I can't remember if I made this suggestion, I might've...but what if they removed the 5 stack requirement for key and organ farming, dropped that down to maybe 1 or 2...allowed NV to stack higher than 5, but then caused you to lose a stack on death? You could potentially get more XP and MF boosts for meeting more requirements than you would with just 5 stacks, but there's still a slightly higher penalty for dying.
Easy if u play tanky chara not so fun if u play glass-cannon
Two things...
1) That would imply that tanks never die, OR that people who don't know how best to play tanks also never die. People can play tanks badly...they can run around too much, not draw aggro (not that like there are a lot of ways to do that in D3 currently, though some classes will have more skills to move enemies around), not equip enough defensive skills, etc. Tanks can die, and people can play tanks very badly. Just because someone plays a tank doesn't guarantee they're invincible. It should! But it doesn't.
2) Well...I guess that would mean playing a glass-cannon is a bit difficult, wouldn't it? Some friends and I often play in a group, there are three of us, good personal friends from way back. When we go out into the field, my one friend uses his Monk around 80-90k DPS, I use my Monk around 110k DPS (seen below in the signature), and my other friend uses his DH which does something like 250-280k DPS. Not saying he's bad at it necessarily, but instead of keeping together with the group, our DH often wanders off and dies about twice as much as me. You can look at my sig...not exactly running the most tanky of builds...but because I play it smart, I don't die as much.
i understand what u want to say but sometimes u are just tired and cant do your best and die more than u ussual we all have days like that then imagine that day with teory about losing 1 stack if u die and lets say half of run u run with 4 nv half with 5 correct me if i am wrong u need 5 stacks for aditional drop?
I wish NV would persist through death and logging off and everything other than dying and respec. That would be a nice incentive not to die.
You wish it would persist through death but not dying? People die when they are killed.
I'm sorry, I was high when I wrote that. I meant it should persist through DC and logging off but reset when you respec or die, proving to likely be a fitting penalty for both of those things. I understand some people don't like death to be punished as harshly as it is in D1, D2 and PoE, and prefer the style where you don't have to build to survive most/all situations in the game (HC is an extreme example of this). I really don't see how dying more than once per five elite fights should ever be considered as good progressing in the game. That's why there are so many difficulties to choose from.
Another upside of this approach is that there wouldn't be a 30 minute timer pressing you to gogogogo instead of perhaps chill in town and do some crafting and using the chat channels. Because currently you might as well log out of the game if you are going to do that. This would go hand in hand with the concept of Adventure mode as you would have one less reason to log out of your game, especially if they would give you the option to manually reset any zone for mobs from inside the game.
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Another upside of this approach is that there wouldn't be a 30 minute timer pressing you to gogogogo instead of perhaps chill in town and do some crafting and using the chat channels. Because currently you might as well log out of the game if you are going to do that. This would go hand in hand with the concept of Adventure mode as you would have one less reason to log out of your game, especially if they would give you the option to manually reset any zone for mobs from inside the game.