A few days of vacation, you come back, and this happens. Well, almost everything has been said. Some of the complaints are just about the numbers - but who cares, you can always tweak numbers. Also, just pictures don't make good suggestion threads. I wasn't too thrilled on the previous threads, for example. But this is great because:
1) Having achievements that give an in-game advantage (and not just useless sigils) and that are only obtainable by playing the game for a long time (and not just buying items off the AH) is great. Achievements usually don't appeal to me because I get nothing out of them rather than a new banner design (and I couldn't care less about that).
2) The new idea for NV stacks for MF and removing MF from gear and paragon is brilliant. Yes, high DPS players could play MP10 really fast and get stacks faster and so on, but they can do now as well. Besides, it's also a question of number tweaking. High DPS players should always have an edge, because high DPS is what you aim for in this game, but right now it's just about getting to p100 (which is a long and boring grind of "efficiency" and the majority isn't there yet, probably isn't even interested) and then playing on high MP for the extra bonus item drop chance and killing really fast. But despite the fact that mob density made almost all areas rewarding to play through, we're still not quite there yet, and the 1.08 changes even lead to many people ignoring NV5 stacks altogether. Your NV/MF idea is the ultimate way to "force" everyone to do entire playthroughs. Start act 1 quest 1, play until you kill Diablo, rinse and repeat. And let Diablo drop an extra guaranteed legendary if you killed 90% of all elite packs along the way or so. Some exploration bonus, I don't know.
This thread just made my head explode of new ideas and was not only the usual boring "add Mystic enchant xy" stuff.
- Shadout
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Bagstone posted a message on Loot 2.0, discovering its true potential.Posted in: Diablo III General Discussion -
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Mysticjbyrd posted a message on To those of you saying Inferno was nerfed!!"Previously, Inferno difficulty was mlvl 61 across all of Inferno, and now it starts at mlvl 61 and ramps up quickly in Act I and ends somewhere around 65 (?) in Act IV. We've only increased the difficulty."Posted in: Diablo III General Discussion
Just because the mobs are still level 61 means absolutely NOTHING!!! A swing and a miss champ.
There are level 60 mobs in Hell, so obviously they have to increase the level for inferno. However, that doesn't mean entry into inferno wasn't nerfed, not even in the slightest.
I have to hand it to blizzard. A lot of people criticize their PR ability, but the truth is they are damn near geniuses at it. Look at this most recent statement for example. There is a lot of turmoil within the population about inferno being nerfed, which is the truth, but that statement slyly makes one think otherwise. End result, less QQ nerfed inferno rage and the best part is its not even a real lie. They told you the truth, but in a way to give you the wrong idea. Of course when the game comes out, no one is going to care about a little white lie. It is brilliant!
"There’s a wide variety of players out there and we wanted to make sure everybody had something to sink their teeth into. We expect that anybody with enough time and dedication will reach level 60. But the jump in difficulty to Inferno needed to be different amounts for different people. For the crazy people they need a HUGE ramp in difficulty, for a more “casual but still hardcore” audience you want an obvious but milder increase in difficulty. So for the crazy people who play non-stop they’ll hit Act I and get a challenge, but 1 month later they’ll still have something to work on (Acts II, III and IV). For the “hardcore-casual” they will reach level 60 later and not get brick walled when they reach Inferno. They can experience some “small victories” working on Act I with the dream of maybe someday reaching the later acts.
Longevity. We know people really want goals to work towards and challenges to overcome. We made Act III and Act IV really, really brutally hard, for the most elite players only. It felt wrong to make ALL of Inferno that brutally hard."
It was nerfed to allow access and progression to more players.
That wording is crystal clear, and there is ZERO room for interpretation. -
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KageKaze posted a message on Changes to InfernoPosted in: Diablo III General DiscussionQuote from FistOfZakarum
These are paid professionals with over a decade of top tier titles under their belt. What makes you think the community has any comparative insight? Just from the reactions to the Inferno change, I can see how ignorant and stubborn the community is to change.
I don't know if I'd say the community knows 'better' but the community's feedback and insight is always valuable feedback. Even negative criticism can be made positive. Sometimes the community can also come up with great ideas collectively that are better than what the devs might have considered. This has happened and Blizzard has made changes before if they thought the ideas were clever and well thought out enough to include.
Sometimes, however, Blizzard has to make a stand even against community outcries when they have a vision they want to hold onto. While you want to please as many people as you can, you should never sacrifice your goal, your vision, to do so. - To post a comment, please login or register a new account.
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Kind of a weird argument. People die in HC too, so yes, it is a reward for not dying.
There should be much more of this tbh, I have sadly stopped playing HC (well, not playing D3 at all currently) because of the random disconnects and major lag/DDOS issues that has plagued the game. but it would be lovely if some of the experience could be recreated in SC, with meaningful rewards for caring about your survival.
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Blizzard is back! (well, maybe not)
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Though, I dont understand why Blizzard isnt simply offering endless amounts of ladders.
There could literally be one for every single possible statistic in the game. And for stuff that isnt in the game "yet", like MrMonstrosity's ideas.
Fastest boss kills, most enemies killed in 1 minute, most damge dealt in 30 seconds, fastest full act clears, most legendaries found within 1 hour, highest endless dungeon clears, pve kill/death ratio, pvp kill/death ratios, anything really. Could be fun to see some of those stats, even for those of us who have no interest in "competing" with others.
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Doesn't change a thing though. You cant possibly be arguing that the game aren't offering fairly strong incentives to use the AH, and therefore you as a player will be putting yourself in a worse position by not using it.
The argument of not being forced to do anything is ridiculously at best
You could play without hands or with your eyes closed as well. No one force you otherwise. You would just be artificially struggling to play with those self-imposed restrictions.
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It will be much better than what we have now, but still not very great.
Personally I would really like to see some bonus rewards for playing through full acts from start to finish (like extra guaranteed drops from the end boss or similar, if you started at the beginning), to make that type of play more competitive to mindless farming as well.
Even so, endless dungeons offer something beside that, on all the tree above points imo.
Running a full act, while a huge step up from the current act 3 farm runs, would still be less varied (and thus less interesting) than having random levels and enemy combinations coming at you.
Just one small point left, random dungeon areas would still have the same layouts as current areas do, as I imagine it. Simply because its not reasonable to expect, nor would it be very good use of resources for Blizzard, if specific tilesets or new ways to combinate [edit: combine, dammit] ]them were made exclusively for endless dungeon style of gameplay. On the other hand, that also means it shouldn't be very difficult to implement, if Blizzard had wanted to.
P.S. And because I'm not able to shut up apparently, I would add that Endless Dungeons isnt simply "automatically increasing Monster Power" either. Because of the endless part. I mean, you would have a dungeon lvl at some point where enemies had 10000000% more hp and 50000% dmg and of course beyond. The endless scaling means its balanced as a potential challenge forever. No amount of gear upgrades or expansions would ever be able to make it obsolete.
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I think its more a matter of many designers not understanding how fluidity makes their games better.
That is probably one of the reasons so many WoW clones have failed miserably. No matter what else they do, nearly all of them offer much less fluid combat than WoW. And people get turned off by it.
*They literally admitted that they purposefully had made their game less fluid, so people could see all their "awesome animations". Not allowing people to switch from one skill to another, before the full animation had finished. Sigh.
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From the "show notes list", there seemed to be plenty of things I both agreed and disagreed on. Hooray.
Merely pointing out that it's (imo) weird (and a bit sad that people do this) to translate gold costs in the game to real currencies.
I'm having a hard time grasping how this could happen to something that was supposedly a game.
Are you also annoyed that Blizzard steal real money from your character when enemies hit you and you lose durability?