This is a really interesting idea, it allows for competition that somewhat balances out RNG without actually removing RNG. You would still fish for a good combination of rifts which should satisfy Blizzard's desire to maintain replayability but you wouldn't be completely out of the running if you don't spawn that one map layout/mob type/boss etc. I would be in favor of this style of competition.
- Registered User
Member for 3 years, 11 months, and 2 days
Last active Tue, May, 10 2016 19:39:29
- 0 Followers
- 146 Total Posts
- 14 Thanks
Sep 22, 2015Posted in: Diablo III General Discussion
Sep 22, 2015Posted in: Diablo III General Discussion
The changes to monster CC resistance have rendered many of the traditional support crusader skills mostly useless. It's not impossible that there is a viable support crusader build out there but not one that is public knowledge at the moment. Support barb is very strong right now so you can't really go wrong if you go that route at least for now.
Aug 2, 2015Posted in: Diablo III General DiscussionQuote from Autocthon
What you're not taking into account is that is we assume the case where the largest numeric paragon gap exists (perfectly linear paragon level XP requirement - plvl1 takes 100xp, plvl2 takes a total 200xp etc) the difference in paragon levels will always be the exact same. 20% more paragon on the player playing 20% more.
In any OTHER case (increasing XP requirement per progression) you actually see a smaller paragon gap relative to XP difference.
I'm actually referring to something else, maybe I'm not explaining myself well but I agree with you that increasing the xp per paragon required for each additional level produces smaller power gaps than a linear scale. The gaps I am talking about are a product of increasing the base value and although the scale of xp to paragon being linear or not is certainly a factor in power gaps It doesn't change my core point.
the gap will always remain the excact same percentage difference no matter how you change the XP creep)
In other words if we both farm XP at the same rate per hour we will always be split by a gap relative to our time spent farming and that gap will always be the same amount of power whether we reach paragon 1000 or 10000. 20% more playtime will always be 20% more experience will always be 20% more paragon will always be 20% more main stat. Baseline XP creep has no effect there.
Here is where I'm looking at something different than you are. While in your example you correctly state that 20% more playtime = 20% more xp gained = 20% more mainstat you aren't looking at the absolute value of that 20%. That's the point I was trying to make. We both agree that base xp creep has no effect on the relationship between the 2 playtimes as a percentage but it does change the absolute value (the exact amount of xp).
From a competitive standpoint it would be preferable to maintain a smaller absolute power difference between players as it will result in closer competition. With the current structure of the system the absolute power difference will increase between 2 different playtimes whenever the ability to farm xp per hour increases which it does everytime a new major patch is released.
This is by no means the only issue with the paragon system, many other problems have already been discussed in this thread, I just want to point out one more thing that is mostly overlooked and which if left unchecked will result in progressively less close competition. I suppose it is subjective whether increasing power gaps or close competition matter to the game but I personally find it strange that the system works this way. Keep in mind that when the current paragon was introduced we did not yet have seasons/eras so there was no regularly scheduled power creep. Under those circumstances this specific issue didn't exist. It is actually the way the paragon system interacts with power creep that creates a scaling power gap and it's important to consider if that is good for the game.
On a different note bonus xp gear and the way xp bonuses are calculated in greater rifts are a far bigger issue for multiple reasons and any other flaws in the paragon system are magnified by these problems. Removing bonus xp gear from the game would be the single best thing Blizzard could do for the paragon system although the other issues presented in this thread and elsewhere need to be addressed at some point as well.
Jul 31, 2015Posted in: Diablo III General Discussion
And how about we go and look at the actual time investiture difference between whatever arbitrary players we're comparing is between seasons? It does nothing to say players 1 and 60 have larger paragon gaps without also looking at their playtime gaps. Then we have to sit and look at how they reached that paragon (Rubies? Support builds? What are they ACTUALLY doing different). You need extensive and detailed information to make any REAL comparison between season leaderboards.
Valid point, I wanted to at least compare paragon earned against hours played but unfortunately the data wasn't available. I almost added a disclaimer but my post was too long as is. Even if you want to disregard that example though you should still be able to see that if you understand how the system works you can accurately determine that a widening power gap is inevitable.
Let me try a different sort of example based on math rather than incomplete statistics:
Every season/era there is power creep, this means we can farm paragon faster than before with each new patch. If this season we both farm paragon at a rate of 100 bil xp per hour and you play 5 hours a day but I play 6 then at the end of 1 week I will have gained 700 bil more xp than you.
Lets say next season power creep allows us to both farm 150 bil xp per hour. If we both play for the same number of hours again I will have 1050 bil more xp than you at the end of 1 week.
The difference between how much we both play doesn't change and yet the difference between your reward and mine increases. My previous example was certainly not scientific but by doing some basic math you can see that a similar outcome is inevitable just because of the systems current design.
(Disclaimer: 150 bil xp per hour next season is a number I pulled out my ass. No one knows what an accurate rate for farming xp next season/era is yet but surely we can all agree that next season/era we will be more powerful than this season/era and therefore able to farm paragon faster. This has already been demonstrated on the current PTR)
Jul 30, 2015Posted in: Diablo III General Discussion
Let me try my hand at explaining the argument against the current paragon system:
The issue is not that playing more hours = more paragon = more power. I am not suggesting that those players who invest more time should not be rewarded for doing so. The issue is the rate of reward given relative to time spent is not a constant in this game. Due to the continuous power creep in each patch the amount of paragon you can earn in an hour becomes higher with every season/era. This ultimately means that the gap in power between players who invest more time and those who spend less time becomes bigger and bigger and will continue to do so with every new patch.
I would not ask for paragon caps or for paragon to not increase the power of your hero, I simply want the power differential between playing 4 hours a day and 5 hours a day (as an example) to remain constant with each new season/era.
Here is an example of what I mean about the widening power gap:
If you go to diabloprogress and look at the leaderboard for paragon earned in season 1 you will see that the number 1 paragon earner reached 1076 paragon by the end of the season. The number 60 earner achieved 877 paragon.
Do the math and you see that the difference in paragon between the highest earner and the 60th highest earner is 199 paragon or 995 mainstat.
Now do the same thing with the season 3 leaderboard and you see that the number 1 earner has already reached 1821 paragon while the number 60 earner has 1226 paragon. That's a difference of 595 paragon or 2975 mainstat. Even if you think Vajet is an anomaly comparing the number 2 earner to the number 60 results in a 416 paragon or 2080 mainstat difference.
Season 3 hasn't even finished and won't be as long as season 1 but already the difference in paragon between players is drastically larger than it was in season 1. This is because the paragon system has no provision to maintain a constant rate of reward to time invested. This trend will only continue with each patch creating larger and larger power gaps for the same differences in playtime unless the system is revised in some way.
Unfortunately I don't know if there is any way to stabilize the system without releasing the next expansion. Blizzard has stated that they never want you to log in to the game and feel less powerful than you were before. Making a retroactive change to paragon rewards would certainly do that. Conversely making a change to the system now with out applying it retroactively would give an unfair advantage to those who have already earned high paragons as other players would no longer be able to use the same means to catch up. The most likely scenario is for the next expansion to include an increase in max level from 70-80 as was done for RoS thereby allowing Blizzard to more or less reset everyone's paragon and implement a new paragon system with out negatively impacting anyone's power levels.
The point I believe of threads like this one is not to complain about haves and have not's but rather to bring attention to a system that has not kept up with other changes to the game in the hope that it will not be overlooked when the opportunity arises for Blizzard to re-balance the system and bring it back in line with the current direction of the game.
Jun 16, 2015Posted in: Demon Hunter: The Dreadlands
What I meant was the secondary: "Elemental Arrow - Ball Lightning now travels at 30–40% speed" is super important, you want it to be as low as possible. The other secondary has to be increased max discipline, the roll doesn't have to be a perfect 12 but you must have increased max disc on your quiver (and krider and chest).
Jun 16, 2015Posted in: Demon Hunter: The Dreadlands
I can't see what gear you have for UE/Lightning but I can tell you that it is possible to push high 60's without ancient Krider if the rest of your gear is really good and you have the right group. My group has cleared 68 with a non ancient krider and I'm confident 69 maybe even 70 is possible with a good rift. If your Nat's gear is better and you are skilled at playing Nat's you might have better luck going that route though. Really depends which build you have the best gear for and how well you can play a Nat's DH.
The gear you want for lightning is all pretty straight forward but the most important thing besides the Krider is to get a meticulous bolts with 30-31 speed and good rolls. The secondary on the meticulous is one of the most significant damage boosts available for lightning build.
May 31, 2015Posted in: Barbarian: Bastion's Keep
Bastions set increases your damage by 125%, Endless set gives 50 crit damage. Bastions set is so much better.
May 3, 2015Posted in: Diablo III General Discussion
Absolutely, a good friend of mine is destroying 40+ speed rifts with his wizard. I don't know the details but I'll ask him to post his setup here later today if he doesn't see this first.
May 1, 2015KaiserQwerty posted a message on Last Diablo related post until Diablo 4 comes out !Posted in: Diablo III General Discussion
Speaking of things that "SUCKS ASS", I saw this one thread on this one forum and the guy was all like "Blizzard sucks, game sucks, barb sucks. QQ, I quit".
Yeah that sucked ass hard.
May 1, 2015Posted in: Diablo III General Discussion
The idea of making key farming something more engaging than max out movement speed and run around a map killing nothing while looking for the warden is a good idea. 15 minutes is waaaaaaaaaaay to long but your core concept is not bad. Maybe something similar to a cursed chest event would be more appropriate. The idea would be to kill x amount of enemies and then spawn the warden. The faster you can clear the faster you get your key and at least you're killing things rather than running around wildly, cursing and trying not to fall asleep.
Apr 30, 2015Posted in: Diablo III General Discussion
Good job going over a lot of questions, even if a bunch of them didn't get solid answers I appreciated that you brought up a good number of things in the limited time you had.
Apr 24, 2015KaiserQwerty posted a message on Diablo 3 from the point of view of a person with anxiety disorderPosted in: Diablo III General Discussion
WTF happened to this thread? OP tried to inspire people with a story about how much fun this game can be when you remember to enjoy your own accomplishments and somehow everything went to hell. Congrats Krathoz, you deserve it. It's reasuring to know there are still some people in this game who can play well and log out at the end of the day with a smile on their face.
Apr 24, 2015Posted in: Crusader: The Church of Zakarum
For the wrath issues you could use unstoppable force instead of immovable object or switch it out for a generator. For the survivability issues the previous posts should sort you out. Other than that just strategize your positioning so you can keep the mobs blinded as much as possible and try not to let them surround you.
Apr 21, 2015KaiserQwerty posted a message on [2.2] Everything you need to know about UE & M6 Optimization + SpreadsheetPosted in: Demon Hunter: The Dreadlands
Really great work. Thanks for taking the time to write this all up and for sharing all of these tips. I'm excited to try out the spreadsheet for myself.
- To post a comment, please login or register a new account.