Thanks for giving this idea some notice, Zero. Unfortunately I see a lot misunderstanding of the idea, but that's probably my fault for not putting in a tl;dr.
A Blizz-created static rift would also be a good idea, but just to clarify, the suggested idea in this thread is not for personal/individual rifts, but would be community-created rifts, so they would in all-likelihood actually be better than any Blizz-created rift, since the community simply understands the game more, since they're the ones playing it constantly.
ARPGs are puzzle games. Yes, usually puzzle games have a 'best' solution. But that is not the point - it's the thrill in finding the 'best' solution that keeps people interested. Yes, once a solution is found, everyone copies it. The key to making the game interesting is to continue to change the puzzle. Currently this is done every 3-6 months with a new season, which the community is clearly finding too slow, as they stop playing after a month or so. This new system is one idea (not the only one) in which the community could create new puzzles every week/month or as often as the community desires.
How would it be a "true test"? Someone would find the perfect class/build/composition for that one specific rift and everybody would be using it. In ARPGs there's always going to be a "best", it's just maths. The whole game is maths. It would just make things even more boring than they currently are.
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Seems like it would have been a better idea if they'd just restricted the buff to only new seasonal characters.
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Absolutely this.
lol, have to agree here. It really is awful.
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When they fixed Bane of the Trapped to work with Frozen they also made APD bracers proc off Frozen as well as Stunned. Which means charge now works with APD.
Yeah the APD thing is possibly a bug, who knows.
I have to agree on the whole GRift meta being broken. IMO an endless dungeon of infinite scaling is a poor design (although I think people asked for it for some reason...). I think a better idea would be static levels that maxed out at roughly GRift lvl 35 or 40 or something, and then people just competed for time.
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That's really interesting - I wasn't aware of this one. It's a shame they nerfed it since it seems like all it would have done was promote build diversity.
A lot of that is actually due to just changes Blizz make, not actually creativity. The reason Barbs are now useful in teams is simply because of the change to how APD bracers work with Frozen; if this change wasn't made then Barbs would still be in the same position as before.
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If I had to guess I'd say it's just a bug. Seems like a strange and obvious bug, though. But, then again, just like we found out that even though most legendary damage effects were meant to scale with +% Element, they actually didn't. It was just a bug that had gone unnoticed for a long time... =\
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Here's another few potentials:
Philosophy: So, yes, it basically combines the properties of Ice Climbers and Illusory Boots (or Kulle-Aid), but does free up those spots for other boots to be used. Also the Kulle-Aid potion, despite being a fun idea, is never particularly useful I find (at least not for a Barb/Crus) due to the extremely high cd on potions – the armor or all resist potions seem to almost always be better.
Alternatives: if it’s deemed to over powered, then one of the effects (either CC immunity or Ignore Collisions) can always be removed.
Philosophy: This is a fairly common one in various ARPGs, and can potentially provide some interesting builds. There obviously needs to be some tweaking to make the cost of abilities match a health pool instead of a resource pool.
Philosophy: Diversity in movement speed options is currently non-existent; just use paragon points in MS until max 25%, end of story. A consequence of this is that any MS increase on an item is a wasted stat and potentially renders are fair few items instant garbage if they auto-roll with +%MS. While I doubt this gem will ‘fix’ that core problem, removing the MS cap may tempt people to at least experiment with +%MS on items, maybe.
Alternatives: The increased MS to 25% could be removed to just leave the unlocked cap, but I doubt the gem would then be desirable enough to warrant using it over straight damage gems. Keeping the +25% MS would then also allow people to redistribute Para points if they wanted.
Philosophy: I came across a good reddit post the other day about how a lot of high-end builds (particularly Barbs and Crus) are pretty much about completely removing primary resource generators, since they just don’t compare in DPS to spenders, and there are alternate ways to generate resource (Reaper's), or just use cd abilities. While not necessarily a problem (build diversity is great), almost all builds for barb and crus that are able to remove resource generators are just more powerful than ones that have generators, which is not great for diversity.
Alternatives: once again I'm not sure if this will be enough to make generators desirable – the damage buff and generation buff may need to be increased even more to make them competitive abilities. Also I'm not sure how this would work with classes that don't technically have 'generators'...
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http://www.diablohub.com/database/item/strongarm-bracers/information/
Also you can check out Druin's Monk thread that has a specific section on which Monk abilities proc Strongarm.
http://us.battle.net/d3/en/forum/topic/12506331470?page=1
List of confirmed skills that proc Stongarm:
Fist of Thunder - Thunderclap
Deadly Reach (knock-up)
Lashing Tail Kick - Sweeping Armada
Tempest Rush - Bluster
Wave of Light - Wall of Light
Cyclone Strike - all runes