Does the buff splits between players?
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
Does the buff splits between players?
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
I did as well =( BUTT if everyone stays in the party, its not a bad thing then.. its only if someone leaves...and then someone new joins =(
Does the buff splits between players?
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
I did as well =( BUTT if everyone stays in the party, its not a bad thing then.. its only if someone leaves...and then someone new joins =(
that also assumes you (and anyone else in the party) wait for 4 people before starting, too
Does the buff splits between players?
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
I did as well =( BUTT if everyone stays in the party, its not a bad thing then.. its only if someone leaves...and then someone new joins =(
that also assumes you (and anyone else in the party) wait for 4 people before starting, too
At the rate people join, 4 people will join before you find and kill a champ, thats not an issue imo
What I still don't get though, with these clarifications in mind, is the following: how does this cause the traditional D2 boss runs to stop being the path of least resistance? Take Diablo or Baal, on your way there you'd HAVE to pass through more than enough champion packs to charge up your buff.
Does the buff also increase your MF for subsequent champion kills? In that case it might indeed be the most efficient to clear an entire game, but if it's only for bosses, people will just look for the best spot and start doing runs...
Does the buff splits between players?
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
Shame indeed.
So another player resetting their skills DOES affect your own MF/GF. That makes no sense
In other words, Blizzard has realized their systems they created to "better" Diablo 2 are broken and do not end up being fun or creating any sort of true connection with the player after playing for an extended period of tme. Stop carebearing the damn game Blizzard, give us optional stats, and real skill system. Trying to be lazy about it and have everything on auto will bite you in the ass and make you create dumb fixes like this, no better then runewords in Diablo 2.
How is it being lazy, and why is having everything on "auto" dumb?
It is being lazy because they messed up the skill system with their "new and improved" skill system, so now they throw this in there to try and persuade people to not use common sense and manhandle their mechanic. It's like adding a buff in Diablo 2 for not using W to switch weapons and buff yourself. Everything on auto is dumb because it creates less connection with player and character. When everything is automatically put in, it insults the players intelligence and it does nothing to make the player remember their character. The skills are so interchangeable they don't create any connection either, the runes alone do not make up for their failures of gameplay mechanics.
I think it should kick in after completing Nightmare mode. There were a lot of people who played Diablo II for months-years and NEVER reached above level 80, let alone 99. I assume the same insanely long gruelling leveling up process holds true for Diablo III's Hell difficulty.
So why introduce this gameplay-affecting mechanic only at the end, where most won't reach for months-years?
I think it should kick in after completing Nightmare mode. There were a lot of people who played Diablo II for months-years and NEVER reached above level 80, let alone 99. I assume the same insanely long gruelling leveling up process holds true for Diablo III's Hell difficulty.
So why introduce this gameplay-affecting mechanic only at the end, where most won't reach for months-years?
Because it being said by Blizz, that when you'll finish hell, you'll be 60. So then you'll start to farm or try inferno for the best gear. This will be implented for make that last part of the game (farming) more interesting, not to help find better gear while you lvl up.
Say you are with a friend farming the Nephalem buff. You get it to 100% (whatever the max number of stacks that may be), so now you are ready to go kill a boss and get extra loot. Suddenly, right before the boss, your friend derps and decides to try a new build. His Nephalem buff resets to 0, so you both now get the average: 50%.
In other words, because your friend could not stick to his build, you are punished.
I have to say, I do not understand what it does change with its clarification either.
These were pointed out already I guess, but I'll just point out what personally bothers me:
-Very low stacks. It basically brings back boss runs because of it, doesn't it? I thought the point of this would have been having people going all over the place. This certainly doesn't do that. It just means you have to kill champions in the way to the boss. Its better than not having it but... plus, if it doesn't reset after a boss, then you just go straigth to other bosses? Not sure how this plays out ultimately but its not -quite- what I had in mind.
-I still see no point whatsoever in a time limit on something that goes out when you leave the game. Make me get it Blizzard, there's no reason.
-I can't possibly agree that one person changing skill in a group penalizes everyone heavily. Thats just dumb.
- Shared buff? Horrible idea. I should not be punished because a random in my group decides to change his build. What did I do wrong?
- Handful of stacks? If you can count it on one hand, you better have to use the full hand because if you don't it'll be such a low amount of stacks that you'll just load from the last checkpoint and do a boss run.
It was such a good idea too. I really hope they rethink things a bit.
I REALLY hope they reconsider the group shared benefits portion. That sounds 100% retarded. I made another post somewhere that having the buff only affect you would be common sense. Apparently Blizz doesn't have much of that. There are sooooooo many reasons that shared benefits fails. *sigh* Blizz please don't ruin this awesome idea with something dumb.
I think it should kick in after completing Nightmare mode. There were a lot of people who played Diablo II for months-years and NEVER reached above level 80, let alone 99. I assume the same insanely long gruelling leveling up process holds true for Diablo III's Hell difficulty.
So why introduce this gameplay-affecting mechanic only at the end, where most won't reach for months-years?
Because it being said by Blizz, that when you'll finish hell, you'll be 60. So then you'll start to farm or try inferno for the best gear. This will be implented for make that last part of the game (farming) more interesting, not to help find better gear while you lvl up.
I for one, never finished Hell in Diablo II. I was level 68, had fairly good gear, and the farthest I got was Act II Hell before my account got deleted... (I got a virus, restarted comp, had to reinstall Diablo II, but had lost my cd-key... And Blizz deleted accounts if they were inactive for 90days) Suffice to say, the worst time of my entire life...
It was so long ago, 11 years, that I don't remember how long I even played... Not sure if it was months, a year, or longer. But getting past level 70 would take hours of running Cow Level just for a couple %... >_<
I guess Blizzard will make it easier to level up to 60 for those casuals... And Inferno will be the "Hell" of Diablo II.
I may have never finished Hell in Diablo II, but it is still my favorite game of all time, and it had the most significant impact on who I am more than anything else in this world. I view it as a near religious entity, and Deckard Cain is like a grandfather to me...
This all comes down to the following - will the time spent killing special mobs give enough + MF% to ensure a reward larger than that attained by simply rushing the same boss over and over?
Example:
4 people spend 1 hour killing special mobs and then the final boss. This gives them an overall 200% MF at the final boss - with buffs accounting for 40% out of the total 200%.
4 people speed towards a boss, disregarding the special mobs. This is done in a total of 20 min. and have a total normal MF of 160% at the final boss.
The second scenario is the best as they achieve a larger amount of MF buff in shorter time. They do however miss out on the drops from the special mobs.
Will be interesting to see how Blizz balances this... Hmm..
Have you not been paying attention to what Blizz has said? Your examples are wrong, rather they should be:
Would it be better to run around looking for special mobs, and keep killing special mobs with the buff from the previous special mobs
or
Would it be better to run around looking for special mobs, and once you've gotten enough of the buff go kill a boss.
Those special mobs give better items at higher droprates than bosses, so rushing a boss will NEVER be the best choice. But they didn't want bosses to be pointless, so they gave us this buff.
Originally Posted by (Blue Tracker / Official Forums)
Like someone joins after you've been killing and they have less stacks? It's a direct increase to your MF/GF, so it uses the same mechanics.
And I had been hoping the MF/GF buff would be the exception to the "averaging". What a shame...
that also assumes you (and anyone else in the party) wait for 4 people before starting, too
At the rate people join, 4 people will join before you find and kill a champ, thats not an issue imo
Does the buff also increase your MF for subsequent champion kills? In that case it might indeed be the most efficient to clear an entire game, but if it's only for bosses, people will just look for the best spot and start doing runs...
Shame indeed.
So another player resetting their skills DOES affect your own MF/GF. That makes no sense
So why introduce this gameplay-affecting mechanic only at the end, where most won't reach for months-years?
Because it being said by Blizz, that when you'll finish hell, you'll be 60. So then you'll start to farm or try inferno for the best gear. This will be implented for make that last part of the game (farming) more interesting, not to help find better gear while you lvl up.
In other words, because your friend could not stick to his build, you are punished.
Am I understanding it correctly?
These were pointed out already I guess, but I'll just point out what personally bothers me:
-Very low stacks. It basically brings back boss runs because of it, doesn't it? I thought the point of this would have been having people going all over the place. This certainly doesn't do that. It just means you have to kill champions in the way to the boss. Its better than not having it but... plus, if it doesn't reset after a boss, then you just go straigth to other bosses? Not sure how this plays out ultimately but its not -quite- what I had in mind.
-I still see no point whatsoever in a time limit on something that goes out when you leave the game. Make me get it Blizzard, there's no reason.
-I can't possibly agree that one person changing skill in a group penalizes everyone heavily. Thats just dumb.
- Shared buff? Horrible idea. I should not be punished because a random in my group decides to change his build. What did I do wrong?
- Handful of stacks? If you can count it on one hand, you better have to use the full hand because if you don't it'll be such a low amount of stacks that you'll just load from the last checkpoint and do a boss run.
It was such a good idea too. I really hope they rethink things a bit.
I for one, never finished Hell in Diablo II. I was level 68, had fairly good gear, and the farthest I got was Act II Hell before my account got deleted... (I got a virus, restarted comp, had to reinstall Diablo II, but had lost my cd-key... And Blizz deleted accounts if they were inactive for 90days) Suffice to say, the worst time of my entire life...
It was so long ago, 11 years, that I don't remember how long I even played... Not sure if it was months, a year, or longer. But getting past level 70 would take hours of running Cow Level just for a couple %... >_<
I guess Blizzard will make it easier to level up to 60 for those casuals... And Inferno will be the "Hell" of Diablo II.
I may have never finished Hell in Diablo II, but it is still my favorite game of all time, and it had the most significant impact on who I am more than anything else in this world. I view it as a near religious entity, and Deckard Cain is like a grandfather to me...
Would it be better to run around looking for special mobs, and keep killing special mobs with the buff from the previous special mobs
or
Would it be better to run around looking for special mobs, and once you've gotten enough of the buff go kill a boss.
Those special mobs give better items at higher droprates than bosses, so rushing a boss will NEVER be the best choice. But they didn't want bosses to be pointless, so they gave us this buff.
Like Serefkana said, in Inferno, special mobs drop better loot than bosses, so you won't see this scenario.
The purpose of the Nephalem buff is twofold:
1) to make killing Bosses useful
2) to make skill choices more meaningful