First of all, I really like the idea. It's great to see Blizzard trying to purge each and every flaw that D2 and WoW had. The following is my opinion, I won't restate that every other phrase. To the details:
about stackability:
It _has_ to stack. If it only was a one stack affaire, then this would degenerate into just another preparation step in every single game that you play. Like hitting "start game", typing a name, a password, equip relevant gear, kill pindle for the buff and THEN start whatever you wanted to do. This would become soo tedious and not fun at all. And IF there was one primary loot sponge, then this wouldn't offer enough to stay in that game after he/she died.
losing the buff:
it should be wiped on death (edit: not so sure on this one now, see my next post), because that should be punishing. It must end on logout, though, otherwise people might find themself in a situation, in which the opportunity cost to respec becomes too high to be fun.
edit: I'm definitely in favor of it dropping on a respec, though.
relative effect:
The bonus should be relative to your mf gear score, for a big, stacking, absolute bonus might render mf gear rather useless. We don't want that, right?
stack count:
This is tough. It must not stack too high, I think of it as a rolling buff like with the WoW trinkets. You kill a boss, you get one stack, you kill the next one, you get a second stack and if you don't kill another boss within 5mins or so, you lose a stack. You should _not_ lose the entire buff due to time running out. That would punish bio breaks etc. The big balance problem is, how to get this both useful in the beginning and even more useful some time into the game. Should every stack be equal or should the decrease or even increase in power? Should you get a stack for every boss or one for the first, one for the third, one for the tenth etc? Should it even be random, like boss x has y chance to grant a stack? Many ideas come to mind, yet I'm not sure, what I'd do.
Wipe the buff on death - absolutely! Is this "forcing" hardcore-style of play onto people? I don't think so. After you've progressed through the game and you're in farm mode, I think it's only fair to expect you to play better and better if you want the better and better loot. Handing you a buff for dying 70 times in Inferno means high gear becomes that much less of a reward and that much more of an inevitability. Diablo is appealing for the casual, but leave the things in the game that make it even more meaningful for those that are more avid and dedicated. If I'm a better player and die less and that counts toward my overall progress more-so than the next guy that's just facerolling and doesn't give a shit, then that seems like a fair system to me.
Stacking and stack count: If I increase my chances of high loot on a boss for the higher number of elites I kill before that, believe that I will seek out every damn monster in the game before killing any boss. But if it's on a timer or some shit, I'm going to gloss over things and not really put that much more time into playing a game instance. I'll just fall into the groove with everyone else of choosing the area where there's the highest chance of elites, lowest geographical area to cover, and fastest way to the boss. Then repeat. Whereas if the buff more or less stacks indefinitely and doesn't have a timer or anything, then yes! I'll clear the whole damn game before killing a single boss kill! I like it like that and I think that supports Blizzard's goal of "We don’t want repeatedly running specific three-minute chunks of the game to be the most efficient way to acquire gear for your character".
relativity to mf gear: If it nullifies, circumvents or otherwise undermines MF gear in any way, I would really have no words to describe my amazement on how shitty of a decision that would be. lol
The biggest problem with stacking will be group play. It will likley be far faster to kill in a group as solo, thus making group play dominant. It also causes an exponentially growth problem. The better gear you have, the faster you can kill and maintain stacks of the buff, thus the better loot you get.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I agree it must wipe on death, in fact it's a perfect way to build in at least some kind of decent death penalty outside of HC, which will make end game more challenging.
The stacking will need some experimenting of course. I don't think it's going to get as exponential as jaclashflash thinks, gear will obviously affect how fast you can kill a pack but at endgame it's going to be a challenge no matter what. I think a max 3-4 'charges' of the buff walks the line between too few and too many, i.e. too casual / too hardcore. What's nice is if you only have a little while to play you can always just run around and grab 1-2 kills for a bit of a buff then to kill Diablo or whatever, and when you have more time = more kills = more buff. It lets casuals enjoy the mechanic while still rewarding players who invest more time.
Not sure how much I liked a timed aspect, because I don't personally that sense of rushing against the clock.
And yeah, of course it promotes group play -- the devs have said since day 1 that first and foremost the game is designed to be played co-op. I'm down with that.
All in all I really think it's a great system and a brilliant way to promote varied gameplay without fundamentally changing the way the game is designed. I'm really excited to check it out. I do wish it kicked in a bit earlier, but I understand it's for the endgame. I don't think anyone had a blast running Baal 20 times a day as an endgame.
I will never understand why people start their own personal post instead of adding it to the two other threads, each at three pages.
I don't understand why people post just to say stuff like this. If you're not a mod, you don't need to post all. If you think it violates a forum rule please just report it and let a Mod make a call / combine threads / etc.
The biggest problem with stacking will be group play. It will likley be far faster to kill in a group as solo, thus making group play dominant. It also causes an exponentially growth problem. The better gear you have, the faster you can kill and maintain stacks of the buff, thus the better loot you get.
I was just about to add a bit more about the stacking along those lines. However, I see it as a good thing. Yes, group play will be advantageous to solo play in that respect. But isn't playing multi-player in PvE games ALWAYS more advantageous?
Also, I think this would cultivate a richer play experience for everyone in general. Basically, you're going to see public games last longer because everyone is all about killing everything. It also evens things out for those that want to play in a group but don't have an elite clan/guild to be in all the time to get a group going or maybe their friends are just offline at the time. If it's more of a significant advantage to play solo simply because the drops will be better/faster, then that is counter-productive to the multi-player aspect of Diablo. I think solo-farming should by all means be viable, but if it's the most optimal, that's undermining multi-player which would be a bad choice imo. That's encouraging people to play alone and that just doesn't make sense to me.
It's nice to see you all agree with the death penalty aspect, but as I continue to think about it, I'm beginning to reverse my mind on this one.
Don't get me wrong, we still all agree that death should be punishing, BUT remember what happened, when we died in D2? We quit the game to get our corpse back in town. And that's the opposite of Blizzard's goal with this one. Now IF there was this buff, that we've spent like 40 minutes on to build, there might be a huge incentive to recover that corpse. Multiply that in a group. Please tell me if getting your items back doesn't work like in D2, I don't have a beta and people don't seem to die in it anyway. If it was a WoW system, then this would be pointless.
So, death penalty? Absolutely!
Reason to _still_ stay in a game after a wipe, especially in (pickup) groups? Yes, please.
edit: Maybe lose part of the buff, like tanis0 suggests in the post below this one.
I mostly agree with everything in the OP, except for wiping the buff on death. It'd be one thing to lose one instance of it or something and that'd make survivability a higher goal, but losing the whole thing would be far too punishing imho. If you want a harsh penalty for death, hardcore is available. I bet that very few softcore players will be complaining about death penalties being too lenient come release.
As far as how NV stacks, I think that the max number of stacks should basically be a little less than what you get from a full clear of an act. If this was the case, killing the boss should wipe at least some of the buff to prevent you from clearing act one normally and then just skipping everything else to kill the other act bosses for bonus drops though.
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...and if you disagree with me, you're probably <insert random ad hominem attack here>.
Hmm, that's a good point. If you're up like 3-4 buff stacks and you die, why wouldn't you just quit that game? There definitely needs to be a way to gain at least some of that back or there's no incentive (this is probably why they're still tweaking this idea).
Edit: Yeah, like others I think maybe losing one instance of the buff per death is an elegant way to handle this. Someone fax Blizzard.
As far as how NV stacks, I think that the max number of stacks should basically be a little less than what you get from a full clear of an act. If this was the case, killing the boss should wipe at least some of the buff to prevent you from clearing act one normally and then just skipping everything else to kill the other act bosses for bonus drops though.
This is good to keep in mind, but I don't think act bosses will be so easily accessible as Mephisto was in D2. And on the other hand, scenarios like Baal(or Diablo) would result in a natural 5(3)-stack on any kill, not much of a reason to do anything but pure runs under these conditions.
And I actually don't want to miss such boss after boss after boss setups. Maybe they have to explore ways of not generating a buff stack on every kill.
I really don't see how this "fixes the flaws of D2 or WoW" tbh. While It's an interesting mechanic in concept and in design, it just seems... I don't know...
I wouldn't say its unnecessary but it doesn't seem like it's really needed either. If someone likes playing a build, they will stick to that build through thick and thin. Are people really switching builds that often while testing in-house? Why discourage more hardcore players from mix/maxing builds and switching between them in the first place? If Blizzard wants to discourage specing, why not just tack on a flat percentage gold fee or have time limitations on respeccing? I guess they want to throw casual players a bone by giving them this valor buff, for some reason?
With regards to the point they made about why they designed the valor buff...
- How does the valor buff make "Every" skill build more viable or interesting? Doesn't that sort of thing fall under skill design? If a certain build sucks, the Valor buff won't make that skill build any better.
- It doesn't affect players or discourage them from running specific 3 minute-chunks of the game either. Loot tables do.
- It doesn't affect whether or not you decide to kill "Bosses" if the buff is given to you after killing champion or rare packs of mobs. Are they saying that they would like you to stick with your skill build at all times, because certain skill builds are just better at killing final act bosses? Will skill builds honestly make that much of a difference in boss killing? Isn't that what grouping with others is for?
Just seems confusing to me and it's almost as if they are trying to sell a decent mechanic to us for the wrong reasons?
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
I really like the system they are talking about, and I think it mixes the worlds of boss runs and champion runs nicely. My ONLY concern is the exact number of champions you need to kill before the best loot table gets activated on the bosses. I bring this up because if it's just one champion, or even a couple, it would be easy for a bot to waypoint to a couple of the known spawns for champions and then do a boss run. Still complicated and even if it is only a couple kills I could live with it.
Edit: I agree with the death wiping the buff, even if its only to stop botters who have a fail script =)
I really don't see how this "fixes the flaws of D2 or WoW" tbh. While It's an interesting mechanic in concept and in design, it just seems... I don't know...
I wouldn't say its unnecessary but it doesn't seem like it's really needed either. If someone likes playing a build, they will stick to that build through thick and thin. Are people really switching builds that often while testing in-house? Why discourage more hardcore players from mix/maxing builds and switching between them in the first place? If Blizzard wants to discourage specing, why not just tack on a flat percentage gold fee or have time limitations on respeccing? I guess they want to throw casual players a bone by giving them this valor buff, for some reason?
I have to agree that the buff wearing off if you switch specs is a little drastic. They say it's because they don't want people switching it up for each encounter, and while yes in theory that's awesome, I think in practice after someone finds a build they like, they won't keep switching. Maybe after the game goes live this will be removed, but on the flip side I don't plan on switching enough to make it affect me either.
I really don't see how this "fixes the flaws of D2 or WoW" tbh.
In D2, it was most effective to start a game, kill x and repeat. During all of LoD there was never a time, when it was more effective to kill x, y and z. Like Eldritch, Shenk and Pindle. People did such things because they would get banned from the automatic "bot"-protection otherwise, but it was never as effective, let alone moving through entire zones to reach high lvl areas.
Now Blizzard tries to make less repetitive game play more rewarding and that's a good design goal.
We should also talk about the idea of just pumping the buff and then hitting the big loot cow. That would be BAD. If the buff-up-mobs on the way aren't interesting drop wise because only Illidan can drop the Warglaives(switching games for a moment), then we're back at "runs" again, just with more "trash" in front of it. The *shit* should be droppable pretty much all the time in a tough zone, act bosses may drop more items per kill etc but exclusive items could be a problem.
edit: about skill switching:
Temporary bonuses like this buff should drop. Many people will like the idea of trying different specs every game, but people shouldn't respec during a game, if they go as spec x, then they shall be spec x. It only makes the group members wait.
On a side note, while I'm at it. How about no skill switching ingame at all but in the menu screen? It's a little harsh, I know, but people wouldn't have to wait for everyone to make spec decisions in a pickup game. But then, they also couldn't arrange their specs with each other. I think, I'm against this idea, but there should be some mechanic against spending the first 10 minutes of every pickup game in town.
The biggest problem with stacking will be group play. It will likley be far faster to kill in a group as solo, thus making group play dominant. It also causes an exponentially growth problem. The better gear you have, the faster you can kill and maintain stacks of the buff, thus the better loot you get.
I was just about to add a bit more about the stacking along those lines. However, I see it as a good thing. Yes, group play will be advantageous to solo play in that respect. But isn't playing multi-player in PvE games ALWAYS more advantageous?
Nah I think of this as more of a solo game with group play in it.
Hasn't blizzard said they didn't want group play to be the advantageous?
Hasn't that been what Diablo has been about all this time anyway? I fail to see how having a MF buff makes that a bad thing now...
Except thats a linear incresae. Right now if you have 10% better dps, you kill 10% faster, and recieve 10% more loot. Instead it becomes, you kill 10% faster, you maintain all your buffs, thus you have ~+100% more MF on average, thus you find drastically better/more loot.
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Do you want to get scammed? Perhaps a nice keylogger?
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Hasn't that been what Diablo has been about all this time anyway? I fail to see how having a MF buff makes that a bad thing now...
Except thats a linear incresae. Right now if you have 10% better dps, you kill 10% faster, and recieve 10% more loot. Instead it becomes, you kill 10% faster, you maintain all your buffs, thus you have ~+100% more MF on average, thus you find drastically better/more loot.
Wouldn't this be good, I mean: GREAT?
If, for 10% more effectiveness, you'd get 20% more reward and so on, we would be increasingly motivated to push the bonds, further and further. There would be a way to separate yourself from the masses that does not equal spending ten times the amount of time. And keep in mind, a Grandfather that was 10% better than another, would have sold for more than these 110% and for a good reason. I can only repeat: pushing the very last % shall be rewarding and this would be a nice way.
It still has to be balanced, but that should go w/o saying.
I like the idea of it wiping after death in addition to skill swapping because it creates an opportunity to skill swap.
Imagine a situation where you are trucking along and you are thrashed, you die, you lose your buff. This thrashing gives you a great opportunity to adjust your skills for the situation. It is a two birds with one stone situation. You die, it resets; it is already reset so you might as well change your skill composition for what you need.
A few concerns about this idea are that you would need to adjust your build again after you overcome the situation; but in my mind I will have multiple builds for certain situations that I will be comfortable with in regular situations. It would be like switching from build A that has 2 AE abilities and 1 single target to build B that has 1 AE, 1 single target and a CC. The other three skills would be describable as staples to your play-style. In this situation you would face the thrashing with build A, die, lose your buff then change to build B, regain the buff and continue slaughtering demons with build B. If you wanted to switch back to build A, you would lose the buff.
It is an idea, I haven't put too much thought on it, but I think it is a sound explanation for wiping it on death.
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Dreaming of Beta...and turtles
mmmm....turtles.
Answered on the 12th with 275,000 other happy campers.
I like the idea of it wiping after death in addition to skill swapping because it creates an opportunity to skill swap.
Imagine a situation where you are trucking along and you are thrashed, you die, you lose your buff. This thrashing gives you a great opportunity to adjust your skills for the situation. It is a two birds with one stone situation. You die, it resets; it is already reset so you might as well change your skill composition for what you need.
A few concerns about this idea are that you would need to adjust your build again after you overcome the situation; but in my mind I will have multiple builds for certain situations that I will be comfortable with in regular situations. It would be like switching from build A that has 2 AE abilities and 1 single target to build B that has 1 AE, 1 single target and a CC. The other three skills would be describable as staples to your play-style. In this situation you would face the thrashing with build A, die, lose your buff then change to build B, regain the buff and continue slaughtering demons with build B. If you wanted to switch back to build A, you would lose the buff.
It is an idea, I haven't put too much thought on it, but I think it is a sound explanation for wiping it on death.
What if you don't die? Retreating is often the best strat.
Now you have greatly lost the ability to switch tactics. Thats hardly skill....From a tactical stand point we would call this person an idiot.
Einstein said the definition of insanity was to do the same thing and expect different results.
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"Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?"
it feels like they are rewarding/forcing players to stay in game as long as possible!
[do ihave to go to town and leave pc running during night time?]
i believe it should reset after clearing an area. + i like the idea though.
That's why they also speak of not making it too strong so that it would force you to make long session. If the buff doesn't stack (or no more than 2 or 3) I would not force myself to play hours in row, finding your first Rare monster is quite quick that I can deal with killing one without the buff.
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about stackability:
It _has_ to stack. If it only was a one stack affaire, then this would degenerate into just another preparation step in every single game that you play. Like hitting "start game", typing a name, a password, equip relevant gear, kill pindle for the buff and THEN start whatever you wanted to do. This would become soo tedious and not fun at all. And IF there was one primary loot sponge, then this wouldn't offer enough to stay in that game after he/she died.
losing the buff:
it should be wiped on death (edit: not so sure on this one now, see my next post), because that should be punishing. It must end on logout, though, otherwise people might find themself in a situation, in which the opportunity cost to respec becomes too high to be fun.
edit: I'm definitely in favor of it dropping on a respec, though.
relative effect:
The bonus should be relative to your mf gear score, for a big, stacking, absolute bonus might render mf gear rather useless. We don't want that, right?
stack count:
This is tough. It must not stack too high, I think of it as a rolling buff like with the WoW trinkets. You kill a boss, you get one stack, you kill the next one, you get a second stack and if you don't kill another boss within 5mins or so, you lose a stack. You should _not_ lose the entire buff due to time running out. That would punish bio breaks etc. The big balance problem is, how to get this both useful in the beginning and even more useful some time into the game. Should every stack be equal or should the decrease or even increase in power? Should you get a stack for every boss or one for the first, one for the third, one for the tenth etc? Should it even be random, like boss x has y chance to grant a stack? Many ideas come to mind, yet I'm not sure, what I'd do.
Your thoughts?
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Stacking and stack count: If I increase my chances of high loot on a boss for the higher number of elites I kill before that, believe that I will seek out every damn monster in the game before killing any boss. But if it's on a timer or some shit, I'm going to gloss over things and not really put that much more time into playing a game instance. I'll just fall into the groove with everyone else of choosing the area where there's the highest chance of elites, lowest geographical area to cover, and fastest way to the boss. Then repeat. Whereas if the buff more or less stacks indefinitely and doesn't have a timer or anything, then yes! I'll clear the whole damn game before killing a single boss kill! I like it like that and I think that supports Blizzard's goal of "We don’t want repeatedly running specific three-minute chunks of the game to be the most efficient way to acquire gear for your character".
relativity to mf gear: If it nullifies, circumvents or otherwise undermines MF gear in any way, I would really have no words to describe my amazement on how shitty of a decision that would be. lol
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A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
The stacking will need some experimenting of course. I don't think it's going to get as exponential as jaclashflash thinks, gear will obviously affect how fast you can kill a pack but at endgame it's going to be a challenge no matter what. I think a max 3-4 'charges' of the buff walks the line between too few and too many, i.e. too casual / too hardcore. What's nice is if you only have a little while to play you can always just run around and grab 1-2 kills for a bit of a buff then to kill Diablo or whatever, and when you have more time = more kills = more buff. It lets casuals enjoy the mechanic while still rewarding players who invest more time.
Not sure how much I liked a timed aspect, because I don't personally that sense of rushing against the clock.
And yeah, of course it promotes group play -- the devs have said since day 1 that first and foremost the game is designed to be played co-op. I'm down with that.
All in all I really think it's a great system and a brilliant way to promote varied gameplay without fundamentally changing the way the game is designed. I'm really excited to check it out. I do wish it kicked in a bit earlier, but I understand it's for the endgame. I don't think anyone had a blast running Baal 20 times a day as an endgame.
I don't understand why people post just to say stuff like this. If you're not a mod, you don't need to post all. If you think it violates a forum rule please just report it and let a Mod make a call / combine threads / etc.
Also, I think this would cultivate a richer play experience for everyone in general. Basically, you're going to see public games last longer because everyone is all about killing everything. It also evens things out for those that want to play in a group but don't have an elite clan/guild to be in all the time to get a group going or maybe their friends are just offline at the time. If it's more of a significant advantage to play solo simply because the drops will be better/faster, then that is counter-productive to the multi-player aspect of Diablo. I think solo-farming should by all means be viable, but if it's the most optimal, that's undermining multi-player which would be a bad choice imo. That's encouraging people to play alone and that just doesn't make sense to me.
Hasn't that been what Diablo has been about all this time anyway? I fail to see how having a MF buff makes that a bad thing now...
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Don't get me wrong, we still all agree that death should be punishing, BUT remember what happened, when we died in D2? We quit the game to get our corpse back in town. And that's the opposite of Blizzard's goal with this one. Now IF there was this buff, that we've spent like 40 minutes on to build, there might be a huge incentive to recover that corpse. Multiply that in a group. Please tell me if getting your items back doesn't work like in D2, I don't have a beta and people don't seem to die in it anyway. If it was a WoW system, then this would be pointless.
So, death penalty? Absolutely!
Reason to _still_ stay in a game after a wipe, especially in (pickup) groups? Yes, please.
edit: Maybe lose part of the buff, like tanis0 suggests in the post below this one.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
As far as how NV stacks, I think that the max number of stacks should basically be a little less than what you get from a full clear of an act. If this was the case, killing the boss should wipe at least some of the buff to prevent you from clearing act one normally and then just skipping everything else to kill the other act bosses for bonus drops though.
Edit: Yeah, like others I think maybe losing one instance of the buff per death is an elegant way to handle this. Someone fax Blizzard.
This is good to keep in mind, but I don't think act bosses will be so easily accessible as Mephisto was in D2. And on the other hand, scenarios like Baal(or Diablo) would result in a natural 5(3)-stack on any kill, not much of a reason to do anything but pure runs under these conditions.
And I actually don't want to miss such boss after boss after boss setups. Maybe they have to explore ways of not generating a buff stack on every kill.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
I wouldn't say its unnecessary but it doesn't seem like it's really needed either. If someone likes playing a build, they will stick to that build through thick and thin. Are people really switching builds that often while testing in-house? Why discourage more hardcore players from mix/maxing builds and switching between them in the first place? If Blizzard wants to discourage specing, why not just tack on a flat percentage gold fee or have time limitations on respeccing? I guess they want to throw casual players a bone by giving them this valor buff, for some reason?
With regards to the point they made about why they designed the valor buff...
- How does the valor buff make "Every" skill build more viable or interesting? Doesn't that sort of thing fall under skill design? If a certain build sucks, the Valor buff won't make that skill build any better.
- It doesn't affect players or discourage them from running specific 3 minute-chunks of the game either. Loot tables do.
- It doesn't affect whether or not you decide to kill "Bosses" if the buff is given to you after killing champion or rare packs of mobs. Are they saying that they would like you to stick with your skill build at all times, because certain skill builds are just better at killing final act bosses? Will skill builds honestly make that much of a difference in boss killing? Isn't that what grouping with others is for?
Just seems confusing to me and it's almost as if they are trying to sell a decent mechanic to us for the wrong reasons?
Edit: I agree with the death wiping the buff, even if its only to stop botters who have a fail script =)
I have to agree that the buff wearing off if you switch specs is a little drastic. They say it's because they don't want people switching it up for each encounter, and while yes in theory that's awesome, I think in practice after someone finds a build they like, they won't keep switching. Maybe after the game goes live this will be removed, but on the flip side I don't plan on switching enough to make it affect me either.
In D2, it was most effective to start a game, kill x and repeat. During all of LoD there was never a time, when it was more effective to kill x, y and z. Like Eldritch, Shenk and Pindle. People did such things because they would get banned from the automatic "bot"-protection otherwise, but it was never as effective, let alone moving through entire zones to reach high lvl areas.
Now Blizzard tries to make less repetitive game play more rewarding and that's a good design goal.
We should also talk about the idea of just pumping the buff and then hitting the big loot cow. That would be BAD. If the buff-up-mobs on the way aren't interesting drop wise because only Illidan can drop the Warglaives(switching games for a moment), then we're back at "runs" again, just with more "trash" in front of it. The *shit* should be droppable pretty much all the time in a tough zone, act bosses may drop more items per kill etc but exclusive items could be a problem.
edit: about skill switching:
Temporary bonuses like this buff should drop. Many people will like the idea of trying different specs every game, but people shouldn't respec during a game, if they go as spec x, then they shall be spec x. It only makes the group members wait.
On a side note, while I'm at it. How about no skill switching ingame at all but in the menu screen? It's a little harsh, I know, but people wouldn't have to wait for everyone to make spec decisions in a pickup game. But then, they also couldn't arrange their specs with each other. I think, I'm against this idea, but there should be some mechanic against spending the first 10 minutes of every pickup game in town.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
Hasn't blizzard said they didn't want group play to be the advantageous?
Except thats a linear incresae. Right now if you have 10% better dps, you kill 10% faster, and recieve 10% more loot. Instead it becomes, you kill 10% faster, you maintain all your buffs, thus you have ~+100% more MF on average, thus you find drastically better/more loot.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Wouldn't this be good, I mean: GREAT?
If, for 10% more effectiveness, you'd get 20% more reward and so on, we would be increasingly motivated to push the bonds, further and further. There would be a way to separate yourself from the masses that does not equal spending ten times the amount of time. And keep in mind, a Grandfather that was 10% better than another, would have sold for more than these 110% and for a good reason. I can only repeat: pushing the very last % shall be rewarding and this would be a nice way.
It still has to be balanced, but that should go w/o saying.
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
Imagine a situation where you are trucking along and you are thrashed, you die, you lose your buff. This thrashing gives you a great opportunity to adjust your skills for the situation. It is a two birds with one stone situation. You die, it resets; it is already reset so you might as well change your skill composition for what you need.
A few concerns about this idea are that you would need to adjust your build again after you overcome the situation; but in my mind I will have multiple builds for certain situations that I will be comfortable with in regular situations. It would be like switching from build A that has 2 AE abilities and 1 single target to build B that has 1 AE, 1 single target and a CC. The other three skills would be describable as staples to your play-style. In this situation you would face the thrashing with build A, die, lose your buff then change to build B, regain the buff and continue slaughtering demons with build B. If you wanted to switch back to build A, you would lose the buff.
It is an idea, I haven't put too much thought on it, but I think it is a sound explanation for wiping it on death.
mmmm....turtles.
Answered on the 12th with 275,000 other happy campers.
What if you don't die? Retreating is often the best strat.
Now you have greatly lost the ability to switch tactics. Thats hardly skill....From a tactical stand point we would call this person an idiot.
Einstein said the definition of insanity was to do the same thing and expect different results.
Epicurus
That's why they also speak of not making it too strong so that it would force you to make long session. If the buff doesn't stack (or no more than 2 or 3) I would not force myself to play hours in row, finding your first Rare monster is quite quick that I can deal with killing one without the buff.