First I would say that I was a MAJOR defender of Blizzard through the build up to release. I didn't allow myself a single shred of doubt. Well, it has changed a little since then.
1) The story and the way the deliver the story. They created lore books to allow people to keep playing rather than stop. however any quest dialogue interrupts that lore book. So you wither have to stop and listen (because moving ahead in the game invariably cuts it off to allow for new dialogue) or you go back to town and stand their listening to them (again...standing still). Pairing that with a dismal plot and character development I was heart sick knowing I waited 11 years for this product.
2) Caldeum. There was no area I was more excited to explore than that massive city. I loved Lut'Gholen in Diablo 2. This was the biggest waste of concept art the game saw.
3) Just the overall feel that they honestly missed the whole point of what Blizzard North had created and why it was successful. It's hard to fathom how they so easily dismissed the root areas that made the game stylistically awesome. Yes, Diablo 1 and 2 had really bright areas, but it also had a LOT of dark sections too. And never did the Gothic/dark vibes change because of pallet shifts. It stayed moody and foreboding.
WTB crystal swords back. REALLY, the ilvl 63 sword is just effin a regular looking metal sword?
Would be awesome if there were more types of gems / jewels to do something besides the boring main stats.
Would reallllly love custom games. Besides one time close to the end of my playing of D2, I never bought items yet I always had runewords and awesome gear, because I loved trading items for other items. The AH and the RMAH are awesome, but it almost feels like gold *shouldn't* have a value in the game besides to repair, because then item to item trading would happen a lot more often, imo.
1. More balance. As it stands, there are only 2 preferences for gems in weapons end game, and that is emeralds and amythests for Crit Damage and Life on Hit. (Making Rubies a +% damage instead of a fixed value, and making topaz's worth something) In addition to this, nerfing the effects of gems in weapons overall. Also, additional balancing of skills such that there is an incentive to use them. Furthermore, balancing life-steal and life on hit.
2. Fix the loot system. As it stands, a weapon without a socket is substantially weaker. There are too many potential affixes and too many potential ranges for these. The Random Number Game is just that, but the odds are stacked too heavily for getting items that are worthless. I would rather they increase the quality of yellows, and drop them less frequently, then have my inventory stacked with a load of useless stuff.
3. Paragon levels shared across characters. Not necessarily the stat boosts, but at least the MF/GF. My main character has a Paragon level of 12, and even at this stage it seems counterintuitive to try progress any other characters in inferno, because my chances of getting great items are smaller.
First I would say that I was a MAJOR defender of Blizzard through the build up to release. I didn't allow myself a single shred of doubt. Well, it has changed a little since then.
1) The story and the way they deliver the story. They created lore books to allow people to keep playing rather than stop. However any quest dialogue interrupts that lore book. So you either have to stop and listen (because moving ahead in the game invariably cuts it off to allow for new dialogue) or you go back to town and stand their listening to them (again...standing still). Pairing that with a dismal plot and character development I was heart sick knowing I waited 11 years for this product.
Couldn't agree more. The story in this game is far too trivial - I still don't really know the storyline after hundreds of playthroughs, goes to show how little I paid attention to this. Don't know if there's anyway to fix this though, it'd be like rebuilding the ground floor of a skyscraper
Couldn't agree more. The story in this game is far too trivial - I still don't really know the storyline after hundreds of playthroughs, goes to show how little I paid attention to this. Don't know if there's anyway to fix this though, it'd be like rebuilding the ground floor of a skyscraper
Yeah sadly they can't. It's just one of those things that makes my heart sink when I think about how my own imagination outdid what they ended up doing. No plot depth or willingness not to hold our hands through all of it. I just don't understand how people who spend their lives writing stories and creating games create such lackluster results. It sound cynical but what else can be said about what we got
For me i really hope that paragon level can be account wise so I can spend sometime on my other character. ATM I can only focus on my monk but i do want to try some new class since 1.04 the game is getting easily than b4.
For the loot i would say now i dont even think about that i may get chance to get a good item to upgrade my gear and i dont really pick up any gear that less than ilv61.
The last, I really wanna play offline sometime just to avoid the lag
1. A blacksmith that has been raised to level 10 should be able to identify all the items in your bag on sight.
2. Health potions should be changed to "percentage" instead of a fixed amount.
3. All act end bosses should drop one rare item of at least level 61 that is class specific to your class, this item also has a chance to be a class specific legendary.
1. inflated weapons. (rolling both +%damage and elemental damage at the same time. it would have been an alot better curve and a harder game, if only one of the two affixes could roll on any one weapon. this would also make primary stats more usefull to look after on a weapon.
2. increase the minimum rolls on affixes on ilvl 60-63 items by some steps. so instead of them rolling 1-200 they should roll 80-200 ish. would generate, alot less awefull loot, might flood the AH tho. and loot with lower affixes would still be crap. but it would be easyer to gear up witout using the AH
3. More random events, dungeons, uniques and resplendent chest (with traps). should be added in for all acts. Uniques should be harder and grant a NV charge. all random events and chests should drop a guaranteed rare when done at 5 stacks. and done sub 60 way increased chance to alteast 50%.
An additional game mode i tough of:
a way to increase the monster levels in act 1, 2, 3 and 4 to ilvl 64, also so that more monsters spawn in first part of act 1. tied into this. diablo in act 3 will be locked to unlock him you need to kill all bosses in all acts before him, to be able to unlock him, and he will then always drop a legendary 61+ and 3 yellows 61+. and when you kill him you start of at 0 bosses killed again and you have to do it all over again. Maybe it will be to fast to kill all bosses, could also be all quests in order from A1 Q1 all the way to A4 Q4. and you can never jump forward in progression by joining others only backwards.
this game mode will be fun ass hell challenging and rewarding.
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1. Boting! This may not affect me so directly but in the long run it do harm the game.
2. No identify-all option.
3. Crafting is useless. Tho the NPC are cool
But here is what I like
1. No skill trees, attribute points
2. AH
3. Shared stash
1) running around finding nothing satisfying (not that it has to be useful, just some low lvl Legendary could help, like the old worthless sets in D2);
2) this should have been done since the beginning: remove Gold AH, otherwise increasing drops would lead to markets overflowing with items people should be happy to find as loot;
3) \players 8.
1) The shitty, whiney, self-entitled armchair developer community.
2) I'd really like to be able to "identify all" when I'm in town only.
3) Fallen Maniacs and blind corners in the Keep. Seriously, it's a death trap for a lot of players and it's not fun. Being 1-shotted by a monster that you didn't even know was around the corner is actually the polar opposite of fun.
Agree 100% on what's been said regarding the story - I didn't notice how bad it was on the first play through, as I was still relishing every moment of gameplay and carnage - but when I finished nightmare (on like day 2) I was like "wooow.. this is somthing I could have written.. .. when I was eleven.."
Whats so sad about that is it feels like they almost had it right.. (this is me at my most cynical, keep in mind I still enjoy the game, just not as much as I hoped I would during development) - some of the stuff is just insanely well made / well thought out. But the rest of it feels like they litterally didn't bother thinking ANYthing through twice:
Wait.. maybe we shouldn't let players stack to 500% critical hit damage
Wait.. maybe we should make Legendary / Set items good
Wait.. maybe we should make the Lord of Lies (Belial) NOT the most see through, laughable vilan of al time
Wait.. maybe we should make Azmodan, the "Most Fearsome Battle Comander in all the Burning Hells" not act like a complete idiot, whilst sharing his entire plan with the 1 being in Sancuary (You) who could actually kill him.
Wait.. maybe we should give players somthing else to do other than play 1 act over and over and over and over and over again
Wait.. maybe we shouldn't give Monk's a passive that basically every Monk MUST take
Wait.. maybe we should make WD's pets actually usefull
I could keep going.. I know we all know all this stuff.. I just get frustrated sometimes - its like all this time spent on the game and they didn't really think stuff through that needed to be. Somestuff.. they reiterated and reiterated to the point where it was cut out of the game (Artisan) - while other stuff they were like "Meh.. lets ship it this way and see what happenes".. so frustrating!
1. Miss-click animations. I shouldn't try to pick up anything whatsoever if not holding the alt key. Right now, I occasionally pick up some crap item instead of actually hitting those fast monsters and it's not easy to stop the animation.
2. Having the Auction house is nice, but it is severely sub-functional. I could fill a page with everything lacking, but I believe others did that already.
3. Act IV. Izual fight is good, everything else is bad and not epic.
1- Lack of dueling
2- Terrible loot system
3- Lack of competitivity
I can't believe I'm the first one to post about dueling/competitivity. Makes me sad
And also, the atmosphere sucks, unique monsters should be harder and drop better loot, act 4 sucks, bosses are easy and not rewarding enough.
Ghom was pretty cool before the nerf in terms of difficulty.
1. The utterly bland storyline/quests/events - This is my first and biggest gripe with the game. I could have tolerated the mediocre plot, or cliched conversations, because Diablo never had that much of a complex story or dialog before, but I cannot understand why the quests are all so uninspiring and seem to be done without any shred of imagination. This is Blizzard, after all. They've been creating a lot of fun quests since vanilla WoW, and even D2 had much better questing than anything D3 did. That is not right - at all. Not in 2012. and after so many years of experience. Also, the events, which were one of the things I was really looking forward to, turned out to be just as bland as the quests, forgettable and mostly done with zero creativity.
As we can't obviously alter the story itself, Blizzard should put more focus on fun quest rewards and more complex events. The number of side quests needs to be increased, as well as the number of overall events in game. Quests simply need to provide some reward other than mere gold, which was just a really lazy way to approach questing in games. There is no fun in doing them, at all. No cool rewards like personalized items or extra sockets, no potions that provide small permanent buffs, nothing. The lack of small things hurts this game the most. And the amount of work needed to make things better is really not that huge, but the results would be more than positive. It is also important to consider adding repeatable end game quests, possibly even crafting quests from the blacksmith/jeweler, that would add some new depth to the game without destroying the old.
2. Linearity - Simply put, it has no place in the ARPG genre. Especially in a game that is destined to last for a long time. All of the other similar titles that took the road of linearity died out quicker than they would if they had randomly generated maps of the world. The randomness keeps things fresh for longer, and is one of the reasons D2 felt fun longer than it would have if it was designed in the way D3 was.
I want to believe that the only reason for the way maps are generated now was that players should be rewarded for completing the game/remembering the map, and not run around the edges of it find a way to the next objective. But that's hard to believe, and people are still doing pretty much exactly what they did all those years in D2, no matter what.
I don't know how they would fix this issue, ever. Hopefully the expansions will bring some changes in the right direction, and move further away from the narrow roads and corridors with little to none exploration possible, into something vast, and breathing, and hopefully much more random than the acts we have now.
3. The soullessness - Now this one is a personal gripe of mine, and I understand not all shall or should agree. But there was a strange feeling I had ever since I've first finished normal (which I found to be amazing at the time). And I could never really put my finger on what it was that was bothering me. Never could I point out exactly what was at the core of the issue, so I went with this term to describe it.
Because, for me, D3 hasn't captured nearly as much of the soul and essence of the Sanctuary as previous games did. Maybe it is because of the different art direction they went with that took away from the personal and dark that goth carried with itself, or the simplified loot system that doesn't reward you with awe inspiring items while leveling, maybe it's because of the inability to teleport to any act at will, or to see lots of different shrines and diverse art for shrines/wells/etc, maybe it's the non existence of the social aspects of the game, or the boredom the same maps and linearity bring over time, or maybe I've just grown too old, and spoiled by MMO's to a point that I can no longer enjoy a great ARPG.
But I don't want to think that there isn't ever going to be another game of my favorite genre that will capture me with it's beauty and mystique. I believe that if there is a developer out there putting his heart and soul and love into a game he is creating, it will definitely not feel as Diablo felt after the first run through.
That said, I really like this game, but what I really want is to love it. And I'm gonna keep trying to, for the foreseeable future.
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"Fear is the mind killer. Fear is the small death that brings total obliteration."
1. Terrible loot system, most of the loot that drops is worthless. Then some of it is decent, and a very low percentage of loot is really really good. And the amount of loot that drops is very high, why not make the droprate lower and the items better when they do in fact drop.
2. Still to few viable builds out there, people feel cornered into specific builds because of how powerful certain stats are. Like haste was, and now crit% with critDMG.
3. No mass identifying, the game is supposed to be fast paced. But you need to return to town and identify items way to often, and it feels more like a chore.
I want to add a 4th point, but it could go under 1 really.
Class specific items should not be able to roll with useless stats, for example a wand with strength and dexterity. While all stats give you some benefit, having a non class specific stat, on a class specific items is just silly.
1. Depth and Options: I’ll start by saying that I never played D2, but I did play and love Sacred 2. What Sacred had, that D3 is currently missing, is a level of depth and customization that keeps the game going after hundreds of hours. In D3, the only thing you have to “gain” by playing (other than the act of playing itself) are Paragon levels (incremental increases to very bland stats) and gear (which 99% of the time has incremental increases to very bland stats). There are only a few stats that most people care about, and since most of the items in the game utilize the same stats as random bonuses, you end up searching endlessly for the boots that will give you +152 DEX instead of the +150 ones you are currently wearing. In other games similar to D3, there are certain things that drop that give you that moment of excitement. THAT’S what keeps you looking for hours on end – to keep getting that excited moment. But in D3, that never happens. Rares have never given that feeling, and they never will. Even now, legendaries don’t give that feeling – because you have a one in a ten thousand chance of getting one, and then when you do, you have a 70% chance it will be a garbage legendary, and then even if you get one of the good ones, you have a 10% that it will be rolled well. No other game since EQ and FFXI have I had to spend so long playing to get one single worthwhile item. I should have a plethora of worthwhile items – I should be switching out gear all the time, trying out new things, building different sets of gear for different situations, building sets for my other characters – but that doesn’t happen here because the depth is just not there.
There are many other areas where the depth just isn’t there as well. Skills are still pretty weak, in that each class tends to have a couple of viable builds, and the rest are either significantly under powered or just too similar to the others. For instance, I play a DH as my main. There were three types of DH’s before the patch – DPS guys that kited and shot stuff, Tanky guys that Gloomed and shot stuff, and CC builds that used Caltrops with stacks of CC procs. Then they took one away. Now after the patch, we have three again – they made Trail of Cinders good enough to form a build around it. Now they are taking that away. I understand if they think it’s too powerful – but they are lowering the damage to a comical level – who is EVER going to use that? There should be a dozen different “builds” for each class, revolving around one to two abilities each that make up the “core” of the build. But you just don’t have that. Bola shot isn’t different enough from Elemental Arrow which isn’t different enough from Hungering Arrow. They have minute differences, but they don’t “make a build”. I could care less to use Bola Shot over Hungering, because I’ve already been using Hungering and I can’t be bothered to take it off my bar. That’s bad. The fact that Bola Shot isn’t worth the five seconds to put it on my bar over another similar skill. There should be something in the game that can make you better at certain skills over others. Each Paragon level, I should be able to incrementally increase some aspect of one of my skills – and it should be a choice by God. I hate the fact that everything is automated for me – there is virtually NO customization other than the color of my armor.
Shrines and chests and DEAR GOD RESPENDANT CHESTS need work. There was a great post about Shrines very recently that sounded like a lot of fun. It was deep. And that’s what this game is missing – depth and options. I’m so sick of farming elite mobs in Act 3 I can’t stand it. But that’s the only real option. At one time, you could do chest runs, pony runs, goblin runs, or Act 3 runs and be very successful. Now you can’t. Pony’s aren’t worth your time because they made the terrible design decision to make MF not work on chests anymore. So you can kill 5 Act 1 packs to get a NV stack, then go into Whimsy and get up to 7 or so elites – and that’s it. WHY WOULD I DO THAT!? What does Whimsy offer that Act 3 doesn’t offer better? There’s no depth here, so there’s no “decision” to make on what to do – all you end up doing is the most efficient farming route you can handle in your current gear, and that’s it. There’s no decision to make, there’s no pros or cons to weigh. The game makes the decision for you. Resplendent chests should be AWESOME. You should see one and get that feeling of excitement I just mentioned. But you don’t. You open it, and get two blues. What a terrible waste of a concept.
A game like this needs a BUNCH of worthwhile things for me to do. I should log on, and say to myself, “OMG I want to go do this, and do that, and I want to go HERE to farm for THAT, I don’t have enough time, ARRRRGGGG!!!” I should have a hard time deciding what I’m going to spend my time doing that night, because there should be lots of viable options. And they should be different.
Crafting and Gems are another sore spot for me. There is no viable reason to craft anything, ever. All it is, is another one in a million chance of not having just wasted your time. Sometimes you’ll find people that insist crafting is worth it. Those are the people that hit the lottery. People that win in Vegas say Vegas is awesome. The other 100 people that lost in Vegas say it’s not. The same concept applies here. You are going to spend an insane amount of gold to craft a large number of iLvl 62 items and cross your fingers that one of them makes it all worth it. I don’t see how that is fun or worthwhile. I don’t go out and buy 100 scratch off lottery tickets for the same reason. Gems are another completely wasted opportunity. Again, we have a system in place that has a lot of promise, but no depth and nearly no customization. If everybody just ends up stacking the same gems because they are obviously the best option – then that is a problem. There isn’t enough variety to promote different gem builds, and that’s a shame. There should be far more gems, and they should do far different things. Some gems should be really rare, so that there is another thing that could drop on the ground that we care about, that gives us that feeling of excitement, which is what this game is all about anyways.
Bosses. Why do bosses drop the same stuff that every elite pack drops? WHY? What a colossal waste. They should have their own drop tables, or chances at dropping rare gems or unique recipes, or UNIQUE CRAFTING MATS that you can use on existing gear to add mods to them. Call them Build Items. And each piece of gear gets 4 build slots. Anything – ANYTHING to make them stand out in some tangible way. And of course, with most of these ideas, make it so that you have to have a 5 stack of NV to do it. Make Resplendent chests amazing – if you have a 5 stack. Make boss loot AWESOME – if you have a 5 stack. That will promote speedy and efficient play, without making it exploitable. People will want to find the fastest ways to get their stack and then kill a boss, or make a run deep into a dungeon to find the resplendent, and that’s great. It gives us something to analyze and measure and min/max over – without really getting in the way of the people who just want to run around and kill stuff.
2. Far too much “R” in the RNG Formula: I briefly touched on this in #1, but here it’s going to get its own section, because I think it’s easily the second worst problem right now, and EVERYBODY is complaining about it. Good gear drops so infrequently that I don’t care about seeing it anymore. I ran 10 hours on Saturday in my newly put together 357 MF/DPS hybrid set. I was so excited – I couldn’t WAIT to play all day in Act 3 and the occasional pony run with 357 MF!!! I had visions of all the awesome gear I was going to find. And ten hours later I quit it complete and utter disgust. I had gotten one level 58 legendary while getting a 5 stack for ponies, and a couple rares that MIGHT sell for 80-120k each. WTF. That is a 100% unacceptable use of my time. There are plenty of other games I could play (pretty much any game, ever) where I could play for 10 hours and feel rewarded with the progress I made. Progress either through story, or min/max progress with my character in the form of more xp or stronger skills or better gear. Now, I did gain some Paragon levels, which is like treating a bullet wound with a band aid and a pat on the back. WHO CARES is what I kept asking myself. Who cares that I gained 9 DEX, 6 VIT, and 3 STR/INT. Oh, and 9 more MF. That’s the kicker right there. I had been playing ALL DAY with 357 MF and gotten nothing. What did I think about the +9 more I had gotten through Paragon? It ENRAGED me. It pissed me off more than I can explain. It was like that proverbial slap in the face that people love to throw around on forum posts. It really was.
The weekend before last, I had accumulated all my 63’s in my stash, and built them up for one giant ID fest. I stockpiled 54 level 63’s, and then ID’ed all of them in one fell swoop. Again, I had gotten a couple that MIGHT sell for around 100k, give or take, one that went for 1m, and that was it. THAT WAS IT. That’s what I had to show for the hours and hours and hours of Act 3 farming I had done. That’s simply not acceptable in a loot hunt game. I know people who have stopped picking up rares, because it’s simply not worth their time to pick them up, ID them, analyze them, and then vendor them because they are garbage. That’s NOT good game design, and everybody knows it. There needs to be a MUCH MUCH tighter spread of stats on gear, so that instead of .001% of things being good, 1% of them or more are good. With a system where there are a BUNCH of different, viable stats and abilities on gear, that wouldn’t be a problem. The game, as it exists now, couldn’t support that idea though – because everybody is looking for the same 3 or 4 mods on items and that’s it – so the market would flood with good gear very quickly, and it would become boring again. You have to have variety and options before you can add quantity.
3. I honestly can’t think of a number 3, because 1 and 2 are so all-encompassing. They are huge concepts that would require a massive re-work of a significant portion of the game. I’m sure I could nitpick a number 3, but I feel that if 1 and 2 were fixed and fixed with GUSTO that most people would put this game up on the same pedestal that they usually reserve for games like Diablo 2. (Which again, I didn’t play so you can’t yell at me for being a D2 fanboy. )
1.) Add something that IDs all your items. If you're going to make items drop like mad and make it very rare that a item is even sellable, please allows us to instantly ID all your items....
2.) Some legendaries are still worthless (the last patch was great but they still missed on a decent amount of legendaries).
3.) I'd like the stat floor of ilvl 63 items to be raised a bit. I don't like how an ilvl 63 will often roll with 30 str. The lowest for a 63 should be at least 50 imo.
1. In running act 3, there are very few events. When there are events, then they do not give any decent loot so there is no point in doing these. The same thing happens for purple monsters; there is no point in killing them. The same is there for chests, even respledent chests- it is not worth the time to open them.
2. Loot drops which are good are few and far between. Now there are better legendaries, so this is improved, but now it's not worth it to pick up most rares. There definitly should be a identify all button at one of the merchants or blacksmith or gem artisian. It takes far too long to id the items. There are many ways to improve the item game. For example Path of Exile has crafting mats which can reroll a rare, or keep the same affixes and reroll the stats, or add an affix. These would definitly improve the situation because we could do more real crafting with less randomness. Crafting via the blacksmith is like playing the lottery. There needs to be a way to craft items and know what you will be getting. Not only that, but it should be available for everyone instead of needing a blacksmith plan. I think the blacksmith needs to get reworked completely, prehaps for the expansion, keeping full in mind the auction house.
3. Running the same areas over and over is repetitive. I know this is Diablo, but there could be a variety in dungeons. There were many good ideas from the d2 mod Median XL. For example there were heroic areas. There could be special caves which spawn once in a while which have very difficult content, say 1 or 2 monster levels above the rest of the act. There could be a super elite pack which has 6 affixes and drops good loot. There were many dungeons which were interesting, like the monsters are invurnable until you kill certain towers. How about a dungeons with only elite packs? It's pretty fun to fight 2 or 3 packs at once and it's more difficult. Several people have suggested /monsterLevel64. Type this into any act to make everything Monster Level 64.
Several people have talked about an endless dungeon. On each floor the tileset could change and also the size of the arena could change. Some small, some larger, some narrow like a corridor. There could be more packs per floor, harder packs, packs have more abilities. You could even have it so that when you die, you cannot return to the dungeon. That would be interesting.
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Would be awesome if there were more types of gems / jewels to do something besides the boring main stats.
Would reallllly love custom games. Besides one time close to the end of my playing of D2, I never bought items yet I always had runewords and awesome gear, because I loved trading items for other items. The AH and the RMAH are awesome, but it almost feels like gold *shouldn't* have a value in the game besides to repair, because then item to item trading would happen a lot more often, imo.
2. Fix the loot system. As it stands, a weapon without a socket is substantially weaker. There are too many potential affixes and too many potential ranges for these. The Random Number Game is just that, but the odds are stacked too heavily for getting items that are worthless. I would rather they increase the quality of yellows, and drop them less frequently, then have my inventory stacked with a load of useless stuff.
3. Paragon levels shared across characters. Not necessarily the stat boosts, but at least the MF/GF. My main character has a Paragon level of 12, and even at this stage it seems counterintuitive to try progress any other characters in inferno, because my chances of getting great items are smaller.
Couldn't agree more. The story in this game is far too trivial - I still don't really know the storyline after hundreds of playthroughs, goes to show how little I paid attention to this. Don't know if there's anyway to fix this though, it'd be like rebuilding the ground floor of a skyscraper
Yeah sadly they can't. It's just one of those things that makes my heart sink when I think about how my own imagination outdid what they ended up doing. No plot depth or willingness not to hold our hands through all of it. I just don't understand how people who spend their lives writing stories and creating games create such lackluster results. It sound cynical but what else can be said about what we got
For the loot i would say now i dont even think about that i may get chance to get a good item to upgrade my gear and i dont really pick up any gear that less than ilv61.
The last, I really wanna play offline sometime just to avoid the lag
1. A blacksmith that has been raised to level 10 should be able to identify all the items in your bag on sight.
2. Health potions should be changed to "percentage" instead of a fixed amount.
3. All act end bosses should drop one rare item of at least level 61 that is class specific to your class, this item also has a chance to be a class specific legendary.
2. increase the minimum rolls on affixes on ilvl 60-63 items by some steps. so instead of them rolling 1-200 they should roll 80-200 ish. would generate, alot less awefull loot, might flood the AH tho. and loot with lower affixes would still be crap. but it would be easyer to gear up witout using the AH
3. More random events, dungeons, uniques and resplendent chest (with traps). should be added in for all acts. Uniques should be harder and grant a NV charge. all random events and chests should drop a guaranteed rare when done at 5 stacks. and done sub 60 way increased chance to alteast 50%.
An additional game mode i tough of:
a way to increase the monster levels in act 1, 2, 3 and 4 to ilvl 64, also so that more monsters spawn in first part of act 1. tied into this. diablo in act 3 will be locked to unlock him you need to kill all bosses in all acts before him, to be able to unlock him, and he will then always drop a legendary 61+ and 3 yellows 61+. and when you kill him you start of at 0 bosses killed again and you have to do it all over again. Maybe it will be to fast to kill all bosses, could also be all quests in order from A1 Q1 all the way to A4 Q4. and you can never jump forward in progression by joining others only backwards.
this game mode will be fun ass hell challenging and rewarding.
EU Season Achievement Ladder: Season 1 : #773, 7150/7880 | S2 : #742, 5970/8280 | S3 : #1000+, 810/980 | S4 #? 0/? |
2. No identify-all option.
3. Crafting is useless. Tho the NPC are cool
But here is what I like
1. No skill trees, attribute points
2. AH
3. Shared stash
2) this should have been done since the beginning: remove Gold AH, otherwise increasing drops would lead to markets overflowing with items people should be happy to find as loot;
3) \players 8.
1) The shitty, whiney, self-entitled armchair developer community.
2) I'd really like to be able to "identify all" when I'm in town only.
3) Fallen Maniacs and blind corners in the Keep. Seriously, it's a death trap for a lot of players and it's not fun. Being 1-shotted by a monster that you didn't even know was around the corner is actually the polar opposite of fun.
Whats so sad about that is it feels like they almost had it right.. (this is me at my most cynical, keep in mind I still enjoy the game, just not as much as I hoped I would during development) - some of the stuff is just insanely well made / well thought out. But the rest of it feels like they litterally didn't bother thinking ANYthing through twice:
Wait.. maybe we shouldn't let players stack to 500% critical hit damage
Wait.. maybe we should make Legendary / Set items good
Wait.. maybe we should make the Lord of Lies (Belial) NOT the most see through, laughable vilan of al time
Wait.. maybe we should make Azmodan, the "Most Fearsome Battle Comander in all the Burning Hells" not act like a complete idiot, whilst sharing his entire plan with the 1 being in Sancuary (You) who could actually kill him.
Wait.. maybe we should give players somthing else to do other than play 1 act over and over and over and over and over again
Wait.. maybe we shouldn't give Monk's a passive that basically every Monk MUST take
Wait.. maybe we should make WD's pets actually usefull
I could keep going.. I know we all know all this stuff.. I just get frustrated sometimes - its like all this time spent on the game and they didn't really think stuff through that needed to be. Somestuff.. they reiterated and reiterated to the point where it was cut out of the game (Artisan) - while other stuff they were like "Meh.. lets ship it this way and see what happenes".. so frustrating!
2. Having the Auction house is nice, but it is severely sub-functional. I could fill a page with everything lacking, but I believe others did that already.
3. Act IV. Izual fight is good, everything else is bad and not epic.
That's just my opinion...
2- Terrible loot system
3- Lack of competitivity
I can't believe I'm the first one to post about dueling/competitivity. Makes me sad
And also, the atmosphere sucks, unique monsters should be harder and drop better loot, act 4 sucks, bosses are easy and not rewarding enough.
Ghom was pretty cool before the nerf in terms of difficulty.
As we can't obviously alter the story itself, Blizzard should put more focus on fun quest rewards and more complex events. The number of side quests needs to be increased, as well as the number of overall events in game. Quests simply need to provide some reward other than mere gold, which was just a really lazy way to approach questing in games. There is no fun in doing them, at all. No cool rewards like personalized items or extra sockets, no potions that provide small permanent buffs, nothing. The lack of small things hurts this game the most. And the amount of work needed to make things better is really not that huge, but the results would be more than positive. It is also important to consider adding repeatable end game quests, possibly even crafting quests from the blacksmith/jeweler, that would add some new depth to the game without destroying the old.
2. Linearity - Simply put, it has no place in the ARPG genre. Especially in a game that is destined to last for a long time. All of the other similar titles that took the road of linearity died out quicker than they would if they had randomly generated maps of the world. The randomness keeps things fresh for longer, and is one of the reasons D2 felt fun longer than it would have if it was designed in the way D3 was.
I want to believe that the only reason for the way maps are generated now was that players should be rewarded for completing the game/remembering the map, and not run around the edges of it find a way to the next objective. But that's hard to believe, and people are still doing pretty much exactly what they did all those years in D2, no matter what.
I don't know how they would fix this issue, ever. Hopefully the expansions will bring some changes in the right direction, and move further away from the narrow roads and corridors with little to none exploration possible, into something vast, and breathing, and hopefully much more random than the acts we have now.
3. The soullessness - Now this one is a personal gripe of mine, and I understand not all shall or should agree. But there was a strange feeling I had ever since I've first finished normal (which I found to be amazing at the time). And I could never really put my finger on what it was that was bothering me. Never could I point out exactly what was at the core of the issue, so I went with this term to describe it.
Because, for me, D3 hasn't captured nearly as much of the soul and essence of the Sanctuary as previous games did. Maybe it is because of the different art direction they went with that took away from the personal and dark that goth carried with itself, or the simplified loot system that doesn't reward you with awe inspiring items while leveling, maybe it's because of the inability to teleport to any act at will, or to see lots of different shrines and diverse art for shrines/wells/etc, maybe it's the non existence of the social aspects of the game, or the boredom the same maps and linearity bring over time, or maybe I've just grown too old, and spoiled by MMO's to a point that I can no longer enjoy a great ARPG.
But I don't want to think that there isn't ever going to be another game of my favorite genre that will capture me with it's beauty and mystique. I believe that if there is a developer out there putting his heart and soul and love into a game he is creating, it will definitely not feel as Diablo felt after the first run through.
That said, I really like this game, but what I really want is to love it. And I'm gonna keep trying to, for the foreseeable future.
2. Still to few viable builds out there, people feel cornered into specific builds because of how powerful certain stats are. Like haste was, and now crit% with critDMG.
3. No mass identifying, the game is supposed to be fast paced. But you need to return to town and identify items way to often, and it feels more like a chore.
I want to add a 4th point, but it could go under 1 really.
Class specific items should not be able to roll with useless stats, for example a wand with strength and dexterity. While all stats give you some benefit, having a non class specific stat, on a class specific items is just silly.
There are many other areas where the depth just isn’t there as well. Skills are still pretty weak, in that each class tends to have a couple of viable builds, and the rest are either significantly under powered or just too similar to the others. For instance, I play a DH as my main. There were three types of DH’s before the patch – DPS guys that kited and shot stuff, Tanky guys that Gloomed and shot stuff, and CC builds that used Caltrops with stacks of CC procs. Then they took one away. Now after the patch, we have three again – they made Trail of Cinders good enough to form a build around it. Now they are taking that away. I understand if they think it’s too powerful – but they are lowering the damage to a comical level – who is EVER going to use that? There should be a dozen different “builds” for each class, revolving around one to two abilities each that make up the “core” of the build. But you just don’t have that. Bola shot isn’t different enough from Elemental Arrow which isn’t different enough from Hungering Arrow. They have minute differences, but they don’t “make a build”. I could care less to use Bola Shot over Hungering, because I’ve already been using Hungering and I can’t be bothered to take it off my bar. That’s bad. The fact that Bola Shot isn’t worth the five seconds to put it on my bar over another similar skill. There should be something in the game that can make you better at certain skills over others. Each Paragon level, I should be able to incrementally increase some aspect of one of my skills – and it should be a choice by God. I hate the fact that everything is automated for me – there is virtually NO customization other than the color of my armor.
Shrines and chests and DEAR GOD RESPENDANT CHESTS need work. There was a great post about Shrines very recently that sounded like a lot of fun. It was deep. And that’s what this game is missing – depth and options. I’m so sick of farming elite mobs in Act 3 I can’t stand it. But that’s the only real option. At one time, you could do chest runs, pony runs, goblin runs, or Act 3 runs and be very successful. Now you can’t. Pony’s aren’t worth your time because they made the terrible design decision to make MF not work on chests anymore. So you can kill 5 Act 1 packs to get a NV stack, then go into Whimsy and get up to 7 or so elites – and that’s it. WHY WOULD I DO THAT!? What does Whimsy offer that Act 3 doesn’t offer better? There’s no depth here, so there’s no “decision” to make on what to do – all you end up doing is the most efficient farming route you can handle in your current gear, and that’s it. There’s no decision to make, there’s no pros or cons to weigh. The game makes the decision for you. Resplendent chests should be AWESOME. You should see one and get that feeling of excitement I just mentioned. But you don’t. You open it, and get two blues. What a terrible waste of a concept.
A game like this needs a BUNCH of worthwhile things for me to do. I should log on, and say to myself, “OMG I want to go do this, and do that, and I want to go HERE to farm for THAT, I don’t have enough time, ARRRRGGGG!!!” I should have a hard time deciding what I’m going to spend my time doing that night, because there should be lots of viable options. And they should be different.
Crafting and Gems are another sore spot for me. There is no viable reason to craft anything, ever. All it is, is another one in a million chance of not having just wasted your time. Sometimes you’ll find people that insist crafting is worth it. Those are the people that hit the lottery. People that win in Vegas say Vegas is awesome. The other 100 people that lost in Vegas say it’s not. The same concept applies here. You are going to spend an insane amount of gold to craft a large number of iLvl 62 items and cross your fingers that one of them makes it all worth it. I don’t see how that is fun or worthwhile. I don’t go out and buy 100 scratch off lottery tickets for the same reason. Gems are another completely wasted opportunity. Again, we have a system in place that has a lot of promise, but no depth and nearly no customization. If everybody just ends up stacking the same gems because they are obviously the best option – then that is a problem. There isn’t enough variety to promote different gem builds, and that’s a shame. There should be far more gems, and they should do far different things. Some gems should be really rare, so that there is another thing that could drop on the ground that we care about, that gives us that feeling of excitement, which is what this game is all about anyways.
Bosses. Why do bosses drop the same stuff that every elite pack drops? WHY? What a colossal waste. They should have their own drop tables, or chances at dropping rare gems or unique recipes, or UNIQUE CRAFTING MATS that you can use on existing gear to add mods to them. Call them Build Items. And each piece of gear gets 4 build slots. Anything – ANYTHING to make them stand out in some tangible way. And of course, with most of these ideas, make it so that you have to have a 5 stack of NV to do it. Make Resplendent chests amazing – if you have a 5 stack. Make boss loot AWESOME – if you have a 5 stack. That will promote speedy and efficient play, without making it exploitable. People will want to find the fastest ways to get their stack and then kill a boss, or make a run deep into a dungeon to find the resplendent, and that’s great. It gives us something to analyze and measure and min/max over – without really getting in the way of the people who just want to run around and kill stuff.
2. Far too much “R” in the RNG Formula: I briefly touched on this in #1, but here it’s going to get its own section, because I think it’s easily the second worst problem right now, and EVERYBODY is complaining about it. Good gear drops so infrequently that I don’t care about seeing it anymore. I ran 10 hours on Saturday in my newly put together 357 MF/DPS hybrid set. I was so excited – I couldn’t WAIT to play all day in Act 3 and the occasional pony run with 357 MF!!! I had visions of all the awesome gear I was going to find. And ten hours later I quit it complete and utter disgust. I had gotten one level 58 legendary while getting a 5 stack for ponies, and a couple rares that MIGHT sell for 80-120k each. WTF. That is a 100% unacceptable use of my time. There are plenty of other games I could play (pretty much any game, ever) where I could play for 10 hours and feel rewarded with the progress I made. Progress either through story, or min/max progress with my character in the form of more xp or stronger skills or better gear. Now, I did gain some Paragon levels, which is like treating a bullet wound with a band aid and a pat on the back. WHO CARES is what I kept asking myself. Who cares that I gained 9 DEX, 6 VIT, and 3 STR/INT. Oh, and 9 more MF. That’s the kicker right there. I had been playing ALL DAY with 357 MF and gotten nothing. What did I think about the +9 more I had gotten through Paragon? It ENRAGED me. It pissed me off more than I can explain. It was like that proverbial slap in the face that people love to throw around on forum posts. It really was.
The weekend before last, I had accumulated all my 63’s in my stash, and built them up for one giant ID fest. I stockpiled 54 level 63’s, and then ID’ed all of them in one fell swoop. Again, I had gotten a couple that MIGHT sell for around 100k, give or take, one that went for 1m, and that was it. THAT WAS IT. That’s what I had to show for the hours and hours and hours of Act 3 farming I had done. That’s simply not acceptable in a loot hunt game. I know people who have stopped picking up rares, because it’s simply not worth their time to pick them up, ID them, analyze them, and then vendor them because they are garbage. That’s NOT good game design, and everybody knows it. There needs to be a MUCH MUCH tighter spread of stats on gear, so that instead of .001% of things being good, 1% of them or more are good. With a system where there are a BUNCH of different, viable stats and abilities on gear, that wouldn’t be a problem. The game, as it exists now, couldn’t support that idea though – because everybody is looking for the same 3 or 4 mods on items and that’s it – so the market would flood with good gear very quickly, and it would become boring again. You have to have variety and options before you can add quantity.
3. I honestly can’t think of a number 3, because 1 and 2 are so all-encompassing. They are huge concepts that would require a massive re-work of a significant portion of the game. I’m sure I could nitpick a number 3, but I feel that if 1 and 2 were fixed and fixed with GUSTO that most people would put this game up on the same pedestal that they usually reserve for games like Diablo 2. (Which again, I didn’t play so you can’t yell at me for being a D2 fanboy. )
2.) Some legendaries are still worthless (the last patch was great but they still missed on a decent amount of legendaries).
3.) I'd like the stat floor of ilvl 63 items to be raised a bit. I don't like how an ilvl 63 will often roll with 30 str. The lowest for a 63 should be at least 50 imo.
shame on blizzard.
2. Loot drops which are good are few and far between. Now there are better legendaries, so this is improved, but now it's not worth it to pick up most rares. There definitly should be a identify all button at one of the merchants or blacksmith or gem artisian. It takes far too long to id the items. There are many ways to improve the item game. For example Path of Exile has crafting mats which can reroll a rare, or keep the same affixes and reroll the stats, or add an affix. These would definitly improve the situation because we could do more real crafting with less randomness. Crafting via the blacksmith is like playing the lottery. There needs to be a way to craft items and know what you will be getting. Not only that, but it should be available for everyone instead of needing a blacksmith plan. I think the blacksmith needs to get reworked completely, prehaps for the expansion, keeping full in mind the auction house.
3. Running the same areas over and over is repetitive. I know this is Diablo, but there could be a variety in dungeons. There were many good ideas from the d2 mod Median XL. For example there were heroic areas. There could be special caves which spawn once in a while which have very difficult content, say 1 or 2 monster levels above the rest of the act. There could be a super elite pack which has 6 affixes and drops good loot. There were many dungeons which were interesting, like the monsters are invurnable until you kill certain towers. How about a dungeons with only elite packs? It's pretty fun to fight 2 or 3 packs at once and it's more difficult. Several people have suggested /monsterLevel64. Type this into any act to make everything Monster Level 64.
Several people have talked about an endless dungeon. On each floor the tileset could change and also the size of the arena could change. Some small, some larger, some narrow like a corridor. There could be more packs per floor, harder packs, packs have more abilities. You could even have it so that when you die, you cannot return to the dungeon. That would be interesting.