Once we get itemization, it will finally become 1.0.
Well, also:
random dungeons, more gems, make a proper blacksmith, infinite levels, a proper PvP, decent social features, change Diablo and Belial to become "farmable" after you beat them in inferno, fix legendaries, add a no-AH mode, delete the brawling failure, open the areas of the game once you defeat Diablo in inferno, fix followers to become something more than a walking aura and MF mules, make an offline mode separated from online, fix the previous and obsolete recipes, let me play as Leah, and much more...
Once we get itemization, it will finally become 1.0.
Well, also:
random dungeons, more gems, make a proper blacksmith, infinite levels, a proper PvP, decent social features, change Diablo and Belial to become "farmable" after you beat them in inferno, fix legendaries, add a no-AH mode, delete the brawling failure, open the areas of the game once you defeat Diablo in inferno, fix followers to become something more than a walking aura and MF mules, make an offline mode separated from online, fix the previous and obsolete recipes, let me play as Leah, and much more...
So, what will you be doing until Diablo 4 hits the shelves?
P.S.: I agree on some things you listed, why some other features are on my "meh, don't care list", and then some of the things you said I hope will never get implemented.
P.P.S.: What the hell, you want to play as Leah? Would be the first time ever I'd like to PvP. Just once. To kill you once and for all.
I'm just happy to see that other's are also having fun in their own ways for their own reasons. Being optimistic will only help the community and game along.
I have also recently started playing a lot more since this patch. Once Itemization hits everything will juts be 10000x better and then the expansion will drop and BAM! Things will just blow up!
Rollback Post to RevisionRollBack
www.myspace.com/mpotatoes for all your Trans Siberian Orchestra listening pleasure
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
1. Make use of white weapons.. that is bring back the rune system(from rather poor runewords to absolutely smashing ones) and with old time drop rate (almost impossible to find the best ones even if you play 24/7.
I loved the rune system. Oh god I miss it. I often wonder how awesome it would be to have use of the RW system under the protection of DRM. It's a shame that the most prominent form of currency was duped runes. If you traded for 25 runes, odds are all of them were duped and would poof over time.
2. Bring in a world event dependent on certain very seldom actions being performed by the players. Like Uber Diablo event.
Again, my applause to you for bringing this up. Was there a bigger thrill in D2 than to be mindlessly farming and see that boner-inducing message on your screen? DIABLO WALKS THE EARTH!!!
Sadly, the spawning of Diablo in this fashion was accomplished by selling thousands of duped SoJ. I would suggest that D3 devs cough up a slightly more sensible (yet still uber fuckin rare) manner of creating the spawns.
It's the little things that made D2 grasp your soul with a cocaine like grip.
3. Do get punished if you die, that is if you have reached 50% in on paragon 86 on your way to 87 then get your xp down to say 40%. You shall not slack is the commendment.
I'm all for serious DP. This would cure the issue of these scrubs with 75k DPS joining public MP10 games. It would also witness more dynamic, defensive minded builds.
4. Some of the mechanics on monsters i still miss from D2, like the vipers in act 5, You move you will get hurt.
I've loved everything you've said to this point. Comparing D2 combat to D3 combat is like comparing Bill Gates and LeBron James in athleticism. Diablo 3 combat smashes D2 combat on the rocks, fucking hard. D2 combat isn't even close. D2 monster diversity was piss poor at best. They had increasing resistances as you went up through the various game levels. These did not vary, a thousand times over, same resistences on the same monsters in the same places, everytime.
Look at D3's monster affixes. Completely random, sometimes OP and dynamic combat, everytime.
5. Gambling and rerolling charms.
Crafting in D3 IS gambling. I gotta say, I prefer D3's crafting over D2's gambling.
Oh....and we can't re-roll charms because we don't have charms
I would like to see charms emerge, but in a more sensible fashion that didn't make the player feel compelled to pack their inv with charms. I purpose a 4 to 6 charms limit to be equipped at the same time.
Yeah i know it will be quite like D2.. but afterall is that not we want
People will flame you for that, wrongly so. I get what you mean. I didn't want D3 to be D2 with better graphics. I wanted them to take everything that was great about D2 and ADD to it with great ideas and evolution.
I feel this was accomplished in certain respects, and utterly failed in other respects. Good news is, I feel the new lead direction understands this. They understand with far more clarity where, and how, they fucked up. They seem to understand what the players want. It's just going to take considerable time to arrive at this point.
I feel this was accomplished in certain respects, and utterly failed in other respects. Good news is, I feel the new lead direction understands this. They understand with far more clarity where, and how, they fucked up. They seem to understand what the players want. It's just going to take considerable time to arrive at this point.
Well Blizzard knew there was going to be this iterative design process, and my take on it (with a one year retrospective here) is that they fell back on that a bit too much. What I mean by that is not that they did anything horrible, but they were a bit too focused on "one year out" and not focused enough on "launch day" if you get my meaning. Clearly they've done some great stuff via patches, which is exactly what we all knew would happen.
There were a lot of things they could have picked up for launch, but I'm not going to get all sour grapes about that, because no matter how we started out the future is bright and each patch makes it brighter. What they've shown us is that we need to remember the past, but not dwell on it, because they know where they're going with this game, they have a great foundation to build upon, and they are listening to the community.
I feel this was accomplished in certain respects, and utterly failed in other respects. Good news is, I feel the new lead direction understands this. They understand with far more clarity where, and how, they fucked up. They seem to understand what the players want. It's just going to take considerable time to arrive at this point.
Well Blizzard knew there was going to be this iterative design process, and my take on it (with a one year retrospective here) is that they fell back on that a bit too much. What I mean by that is not that they did anything horrible, but they were a bit too focused on "one year out" and not focused enough on "launch day" if you get my meaning. Clearly they've done some great stuff via patches, which is exactly what we all knew would happen.
There were a lot of things they could have picked up for launch, but I'm not going to get all sour grapes about that, because no matter how we started out the future is bright and each patch makes it brighter. What they've shown us is that we need to remember the past, but not dwell on it, because they know where they're going with this game, they have a great foundation to build upon, and they are listening to the community.
All of this may turn out to be very interesting down the road. The way it's shaking out, Diablo3 is becoming a player made game, due to the BETA-esque nature of the post-launch development process that is relying greatly upon direct player feedback.
1. Make use of white weapons.. that is bring back the rune system(from rather poor runewords to absolutely smashing ones) and with old time drop rate (almost impossible to find the best ones even if you play 24/7.
I loved the rune system. Oh god I miss it. I often wonder how awesome it would be to have use of the RW system under the protection of DRM. It's a shame that the most prominent form of currency was duped runes. If you traded for 25 runes, odds are all of them were duped and would poof over time.
2. Bring in a world event dependent on certain very seldom actions being performed by the players. Like Uber Diablo event.
Again, my applause to you for bringing this up. Was there a bigger thrill in D2 than to be mindlessly farming and see that boner-inducing message on your screen? DIABLO WALKS THE EARTH!!!
Sadly, the spawning of Diablo in this fashion was accomplished by selling thousands of duped SoJ. I would suggest that D3 devs cough up a slightly more sensible (yet still uber fuckin rare) manner of creating the spawns.
It's the little things that made D2 grasp your soul with a cocaine like grip.
3. Do get punished if you die, that is if you have reached 50% in on paragon 86 on your way to 87 then get your xp down to say 40%. You shall not slack is the commendment.
I'm all for serious DP. This would cure the issue of these scrubs with 75k DPS joining public MP10 games. It would also witness more dynamic, defensive minded builds.
4. Some of the mechanics on monsters i still miss from D2, like the vipers in act 5, You move you will get hurt.
I've loved everything you've said to this point. Comparing D2 combat to D3 combat is like comparing Bill Gates and LeBron James in athleticism. Diablo 3 combat smashes D2 combat on the rocks, fucking hard. D2 combat isn't even close. D2 monster diversity was piss poor at best. They had increasing resistances as you went up through the various game levels. These did not vary, a thousand times over, same resistences on the same monsters in the same places, everytime.
Look at D3's monster affixes. Completely random, sometimes OP and dynamic combat, everytime.
5. Gambling and rerolling charms.
Crafting in D3 IS gambling. I gotta say, I prefer D3's crafting over D2's gambling.
Oh....and we can't re-roll charms because we don't have charms
I would like to see charms emerge, but in a more sensible fashion that didn't make the player feel compelled to pack their inv with charms. I purpose a 4 to 6 charms limit to be equipped at the same time.
Yeah i know it will be quite like D2.. but afterall is that not we want
People will flame you for that, wrongly so. I get what you mean. I didn't want D3 to be D2 with better graphics. I wanted them to take everything that was great about D2 and ADD to it with great ideas and evolution.
I feel this was accomplished in certain respects, and utterly failed in other respects. Good news is, I feel the new lead direction understands this. They understand with far more clarity where, and how, they fucked up. They seem to understand what the players want. It's just going to take considerable time to arrive at this point.
I actually like all of your suggestions. I'm almost certain a majority of them will become reality, just not in this game, perhaps the expansion. They won't put all their eggs in once basket..this is Activision we're talking about..they're going to milk this franchise for all that it's worth.
All of this may turn out to be very interesting down the road. The way it's shaking out, Diablo3 is becoming a player made game, due to the BETA-esque nature of the post-launch development process that is relying greatly upon direct player feedback.
This, so much this. Finally someone acknowledging it.
Almost every small change made in the past few patches can be pinned down to a bunch of "suggestions" posts from Diablo players. Blizzard has always been slow, but those who stick around and provide reasonable input will get the exact game they demand.
So, tell me again why this wasn't done during a proper Beta, but instead with the live game?
Bad decisions are being made anytime, anywhere, by anyone. Would be nice if after one year you could finally get over it and be happy that we're heading into the right direction instead of keep beating on that dead horse. No one can turn back time, and I'm pretty sure Blizzard has learned their lesson.
Actually, they could do that before the release, they didn't want to.
What makes you think that this is not intended?, it wont be the first time a company releases a half-baked product and then "listen to the community"....
I mean, if you were getting paid to test the game, the first thing you would notice would be:
1- "where are all the legendaries?"
2- "dafuq is this shitty legendary just dropped after playing 780 hours of game?".
Come on.. don't you remember the initial state of the game?...
All of this may turn out to be very interesting down the road. The way it's shaking out, Diablo3 is becoming a player made game, due to the BETA-esque nature of the post-launch development process that is relying greatly upon direct player feedback.
This, so much this. Finally someone acknowledging it.
Almost every small change made in the past few patches can be pinned down to a bunch of "suggestions" posts from Diablo players. Blizzard has always been slow, but those who stick around and provide reasonable input will get the exact game they demand.
So, tell me again why this wasn't done during a proper Beta, but instead with the live game?
I'll field this.
There is no delicate way to put it.
They fucked up. They had shitty lead direction, and I cannot fathom how this could be argued against.
UI interfaces seemed to take precedence over such things as itemization. Constant reiteration was what killed the deadline. The deadline got so far back that it became set in stone that it MUST release soon.
Blizzard fucked up.
We're past that now, 1 year past it. At the risk of sounding like I'm trying to make chicken salad out of chicken shit, I believe the end outcome may actually be better for having this poor launch debacle.
Because you could almost see it literally...Blizzard assumed a sort of submissive position and began to furiously feed off of player feedback, implementing many of the ideas quickly. Such player born ideas are being accepted with far greater ease due to the mistakes made going into launch.
I find my average-geared Monk to be doing wonderful on MP6-7. He only has 130k DPS, but I only stop at elite packs for 10-15 seconds and move on (unless big mobs with Extra Health). Challenge starts at about MP8, where I have to be at elite packs for at least 20 seconds or so.
Is that considered slow these days?
My 160k dps barb love to fight elites at MP10 which normally take at least a few minutes, sure its slow but I like the feeling of gaming rather than walk over stuffs.
It's why I play on MP7-8 usually, where I can feel the meat under the knuckles. But my point was that it doesn't seem like I'm way, way behind Barbs.
Constant reiteration was what killed the deadline.
Now this sounds like some nasty double standard. Blizzard is the only game company that has absolutely no boundaries when it comes to reiterating a game over and over and over again, up to hitting the reset button and start from scratch. This is what made StarCraft so great in the first place, and they hoped to trigger the same effect with Diablo 3 when they killed the stupid MMORPG idea and put a new team on the job. They're usually not even afraid of completely pulling out if they see that the end result would not suffice Blizzard's standards (StarCraft: Ghost, Warcraft Adventures).
Blaming Blizzard for iterating too much is imho just plain wrong. It's the only company that has the guts to iterate as often as it takes, and if you don't like that pick any other game out there. And keep in mind that we're playing the last iteration right now, and I still believe the final skill system and many basic design decisions are the right ones. From all the D2 nostalgia the only thing I'd like to see coming back is runewords, and I guess they'll introduce something for the crafting system in the expansion that will fill this gap.
I really wonder what's wrong with people to always assume conspiracy theories behind everything. Diablo 3 was delayed and delayed and delayed. The beta ran for quite some time, dates got announced, and they thought they had everything done by release. They took a risk, and got their ass handed - but they kept fixing it using player's feedback. What more can you want? Other companies would've just said "you're holding playing it wrong". Other companies would've just released a new game and let you play for what we get as free patches now. Blizzard's motto was always "it's done when it's done" and people on D3 forums were getting so inpatient that some people even called for a premature release.
This is a positive thread (read the posts on the first page again), and I think many would really appreciate if we could just for the first time in DiabloFans' history focus a bit on the positive aspects and keep conspiracy theories and our resentment about something that happened over a year ago aside for now.
Constant reiteration was what killed the deadline.
Now this sounds like some nasty double standard. Blizzard is the only game company that has absolutely no boundaries when it comes to reiterating a game over and over and over again, up to hitting the reset button and start from scratch. This is what made StarCraft so great in the first place, and they hoped to trigger the same effect with Diablo 3 when they killed the stupid MMORPG idea and put a new team on the job. They're usually not even afraid of completely pulling out if they see that the end result would not suffice Blizzard's standards (StarCraft: Ghost, Warcraft Adventures).
Blaming Blizzard for iterating too much is imho just plain wrong. It's the only company that has the guts to iterate as often as it takes, and if you don't like that pick any other game out there. And keep in mind that we're playing the last iteration right now, and I still believe the final skill system and many basic design decisions are the right ones. From all the D2 nostalgia the only thing I'd like to see coming back is runewords, and I guess they'll introduce something for the crafting system in the expansion that will fill this gap.
I really wonder what's wrong with people to always assume conspiracy theories behind everything. Diablo 3 was delayed and delayed and delayed. The beta ran for quite some time, dates got announced, and they thought they had everything done by release. They took a risk, and got their ass handed - but they kept fixing it using player's feedback. What more can you want? Other companies would've just said "you're holding playing it wrong". Other companies would've just released a new game and let you play for what we get as free patches now. Blizzard's motto was always "it's done when it's done" and people on D3 forums were getting so inpatient that some people even called for a premature release.
This is a positive thread (read the posts on the first page again), and I think many would really appreciate if we could just for the first time in DiabloFans' history focus a bit on the positive aspects and keep conspiracy theories and our resentment about something that happened over a year ago aside for now.
I just wanna be clear. I wasn't really faulting pre-launch reiteration for the lapse in areas such as itemization. I was highlighting that there wasn't proper reiteration seen with areas like itemization. As was obvious when they rushed in a palatable panic mode to scramble out 1.04's nominal Legendary patch.
One has to ask, if itemization was intensively reiterated (perfected) before launch (over some 10+ years), then how could it be so bad? How could they improve Legends by leaps and bounds in just a few months (after launch) once players got involved in the development process via mass feedback?
Again, the stumbling start will pay dividends because the one thing that Blizz knocked out the fuckin park was the one thing they had to get right. I'm speaking about the combat foundation/framework. Having to change this through reiteration would be a coding nightmare. It would throw the players for a loop to a point where they would've felt totally disconnected.
However, I cannot agree more with you and I apologize for the tangential remarks. This is a positive thread and it would be neat to see that sentiment remain.
Bear in mind my comments seemed negative, but I was actually trying to take this once looming could of bad-launch despair and turn it into a positive (turning chicken shit into chicken salad).
My point; The bad launch may actually have a long term positive effect on this game. If the game had launched much smoother, than many of the huge changes may not have come. New development direction may never have taken place. These new guys....man I'm tellin ya, they're sharp and they talk a good game. I assume they can walk the talk.
For me, I'm liking the changes to multiplayer. WIth a wife, 3 brothers and 3 cousins playing again, multiplayer (especially in "Elite Hunts") is nuts. Like McDonald's, I'm loving it.
For me, I'm liking the changes to multiplayer. WIth a wife, 3 brothers and 3 cousins playing again, multiplayer (especially in "Elite Hunts") is nuts. Like McDonald's, I'm loving it.
You have no idea how happy that sort of statement makes me
I'm not exactly playing a lot of D3 (putting some time on GW2, BO2, and LoL yet again after over a year without touching it) but I'm glad to see that with all the ups and downs people can still appreaciate the experience for what it is, and not what it "was supposed to be" (which is different for everyone, mind you).
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Well, also:
random dungeons, more gems, make a proper blacksmith, infinite levels, a proper PvP, decent social features, change Diablo and Belial to become "farmable" after you beat them in inferno, fix legendaries, add a no-AH mode, delete the brawling failure, open the areas of the game once you defeat Diablo in inferno, fix followers to become something more than a walking aura and MF mules, make an offline mode separated from online, fix the previous and obsolete recipes, let me play as Leah, and much more...
So, what will you be doing until Diablo 4 hits the shelves?
P.S.: I agree on some things you listed, why some other features are on my "meh, don't care list", and then some of the things you said I hope will never get implemented.
P.P.S.: What the hell, you want to play as Leah? Would be the first time ever I'd like to PvP. Just once. To kill you once and for all.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
So true.
Type of mobs? Density? Dungeons? Side-quests? Environmental theme?
I loved the rune system. Oh god I miss it. I often wonder how awesome it would be to have use of the RW system under the protection of DRM. It's a shame that the most prominent form of currency was duped runes. If you traded for 25 runes, odds are all of them were duped and would poof over time.
Again, my applause to you for bringing this up. Was there a bigger thrill in D2 than to be mindlessly farming and see that boner-inducing message on your screen? DIABLO WALKS THE EARTH!!!
Sadly, the spawning of Diablo in this fashion was accomplished by selling thousands of duped SoJ. I would suggest that D3 devs cough up a slightly more sensible (yet still uber fuckin rare) manner of creating the spawns.
It's the little things that made D2 grasp your soul with a cocaine like grip.
I'm all for serious DP. This would cure the issue of these scrubs with 75k DPS joining public MP10 games. It would also witness more dynamic, defensive minded builds.
I've loved everything you've said to this point. Comparing D2 combat to D3 combat is like comparing Bill Gates and LeBron James in athleticism. Diablo 3 combat smashes D2 combat on the rocks, fucking hard. D2 combat isn't even close. D2 monster diversity was piss poor at best. They had increasing resistances as you went up through the various game levels. These did not vary, a thousand times over, same resistences on the same monsters in the same places, everytime.
Look at D3's monster affixes. Completely random, sometimes OP and dynamic combat, everytime.
Crafting in D3 IS gambling. I gotta say, I prefer D3's crafting over D2's gambling.
Oh....and we can't re-roll charms because we don't have charms
I would like to see charms emerge, but in a more sensible fashion that didn't make the player feel compelled to pack their inv with charms. I purpose a 4 to 6 charms limit to be equipped at the same time.
People will flame you for that, wrongly so. I get what you mean. I didn't want D3 to be D2 with better graphics. I wanted them to take everything that was great about D2 and ADD to it with great ideas and evolution.
I feel this was accomplished in certain respects, and utterly failed in other respects. Good news is, I feel the new lead direction understands this. They understand with far more clarity where, and how, they fucked up. They seem to understand what the players want. It's just going to take considerable time to arrive at this point.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Well Blizzard knew there was going to be this iterative design process, and my take on it (with a one year retrospective here) is that they fell back on that a bit too much. What I mean by that is not that they did anything horrible, but they were a bit too focused on "one year out" and not focused enough on "launch day" if you get my meaning. Clearly they've done some great stuff via patches, which is exactly what we all knew would happen.
There were a lot of things they could have picked up for launch, but I'm not going to get all sour grapes about that, because no matter how we started out the future is bright and each patch makes it brighter. What they've shown us is that we need to remember the past, but not dwell on it, because they know where they're going with this game, they have a great foundation to build upon, and they are listening to the community.
All of this may turn out to be very interesting down the road. The way it's shaking out, Diablo3 is becoming a player made game, due to the BETA-esque nature of the post-launch development process that is relying greatly upon direct player feedback.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I actually like all of your suggestions. I'm almost certain a majority of them will become reality, just not in this game, perhaps the expansion. They won't put all their eggs in once basket..this is Activision we're talking about..they're going to milk this franchise for all that it's worth.
This, so much this. Finally someone acknowledging it.
Almost every small change made in the past few patches can be pinned down to a bunch of "suggestions" posts from Diablo players. Blizzard has always been slow, but those who stick around and provide reasonable input will get the exact game they demand.
Bad decisions are being made anytime, anywhere, by anyone. Would be nice if after one year you could finally get over it and be happy that we're heading into the right direction instead of keep beating on that dead horse. No one can turn back time, and I'm pretty sure Blizzard has learned their lesson.
What makes you think that this is not intended?, it wont be the first time a company releases a half-baked product and then "listen to the community"....
I mean, if you were getting paid to test the game, the first thing you would notice would be:
1- "where are all the legendaries?"
2- "dafuq is this shitty legendary just dropped after playing 780 hours of game?".
Come on.. don't you remember the initial state of the game?...
I'll field this.
There is no delicate way to put it.
They fucked up. They had shitty lead direction, and I cannot fathom how this could be argued against.
UI interfaces seemed to take precedence over such things as itemization. Constant reiteration was what killed the deadline. The deadline got so far back that it became set in stone that it MUST release soon.
Blizzard fucked up.
We're past that now, 1 year past it. At the risk of sounding like I'm trying to make chicken salad out of chicken shit, I believe the end outcome may actually be better for having this poor launch debacle.
Because you could almost see it literally...Blizzard assumed a sort of submissive position and began to furiously feed off of player feedback, implementing many of the ideas quickly. Such player born ideas are being accepted with far greater ease due to the mistakes made going into launch.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
It's why I play on MP7-8 usually, where I can feel the meat under the knuckles. But my point was that it doesn't seem like I'm way, way behind Barbs.
Ha. Bagstone.
Now this sounds like some nasty double standard. Blizzard is the only game company that has absolutely no boundaries when it comes to reiterating a game over and over and over again, up to hitting the reset button and start from scratch. This is what made StarCraft so great in the first place, and they hoped to trigger the same effect with Diablo 3 when they killed the stupid MMORPG idea and put a new team on the job. They're usually not even afraid of completely pulling out if they see that the end result would not suffice Blizzard's standards (StarCraft: Ghost, Warcraft Adventures).
Blaming Blizzard for iterating too much is imho just plain wrong. It's the only company that has the guts to iterate as often as it takes, and if you don't like that pick any other game out there. And keep in mind that we're playing the last iteration right now, and I still believe the final skill system and many basic design decisions are the right ones. From all the D2 nostalgia the only thing I'd like to see coming back is runewords, and I guess they'll introduce something for the crafting system in the expansion that will fill this gap.
I really wonder what's wrong with people to always assume conspiracy theories behind everything. Diablo 3 was delayed and delayed and delayed. The beta ran for quite some time, dates got announced, and they thought they had everything done by release. They took a risk, and got their ass handed - but they kept fixing it using player's feedback. What more can you want? Other companies would've just said "you're
holdingplaying it wrong". Other companies would've just released a new game and let you play for what we get as free patches now. Blizzard's motto was always "it's done when it's done" and people on D3 forums were getting so inpatient that some people even called for a premature release.This is a positive thread (read the posts on the first page again), and I think many would really appreciate if we could just for the first time in DiabloFans' history focus a bit on the positive aspects and keep conspiracy theories and our resentment about something that happened over a year ago aside for now.
I just wanna be clear. I wasn't really faulting pre-launch reiteration for the lapse in areas such as itemization. I was highlighting that there wasn't proper reiteration seen with areas like itemization. As was obvious when they rushed in a palatable panic mode to scramble out 1.04's nominal Legendary patch.
One has to ask, if itemization was intensively reiterated (perfected) before launch (over some 10+ years), then how could it be so bad? How could they improve Legends by leaps and bounds in just a few months (after launch) once players got involved in the development process via mass feedback?
Again, the stumbling start will pay dividends because the one thing that Blizz knocked out the fuckin park was the one thing they had to get right. I'm speaking about the combat foundation/framework. Having to change this through reiteration would be a coding nightmare. It would throw the players for a loop to a point where they would've felt totally disconnected.
However, I cannot agree more with you and I apologize for the tangential remarks. This is a positive thread and it would be neat to see that sentiment remain.
Bear in mind my comments seemed negative, but I was actually trying to take this once looming could of bad-launch despair and turn it into a positive (turning chicken shit into chicken salad).
My point; The bad launch may actually have a long term positive effect on this game. If the game had launched much smoother, than many of the huge changes may not have come. New development direction may never have taken place. These new guys....man I'm tellin ya, they're sharp and they talk a good game. I assume they can walk the talk.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I'm not exactly playing a lot of D3 (putting some time on GW2, BO2, and LoL yet again after over a year without touching it) but I'm glad to see that with all the ups and downs people can still appreaciate the experience for what it is, and not what it "was supposed to be" (which is different for everyone, mind you).