feel like it is either go glass cannon and get lucky and rise to the top of the leader boards, or go a little more tanky and not show up on the leader boards.
@cying. I appreciate your opinion about me, but the thread is about how we can make the game more fun and interesting. I feel if you are going to add any feedback about the game, you should have a suggestion in place to help the people who made the game see it in, perhaps, a different light. We are throwing ideas around here. What would you change in greater rifts for your class of choice to have a more fun experience?
1
Hello, I consider myself a seasoned player of the Diablo franchise. I have a few suggestions that could improve the game mixed with some constructive feedback, whether the suggested improvement is to be trimmed, replaced, or simply thrown out. And finally, I have some questions directed at the Diablo 3 player base.
- Firstly let's talk about rift guardians, elites, champion packs, and the abilities they can spawn with. I do not FEEL some elite/champion affixes are fun in their nature. I also do not feel they test player skill. I feel they are merely here to block progress past a certain point in greater rift progression. I also feel the necklaces that prevent a certain school's damage and instead heal are REQUIRED past a certain point, preventing player individuality and assimilating common gear setups.
- Let's look at Jailer for our first example. If you manage to get to a certain level in greater rifts, they end up one-shotting you and there is nothing you can do about it. You cannot dodge it nor can you rely on them to cast it at certain times and use a skill to prevent the damage reliably. You are forced to wear the Countess necklace or fight the enemy with a ranged character from very far away and pray they a) don't have the fast affix, don't have the teleporter affix, or c) have reflect damage and you cannot see what you are attacking. I think if there was an effect like the bone prison Diablo herself casts under the player's feet with a fair bit of warning, this affix would be more fun/interesting. I won't dwell on each affix, so let's move along. Speaking of reflect damage...
- Reflect damage. There is very little time to react to stop attacking to prevent the ONE hit it takes to destroy your character, especially if you fire projectiles that will not be able to be stopped once the champion activates their murderous barrier. You cannot dodge it nor can you reliably avoid reflect damage without planning on stopping attacking very regularly. I feel it is not very fun when a mechanic exists forcing a player to stop attacking for an extended period of time. I feel this affix should be downright removed from the game as I cannot make a suggestion to flavorize it.
- Frozen. This affix has changed over the course of Diablo 3's life and I am afraid to say it is not a good change. I understand you want to give the player a nudge when Frozen has been activated under their feet so they know to move. I feel draining our HP at a very rapid pace that only gets quicker as we progress in greater rifts is not the answer I am afraid. I believe a certain percentage of their HP that is a static amount would be reasonable. I also feel it is a little difficult to spot Frozen on the ground the more players you add to the game or the more you throw other effects on the ground. Speaking of frozen, I feel the frozen inherent ability on the rift boss Coldsnap is a bit excessive. I feel if maybe he threw them out in waves and/or in a certain pattern, forcing the player to move a certain direction in a maze but still allowing the player ample time to damage the boss, would be more fun.
- Thunderstorm. I feel when lightning strikes in the game there should be a warning, not an immediate death screen. I also believe six or seven strikes of huge damage is a bit high. I feel it should also be a certain FAIR percentage of the player's HP if it is going to remain in the game. This affix and Electrified force players to wear the Xephirian amulet if they want to play roulette and get past a certain greater rift level. Make a cool visual effect over the monster's head appear before he/she/it casts the spell. A storm cloud or some very serious arcs of lightning appearing over their heads would be groovy, for example.
- Electrified. This affix disallows melee to engage in combat with certain elites/champions past a certain greater rift level. The player attacks and then receive a very, very high amount of damage, similar to reflect damage. I do not feel this ability belongs in the game. I understand the nostalgia behind it and Rakanishu, but I think it needs to go or the damage should be reasonable enough for melee to stand in the fight and contribute to the death of the monster pack.
- Fire chains. I feel as though this affix plagues my barbarian unless I use my Star of Azkaranth, which is yet another crutch and/or a roulette game. I understand the fire chains deactivate and reactivate every second or two, but it is not fun in my opinion because I cannot kill the monster pack in a reasonable amount of time even if I show the utmost care in avoiding its damage. We all get blasted the moment we touch the chain, especially if the monster teleports onto us. How is that fun? I want to see this affix in a more fun light, but I do not think disallowing a player from attacking the monster or group of monsters is going to happen without some form of a fire chain being present connecting the elites. I can see the Fire Chains doing damage to the player if they remain inside the enclosure connecting the chains. Outside the chains, the player should be fine. Raekor barbs shouldn't have to feel the need to skip this pack. Make the fire chain spawn point appear around the outside of the monster closest to his other pack-mates, allowing melee to hit the monster without fear of standing or passing through the monster's hit-box.
- Shielding. Yet another example of forcing a player to not attack a monster for a period of time. I do not get satisfaction or pleasure when I am forced to stop attacking a monster. I feel if I am skilled enough to dodge or work through whatever else he throws at me, I should be able to damage him as a reward, not be faced with a barrier that laughs at my character of choice. Melee should deal half damage to a shielded enemy with no reflected damage and any ranged projectile fired at shielded enemies should actually reflect a portion of the ability back to the originating player at a reduced avoidable speed.
- Molten. This forces the player to stand at their maximum hit-box range from the monster to not receive any fire damage, assuming they can attack without passing through a monster. For example, the way Raekor's set works disallows the player from having fun against this monster affix. Lower the damage and make it manageable or allow the monster to throw out molten explosions that deal less damage than the current molten explosion.
- Waller. The wall spell lasts ages and should be taken down to perhaps half of its duration, possibly with a faster cooldown to even out the nerf. I feel when walls exist blocking a player's exit without a proper escape skill that lasts the entire duration of Frozen, or poison enchanted for example, is not fun.
- Mortar. Make the visual on the ground more visible.
- Vortex. Throw the player to the other side of the champion pack rather than right on top of the champion pack.
- Teleport. Allows the monster to teleport anywhere on the player's screen, but not on top of them.
- Knockback. Throws the player back but does not reduce their movement speed.
- Plagued. I like how this works as it does increasing amounts of damage the longer the player stands in it, but I feel the duration of plagued lasts too long, eventually filling up the player's screen with nowhere to move.
- Health Link. This does not always work as intended, with some members of the affix group dying much sooner than others. I do not see this as a challenging affix nor is it very fun or interesting. I believe this could be improved upon but I cannot think of a fun change at the moment.
- Desecrator. This affix is fine the way it is. I find it interesting and fun.
- Arcane Enchanted. I like this affix as it currently exists in the game. However, I do not like how the beam is invisible when standing around a corner from where it is cast, then when we proceed to enter the room, we are annihilated by it with no warning. Allow us to see it or its silhouette through walls (do the same to other persistent damaging effects on the ground from affixes while you are at it).
- Ghom, his Uber version, and Voracity. Their gas cloud is a wee bit ridiculous. I can maybe understand Ghom and his Uber version casting it, but allowing Voracity to use it in greater rifts with its infinite scaling power is a wee bit over the top. This ability forces the melee player base to use Mara's Kaleidoscope. (Also I find it a bit weird the graphic on the necklace in no way resembles a kaleidoscope.)
- I believe all rift guardians should spawn monster adds in some capacity. Most classes have an ability or a passive that triggers once a monster is killed or a number of enemies are hit. Forcing the player to kill the rift guardian at a handicapped pace that is counter-intuitive or counter-productive to their build isn't very fun or interesting and I believe adding more monsters to the boss fight would spice things up just fine. Here's another spicy idea... allow the rift guardian to spawn adds that cost him a certain amount of his HP, so group damaging builds can feel they are contributing as they kill adds in the boss fight.
- Erethon's charge attack eventually one-shots players after a certain greater rift level. The charge is practically unavoidable with the small warning it comes with currently.
____________________________________________________________________
Here's your chance to make an impact! What else could or would you add or negate from what I have mentioned? Maybe there's something else you wish to add as a suggestion or change to the current meta-game. What could make it better? Add your thoughts with some sort of suggested fix or remedy or change. Feedback with no suggestion is feedback, but if you want to provide good feedback, add in a suggestion or a comment about how it has impacted you as a player and how it could be improved upon.
I would appreciate if we could keep this thread strictly constructive and usable to the Blizzard devs so we can make this game the best it can be.
(My original Battlenet post is here: http://us.battle.net/d3/en/forum/topic/16544224271)
1