For the most part I only read around in these forums, but I'm in the mood to get a legitimate discussion going regarding some of the shortcomings of the game. It's been about a month since release now, so I think most of us have a pretty god feel for it. I know there are a million QQ threads everywhere, so I really really want to try and keep this intelligent and civil.
I want to make it clear that I love D3, and I only want the game to get even better. I've gotten my money's worth back 1000 fold. So I point at these flaws with a guilty heart.
In no particular order, I'm going to list some random thoughts, and I'd love for any of you who are willing to give proper input and opinions to drop a comment below. Here we go:
- CRIT BUILD - This has always kind of baffled me. I have no fundamental issue with going crit in any ARPG, but I've always found it strange that in D3, it's really not a build. it's THE source of damage. Not optional, or a path chosen, for any character or skill build. It's completely mandatory. Is it just me? With +Elemental damage and +skill damage, RoS seems to be slowly breaking away from it, but it's still very far from optional.
- LEGEN... DARIES! - Lots of heated debate over this one. Since the very beginning of D3 in fact. RoS is a major improvement, with some of the new leggies having some awesome build changing effects. The only issue I have now, is even though I'm glad the AH is gone, and I can see how trading can be abused, with the current system, there's a very realistic chance that some leggies may NEVER be found. I mean, I'm fine with the drop rate, I'm fine with their quality, hell, I'm not even talking about BiS ultimate power type leggies. I simply mean, RNG is RNG, and if I really want a specific piece, there's no way of knowing I can ever get it, even after a 1000 hours. Sure, there might be a lot of math involved in your actual chances, but realistically speaking, the RNG gods may never give you that cindercoat. I don't mind building up very slowly towards something. I just like to know that hundreds of hours should get me where I want to be. The current system has no guarantees. It's better than vanilla D3, but it has rome for improvement.
- DYES, TONS OF DYES - Not much to say here. I love the new Transmog options, but please oh please, remove dyes from the game and instead add a color palette to the enchantress's transmogrify window. I get quite giddy about making my characters look cool and tweaking their appearance to suit their builds. All those little bottles are just a pain in the behind at the moment.
- I MISS THE AH. LOL NO, JUST A PART OF IT - All I really want back from the AH days is that interface where I can access the inventory of all my characters without entering a game. I play all the classes (Although <3 DH and Monk) bt it's a pain to get those forgotten souls from my wizard when I'm in a game with my dh. Just a suggestion, I guess.
- SPLIT FARM YAY - Look there's no denying that the rewards make it awesome. But It's totally un-awesome if I'm in the mood to solo farm. I'm not sure what needs to be done, but somewhere a middle ground needs to be found. Sometimes I like soloing, sometimes I like playing with my friends. I just really believe that in no case should the one option be insanely more rewarding than the other.
Like I said, criticisms of a game I truly do love. Though love, I guess. I'll add more as they come to mind. Please do comment. Thanks!
It was fun at start but rifts are boring as fuck, thats why i saved well over 500 rift keys before i started doing rifts. I farmed a bit of Manglemaw, i've done some bounties, i've done chest runs, i've done Firestarters. It was fun for a while. THEN they nerfed everything and pushed everyone to rifts. I spent my 500 keys now and with the 100% more legendaries i've been able to complete all the barb sets and found out they all suck comparing to WW SOH (until the nerf) and i'm currently using the EQ one (i even have boots) which feels a bit slow even if in reality it's not. I was getting well over 30 legendaries a day (6 hour playing after work) so ye. I have small room for improvement, the one i can think it's the Hexing pants and a better amulet, maybe weapons too. I'm bored as fuck now, i'm waiting for ladders.
It was fun at start but rifts are boring as fuck, thats why i saved well over 500 rift keys before i started doing rifts. I farmed a bit of Manglemaw, i've done some bounties, i've done chest runs, i've done Firestarters. It was fun for a while. THEN they nerfed everything and pushed everyone to rifts. I spent my 500 keys now and with the 100% more legendaries i've been able to complete all the barb sets and found out they all suck comparing to WW SOH (until the nerf) and i'm currently using the EQ one (i even have boots) which feels a bit slow even if in reality it's not. I was getting well over 30 legendaries a day (6 hour playing after work) so ye. I have small room for improvement, the one i can think it's the Hexing pants and a better amulet, maybe weapons too. I'm bored as fuck now, i'm waiting for ladders.
why don't you start another character then? It kind of amazes me how people get burnt out after a month. I'm still no where near complete for any of my 3 characters and I'm all about min-maxing. Granted I only play probably 2-3 hours a day..so it doesn't really affect me.
I find it laughable that people spend 10-12 hours a day, (not saying you are specifically) but then say this game is boring, I'm bored, wheres the end game, etc etc when you've clearly just exhausted your interesting in the game because you've hit a wall. Once you hit that area of gear where you're struggling to get upgrades in terms of your gear being pretty much ''that good'' that it becomes much more rare to get an improved item....it's going to happen.
I think blizzard has tons of room to improve on the game, and I think they've got the framework in place to make that happen. I've spread so many good ideas across so many posts I can't even keep track of them anymore.
itemization: i.e.; making better use of rares, blues, whites because right now save brief leveling/upgrade place holder.. they are all just crafting material. I'd perhaps like to see blues/rares roll specific mods that are unique to them. Perhaps add more socketable item capabilities, right now there are only 5 socketable gems..and it dwindles down even further when you're min/maxing based on the item slot. This could be done in the form of runes..that add specific mods, effects, damage, auras, summons, casts, etc.
Charms, yes I said it..charms. Perhaps give people the ability to craft and/or find charms. There is plenty of crafting material to use because after awhile..they just add up. I've got 3k crystals and about 700 deaths breath just sitting around for nothing.
level off reforging costs..make them hit a max of lets say...500k.
allow forgotten souls to be bought with deaths breath/bloodshards
alllow for public game pvp flagging (balanced/unbalanced I'd still like to gank people..that's the fun)
better boss mechanics.. why not have rift bosses summon elites as the fight progresses for example?
Why have an opportunity to potentially fight 2 or more bosses at once (WoW council reference!)
dual spec/gear capabilities (omg WoW reference)
runewords potentially?
Truly endless dungeons; rifts do end.
better mob density in rifts, more challenging mob mechanics in rifts.
Perhaps make rifts have harder settings such as not being able to use health potions, slower hp regen, whatever something different
maybe introduce a random world even spawn like d2 clone.. since the soulstone is missing..perhaps a ''shade of diablo'' that is a boss that hits like a motherfucking truck that does a guaranteed legendary drop or something else.
if they do introduce ladders... perhaps ladder only items and/or ladder only bosses
To an extent DIII is not for me. I still like playing it but I only can handle playing it for a few hours in a month and then I need to play something else. Even playing with new characters makes no difference for me. I find DIII is still lacking something for me I just do not know what it is.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
First of all, great post! Very good points being brought up. On some I agree, on some I disagree. Let's take a look:
- CC/CHD: Completely agree. I actually think the main crux lies within two single affixes/items: amulets with their 100% CHD and emerals with their up to 130% CHD in weapons. 50% CHD on gloves/rings is actually on par with most other affixes and doesn't hurt the game, but those two triple digit CHD affixes just kill everything else on those slots. Now, having two mandatory affixes on two of 13 items is not a problem. But what comes with it is the fact that it makes critical hit chance on every other item mandatory as well, and leads to the CC/CHD dominated characters we see now. I really don't know why this wasn't nerfed but even buffed. In my opinion, they can't fix this by buffing everything else; what they need to do is to address this retroactively. Kill CHD on weapons, cut the emerald's CHD bonus by 50%. They did it for CHD as legendary affix reroll, why not for the gems? If emeralds could only give up to 65% CHD and amulets the same, it would take away 100 CHD from every "perfectly geared character", devalue critical hit chance and make the entire itemization a little bit more balanced.
- Legendary (really rare) items: Yes, there will be items you will never acquire. And I think is what makes Diablo. How many top players never found a Ber or Zod rune in D2? How many players never found a King's Staff of Haste/King's Sword of Haste in D1? And it was perfectly fine. An item needs to be really rare to become really "legendary". I think it'll take some time for the community to understand this and change their mindset, now that the AH is just gone for a bit over 2 months. Diablo always came with the risk of an item to be unobtainable forever. But only because this risk existed and you couldn't be sure to find it *ever*, the item was so great. It's like when I'm hiking on a mountain - there are mountains where I know for sure I'll be at the top in a couple of hours. And then there are mountains where you don't know if you'll reach the top (weather, altitude, difficulty) - and those are the ones that stay with your forever.
- Dyes: Minor issue, but I agree. I just bought a full stack of all dyes because it is really annoying. Keep the most important colors in my stash, others on my twink.
- Checking your twink's inventory: Yes, it is just connected to another issue though: stash space. There is ONLY shared stash space, no per-character stash space anymore, which is (in my opinion) a design mistake. I need to keep different gear sets (speed bounties, low Torment rifting, high Torment tanking) for some of my favorite classes. Furthermore, there are so many different crafting materials (41 different legendary crafting materials, 5 types of gems with 5 different tiers, white items we need to keep, uber keys+materials, rift key fragments, and so on).... stash space is never enough for me. Well, I know that many people disagree on this though, so I just need to learn to not be a hoarder
- Split farm: I hate that everything is less rewarding than split farming, but split farming is so annoying because you need to check all other areas for drops (or you'll potentially miss the Wand of Woh that dropped from that freaking resplendent chest in the Scavenger's Den level 2 in Fields of Misery). I have no hope for it being addressed though; split farming was around in beta and only very little was done about it.
I think that we should be able to trade face to face, like in Diablo 2, certainly there was those of us who never found specific HRs, but we were able to trade for them. Yes, it does bring the problems of real money trading, and there is no easy fix to this. I think if they removed gold completely and used the crafting materials of gems as the currency it would reduce a lot of these problems. Gold really has no value now, once you have all the gems you need, you don't lose them. Crafting mats do have value, and we could apply their value to the legendaries that we seek.
I also think that legendary items just aren't legendary enough. I can honestly say that I find at least 3 legendaries each time I play, (two, maybe three hours a day) But almost never are they an upgrade to any of the finely tuned yellows that we've all found. A legendary item should be just that. Legendary. I have over 100 souls from disenchanting legendaries. That's not how it should be. Legendaries are starting to do a good job of making builds unique, but there is an overabundance of useless legendaries that will never be useful.
Lastly, since this is predominantly a PvE game, and there's no trade outside of the three other people in your group, there shouldn't be as many nerfs as there is. Yes, the nerfs are mainly bug fixes, no one disagrees, but other games of this genre will spotlight those OP builds and bring them to the mainstream, requiring them to find other ways to make the rest of the class abilities as strong to increase diversity. The only real example I have is Path of Exile. When an insanely overpowered combination of affixes hits the spotlight, they spotlight it for everyone and instead of punishing the people who found it by taking it away and instead add to the rest of the game to make everything else just as good. What's the problem with killing monsters too fast, or being too powerful, there's no competition, no ladder, no PvP, no AH or trading to give them an unfair advantage when it comes to farming. It takes more work, but overall would add to the feel of this game, we should feel powerful, that's what it's about. Not about challenge, it's a loot finding game, it's about killing hordes and hordes of mobs and hitting the jackpot when that one great legendary drops.
First of all, great post! Very good points being brought up. On some I agree, on some I disagree. Let's take a look:
- Checking your twink's inventory: Yes, it is just connected to another issue though: stash space. There is ONLY shared stash space, no per-character stash space anymore, which is (in my opinion) a design mistake. I need to keep different gear sets (speed bounties, low Torment rifting, high Torment tanking) for some of my favorite classes. Furthermore, there are so many different crafting materials (41 different legendary crafting materials, 5 types of gems with 5 different tiers, white items we need to keep, uber keys+materials, rift key fragments, and so on).... stash space is never enough for me. Well, I know that many people disagree on this though, so I just need to learn to not be a hoarder
I have no strengh to do a point on point post at the moment, i can only say i hate the dominance of CC/CHD, which is making gearing, expecially on the weapon slot, so linear (Socket or bust).
On the point i quoted from you, i think Torchlight made a fantastic design decision on making a character stash and an account stash so you can put your alt gear there.
For the most part I only read around in these forums, but I'm in the mood to get a legitimate discussion going regarding some of the shortcomings of the game. It's been about a month since release now, so I think most of us have a pretty god feel for it. I know there are a million QQ threads everywhere, so I really really want to try and keep this intelligent and civil.
I want to make it clear that I love D3, and I only want the game to get even better. I've gotten my money's worth back 1000 fold. So I point at these flaws with a guilty heart.
In no particular order, I'm going to list some random thoughts, and I'd love for any of you who are willing to give proper input and opinions to drop a comment below. Here we go:
- CRIT BUILD - This has always kind of baffled me. I have no fundamental issue with going crit in any ARPG, but I've always found it strange that in D3, it's really not a build. it's THE source of damage. Not optional, or a path chosen, for any character or skill build. It's completely mandatory. Is it just me? With +Elemental damage and +skill damage, RoS seems to be slowly breaking away from it, but it's still very far from optional.
- LEGEN... DARIES! - Lots of heated debate over this one. Since the very beginning of D3 in fact. RoS is a major improvement, with some of the new leggies having some awesome build changing effects. The only issue I have now, is even though I'm glad the AH is gone, and I can see how trading can be abused, with the current system, there's a very realistic chance that some leggies may NEVER be found. I mean, I'm fine with the drop rate, I'm fine with their quality, hell, I'm not even talking about BiS ultimate power type leggies. I simply mean, RNG is RNG, and if I really want a specific piece, there's no way of knowing I can ever get it, even after a 1000 hours. Sure, there might be a lot of math involved in your actual chances, but realistically speaking, the RNG gods may never give you that cindercoat. I don't mind building up very slowly towards something. I just like to know that hundreds of hours should get me where I want to be. The current system has no guarantees. It's better than vanilla D3, but it has rome for improvement.
- DYES, TONS OF DYES - Not much to say here. I love the new Transmog options, but please oh please, remove dyes from the game and instead add a color palette to the enchantress's transmogrify window. I get quite giddy about making my characters look cool and tweaking their appearance to suit their builds. All those little bottles are just a pain in the behind at the moment.
- I MISS THE AH. LOL NO, JUST A PART OF IT - All I really want back from the AH days is that interface where I can access the inventory of all my characters without entering a game. I play all the classes (Although <3 DH and Monk) bt it's a pain to get those forgotten souls from my wizard when I'm in a game with my dh. Just a suggestion, I guess.
- SPLIT FARM YAY - Look there's no denying that the rewards make it awesome. But It's totally un-awesome if I'm in the mood to solo farm. I'm not sure what needs to be done, but somewhere a middle ground needs to be found. Sometimes I like soloing, sometimes I like playing with my friends. I just really believe that in no case should the one option be insanely more rewarding than the other.
Like I said, criticisms of a game I truly do love. Though love, I guess. I'll add more as they come to mind. Please do comment. Thanks!
My profile : http://eu.battle.net/d3/en/profile/Deepsidedj-2788/hero/618431
I find it laughable that people spend 10-12 hours a day, (not saying you are specifically) but then say this game is boring, I'm bored, wheres the end game, etc etc when you've clearly just exhausted your interesting in the game because you've hit a wall. Once you hit that area of gear where you're struggling to get upgrades in terms of your gear being pretty much ''that good'' that it becomes much more rare to get an improved item....it's going to happen.
I think blizzard has tons of room to improve on the game, and I think they've got the framework in place to make that happen. I've spread so many good ideas across so many posts I can't even keep track of them anymore.
To an extent DIII is not for me. I still like playing it but I only can handle playing it for a few hours in a month and then I need to play something else. Even playing with new characters makes no difference for me. I find DIII is still lacking something for me I just do not know what it is.
First of all, great post! Very good points being brought up. On some I agree, on some I disagree. Let's take a look:
- CC/CHD: Completely agree. I actually think the main crux lies within two single affixes/items: amulets with their 100% CHD and emerals with their up to 130% CHD in weapons. 50% CHD on gloves/rings is actually on par with most other affixes and doesn't hurt the game, but those two triple digit CHD affixes just kill everything else on those slots. Now, having two mandatory affixes on two of 13 items is not a problem. But what comes with it is the fact that it makes critical hit chance on every other item mandatory as well, and leads to the CC/CHD dominated characters we see now. I really don't know why this wasn't nerfed but even buffed. In my opinion, they can't fix this by buffing everything else; what they need to do is to address this retroactively. Kill CHD on weapons, cut the emerald's CHD bonus by 50%. They did it for CHD as legendary affix reroll, why not for the gems? If emeralds could only give up to 65% CHD and amulets the same, it would take away 100 CHD from every "perfectly geared character", devalue critical hit chance and make the entire itemization a little bit more balanced.
- Legendary (really rare) items: Yes, there will be items you will never acquire. And I think is what makes Diablo. How many top players never found a Ber or Zod rune in D2? How many players never found a King's Staff of Haste/King's Sword of Haste in D1? And it was perfectly fine. An item needs to be really rare to become really "legendary". I think it'll take some time for the community to understand this and change their mindset, now that the AH is just gone for a bit over 2 months. Diablo always came with the risk of an item to be unobtainable forever. But only because this risk existed and you couldn't be sure to find it *ever*, the item was so great. It's like when I'm hiking on a mountain - there are mountains where I know for sure I'll be at the top in a couple of hours. And then there are mountains where you don't know if you'll reach the top (weather, altitude, difficulty) - and those are the ones that stay with your forever.
- Dyes: Minor issue, but I agree. I just bought a full stack of all dyes because it is really annoying. Keep the most important colors in my stash, others on my twink.
- Checking your twink's inventory: Yes, it is just connected to another issue though: stash space. There is ONLY shared stash space, no per-character stash space anymore, which is (in my opinion) a design mistake. I need to keep different gear sets (speed bounties, low Torment rifting, high Torment tanking) for some of my favorite classes. Furthermore, there are so many different crafting materials (41 different legendary crafting materials, 5 types of gems with 5 different tiers, white items we need to keep, uber keys+materials, rift key fragments, and so on).... stash space is never enough for me. Well, I know that many people disagree on this though, so I just need to learn to not be a hoarder
- Split farm: I hate that everything is less rewarding than split farming, but split farming is so annoying because you need to check all other areas for drops (or you'll potentially miss the Wand of Woh that dropped from that freaking resplendent chest in the Scavenger's Den level 2 in Fields of Misery). I have no hope for it being addressed though; split farming was around in beta and only very little was done about it.
I also think that legendary items just aren't legendary enough. I can honestly say that I find at least 3 legendaries each time I play, (two, maybe three hours a day) But almost never are they an upgrade to any of the finely tuned yellows that we've all found. A legendary item should be just that. Legendary. I have over 100 souls from disenchanting legendaries. That's not how it should be. Legendaries are starting to do a good job of making builds unique, but there is an overabundance of useless legendaries that will never be useful.
Lastly, since this is predominantly a PvE game, and there's no trade outside of the three other people in your group, there shouldn't be as many nerfs as there is. Yes, the nerfs are mainly bug fixes, no one disagrees, but other games of this genre will spotlight those OP builds and bring them to the mainstream, requiring them to find other ways to make the rest of the class abilities as strong to increase diversity. The only real example I have is Path of Exile. When an insanely overpowered combination of affixes hits the spotlight, they spotlight it for everyone and instead of punishing the people who found it by taking it away and instead add to the rest of the game to make everything else just as good. What's the problem with killing monsters too fast, or being too powerful, there's no competition, no ladder, no PvP, no AH or trading to give them an unfair advantage when it comes to farming. It takes more work, but overall would add to the feel of this game, we should feel powerful, that's what it's about. Not about challenge, it's a loot finding game, it's about killing hordes and hordes of mobs and hitting the jackpot when that one great legendary drops.
On the point i quoted from you, i think Torchlight made a fantastic design decision on making a character stash and an account stash so you can put your alt gear there.