[...]the paragon system rewards those who bot more than anyone else, and a system that benefits cheaters simply does not belong.
Botting and accountsharing can reward cheaters by...
* getting more paragon levels
* getting more grift keys
* getting more blood shards
* getting more crafting material
* getting more loot from random drops
So without paragon levels: Would botters stop botting? No, because it still helps. In a time=power game, more time is more power. Won't stop ever.
Is cheating bad and should be prevented? Sure.
Will everyone have a fair chance in a world without cheats? Hell no. Do you have something absurd like a 'job' that prevents you from playing 20 hours a day in a high grift 4 man group? Too bad, you'll never 'win' in this game. Sad story. Deal with it. If you want to be number one, become a professional fulltime gamer, win the lottery, burn yourself on coffee and sue a company or marry a rich old woman. Then get some friends to play with you all day. Maybe you can even get your attentive butler George to play for you while you are sleeping.
But lower paragon levels would DIRECTLY impact the leaderboards.
Make ancient items + paragon levels less of an impact.
Make grifts (at least solo) less random. If you're trying to "compete" (rofl) there's so much shit that you have to endure:
- RNG dungeon layout which dicates the amount of mobs that spawn and how tight they spawn
- RNG mobs that dictates if you can even kill the fuckers or if they are even worth the time spent killing
- RNG guardian dicates if you can even complete the greater rift after having done multiple in order for the stars to collide. Some bosses are WAY stronger than others.
Atm. there's nothing to do in the game beyond the first 2 weeks of playing for people that got a job etc. You spend the first week or two grinding all the pieces + skill gems, and then that's it. There's no point in trying to compete on the leaderboards because those that nerd the game 20 hours a day will be unbeatable since they got way better gear + way higher paragon levels + hit the dream rift way more often.
That's one of the things that is not true: just because you play 20h a day doesn't mean you have better gear. For the average joe that might not matter, but higher solo leaderboard positions are dictated to a good degree by item drops and crafting luck, e.g. Hellfire amu. What I would like to see is that anyone can achieve this kind of equipment if he plays for an excessive amount of time. Why can't your artisans, kadala, dropluck etc slowly go up as well similar to paragon points? Yes, sure the super lucky players will shoot even more ahead,but if you hate that you'd have to rework how drops work and remove all luck from drops which is mega boring and hopefully will never happen ("controlled and guaranteed drops", pity timers etc). Such systems are also way too easily abused.
Solution: add additional progression and difficulty level for people who invest a lot of time into the game. Why not? It will level the playing field over time. This problem has become more and more extreme with the introduction of ancient items and now LON-builds.
If you are doing well on a solo leaderboard has never been so luck dependant. You are locked out of progression if you are unlucky and forced to do bounty runs, farm machines and do T10 rifts over and over again while some other players just blaze through 3 levels higher because they got their bounty item on the first try and only needed 30 attempts to craft their things. Yes, gearing up is easier now (hence why I propossed some nerfs to Kadala as well!), but late game gearing is even more lottery than ever. The chances to acquire certain things are way too astronomical right now. T10 is a joke. Either you are lucky or you lose. Even playing 20h a day and high paragons can not balance the fact that your LON-gear is sh!t. Why not reward players who dedicate so much time to this game?
Yeah, I feel you are wrong here. Just scroll through the top 100 of each class solo, or of each group comp. Almost every player is going to have absurd amounts of paragon levels. Yeah, you are going to find that small group of people that got lucky and spawned the perfect rift through RNG even though they are only paragon 800, but that is an anomaly, or should I say it is more than 2 standard deviations away from the mean.
Time played absolutely equals success in this game, there is no real base of evidence that can deny that claim.
Why does everyone hates paragon levels.You are rewarded with how much time you play the game, nothing wrong with that.People should do less crying and actually play the game.Nerfing the stats from 5 to what ever number you pick or completely removing it, it's just a big slap in the face to the people who farmed their paragons.
Because, Botters.
Really that is it for me, time played is time played sure, but people that hit 2000+ para are all botters, and they will be on top of the leaderboard because they get everything needed. If there were no botters, I agree, the paragon system is awesome as it rewards players who are dedicated to the game. But that simply is not reality, as the paragon system rewards those who bot more than anyone else, and a system that benefits cheaters simply does not belong.
Also, for D3 Xpac 2, which I feel we will get summer of 2017:
-Removal of Paragon system
-More gated progression, or static runs. ( I want a few items in the game that are equal, to see who truly is the best, not just the luckiest)
-Increase in follower gear slots. ( I love followers for solo play, but feel they are a little drab. Allow them to equip up to 13 items like we can)
-Addition of another follower type (I was thinking that instead of a new class of Necro or Amazon, two old classes in Diablo, they are followers)
-Addition of a new class (I like the idea of a Blood Mage, something that fuels their power off Blood Shards as a resource, and is more of a melee caster)
I have several others, but those are a few I really like.
Thanks for taking the time to put some ideas together. Some of those I really like, but bleu42 brings up some valid concerns. I think it would be nice to have a slider for the TX Difficulty to scale up, let's say it goes as high as your highest gr solo completed. This way you can farm mats and get more Xp. Melting t10 is fun, but that progress bar hardly moves at higher paragon. Overall voted for some of your ideas.
This is absolutely how I would execute Infernal Torment. Much like the Power Creep slider we had in vanilla, but more tuned to the modern style of D3.
The really dedicated players reach full sets and gear withing the first days after season start. After that its just Exp-Farming for paragon levels. Progression for like...30(?) hours and repeat it for the other 1000+ hours.
Your artisan idea will be finished by them within that first days. Torment Infernal might replace speedfarming if its statistically better. The cube idea will replace bounties if its statistically better. Your ideas especially the artisan will be nice and something meaningful to do for those who just play the season for ~ *guess* 50-100 hours and then wait for the next season. Players with their 1000+ hours per season ( and that includes some streaming stars ), who post things like "diablo 3 has no endgame" won't stop posting that because your ideas won't change anything for them. At a long term, only the mathematically best way to play will be done for hundreds of hours.
As I say in my post, if changes like this were to occur, drop rates need to drastically be nerfed. Instead of getting lets say 10-15 legendary items in a full TX clear, maybe we get 3-4 of them.
I also feel that a lowering of drop rates would be in high support to a removal of blue and white crafting mats, instead, we have a united crafting mat, deaths breath, and forgotten souls. Each have their own niche, which is nice and clean.
You guys take this to literal, you just say it is crap but offer few suggestions.
I personally like the path several of these changes would take us, basically more about the grind and less about RNG. An ARPG should have some form of RNG, but D3 is far to deep into it, to the point it created a level of disdain, and followed up by a retarded increase to drop rates, meaning most players can be fully geared with all specs of said season within 15-20 hours of gameplay. This may cater to the casual audience, but it ruins the game. The focus of casual players should be on Non-Season if they want to compete, where time is not a direct enemy. Season to me should be reserved to those who know they need to put in the time, aka the restart, gr push, leaderboard climb, and the farm.
That being said, in regards to Artisan Gems:
- I love the idea.
- I do however think these should almost be an experience bar sort of like how you train the artisan instead of an actual gem.
Regarding Kadala Changes:
- I like them, but they do need to be tuned. I would simply multiply each recipe by 7, so weapons would cost 525. With this I would raise the base BS level to 525 to allow someone to farm this number for a legendary weapon without raising their cap.
- Kadala would need to be turned into an artisan if the theory of leveling her up, thus increasing Ancient roll % were to happen.
- If a change like this were to occur THEN DROP RATES ABSOLUTELY NEED TO BE LOWERED IN THE OUTSIDE WORLD, which I am okay with
Regarding Infernal Torment:
- I love it!!!
- Obviously would need to be tuned to represent the current power creep, ala cannot be raw numbers, but a scaling formula based on the creep.
In regards to everything else, again, I like a lot of the proposed ideas. Just make sure drop rates in the world are lowered, thus making the game more about the grind again. By making several of these changes, RNG is better tuned for what an ARPG should be.
Thanks for the post, a lot of good raw ideas, would need some work, but many of which make sense.
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AKA bye bye Gaby
Time played absolutely equals success in this game, there is no real base of evidence that can deny that claim.
Really that is it for me, time played is time played sure, but people that hit 2000+ para are all botters, and they will be on top of the leaderboard because they get everything needed. If there were no botters, I agree, the paragon system is awesome as it rewards players who are dedicated to the game. But that simply is not reality, as the paragon system rewards those who bot more than anyone else, and a system that benefits cheaters simply does not belong.
Also, for D3 Xpac 2, which I feel we will get summer of 2017:
-Removal of Paragon system
-More gated progression, or static runs. ( I want a few items in the game that are equal, to see who truly is the best, not just the luckiest)
-Increase in follower gear slots. ( I love followers for solo play, but feel they are a little drab. Allow them to equip up to 13 items like we can)
-Addition of another follower type (I was thinking that instead of a new class of Necro or Amazon, two old classes in Diablo, they are followers)
-Addition of a new class (I like the idea of a Blood Mage, something that fuels their power off Blood Shards as a resource, and is more of a melee caster)
I have several others, but those are a few I really like.
I also feel that a lowering of drop rates would be in high support to a removal of blue and white crafting mats, instead, we have a united crafting mat, deaths breath, and forgotten souls. Each have their own niche, which is nice and clean.
You guys take this to literal, you just say it is crap but offer few suggestions.
I personally like the path several of these changes would take us, basically more about the grind and less about RNG. An ARPG should have some form of RNG, but D3 is far to deep into it, to the point it created a level of disdain, and followed up by a retarded increase to drop rates, meaning most players can be fully geared with all specs of said season within 15-20 hours of gameplay. This may cater to the casual audience, but it ruins the game. The focus of casual players should be on Non-Season if they want to compete, where time is not a direct enemy. Season to me should be reserved to those who know they need to put in the time, aka the restart, gr push, leaderboard climb, and the farm.
That being said, in regards to Artisan Gems:
- I love the idea.
- I do however think these should almost be an experience bar sort of like how you train the artisan instead of an actual gem.
Regarding Kadala Changes:
- I like them, but they do need to be tuned. I would simply multiply each recipe by 7, so weapons would cost 525. With this I would raise the base BS level to 525 to allow someone to farm this number for a legendary weapon without raising their cap.
- Kadala would need to be turned into an artisan if the theory of leveling her up, thus increasing Ancient roll % were to happen.
- If a change like this were to occur THEN DROP RATES ABSOLUTELY NEED TO BE LOWERED IN THE OUTSIDE WORLD, which I am okay with
Regarding Infernal Torment:
- I love it!!!
- Obviously would need to be tuned to represent the current power creep, ala cannot be raw numbers, but a scaling formula based on the creep.
In regards to everything else, again, I like a lot of the proposed ideas. Just make sure drop rates in the world are lowered, thus making the game more about the grind again. By making several of these changes, RNG is better tuned for what an ARPG should be.
Thanks for the post, a lot of good raw ideas, would need some work, but many of which make sense.