I like the idea of kadala but it can be frustrating if youre after a weapon or ammy and never even get close.
Well i have an idea....how about having all items in a shop as well and u can buy them...finally you would get some reward for your endless hours of farming...u could make it gold,or souls or whatever you want and it would be expensive,but it would at least give you some light for yer hard eearned hours of work.
PS....the rolls still could be crap....so its still a lottery of sorts but at least u would get a go at the item you wanted!!
This idea is neither original nor inspired. This line of thinking is inappropriate for a Diablo game. It falls more in-line with an FPS console game, where you are guaranteed access to all items in the game at a given point.
These "shopping" ideas stink like a can of smashed buttholes. The thrill of Diablo is found in finally setting your eyes upon the White Whale. Whether through trading (which we do not have) or keeping what you kill (which we do have).
I think there is to much hand-holding and spoon-feeding as it is. No need to add more.
Simple, yet accurate assessment.
I think Blizzard did well striking a balance in the absence of trades. The only reason it feels great when you get those ultra-rare items, is because of the rarity of the drop. That what spews dopamine into your system, that narcotic like release of your minds internal reward system.
If a Furnace were no more rare than Fulminator, having a Furnace drop would be met with "meh".
This idea is neither original nor inspired. This line of thinking is inappropriate for a Diablo game. It falls more in-line with an FPS console game, where you are guaranteed access to all items in the game at a given point.
These "shopping" ideas stink like a can of smashed buttholes. The thrill of Diablo is found in finally setting your eyes upon the White Whale. Whether through trading (which we do not have) or keeping what you kill (which we do have).
I think there is to much hand-holding and spoon-feeding as it is. No need to add more.
Those statements seem harsh at first with regard to OPs idea, but I completely agree. I don't think weapons or amulets are the problem - I think other items are. You can get a complete class set and otherwise gear out any class in just a couple of hours - except for weapons and jewelry. I don't like this trend. I don't like that all sets are given out "for free"; I remember a bluepost in early May saying that "there's an option you'll never complete a set, due to bad drop luck". I liked that, as everything that is "hard to get" just feels so much better when you eventually get it. Like I still don't have my Wand of Woh, but I'll be even happier when I finally get it one day.
But when it comes to sets, it's not about completing the set anymore - it's about getting perfect rolls. For a DH on high GRs, the question is not "do you have M6?" but it's rather "do you have CDR, sentry/EA damage, and 500 dex on all pieces of M6?". It's not about getting Taskers, but about getting trifecta Taskers.
I've heard several people complaining now that seasons aren't really an appropriate "restart" for them because in 1-2 days you're basically almost on par with your non-season character. Unless you have extremely high paragon and extremely rare, well-rolled weapons on non-season, both season and non-season characters will feel roughly the same after a few days. It basically kills the idea of a restart and gearing up a new character, if that gearing up only takes a day or two at most. Only weapons and jewelry create some long-term incentive, and once they make those free Kadala hand-outs as well, the game will be dead for many people.
You need some long-term goals; with the weapon vendor as proposed by OP there would be nothing left to do after a few days of playing.
You need some long-term goals; with the weapon vendor as proposed by OP there would be nothing left to do after a few days of playing.
Well done.
I would add; There is no pleasure without pain.
Long-term replayability is my utmost interest in D3's design. I cringe when I hear these pleas for further homogenization. The game needs MORE 1%, top-tier items. That.....that is the key. These piece of shit legs (Gift of Salaria, Profane Pauldrons, Heart of Iron, Pig Sticker, Kill, Broken Promises etc) need looked at again. Take some of these and don't just dress them up, "1%" those motherfuckers and make them the next item these kids cry about never finding.
We had exactly the same experience - many many 1% and 2% wipes. When we finally killed him, it was the most epic thing I've ever done in gaming (not just because we finally beat him after so many close attempts; after 10+ 1% wipes you almost feel like you will never beat this boss). The longer something takes, the harder something is to get, and the higher the likelihood is to fail and never get there, the better it feels when you finally reach a goal.
With items this is exactly the same: getting a full class set is absolutely no sense of achievement anymore, it needs to be a class set with perfect 490+ main stat rolls and at least 4-5 of the "right affixes", otherwise you'll be disappointed. Imagine if class sets were much rarer (as rare or even rarer as they were at the start of RoS): it would actually mean something to own it. It would be a sense of achievement. It would feel great because you know you've earned it. These days it's not about actually getting an item, it's about getting good rolls on it. And this is a much less exciting form of achievement; similar to the old AH days of D3V.
The game needs MORE 1%, top-tier items. That.....that is the key. These piece of shit legs (Gift of Salaria, Profane Pauldrons, Heart of Iron, Pig Sticker, Kill, Broken Promises etc) need looked at again.
After Wyatt Cheng's post about "not revisiting those items" totally backfired, Blizzard did a full 180 and I expect them to change almost all of those items, as they already started with 2.1. The change to Vile Ward, Angel Hair Braid, Crudest Boots, and so on was really nice and they said themselves, it was only the beginning. It requires some balancing, but we'll get there eventually. Also, those items became a bit rarer in the process - not necessarily 1% items, but at least less common so it's about acquiring such items in the first place, and not getting one with perfect rolls.
normally, you and I are so far apart on oppinions ruksak, but i have to say this for once, you are spot on !
the little snowball that started out with the nerfing on vanilla d3, has slowly become bigger and bigger, and it has come to a point where the nerfsnowball is never gonna stop... its just a rolling ball that eventually will crash the game that d3 ONCE used to BE ! (if it hevent done so allready)
Give 'em an inch......they take a mile.
I should be more careful with my words. Most of the changes were sorely needed in the absence of trading, and it is this void between BoA and trading that has presented us with this dilemma. That being; How accessible should specific items be, exactly?
Personally, I think they've struck a fine medium under the purview of BoA. No, you cannot choose which item you get (an aspect I embrace). But you can manipulate items quite well (Mystic/Gift), even if they have "bad" rolls. Not so much that a great spawned roll doesn't still have impact, however. It seems as close to perfect as we're gonna get.
What's needed is more items with impactful procs. Simply dripping a few new ones out with every new season, well that ain't gonna cut it. I truly believe that these cries for "shopping" would quiet down greatly if we had a great deal more impactful Legs. As Bagstone said, they don't even need to be of "1%" rarity, or earth-shakingly impactful. Something beyond a 5th primary or movement speed, however. They have the artwork and design for a ton of legs already in the game that they could just go through and buff, as opposed to designing new ones from scratch.
These top-tier items shouldn't be easier to get. There should be a larger selection of different ones. It would amaze people how much pressure this would relieve. The odds of getting a specific item wouldn't go up. But the odds of getting a great item.....would go up.
All I have to add is. I freakin hate that Heart of Iron....Just give me the damn soul and be done with it!
I will say I have a new appreciation for Blackthornes, even Blackthornes has "some" use in the game.
Heart of Iron, WTF?
The only thing I'd support with Kadala is perhaps dividing up the weapons categories a tad further. If you're looking for a Wand of Woh, you don't want a Pig Sticker, or anything remotely similar. This situation does seem to make class specific items a bit daunting (MONKS/BARBS I'm talking to you)...
All I have to add is. I freakin hate that Heart of Iron....Just give me the damn soul and be done with it!
I will say I have a new appreciation for Blackthornes, even Blackthornes has "some" use in the game.
Heart of Iron, WTF?
How would you feel about Heart of Iron if they did to it what they did to Cindercoat? This is what grinds my gears. If they made Heart of Iron the 'Cold Damage' equivalent to Cindercoat, people would find use in it, people would hope for it.
You wouldn't even need to go that far to improve upon it. Lets say it rolls with 25% melee damage reduction and +150 physical res? Makes sense on a Heart of Iron? This would appeal to someone maybe?
Well i have an idea....how about having all items in a shop as well and u can buy them...finally you would get some reward for your endless hours of farming...u could make it gold,or souls or whatever you want and it would be expensive,but it would at least give you some light for yer hard eearned hours of work.
PS....the rolls still could be crap....so its still a lottery of sorts but at least u would get a go at the item you wanted!!
These "shopping" ideas stink like a can of smashed buttholes. The thrill of Diablo is found in finally setting your eyes upon the White Whale. Whether through trading (which we do not have) or keeping what you kill (which we do have).
Embrace the grind. Keep what you kill.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I think Blizzard did well striking a balance in the absence of trades. The only reason it feels great when you get those ultra-rare items, is because of the rarity of the drop. That what spews dopamine into your system, that narcotic like release of your minds internal reward system.
If a Furnace were no more rare than Fulminator, having a Furnace drop would be met with "meh".
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Those statements seem harsh at first with regard to OPs idea, but I completely agree. I don't think weapons or amulets are the problem - I think other items are. You can get a complete class set and otherwise gear out any class in just a couple of hours - except for weapons and jewelry. I don't like this trend. I don't like that all sets are given out "for free"; I remember a bluepost in early May saying that "there's an option you'll never complete a set, due to bad drop luck". I liked that, as everything that is "hard to get" just feels so much better when you eventually get it. Like I still don't have my Wand of Woh, but I'll be even happier when I finally get it one day.
But when it comes to sets, it's not about completing the set anymore - it's about getting perfect rolls. For a DH on high GRs, the question is not "do you have M6?" but it's rather "do you have CDR, sentry/EA damage, and 500 dex on all pieces of M6?". It's not about getting Taskers, but about getting trifecta Taskers.
I've heard several people complaining now that seasons aren't really an appropriate "restart" for them because in 1-2 days you're basically almost on par with your non-season character. Unless you have extremely high paragon and extremely rare, well-rolled weapons on non-season, both season and non-season characters will feel roughly the same after a few days. It basically kills the idea of a restart and gearing up a new character, if that gearing up only takes a day or two at most. Only weapons and jewelry create some long-term incentive, and once they make those free Kadala hand-outs as well, the game will be dead for many people.
You need some long-term goals; with the weapon vendor as proposed by OP there would be nothing left to do after a few days of playing.
I would add; There is no pleasure without pain.
Long-term replayability is my utmost interest in D3's design. I cringe when I hear these pleas for further homogenization. The game needs MORE 1%, top-tier items. That.....that is the key. These piece of shit legs (Gift of Salaria, Profane Pauldrons, Heart of Iron, Pig Sticker, Kill, Broken Promises etc) need looked at again. Take some of these and don't just dress them up, "1%" those motherfuckers and make them the next item these kids cry about never finding.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
We had exactly the same experience - many many 1% and 2% wipes. When we finally killed him, it was the most epic thing I've ever done in gaming (not just because we finally beat him after so many close attempts; after 10+ 1% wipes you almost feel like you will never beat this boss). The longer something takes, the harder something is to get, and the higher the likelihood is to fail and never get there, the better it feels when you finally reach a goal.
With items this is exactly the same: getting a full class set is absolutely no sense of achievement anymore, it needs to be a class set with perfect 490+ main stat rolls and at least 4-5 of the "right affixes", otherwise you'll be disappointed. Imagine if class sets were much rarer (as rare or even rarer as they were at the start of RoS): it would actually mean something to own it. It would be a sense of achievement. It would feel great because you know you've earned it. These days it's not about actually getting an item, it's about getting good rolls on it. And this is a much less exciting form of achievement; similar to the old AH days of D3V.
After Wyatt Cheng's post about "not revisiting those items" totally backfired, Blizzard did a full 180 and I expect them to change almost all of those items, as they already started with 2.1. The change to Vile Ward, Angel Hair Braid, Crudest Boots, and so on was really nice and they said themselves, it was only the beginning. It requires some balancing, but we'll get there eventually. Also, those items became a bit rarer in the process - not necessarily 1% items, but at least less common so it's about acquiring such items in the first place, and not getting one with perfect rolls.
I should be more careful with my words. Most of the changes were sorely needed in the absence of trading, and it is this void between BoA and trading that has presented us with this dilemma. That being; How accessible should specific items be, exactly?
Personally, I think they've struck a fine medium under the purview of BoA. No, you cannot choose which item you get (an aspect I embrace). But you can manipulate items quite well (Mystic/Gift), even if they have "bad" rolls. Not so much that a great spawned roll doesn't still have impact, however. It seems as close to perfect as we're gonna get.
What's needed is more items with impactful procs. Simply dripping a few new ones out with every new season, well that ain't gonna cut it. I truly believe that these cries for "shopping" would quiet down greatly if we had a great deal more impactful Legs. As Bagstone said, they don't even need to be of "1%" rarity, or earth-shakingly impactful. Something beyond a 5th primary or movement speed, however. They have the artwork and design for a ton of legs already in the game that they could just go through and buff, as opposed to designing new ones from scratch.
These top-tier items shouldn't be easier to get. There should be a larger selection of different ones. It would amaze people how much pressure this would relieve. The odds of getting a specific item wouldn't go up. But the odds of getting a great item.....would go up.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I will say I have a new appreciation for Blackthornes, even Blackthornes has "some" use in the game.
Heart of Iron, WTF?
The only thing I'd support with Kadala is perhaps dividing up the weapons categories a tad further. If you're looking for a Wand of Woh, you don't want a Pig Sticker, or anything remotely similar. This situation does seem to make class specific items a bit daunting (MONKS/BARBS I'm talking to you)...
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?