Why in the world are they nerfing thorns stuff?
- Credge
- Registered User
-
Member for 15 years, 9 months, and 26 days
Last active Sun, Oct, 16 2016 18:03:57
- 0 Followers
- 308 Total Posts
- 2 Thanks
-
Dec 14, 2015Credge posted a message on New PTR Patch datamined! - Patch 2.4 December 11thPosted in: News
-
Jan 9, 2015Credge posted a message on Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2There's absolutely no customization in this game. That's >the< reason why everybody is quitting.Posted in: News
It is not fun to only have one set per class be viable for an end-game that never ends. Great, I can beat T6 with no effort. I can climb the endless rift levels. I guess that's cool. Except in order to do that I have to use one set of items. I need specific rings. I need specific weapons. I need specific items.
There are no interesting mechanics in this game. The very core of the game is uninteresting and boring. Weapons are stat sticks that your skills modify the damage of based on a %. Why? Why do our skills do a % of weapon damage to begin with? Why are enemies in the billions of health? Didn't they realize the mistake that large numbers brings from WoW? They rectified the mistake there, yet, they're continuing here.
Paragon levels are fairly pointless except for a few 0DPS builds. Everything in this game revolves around how much damage you can do in as short a time as possible. There are few interesting skills and most of them boil down to what element type they are instead of interesting effects and modifiers. There are very few combos to skills in this game, and most of these combos are underpowered and useless. Almost all interesting skills deal insanely low damage and are absolutely useless.
Weapons are primarily stat sticks and are functionally redundant. Every single time they release a new set of things (unique gems, for example), there are two to three that are above and beyond better than all of the others. The development team can not come up with any interesting or effective defensive builds or items that don't revolve around completely disabling the enemies. Having to literally dodge every single attack that enemies fire at you is boring and uninteresting. The very gameplay they've promoted through absurd damage scaling has turned the game in to the exact same thing that it was at launch except now, instead of needing godly yellow items, we require very specific legendaries.
There's a dramatic lack of interesting gear in this game, and any interesting gear is made useless by the very mechanics they push on us. AOE life drain pants that do damage based on your life regen but remove life regen? Awesome idea! Completely useless!
The fix to the game is three fold.
1. Produce masses of unique equipment. It doesn't matter if they are godly or not. Every legendary should feel legendary. Stats are boring. Effects are not. Every single weapon that's in the game can be given an existing twinkly effect and a unique modifier or effect. Bam. You've got a hundred new weapons. Make existing set items not suck. Why would I take the Helltooth set when I have the Jade Harvester set? Zombie Wall is amazingly fun to use, but is completely useless with the game they've made.
2. Give us flexibility in builds. Sets force you in to specific modes of play. And, that's cool. The point of sets should be to make weak skills (zombie wall, as an example) become strong. They shouldn't force you to make builds around the set, they should give you more flexibility in what you can do with the limited number of skills.
3. The paragon system sucks and does not give actual customization or character growth. Every modern ARPG has a skill point system for skills. Give us the ability to actually make our skills unique and interesting with the paragon system.
And, I can't say it enough:
STATS SUCK! -
Nov 18, 2014Credge posted a message on PTR Patch 2.1.2 dataminedIt's interesting there are not Crusader or Monk changes here, especially with the reworked Monk set happening.Posted in: News
-
Mar 1, 2010Credge posted a message on Diablo III, Featuring BoEPosted in: NewsQuote from "Zoobi" »No single item in the game would be worth a high rune if there weren't dupes. I don't think Blizzard understands that dupes are what make the diablo 2 economy fail.
This. Remove dupes, the economy is fine. Items naturally lose value as more of them exist.
There's a reason SoJ's are the currency of choice in Diablo 2 :|. -
Mar 1, 2010Credge posted a message on Diablo III, Featuring BoEI've lost it. Blizzard has no idea what they are doing. BOE is a mechanic that is used when you don't want item decay to exist but you still want items to disappear over time so you don't have huge inflation on an economy and eventually end up with an economical oligarchy.Posted in: News
Except that will happen anyway because of the random nature of the games loot. BOE makes sense when X mob has a % chance to drop an item. This way, a player, or group of players, can farm said mob until everybody gets what items they want and then they turn around and sell the leftovers for profit.
So, unless Blizzard is telling us that Tal-Rasha has a 15% chance to drop Tal-Rashas Whip of Ancient Wrappings with this, they've essentially started down the path of an incredibly broken in game economy, an uninteresting small-group environment where hand-me-downs function to create equality amongst members, and a slightly less interesting single-player experience where a handed down item might complete a character build.
A better solution is to just have all items be BOP and completely ignore the economy altogether. -
Feb 7, 2010Credge posted a message on Properly Proportioned PauldronsIf you're 7 feet tall you don't need massive shoulder pads. You need shoulder pads that are proportioned correctly for your size.Posted in: News
Just because somebody is a giant doesn't mean that they use things that don't fit on their body. Those pauldrons were larger than his head. -
Nov 23, 2009Credge posted a message on DiabloFans Exclusive: Jay WilsonPosted in: NewsJay Wilson: In regards to the female counterpart, she'll be released soon. As far as exact dates go, I really can't talk much about them. A little news about the Skill Tree system should actually go up on our Twitter page pretty soon. About that, we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.
In other words, you have trees for each skill.
K. -
Oct 1, 2009Credge posted a message on Diablo II Patch 1.13- More Delays, Hopefully a Brighter FutureThis sounds like the signs of a rushed patch =\.Posted in: News
-
Sep 30, 2009Credge posted a message on What Do YOU Want To Know About Diablo 3?This seems like a pretty simple question.Posted in: News
Will I be able to make characters that do not fit that classes archetype? For example, I could make a melee sorc or necro that was viable if I wanted to do just that. Alternatively I could make a barbarian that primarily used shouts, wards, and the like to dispatch enemies. -
Aug 29, 2009Credge posted a message on Bashiok on the Witch Doctor's "Zombie Dogs"Posted in: NewsQuote from "Kenzai" »
The problems are simple:
1) Might as well make a passive as you'll keep refreshing without even noticing.
2) You don't have control over changing the effect when they get in the way and you cast something on them.
All of this can be remedied by not having the AOE damage trigger it but the mouse-over-and-click-directly-on-top-of-the-mongrel method instead.
It's not a problem at all. -
Aug 28, 2009Credge posted a message on Bashiok on the Witch Doctor's "Zombie Dogs"Posted in: NewsQuote from "SFJake" »"Lets dumb down an unique mechanic because we can't deal with it, instead of trying to improve it and fix its flaws."
Thats all I saw there.
That's all I saw as well.
There are several ways to make the mechanic unique and interesting. For example, a flaming zombie dog could lose health over time (have a dot for the duration of the buff) while doing increased damage. This would make the witch doctor have to be a bit careful with where he casts his fire spell, increasing the strategy involved.
Because the game is still about strategy, right? Wasn't that something they drilled in to us at last years Blizzcon? Remember the skeletons with the shields?
Really, all this says is that "We don't want things to get all that interesting with this class. We don't want another Necromancer on our hands." Which, ironically, they already said =\. -
Aug 20, 2009Credge posted a message on Has the Tetris Inventory and Magic Find Returned?Yay at the inventory! While the one item takes one spot formula works for MMO's, it doesn't seem right in an action-rpg, especially when it's been a staple in the other two games.Posted in: News
That would be like removing peons from Warcraft 4. -
Mar 21, 2009Credge posted a message on New Battle.net Has ArrivedPosted in: NewsQuote from "PhrozenDragon" »I'm one of them. While the intention of steam is wondeful, I hate the fact that I have to have it on to play, and that I HAVE to have it patched to the latest version. Plus it's slow as hell to start, which doesn't make any sense.
I hope Blizzard releases Battle-net 2 with the intent of making it a complimentary software for online play, and not necessary for Singleplayer action.
Well, the only thing you need with Steam is to have it on. That doesn't mean you have to have it online, though in order to play offline you need to get online once every two weeks. I don't understand the patched to the latest version complaint.
However, I agree that it shouldn't be required. -
Oct 10, 2008Credge posted a message on Character Stat AssigningPosted in: NewsQuote from "Ivaron" »Think about what you just said. Because I could spot the flaw in that the moment I read it.
There is no flaw. Those who don't want custom stat allocation won't care about min-maxing a character and play for the simple pleasure of killing enemies. Those who do want custom stat allocation care about min-maxing a character and play for the simple pleasure of killing enemies without issue.
I agree entirely that the option should exist. -
Aug 7, 2008Credge posted a message on Diablo 3 Art Director ResignsPosted in: NewsQuote from "Oakwarrior" »Well, since they made us wait for 7 years, I'd say I can live through another year of delay. Because I don't really give a shit when it's released, I just want it released. Some time.
I'd rather wait an extra year for a product I'd buy than have it be released 'on time' for a product I wouldn't buy.
Those 7 years, guess what. They spent those 7 years going with different art styles. 3-4 of them.
Edit: Odd that they announced this on the 5th - my birthday. Hell yeah. Happy Birthday indeed. - To post a comment, please login or register a new account.
0
Yep.
They aren't going to budge from this stance. They've moved WoW away from the point system as well. Current design philosophy at Blizzard is to keep it simple, but ensure that stats are arcane.
0
That is correct. The fact that about 65% of the top 25% of players use the RORG is a sign that something is wrong. That, of the top three rings of each class, Unity, RORG, and Stone of Jordan shows that something is really wrong.
There are legendary rings with only 4 stats. Why not dump a stat and put an interesting effect on them? I don't care if there are obviously better items. It would be nice to have options. At what point could I use a Bul Kathos Wedding Band as a component of a build? Why would I take the Wailing Host set?
There are some rings that are choices over the others. Wyrdward is amazing on a lightning character. That's a great ring. Avarice Band works really, really, really well with Goldwrap and the Gem of the Hoarder (or the entire gold related item set). Even Krede's Flame could be interesting. But rings like Broken Promises, Manald Heal, etc. It's one thing to have a bad ring or two, but almost every single legendary in the game that's not part of a top level build is redundant because it just gives stats. The fact that yellows are better than some legendaries is something loot 2.0 was supposed to fix, and it's still a problem.
0
Loot is to promote build diversity. I've been playing video games longer than you've been alive. Try to keep up.
0
0
www.youtube.com/watch?v=8HvBN7jWDn4
0
0
0
0
0
Thanks.
0
This. Remove dupes, the economy is fine. Items naturally lose value as more of them exist.
There's a reason SoJ's are the currency of choice in Diablo 2 :|.
0
Except that will happen anyway because of the random nature of the games loot. BOE makes sense when X mob has a % chance to drop an item. This way, a player, or group of players, can farm said mob until everybody gets what items they want and then they turn around and sell the leftovers for profit.
So, unless Blizzard is telling us that Tal-Rasha has a 15% chance to drop Tal-Rashas Whip of Ancient Wrappings with this, they've essentially started down the path of an incredibly broken in game economy, an uninteresting small-group environment where hand-me-downs function to create equality amongst members, and a slightly less interesting single-player experience where a handed down item might complete a character build.
A better solution is to just have all items be BOP and completely ignore the economy altogether.
0
What a bad decision from a gameplay standpoint. I care not about PVP nor do I care about ladders.
0
Just because somebody is a giant doesn't mean that they use things that don't fit on their body. Those pauldrons were larger than his head.
0
In other words, you have trees for each skill.
K.