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DatModz Updated zDPS Monk
DatModz recently updated his zDPS Monk for Patch 2.2 and Season 3, along with a video guide. It's a build that's focused on controlling mobs, take a lot of damage and maximize experience gains. A notable difference is the presence of In-Geom, along with some skill choices. He says the build can achieve 50+ billion experience per hour ratios in GR experience runs!
RoS Problems and Future
Patch 2.2 has been out for some time now and Season 3 started 2 weeks ago. With this being one of the biggest content patches to date, players are left wondering what is next for Reaper of Souls. An interesting way of measuring that is by checking what players perceive as problems in the game.
Aside from the numerous threads on the official forums, Alkaizer and AOD have both uploaded videos discussing what they personally see as issues that need to be addressed in the future, with some suggestions on how to do that. Do you agree with their points? What do you think are the main issues that need to be tackled in future patches? Chime in - leave your two cents!
GR Scaling
Mob Progression values
Useless Legendaries
Class Imbalance
Material imbalance
Trials
These are the most pressing problems of d3.
Fixed. Your list sucks.
Progression globes should be removed. I agree. Such a waste of time when you have to wait for the explosion to detonate once you kill an elite pack to pick up the globes instead of moving foward
The new file system that get me latency problems like a freeze every 10 minutes or so who last 1-2 sec. This is very annoying in hc.
I would like to see DiabloFans not show what cheaters that use exploits to progress in a game has to say.
- Too many drawbacks to play solo
- Unavoidable damage
- Mob progression values
Those 3 would be what I consider most devastating for the game as a whole.
Several of the other points are more of an annoyance than a real problem (mats, progress orbs, etc)
Just the part about seasons would be very subjective, and not really any problem at all for those who enjoy them.
Most things that I find challenging or difficult (or in some cases I want to say is annoying) I've come to realize there's usually always a way to overcome this problem on my own. I would also be one to suggest that by oversimplifying the game would eventually destroy it, as sometimes part of the fun (which might be obvious to some people, and others not) is just figuring it out, and feeling good that you figured it out while simultaneously attempting to display that and fit in within a new level of play. Which is what I would try to suggest would mean it's enjoyable to learn something new, and then be able to put it to use frequently in an environment that rewards you for your success in employing that knowledge.
That all being said, I don't really want to perceive problems in a game (knowing what I know about myself, that won't lead anywhere useful). Though if I was to mention something, I'd say at a glance it would seem not every class has the capabilities to reach the same Greater Rift Levels, though I'm not even sure if that's something worth considering a problem (other than the fact it gives you that urge to just play the more powerful character for some reason).
alkaizer got others to play his account when he was going for world first paragon 100 back in classic, when the paragon system was first implemented, then has used other cheats/exploits periodically since, i think that is what that comment was related to AOD Gaming, not at you specifically.
yeah sorry. More aimed to Alkaizer
Thats funny cause last time you asked players what to improve you just ignore almost everything, so why ask again if you arent gonna change anything?
Diablo Fans != Blizzard.... It's not the game developers asking.
I'm worried about Diablo 3 now, I'm starting to see lots of videos of people thinking for new ways to play and to make the game more enjoyable... Isn't this supposed to be Wyatt's job? why are we doing his job? something must be wrong?
I don't want to depend on season to find new builds or new gear... What about the non-seasonal people?
The largest single problem above all of these which I have brought up once in a while since d3 launch is their RNG system is not functional on the individual level at all(works fine for playerbase at large tho) it creates long streaky anomolies.
do 40 rifts count any variable like boss or mob type or layout heck even pylon types you will notice the game will favor being streaky the boss type is the easiest to keep track of and you will get something silly like 8 of one boss 4 of three bosses 2 of five bosses 1 of ten bosses 0 of three bosses. Another way to test for this is fill your stash with legendaries in the order you get them and then check against rarity of those legendaries then check for repetition(and those sample size nazis well do this over and over and see if the pattern changes its already been done and it does but at a level beyond the individuals scope which is the point).
The RNG is so heavily seeded you always have to wonder if you are looking for only a few items and you are not seeded for getting those to drop is it even worth your time playing the game at this time or try another day? Or the reverse if you get a really rare item should you go hard and watch that item repeat itself and laugh maniacly at your "good fortune"? Should you stop what you are doing when you start seeing a few stonesingers in a row and start solo pushing GRs? This kind of RNG leeds to all these Questions/obligations constantly ruining the immersion of a high end players gameplay.
The RNG problem in my view amplifies all the problems you listed and more it promotes things like phishing and creates quit points for the players on unlucky streaks.
http://fightingdragonswithtaylorswift.com/kadala/
go ham watch how streaks of rare items like furnace happen. got 1 at 75k shards 1 at 300k then 8 from 415k-515k what if that 415k-515k was someones first 100k shards compared with another palyer in that 75k-300k shard gap(a massive gap easily entire even semi hardcore characters shardpools in here much less on a single slot). This kind of streakiness creates for unfair advantages and disadvantages on the individual scale only super time sink players play enough to push through this and bare the frustrations in the process.
"Balance", especially in a PvE game, is a buzzword. When developers read "balance", they normally interpret that as "preference". And sometimes, player preference and design goals are incompatible.
Also, it's really time to stop cherrypicking at a game that isn't getting too much money invested into it. There are no subscription fees or microtransactions going into D3 patches. So what you basically have is a very small team of underpaid/overworked devs delivering what they can, while any PvP idea they have is forked over to Heroes of the Storm.
To the higher ups at Blizzard, a game with no PvP is a game with no future. The best way to improve D3's PvE might actually be to pressure PvP back into the game, and vote with our wallets if the next Xpack doesn't have it.
A lot of this seems like complaining to streamline the game down to nothing, some things are there for a reason and a completely streamlined game wouldn't actually be fun to play.
That being said, the point about unavoidable damage actually almost completely glosses over the actual problem, which is the way the game scales. Simply put, the numbers have gotten far too big. Even on the character level, jumps in power are beyond silly in terms of when you can cannot do certain things, something that's at an all time high in Season 3 where a single item can literally mean the difference between not being able to do T6 normal rifts and completely facerolling GRift 35. Getting that powerful is fun, of course, but it always leaves that feeling of "I'm not actually playing the game until point X/Y/Z" which may be anywhere from 5 to 50 hours into a character.
Beyond that, incoming damage goes out of control pretty quickly as well to a point where toughness becomes almost irrelevant when you hit a point that everything one-shots you outside of immunity. Sure, reducing all damage by 85% from resists, 85% from armor, 20% from some passive, etc. is great and all, but when 0.001% of a mob's damage is 10x the size of a player health pool, it's meaningless. This has been a problem for a long time, but it continues to get worse as patches progress and numbers get larger. What's the point of all of that resist, all of that armor, all of those reductions? Think about how ridiculously high the unmitigated values actually are.
I'm not saying D3 necessarily needs a 'numbers squish' like they did in WoW, it's clear they want D3 to be a game of extremes, it's part of the classic Diablo design, but at the same time some rebalancing/refocusing needs to be done so that all of these numbers actually mean something.
It's not uncommon these days for player feedback to shape a game long after it has been released. Blizzard always had a history of "patching" games post-release to improve them, but they were usually considerably minor changes compared to today's standards.
Their first big game to iterate that heavily was probably WoW, and it worked pretty well there. So it's standard for any of their games these days to get constant patches. It's different than, for instance, the Batman or Assassin's Creed games - which barely change from their box state. Some argue that the base game is crap (as many did for D3V), but that is another discussion.
The fact is lots of games, specially Blizzard games, are molded by player feedback - both the devs and their fanbase have come to expect that. You can either participate and contribute to that organic, dynamic game developing process, or not. Though it won't change how things are.
I just wish greater rifts were not a grind fest, i would like a solid boss fight, Beat the extremely hard boss before the timer runs out, the faster you kill him the higher the rift...no more 30-45min rifts
To be honest, i see issues in the game but they're not easy to solve.
As it was mentioned in one of the videos, the gearing/building process has become too streamlined by sets and way too accelerated for my tastes. I can get the point that the game revolves a lot around ladders and seasons so getting gear shouldn't take too long, but at the moment is too fast.
I can see the issue that people get tired of their character fast because once they have their set/gear gathered, they can easily farm high torment/GR and it gets boring fast, especially because they have already the gear.
However there are two points not mentioned in the videos:
- a lot people playing D3 are a kind of "hit and go" players; they don't actually want to invest a lot of time in the game, and they're fine with the fact getting geared takes short time. They return every patch, try the new stuff, and leave - making the process longer would just kill their interest.
- Alkaizer and AOD (you're my man :D) are both skilled and committed players; season started like 2 weeks ago more or less and ALkaizer for example has an already level 700 paragon barbarian. Something like that takes and incredibly long amount of time for the great majority of players because they play in a very less efficient way, or for a great lesser time. The feeling of a "fast gearing process" is extremely biased by the way they play the game.
There are some very good points in both vidoes, but they're both missing the part about "how really the majority of players are playing D3". We should have official statistics about sessions lenght, tasks done most, etc to see what most people actually likes and it's something we don't have at hand at the moment.
I agree with them both, it's why I am not playing season 3.
The "full ancient secret set bonus of requiring one less set item" is so ridiculously bad and doesn't fix the problem he was suggesting get fixed. You'd still be "forced" into your set pieces, only with an emphasis on them being ancient, something that already exist in the game. The reward is the additional stats from an ancient, it doesn't need to be more.