• 3

    posted a message on GRift Farming

    The key to your question is understanding the answer you've been given.


    "Farm as high as you can in under 5 minutes"


    Why as high as possible in under 5 minutes? 5 minutes is an estimate or a limit value, based on a lot of math that basically predicts the amount of Grifts per hour you'll run. Remember, the guys and gals that put out these videos/statements, are the ones playing for 7-12 hours a day, and the point is to maximize their rewards for time investment. Assuming of course that you'll spend approx 10 minutes per hour, upgrading gems, in town and doing all the rum drum stuff you do outside of Grifts (including bathroom/smoke/food breaks) if you Farm 75's in 5 minutes, you'll run an average of 10-11 Grifts per hour. If you increase the difficulty to 80, but see an increase of average Grift time to 6 minutes, you'll run 10 Grifts per hour, without taking any kind of break or assuming for town or gems, lowering your average to 9 Grifts per hour. As you can see, less Grifts means less legendaries and less experience.


    "But I increased the difficulty, doesn't that count for the experience and legendaries?" Not really. After you've run your solo 70, any legendary can be a Primal, meaning more legendaries, more chances.


    "That didn't answer my question." Don't rush me here, the increase of difficulty doesn't mean an increase in legendary drops, it does in a way, but only after 5-7 Grift levels. That means you can run a Grift 10 and get 1 legendary, and then run a 16 and still only get 1 legendary. You could run a 25 and get 3-4, and then run a 30 and get 3. There is no predetermined drop levels, just better chances. So the faster you run, the better chances you have.


    "So what if I turn down the difficulty, and run at 3-4 minutes?" That's always possible, but then you're averaging approx 18 Grifts per hour, but without the increased experience and drop chances. Also, that's a lot of keys to burn in an hour. Lowers your overall gem levels as well, as 1% does happen, and running 75's still gives you a 1% chance to 90. 70's have a 0% chance. It's all about finding that balance, and making it work for you instead of against you.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Bounty Farming Builds In Season 12?

    Honestly, it depends on what you're looking for, if it's just a build for bounties or overall a strong single character.


    The IK barb won't be a terrible start. Not only will you be working towards a meta build (possibly, but let's face it, Supp Barb will always have a place somewhere) but it can also weave in the Sage's set for faster early DB farming, and still has insane solo push. Overall, I think Barb has season 12 tied up, outside not being in the projected meta.


    Trag Necro isn't terrible either and leads to a projected meta spot, coupled with the zNecro speed support build, makes it also a great selection to get started with.


    DH, would be the build I would go for if it was just for bounties and nothing else. Without trying to sound like I'm bagging on it, UE DH would be the best torment/low GR farmer of S12, but without a meta, or support build, it won't see much in terms of higher GRs/Speed runs, projected, anyways ;)

    Posted in: Diablo III General Discussion
  • 1

    posted a message on "It's a busy day for Blizzard Services!"

    The simplest answer is they are being DDoS attacked at the moment.

    Posted in: Technical Support
  • 2

    posted a message on Lack of devs responses on PTR...
    Quote from SpecKROELLchen»

    Well it seems like you did not read my post at all but just quoted it. I said we are asking for small changes, NOT game fixing changes. I am fine that diablo is a game that i played the first 2 weeks a season for many people (or lets say i accepted it a year ago).

    I also played D1 and D2 as well, but please.. D2 came out at a total different time. Imagine the possibility to look up the number one build after the first few days and just copying it...But please lets not speak about that.

    What we are talking about here are small changes, that can bring motivation to farm longer, again NO complete gamechanging patches.

    We ask for small meta adjustments to have some rotations or better balance.

    Correct me if I'm wrong here, but what you are proposing are in fact game changing changes. Assimilating difficulties? I get that the difference between Normal and Hard is almost non-existant at max level, but it the leveling process it's a substantial increase per level. Take that into account and you come to realize that it's not just that you skip torment 1-2-3-4-5, but why you skip them. It's experience/loot vs kill time. Generally speaking, most builds have an item or two that can and will push them above and beyond T6 very easily. However, that's not true of T8-10, because not every build can clear T8-10 efficiently. Take Sage's builds that for the most part are T8-10 capable, and a few (mostly Wizard) that can push T13 fairly well. The proposed method would actually force those builds down to T6 or cause them to be less efficient, thus creating more cookie cutter builds.

    I think the lack of concept is evident here, with a side of whining about Devs not talking to us about changes they're making in 2.5. How exactly though, can you say they don't care, when they continue to ban botters, update the site, post update news, and are working on Necro?

    People have said from the beginning, Stricken is too powerful, yet Trapped is still a mainstay in almost every build. Stricken was the answer to gem options and it clearly loses to Trapped in the long run, as having a scaling by level multiplier generally will. Also, Stricken takes forever to stack, so there's that. Stricken is also the answer to the ever scaling RG health pool that is well into the G's instead of the T's. I remember a build that used to basically gather 75-80% of a GR, and then explode the whole thing so it could fight the RG for 8 minutes to just barely beat the timer by seconds, it was a genius build, and RG strat, but it also highlighted the scaling problems that GRs had. Stricken was the answer saying 'don't worry, the more you hit things with me around, the closer they'll come to death'. Which alleviated most of that problem while creating new ones.

    Nobody forgets the Asian servers. VyrRasha's? Came from Asian servers. Helltooth/Aracyr's Firebats? Asian servers (although, this one wasn't really all that hard because it was 'replace Helltooth with Aracyr's and go') How about Support Monk/Barb, Gen Monk... Hell anything that's been meta for the past... oh... 9 seasons? Asian servers did it first. That's a real problem too. There's nobody left on the US servers who actually takes the time and puts in the effort to math this stuff out anymore. Everybody just copies what's ahead of them, and at the end of the day, somebody always tries to take credit for it. Even though it's not the "meta" build exactly, using the VyrRasha's setup and using a different Lightning Skill to proc the Mandald Heal is still the VyrRasha's build. What about changing one of the most iconic Wizard farming builds to include the Mandald Heal? Yup, still the same build, it just does more damage with it's Signature than it used to... I bet I could find 3 builds that are the exact same on here in just a few minutes, it's hilarious. The truth is though, most of them have come from the Asian servers, and most people who post guides are just decrypting the information in front of them. Except Quin69, although his voice drives me crazy and his slang is horrid, he legit deserves props for testing, building and using some of the best and most original Monk builds ever created. I think the only build he stole from the Asian servers was the Static Shock Monk that got swiftly nerfed into the ground after it crashed the servers a billion times.

    Think before you speak; do you really think that Blizz will cater to you while at the same time alienate people who play on difficulties that you're attempting to eliminate? Don't forget, a lot of the difficulties were adding to add more 'challenge' to end game players who wanted more while they were key farming because T6 just wasn't hard enough anymore. Then they kept going with that trend since the complaint was made again about T10. The simple truth is that you will never be satisfied, and to give in to every single demand immediately would be ridiculous, and wouldn't cause you to be satisfied but to find the next thing to complain about. PTR 2.5 has some major QoL changes, which should tell you that while they aren't adding anything to the game in 2.5 content wise, they do care. Even if Primals aren't what you want them to be, it still shows they care enough to add them. This isn't being spoon fed either, I realize that they'll throw D3 a bone every once and a while to keep players interested, sometimes they'll even try to pull the wool over our eyes. Fact is they care enough to try that as well, so it's not that they don't care, but where else can they go that satisfies everybody?

    Paragon Problem. Who does it affect most? Why? Possible Solutions? Pro/Con Solutions list. Repeat.
    Difficulty Settings. Who does this affect most? Why? Possible Solutions? Pro/Con Solution list. Repeat.
    You can repeat the same steps for every single problem you perceive in D3, and you'll find that 9 times out of 10 Blizzard has had one of the better solutions. An example:
    Paragon Problem. Who does this affect most? High-End players top50/class and Mid-Tier players attempting to scramble to leaderboard.

    Why? Primary Stat is the only farmable upgrade after 0.1% gear, stands to reason that in perfect gear, player with more primary stat deals more damage and therefore will be better. (Also note; can farm more paragons faster because of paragon advantage.)

    Possible Solutions?
    Paragon cap. Pro: fair and equal playing field, reduced botting. Con: an eventuality that will have the same effect as Gear capping, causing long term players to find something better to do, imbalance classes/players that prefer Maximum Resource/Vitality to Main Stat as a paragon option, After reaching Gear, Skill and Paragon caps there is no reward for playing the game.
    Reduction in Primary Stat gain. Pro: causes each paragon point to have a more impactful choice, each Cald's to mean more, and each Gear capped item to mean more. Con: not enough to cause players to shift focus, possibility of polarizing the playerbase.
    Reduction in Primary Stat weight (Primary Stat means less and Ability Skill Runes mean more). Pro: causes each ability to deal varying damage increasing diversity, less focus on just paragon farming without making it irrelevant. Con: (without changing every skill based on AS and Damage) causes more 'cookie cutter builds' in that each Skill Rune will be different and players will still choose the best and most powerful ones.
    Force all Ancient items to roll with 2 minimal stats (this was actually suggested by a player once) Pro: Nothing. Con: Everything.
    Increase legendary affixes to dwarf paragon power. Pro: Items have more relevance, paragon farming not as effective as item farming but not irrelevent. Con: RNG in a time frame causes disparity amongst competitors, they who get the best items wins as opposed to who uses the best items best, gear capping still possible so doesn't actually alleviate the problem.

    It's really not a complicated process. You also have to be able to discredit your ideas as well, and try to reduce the impact of the cons in the idea. It's a process, and most of this thread isn't well thought out. The OP sounds like a bad one-night stand answering machine message -sorry I have to- "Hey Bliz! Haven't heard from you in like, 2 weeks, just checkin in to make sure you're still, ya know, interested in my &^* $%$^ @##%^*&. Call me!"
    Seriously, as an avid gamer, Blizzard is probably the worst for talking to it's community (not because they don't do it, but because they do it.) They talk to the community through "Community Managers" that have about as much power to influence the game as the Admins on Diablofans do. That aside, they continue to promise things that they couldn't possibly deliver on. If anybody remembers the WoW Wrath of the Lich King promo, you'd know what I'm talking about when I say the words "Titan's Path". Was a huge selling point for WotLK, and yet it never made it, in fact it didn't make it in Mists of Pandaria, or Warlord's, and we have what's left of Titan's Path in Artifact Weapons, in Legion, a full 8 years from when it was announced in the saddest form it could have taken. Community Managers also have extremely limited information, so 99.9% of their answers to questions are just watered down crap that they absolutely have to say. "I'm not sure about that, I'll forward this information along and we'll try to get this sorted out for you shortly." -3 hours later- "Hi, how can I help you today? Oh, I'm sorry to hear that, let's see.... I can forward your information along and try and get this sorted out for you."... I'd much rather they say "I don't know. I'm not on the development team and they haven't told me the answer so I really can't answer that question." By no means am I insinuating that they don't have a tough job or that I don't respect what they do, but a straight answer is always better than the run around. Not expecting an answer, much better. The fact that Blizzard is open with the community says a lot about the image they want to convey, but it also opens the door to "is my question not good enough to get answered?" and "does my idea not have any merit?". It's a terrible place for a company that makes games to be in. It's like a popularity contest to see who gets answered and who doesn't. It causes people to be caustic for the sake of being noticed. It's created this monster that is forum trolls. I post here on Diablofans because I would never expect in a million years that Blizzard would listen to logical thought out arguments when they developed LFR in WoW and removed MMR from HotS. They have turned into the Oprah of gaming companies. You want it? You get it!! It's actually quite sad to see. Diablo, while it has some of the best lore and storyboards of all Blizzard's games, doesn't generate income. They can't think of ways to generate income that will be impactful and cause people to re-think the game they once played on Inferno to Diablo without making the game P2W. It will likely be the first of their line to fall, as WoW doesn't appear to be stopping anytime soon, Hearthstone and Overwatch appear to be amongst the top of their genres, and Starcraft still has competitive play. HotS very well may be a rip off of LoL, but it's holding it's own against it's mirror image quite well.

    TL;DR: Stop. Just stop. You're not making any sense, and people are beginning to notice. You ask for game changing changes and then say they aren't game changing. Changing the number of difficulties, 'the meta', these change the game... As it would affect about what 80% of the playerbase is playing. ;)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on What new primal ancients actually are (and why that is nothing)
    Quote from TrueColdkil»

    Getting to the point: the whole discussion Primals v1 VS Primals v2 is completely bogus. The relative power provided by v1 is around 2-3 GRs on a paragon 2k character - so extremely low also given the rarity of the item.


    I'd agree here with the exception of the weapon slot. The boost in damage from the damage range alone is an easy 6-7 GR levels, 10 if you're good and like fishing. The fact that every skill multiplies (and subsequently every multiplier afterwards) from your weapon's damage range means that increasing it increases your overall damage output exponentially. I believe the math is something to the effect of 100 damage range = 1000 main stat (could be 2, it's been forever since I've actually looked at it). That's quite a bump.
    Primals v2 have on the other side next to zero impact and are pointless to hunt for the most part until you really want to "finish" your character.
    While your overall statement here is true, shouldn't that be what we all strive for in a season? I mean realistically speaking of course, it almost never happens, but when it does all that is left is the paragon grind. It'll keep players going, and complaining about it the whole way, but at least they're still playing.
    v1 didn't have GRs requirement so ladders could be easily fucked up by some sheer luck and while Ladders imho have next to zero meaning, still it's not something anyone wants. v2 Primals just negate this possibility since a good rolled Ancient is really near in terms of power with a Primal.
    True, however, I think with the addition that Mystic gives perfect rerolls sort of gives an edge towards Primals, not a huge edge, but it's definitely in favor of Primal. I think truly the solution is going to end up somewhere in the middle. While Primals serve that "last 1%" you'll get on gear, they should definitely have impact, but not nearly as much impact as v1.0. It's already an unspoken rule in-game, if a weapon isn't ancient, it's not really worth using. There's a reason for that. Primal v1.0 just exacerbates that same stereotype.
    The whole Primal thing was doomed before even coming to light since it's just "meh" design. The game needs different gameplay additions - i hope that with Challenge Rifts also standard ladders will just be removed since they're actually not an indicator for anything so the attention will be less focused on the fantomatic "meta" which is created by players and gives the false impression that if you don't play that exact build you're doing it wrong.
    I agree 100%. Which is why instead of giving us Primals, they should be focusing more on balancing each class, giving more legendary affixes, and fixing old/broken/useless legendary affixes. Who's going to use a Dovu Energy Trap these days with the CC immunity in the air? If each class had at least 5 GR pushing builds over 3 different sets, excluding LoN builds, the game would be more competitive, and less cookie cutter. I think we can all agree that even with the paragon problem persisting, being able to play at the same level with 5 unique builds for your class would be a lot easier to take. (PS Also fits with the Armoury, just sayin.) ;)
    Posted in: Diablo III General Discussion
  • 1

    posted a message on What new primal ancients actually are (and why that is nothing)
    Quote from gurete»

    Quote from Autocthon»

    Game doesn't need pointless power creep to be made more playable by the competitive crowd. It needs more competing options, less power gap, and ways to distinguish player ability that don't involve grinding up the stat ladder.
    Nearly 100% of what gets a player on the top leaderboards is pure stat. The only bit of differentiation between players at the top by the end of a season is how lucky they were fishing for rifts. Power creep doesn't make knowledge of the game any more important, nor does it make time investment any more rewarding. It's just same shit different numbers.



    If you want the game to hold the attention of streamers add something like PoE map system (which let a player progress through challenges). Add a balanced competitive mode (whole point of challenge rifts). Add more competing options and wildly crazy items. Don't just tack another zero onto the end of stat values and say "Now your time matters more".



    Strongly disagree. Of course mainstat has a point in overall performance, as it should; but you said that nearly 100% of what brings a player to the leaderboards is stat / gear.
    That is 100% wrong, and any player in the top 100 on any leaderboard will verify it. Player performance is the highest factor, by far.
    Honestly, my personal opinion is that your points sound quite like an excuse for someone who wants the game to be completely casual. LoL- HOTA mode on.
    Log in and be able to compete in equal playground with someone who has gotten 4k paragon while you made it to paragon 600 in your 2-hours a week schedule. Not gonna happen in D3. It never happened in D2 either , or any ARPG for what it takes.
    Clearly I want an ARPG where progress and time invested do matter, while your approach sounds like a MOBA-shooter type of game.
    Competition does matter. But so does playing incentive. And power creep IS an incentive.

    Actually, it's fairly accurate to assume that player knowledge/skill is a factor, but a lot of that comes down to rift fishing, which is exactly what he said. After that it's simple stat math, if you're not within XXX paragons of the next player on the boards, you can't compete with them regardless of skill, as they are just putting out more raw numbers. Adding Primals only exacerbates the difference of rift fishing/knowledge to complete luck, which is detrimental to your first point, that streamers-elite players-competition bring new players to the game. I don't believe his point is to make the game casual, but instead to have more varied options in build diversity, instead of just raw numbers. In fact your assumption appears to be illogical, as wouldn't a complete casual want bigger numbers on their gear so they don't have to spend hours paragon farming? Just a thought.

    If they were to instead take Primals out of the game completely, balance 3 sets for each class to deal roughly the same amount of damage, add legendary affixes to currently useless legendaries, upgrade current useless legendary affixes to be useful in at least 1 build, they'd be making huge strides towards more competitive and more exciting game-play. I used to laugh (out loud) at the Play-Your-Way Thursday segments, as they were usually extremely useless builds for doing basically anything with. "This build clears T8, I like it." Yea, but the highest difficulty is T13... Wouldn't you want more builds that do things differently at the maximum rather than builds that have to stoop to lower difficulty settings to be effective?

    Power creep is incentive, but it's not the ONLY incentive. I've said it before and I'll say it again, getting a Primal Ancient Obsidian Ring really makes no difference, getting a Primal Ancient Crushbane is completely useless.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Primal Ancient Legendaries
    Quote from Skelos_bg»

    Quote from Arydor»
    You want people to play for 3 months. You want them to be excited for 3 months. You want them to have fun for 3 months.





    Yep, that is why the devs are putting the primals in the game: Nobody is excited when he has to farm paragon. But, wait... You said primals are "a horrible idea". You are contradicting yourself again. Primals are exactly added to keep people excited, because with or without mainstat cap 99% of the players are gone after 2 weeks of season's start.


    Just to make one thing clear:

    1) Primals without seasonal mainstat cap are good for the casuals and bad for everybody else, because of the RNG

    2) Primals with seasonal mainstat cap are good for everyone



    It's like talking to the toaster and expecting it to understand. I'll say this, here, officially; If you accept the term that Diablo is in MM, you are a fool. If you blindly accept that any change to the game is an improvement, then you'll have to accept that Berry Sparkle Cake Attack will be the highest point damage skill that the Necromancer will get, because, it's a change, so it must be an improvement.

    PTR is meant for discussion. It's supposed to provide the community a position to take on the next content patch. The points you've made are foolhardy. They serve only your interests, not the game as a whole. While I've agreed with you that paragon is a problem, you've theatrically attempted to prove that I somehow am contradicting myself. It's you who has yet to prove the point of why Primals are "good". You stated a few points, I've pointed out that your logic is flawed. Your response is that RNG is minimized with a seasonal cap, and also, it'll make less people care about playing seasons. That is purely your viewpoint on how the game should be played. If people hated seasons so much, why do so many people play seasonal? (I'm not going to debate that, as it's completely off topic, but the fact remains that your replies are in extent from the viewpoint that seasons are a waste of time.)

    The Devs also said: "We're adding Paragons to the game." and "We're reworking Paragons to be an endless ladder." Those were amazing ideas too, right? You can't have your cake and eat it too. It's not contradictory if I didn't say Primals will add excitement. Sure, it *could* be exciting, but it's just another level of farm for those who take the competition seriously. It doesn't change your gameplay choices it just simply prolongs the status of GG, which truth be told, may not happen, and then AGAIN, your entire season, 16 hours a day, wasted, because you didn't have good RNG.


    The difference is the perception. You see it as farming paragons and getting GG, whereas I see it as farming GG and getting paragons (it's intended purpose btw). When people are GG, what do they do? Do they swap to non-seasonal, and just play for funzies? Or do they farm paragon and try and push as high as they can? Introducing Primals will make a difference, sure, Rank 1 on all the leaderboards will be 13/13 Primal, all the way to about Rank 85ish. From there to about 400ish it'll be 12/13 Primal. From there down it'll be 11/13 Primal until you reach probably around 900ish, and that'll be filled up with the 10/13 Primal players. So what about all those super serious folks off the leaderboards that played 16 hours a day, and only got 9/13 Primal items for their build? What do they get? You see this as a nerf to paragons, when in fact it's the opposite. It's something that's been a problem in WoW for a while now, the difference between Warforging and Titanforging. However, items are farmable in WoW (Boss A drops Item X) it's RNG if the item upgrades, if it even drops, but it can't drop from another boss, in D3's case, another RG.

    Quote from Lamack»

    Quote from undefined

    As far as your logic goes, it sounds like you just hate seasons. Playing non-seasonal during a season isn't in the spirit of seasons, for a seasonal player. It would kind of be like quitting? I don't play a lot of Diablo in the non-season. It's not fun nor is it entertaining. I have (now) 9 seasons worth of gear saved up, what are the chances I don't have a perfectly rolled set of Ancient, everything? I get that for a non-seasonal player, Primals sound like a god-send, but when weighed into a competition, they're just another level of RNG, power creep, that puts the fate of your entire season in the hands of RNG. It already is, in a way, but you can get multiple Ancient items, poorly rolled, well rolled, and perfectly rolled. Making Legendaries non-existent isn't a good answer. Capping mainstat isn't an answer. You want people to play for 3 months. You want them to be excited for 3 months. You want them to have fun for 3 months. You don't want them to get capped on day 5 and quit to go play Hello Kitty Island Adventure because they're "done".






    But dude, let me say one thing: Many, if not "most" of D3 players play seasons just to get extra stash and go back to non-season after this. Did you notice seasons are abandoned hills after 2nd month? If you don´t have a really close team, you will need to come back to non-season just because you have no option unless you play solo.
    ANY improvment to game must take it seriously in consideration. Or you will need to get back the exclusives legendaries and create some exclusive seasonal build/sets to keep everyone playing seasons until it ends. And even that way, just those ones how really need the new items will keep playing it until it ends.


    Edit: Ok, i know "most of players" dont abandon seasons and seasonal player base é really enough to keep playing if you really want to. My bad. But doesn't anwers the question: What to do to keep seasons interesting after 2 months and keep non-seasonal players not moaning about it?



    Your entire post was contradicted with your edit. There are many suggestions on how to make the seasonal and game better all over the place. My overall suggestion for the non-seasonal players would be, if you don't want to take part in that half of the game, don't meddle with it. "I can't play kuz my friends all play seasonal."? Maybe you should play seasonal. I've had a few friends who've been skeptical about because of D3's RNG, and now we all play seasonally, together. Why? As much fun as it is destroying everything on a GG geared character, it is also fun to play the game from scratch. No paragons, no gems, and no gear. I think Season 7 instead of seeing who got the highest GR, we raced paragons. It was fun. It also brings to line new players. Season starts and everybody is new, whereas in non-seasonal, you've got 4k paragons, GG gear and destroy everything, how on earth does somebody who bought a box yesterday catch up? Enough off topic though. If we blindly accept "ANY improvement" to the game... See "Berry Sparkle Cake Attack" above.

    Quote from Hyperborea»

    The problems are not the items, it's the paragon system and teamplay vs. soloplay thats the problem.


    You compete on not even terms. How can a soloplayer even get close to the same paragon as a player that usually grind in a 4-man team. This also goes to leveling up gems and arguementing gear.


    There should be an option preferably when you create your character or atleast when you enter your first greater rift. That saves you to a leaderboard type. This includes gems and items achived from greater rifts.


    That would atleast set the soloboards to fair and reasonable propotion.


    Adding better items is not bad it's motivating and if you then look at the leaderboards well yes ofcourse the ones with the best gear are usually in the top, the season is long and what's stopping everyone to get the good gear themselfs to compete even with 2-4hrs/day gameplay. People should start compete more against themselfs then look at others.



    I agree with the first statement here. Completely. They really should do something about it. What should they do though? They had to add all the group bonuses to get people to play in groups. It was more advantageous if you solo'd Diablo on the highest difficulty you could prior to the RMAH/AH departing, and the group exp/magic find buff. I agree, there should be a form of trading available in game, but if you were around in those times, a level 55 1h sword would sell for 20m gold. Not a lot by today's standards, but this was before the Boon of the Hoarder. You had enough to repair if you were lucky, without selling items on the AH.

    The third bit in there, about having separate leaderboards is redundant unless you plan on secluding yourself from playing with your friends. I agree it's not a good system, but realistically saying 'I'm only playing solo this season' is kind of, well, limiting. The idea is to expand your options. I'd agree that support builds, skills that affect others in your group, and the exp buff could go out the window, but then we're back to a solo player game. As far as adding better items, how does adding Primals fix any of the issues that are currently plaguing the game? By adding a lucky drop that might close a little bit of paragon gap, that they'll have anyway AND a drop or 12 more of their own? I'm not against build diversity, but I used to hate builds that REQUIRED item X to work, because despite having all the other 12 pieces, not having that 13th broke everything. Admittedly, Legendaries rain from the sky, but they aren't all good. Some of them are downright bad. Ancients suffer the same RNG; I give you, the new and improved Mandald Heal, pinnacle of the Wiz Season 9. If you want to be competitive on the solo leaderboards (I'm talking Top 1000 at this point, 1 month into the season) you NEED one, and not just an okay one, but a well rolled, if not perfect one. The range on the affix is 1000% damage, and a real difference maker when mobs have higher health pools. Now imagine if you will, Primals exist, and they are extremely rare. You are the luckiest of lucky people and get a Primal Ancient Mandald Heal to drop really early in the season. You're SO excited about the red border, and then you look at the stats on the ring;
    -Int
    -AR
    -RCR
    -%Life
    -Enemies stunned by Paralysis take 13,231% weapon damage, as Lightning.

    How excited are you now, that one of the rarest and most sought after items for Wizards in the game, is now yours and wearing it is actually worse than wearing an Ancient one with -CHC -CHD - CDR -Socket, -13987%? Which in and of itself would be a miracle to get, unless, as is current format, you spent 16 hours a day farming Grifts and paragons. Adding items isn't a bad thing, adding better items, not a bad thing. Adding better versions of what we already have, for no other purpose than for power creep, is bad. It's an old adage at this point, but if you're not using an ancient weapon, it's not worth playing. They've tried to alleviate that by making (absurd btw) power gains on sets and legendary affixes. Anything they add numbers wise is a bad thing. If you really look at it. "The leaderboards are cluttered with people spamming 4 man meta groups all day and then soloing GR 102 with all the stuff they got from that portion of the game". That's not going to change unless something is done to drastically reduce the bonuses to group play. To build on that even more, the more they add, the bigger the divide between players becomes. The honest truth of it is that paragons are a problem. Nobody is denying that, but if we blindly accept this as a 'good thing' without actually questioning it, we're doomed to repeat the failure that is paragons.

    Posted in: Diablo III General Discussion
  • 1

    posted a message on Primal Ancient Legendaries
    Quote from Skelos_bg»

    D4 could be a totally different genre thus a necro there would feel different. Note that I am not saying D4 is coming, if a new game is going to get announced this year I would expect WarCraft 4.


    Also, primals now have a different role than the ancients back in 2014. As of now D3 is in a maintenance mode, nobody expects miracles. In 2014 everything was still possible. The devs just choose the easy path or the marketing team said "no moneys in arpgs", we don't know. What we know is that right now primals are not a bad choice. What makes the situation bad is that there is nothing else coming. Maybe we should wait, who knows. Or maybe primals will completely turn off the rest of the people still playing D3, if trading or seasonal cap on main stat is not coming. Because when they drop it's going to be a botter's paradise.

    I'm fairly certain, that adding a new class and 4 new sets for the class is the exact opposite of maintenance mode. Maybe I just don't understand the words there, but isn't that the point in which they only do small patches for quality of life or the fix something that is completely broken.... How is adding a new class any indication? Not to mention, my inflection as it was, was that if they are adding things to the game that aren't small tweaks, then they are not in MM. All I have seen is people say, I think it's good because paragon farming is just boring. Fair, but does that mean they have every piece PERFECTLY rolled in every slot, ancient, augmented with 100+ gems, no, it just means that they've given up the hope that it will happen, and take the best they can get.

    The problem with Primal Ancient isn't that it's a new tier, but the fact that it will be less available to casual players. There are people who have played 16 hours a day since season 9 started. While they are paragon farming, they are also getting tons of legendaries. Every one that drops after 2.5 will have a chance to be Primal. The chances of them getting a Primal before guy127 who plays for 20 minutes at a time is astronomical, and yet RNG is still RNG. So how exactly is it different with Primals? Now that we've covered the basics of "The more you play, the more you win", what does Primal Ancient offer to the game, outside of 'bigger numbers kuz gear has bigger numbers'? Nothing. Zip. Zilch. Zero. Outside your initial 'wow' moment of getting it, it's just another bump. In fact it actually devalues regular legendaries completely. Anyone can make the comparison between Ancient and Primal Ancient and say, meh, not too big a difference, but from regular good old old fashioned legendaries, they are an extreme boost.

    Followers need work, solo play needs work, support builds need work, gear? We'll all end up playing whatever build pushes out the most multipliers for skill XYZ anyways. Adding another layer of RNG to an already RNG loot fest isn't the answer for paragon farming. Engaging and competitive builds, that beats paragon farming everyday.

    Side note: They should give DHs more set options. A belt? Necklace? Maybe? Considering Nat's is the only set that isn't Gloves/Helm/Chest/Boots/Pants/Shoulders... it's pretty weak in regards to build diversity. Don't worry though, Primals will save it.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Primal Ancient Legendaries

    I guess I don't understand why we're having the exact same conversation as we did when Ancients were announced. It turned out okay, but it's nothing great. Let's add another layer to our pound cake. It was a bad idea then, and it's a bad idea now. I realize that this thread has covered a multitude of opinions, but realistically, it'll turn out the same. "Oh hey, I got an Ancient Yang's Recurve... that would have been nice if it rolled Primal Ancient... Salvage." It is just power creep, just like ancients were.


    Also, if Primals apply to secondary stats like CDR and RCR, it will only make matters worse. "You can only play this build if you get 2 Primal rings, a Primal neck, a Primal weapon, Primal gloves and Primal shoulders, because at that point you can have 100% uptime on Archon.


    Just want to point out, if it is main mode, why are we getting Necromancers? Wouldn't that be something to hold onto for D4? Unless D4 is 12 years down the road and somebody pretty high up went all banana bonkers to get them in game before the end of the next quarter....

    Posted in: Diablo III General Discussion
  • 3

    posted a message on Primal Ancient Legendaries

    I'm sorry, but how is this a good thing? The state of the game right now, if it's not ancient, and it's already cubed, it's auto-sharded. All this change does is add another pronoun to the current statement "If it's not Ancient, it's garbage."


    How does this not give the people who play more than 4 hours a day a bigger advantage? They already have more Grifts, more paragons, and more/better augments. Almost every other change is for the better, but this one just isn't sitting right. Especially when you consider how poorly Ancient items can already roll, nothing like a Manald Heal with RCR, %Life, Int and Vit rolling ancient with 600% damage missing from the affix. Or shoulders with RCR, %Life, RA and mainstat when you NEED Vit/CDR/AreaDMG. RNG is RNG, but it's similar to the WoW Legion Legendary debate. It's not fun getting a super rare item, that's bad, especially when the other option is such a big power boost that it makes getting ANYTHING LESS just depressing.


    They could've added trinkets, new item slots, new item sets, anything else. Power creep for the sake of power creep is inherently bad.


    If you earned roughly 5% more experience playing with 3 of your friends, that's more than enough. Or maybe with follower tokens +exp modifiers that made solo play viable that you actually want them with you, outside of being a debuff stick, proc modifier, or damage reduction. They could literally do anything with followers, and it would be a good thing.


    Instead we get Primal Ancients? What a joke.

    Posted in: Diablo III General Discussion
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