Power creep at maximum levels.
- TrueColdkil
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Member for 10 years and 28 days
Last active Mon, Feb, 22 2021 03:56:22
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Aug 16, 2017TrueColdkil posted a message on Patch 2.6.1 PTR Notes - New Items and Significant Item ChangesPosted in: News
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Jun 27, 2016TrueColdkil posted a message on PTR Patch 2.4.2 Hotfixes, End-Game Group Meta & Upcoming ChangesPosted in: News
Imho the issues are pretty well explained.
- supports are not toxic by themselves, but the fact they actually provide more damage than a single dps is extremely broken. You choose support because you can do more damage than with a full dps setup; this is simply wrong - supports should be a tradeoff from damage to utility and not utility + more damage.
- tied to point above, room for only 1 dps makes all specs useless but the #1.
- third, and frankly most important, supports are all about healing and pulling. Healing makes people simply facetank everything (which is boring) and massive pulling leads to the extreme lag that makes other potentially competetive builds completely unusable. Example, for this season fire EA/Mara6 DH had a damage comparable to Wizard, but the immense amounts of ground dots makes the build not feasible.
Less supports would lead to a more dynamic gameplay and possibly less server issues that are 99% due to having insane monster density in a single place. Then it would be a matter of balacing sets to make more options viable, as you all know that reached a ceratin level Rift density and comp matter more than everything else.
As Zero said, 2dps+tank+sup is a definitely more interesting setup. ideally imho a 3dps+supp/tank should be the norm (utility of grouping mobs shouldn't be killed, only made less relevant/reliable).
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Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
More than broken, it doesn't actually adds much to the table apart a huge dmg increase with the 2pc. Impale needs definitely some love, but making it a single huge it doesn't improve anything of the skill itself.Quote from Dunkelvieh
Yeah, the design of the shadow set is completely broken. The 4pc is almost doing nothing and the 6pc is completely useless if you want to clear any high grift in a reasonable time.
There are so many possibilities, but blizz always fails in implementing them.
no matter, i will continue and try to find alternative builds. i just dislike the "fixed meta" that the community upholds as some kind of holy grail ...
About the meta: there would be an awful lot to talk about. I'll just say that while meta exists, most players don't do a work like yours and just serach on YT for the "73528863520986529852+ GR speed build" and copy it. Usually because it comes for a famous guy (not taking anything away from the famous guy himself). -
Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
As Dunkelvieh wrote above, the fact it's better to run with 2Shadow than to use the full set means the 4pc and 6pc bonuses are next to useless. They may be fun because wing and huge hits, but in a high GR environment they're completely ineffective and inefficient.
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Jun 9, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
The fact that a 90+ Shadow build doesn't even use Impale as skill and FoK as main damage builder is kinda wonky. Talk about needs to redesign the set bonus.
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Apr 17, 2015TrueColdkil posted a message on Trials will be removed in a future patch!Posted in: News
I'm happy about the Trails removal - it only slowed the pace of the game.
However finding a good way to implement this is tricky; ideally you will have a unique reusable key that works like current ones:
- you can enter any greater rift of your key level or lower;
- you will be able to choose GR level based on your key level
- grift max level depends on who opens the portal first (like it is on live)
- you can leave the option to upgrade the gems if failed timer, since you won'tbe able to get to an higher GR than that
- this way you can still purposely choose lower level grifts just to upgrade gems easily.
The problem of trials was the farming of the keys themselves. A real like that still open to see how high you can reach could even still exist just for epeen reasons. Making the key permanent would solve allt he issues at once without downsides imho.
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Jan 7, 2015TrueColdkil posted a message on Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2That thread has some very good points running around, too bad it's flooded by people crying about pretty much everything.Posted in: News
I actually never quit D3, i just play less when i reach my self-put goals in game.
What would bring more players back? I can summarize it in two words: MORE VARIETY. More ways to farm, more events like uberbosses, more sets/legendary powers that will unlock more different builds/playstyles, and so on.
Basically most of the players want more/new stuff (myself included). I don't think the game is in a bad state right now, but i agree that running around when you've got you M6 completed by months and you're still missing that Witching Hour because it's more or less the only upgrade you've left is getting boring fast.
I don't mind the gear treadmill. the point is that a gear treadmill to be entertaining for a long time needs more gear. - To post a comment, please login or register a new account.
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I always found TX in 2 minutes pretty hard to solo - casual player, low para, etc etc.
Anyway with just another friend with me we did it very easily - most of the time in solo is lost due to the port to town -> click to the spirit thing. In two you just melt stuff and as soon the guardian pops, the one who's far from it ports and closes while the other guy kills the guardian.
Really, it doesn't take much more than this.
While i can see the points of pure solo players about a lot of things, i don't think that spending a little time with another player who's wanting to do the same conquest will ruin your game experience at a so fundamental level.
As a mostly solo player, i'm happy that the XP disparity is being dealt and every season the difference is smaller.
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i agree with the Conquests being kinda dull. Tbh, i wouldn't be "pushing" GR if it wasn't for them.
Strangely enough i like the 3 gems to 65, but not solo GR75 - maybe becuse i like running GR for a purpose but after that i lose every interest and leveling gems looks funnier than simply climbing the GR levels.
I'm "speedfarming" 65 right now just because i have like 90 keys to burn and i wanted to clean my inventory befor eseason ends (shard everything but sets and complementary gear, etc).
I would like more conquests like the Thrill and clear GR with different sets. Imho they push you towards item hunting, which is more fun to me.
EDIT: i liked also the "cube 100 things" and i'd really like to see stuff like "find all crusader shields/1hand xbows".
EDIT2: stuff like "kill all RG with X and Y items equipped"
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Ok, new conquests looks kinda good - three gems at 65 and 75 solo will likely be something people will do in any case.
Boss mode looks really easy if you run in 2+ - i think that with current gear in s5 i can do it also in solo, while it's likley i won't have much time to spare. Anyway, soething easy to do since multiple people will be looking to do it; it's all about if you get credit for the boss kill if you're not there partecipating to the fight.
Curses!/Stars Align....well the act 5 boggarts and act 1 spiders chests are the two best candidates imho. With my HC barb i remeber reaching 300+ mobs on both but still 350+ will be hard. Even in the video they managed to reach 320, which is still 30 monsters short. I don't think it will be easy.
About classes, i wanted to run a WD for S6. I should be able to do everything i need fto complete the season (especially if this time GR 75 solo isn't actually needed as third conquest).
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Rapid fire doesn't work with Sentries.
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The only real solution is to have the impact of paragon greatly readuced - something that Caldesann already took care of partially and in a decent way.
But the, if Paragon are useless on progression terms (more power), why people should bother doing them?
Atm bots are becoming more a conveninece thing than anything related to progression. yes, they can farm you a lot of keys while you sleep so your playtime will be optimized into GR pushing/farming, but that's it.
Leaderboards are not that affected by paragons, and the race is really between a vey small bunch of players while majorty simply don't care about them - they journey is plenty of rewards for people who casually play the game and gives a lot of satisfaction through clear objectives and cosmetic rewards.
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I don't think this thread is going places. Closing.
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I like the idea. However bots will still be extremely useful for farming mats/keys (which is the main goal after reaching a certain paragon treshold) but it's something - whch is something much harder to solve.
The idea of capping paragon for leaderboards is nice, since it gives an easily reachable common ground for everyone wanting to compete - though another issue arises: if we assume all people get the same gear and power (as cookie cutter builds won't cease to exist and most people just go copy/paste no them) then the leaderboards become even more a matter of RNG and fishing for the right rift, since the only upgrade would be the one from legendary gems.
I agree that a baseline soft cap for leaderboards should be added - but i would intevene more on the flavour the paragon system gives getting away from boring stats like chc/chd/cdr and working on nice bonuses like "fire skills have a % chance to set enemies on fire" and creating a perk-like structure (somehting similar to d2 skill trees).
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Making them work liek the cosmetic pets for items is a no-no imho. Basically they would become a bot that loots stuff for you so you can run faster - imho it's a bad idea because speedfarming trades speed for loots and i think it's a good choice to have.
For the rest, it's quite spot on. Atm there are these main issues:
- a non-immortal follower is a useless follower. Once you reach high levels (but even T10 to some degree) the follower will just charge/die continuosly not providing any actual benefit to our character and making it not worth to have. Add to this that the follower is more needed the more you climb GR levels and that it dies even faster, you get the idea.
- tied to point above, all follower relics are useless if it's not the one providing immortality. This sucks because there's a lot of interesting synergies and potential ideas that would just get scrapped/ignored.
- the paladin problem: paladin is the only one bringing heals to the table (and kinda effective ones) thus is the most chosen if not the only one worth to have in high GR. Enchantress has some uses, while Scoundrel seems to me left in the dust.
As you said, giving immortality baseline (or better baseline on legendary relics adding another effect) and giving to each one an healing skill would make them much balanced and viable.
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so apparently you've exceeded the long doubles and reached another level.
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Or you can save them for the conquests since wo of them are about sets (GR55 with 6 different sets and master 8 set dungeons).
But it's up to you if you want to do them or not.
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Mainly because i love ARPGs, played D1 and D2 for years, and i like to have a game to play for a long time at my pace without being on a schedule.
Unless Blizzard changes stuff and makes the Season journey to be not doable in solo, i'm happy with the game. Plus more time passes more things get added.
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Strange not to see an apocalypse/natalya build in the speedfarm section but i assume it gets on par at max with the fast farming UE build.
Nice compilation of builds.
@psyborg: basically yes. Worth noting that Shadow set makes DH one of the mandatory DPS in best group comps, as the highest single target dps.
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I also agree that D3 is receiving a lot of improvements via patches and nice features/new meta games.
The point is that while you could play D2 for a long time continuosly without anything of this sort you cannot do so in D3. Item hunt is basically non existant, as build are redefined by item sets, and you can tailor your drops in multiple ways (cube/blood shards). Getting fully geared is really easy and it's a matter of hours.
Yes, the long term goal is pushing high GR atm. But a) it works only for a handful of builds and people tend to pidgeonhole into the "best ones" and after a certain short threshold it becomes more paragon related than gear related.
The problem currently with D3 is that we're not farming for for items, but farming for levels. Farming will be always famring and there will be always the beast way to do so, but the goal should be related to how we want to play and not how much powerful we are.
LoN set is actually the potentially best thing of 2.4. Cannot wait for them to hit live.
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The main issue is that this way instead of providing additional goals to achieve in game, we will only have a medium term goal searching for the "right" combination of gems.
Unfortunately this is not due by the lack of mechanics and stuff like that, but by the itemization system which cannot be redone top up.
Side note: Blizzard already tried to "spice up" the crafting system with special reagents and targeted farming/unique drops, and it has been welcomed very badly by the playerbase, to the point they completely removed it. Crafting could be used as a medium to the implementation of "runewords", but the farming trip needs to be tuned correctly and rewards needs to be at set level.
Imho due to the introduction of the LoN set, they could add some crafted special items that synergize well with is as LoN works with legendaries. Just my 2 cents.
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Runewords in d2 were made by socketed items and interesting combinations of various affixes. In D3 we miss first of all the socketed items - only chest has 3 sockets meaning it's the only actual piece of gear that could have a decent runewords system on; maybe we could extend them for pants but two sockets only narrows the selection by a lot.
Second and equally important, the streamlined affixes made much easier to choose between what's good and bad, and it's usually dictated by the sets/builds. What can possibly add a runeword - more CHD/CHC/CDR?
Yes, they can work over some nice special affixes, but they could simpy make a new legendary item giving an additional choice (if powerful enough) instead of another mandatory gearing strategy.