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.
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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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The overall difficulty shouldn't be reduced though - sadly it looks like it will.
And then of course classes should be balanced to allow for more skill diversity, but that wont be next patch anyway.
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Even if it takes 5 minutes to beat SK in Inferno, 5 minutes isn't exactly a long time out of 24 hours per a day
Still going to be very surprised if no one have cleared Inferno after 2 weeks.The announcement that RMAH wouldn't be available for the first week might have ensured that Inferno wont be cleared the first week though. That probably is going to be important for the first ones to do it.
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/bait
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Stuff like 80% resistance. Sure.
Max one high resistance on each enemy however,
The information should be readily available in-game.
Resistances adds flavor to the skills and weapons you use, and force you to take dmg types into consideration. All of which is good imo.
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But as soon as respec costs are mentioned, then suddenly the game will have optimal builds everyone would go for.
Does not compute.
If the game has wildly optimal builds people would go for them with or without free-specs.
However, the likelihood of the game having optimal builds is A LOT higher with a free-speccing scenario.
The reason: The shorter a challenge (=killing enemy X) your selection of skills has to overcome, the more likely is it that you can find 6 skills that are best for it.
Such as selecting 6 skills optimized for killing boss A, and 6 other skills for killing boss B.
If you 'have to' pick 6 skills which are decent for both boss A and boss B, you have to find a compromise between the optimal builds.
If you then add boss C, D, E and random mob X, then we reach the point that there will be many 'equally good - but not optimal' builds to go for when you can't respec all the time.
Bbut there will much more likely be a few optimal builds for any given situation, when you can respec for all of them, because the challenge the build has to be perfect against is much narrower.
If free-speccing does anything, it is reducing freedom since its increasing the benefits of going for an optimal selection of skills at any given moment.
It wont add more experimentation to the game, people will just have similar chars with 25 skills, which they change around whenever they need to re-optimize.
How awesome is that? Not much.
TLDR: It is easier to be great at one thing than to be great at everything. Freespeccing allows you to be great at everything though, where you otherwise would have needed to find a balance to be decent/viable at "everything" (depending on the respec cost).