Yep, back to regular lurking. Still checking the front page every day though ^^
- Registered User
Member for 9 years, 7 months, and 16 days
Last active Tue, Nov, 28 2017 11:04:21
- 29 Followers
- 8,252 Total Posts
- 176 Thanks
May 14, 2014Posted in: Diablo III General Discussion
The problem (as I understand it):Quote from YaminoKaze
There's never going to be a magic drop rate that pleases both ends of the spectrum, or even large chunks of the middle. I fall toward the latter end of the spectrum (less time to game, more games in waiting). I definitely like these changes. If I "beat" the game in a month, I've got plenty of other things to play until the next patch comes out. If things were on the other end of the spectrum, though, and I spent a few nights without getting any upgrades, I'd probably stop right there.
- Diablo should be a game that you can play every day, without ever feeling that you've reached the end.
- Diablo should be a game that you can pick up from time to time, and always feel rewarded for your time spent playing.
Adjusting drop rates alone will only shift things towards one goal or the other, as more drops = more rewards = shorter lifespan of the game, and vice versa, but there are other ways to approach the issue.
One is to add more legendaries. This would add diversity, but more importantly a smaller chance of getting each individual legendary, leading to a game that lasts longer (since it will take more time to find the specific legendary combinations you need to actually progress in torment). Complement this with a small increase in drop rates and you will get both a longer game, and a game that throws more rewards at the players who need them to stay interested. This would of course require work on Blizzard's part, as new legendaries aren't just magically created from thin air.Another solution that's less fun, but also require less work, is to simply couple a global drop rate increase with adjusted individual item drop rates. For example, double the overall legendary drop rate, but halve the chance of getting items like Thunderfury, Mask of Jeram, class-specific sets, etc. This leads to more rewards, and (unfortunately) also that a larger percentage of drops will be things like Blackthorne, which won't exactly take you to T6. Casual players probably wouldn't mind, as even a Blackthorne piece could be a valuable upgrade to them, but it will definitely annoy the more die-hard players (even though the time it'll take them to get the actual good stuff won't change).A third option would be to increase the value ranges of item stats, so instead of items rolling maybe 300-450 Dexterity, they roll 200-450. Since the range is greater, it will be harder to get the high-rolled ones needed to handle higher difficulties, allowing the drop rates to be increased to compensate. This will also lead to an increase in trash drops, like the second option, but I think it's a more fun way to go about it, since you'll get to see more items which at least could have potential.In the end, drop rates alone doesn't dictate how quickly you'll find what you'll need to blaze through T6, it only decides how often you'll get to see that shiny beam. How much each individual shiny beam will mean for you in the long run is a whole different matter.
May 13, 2014Posted in: Diablo III General Discussion
For this to work we'd also need more stash space or a gear-swap function, since you'd likely want your followers to use different items depending on which character you're playing on. For example, when I play as a Demon Hunter I really want my follower to be able to constantly slow enemies (for Cull the Weak), but not when I'm on my Wizard (cold spec).Quote from m80thewolf
I agree with this though. Id love for blizzard to make followers account wide.
That's solvable though. A more interesting problem would be how to share your followers between your lvl 70 characters and your newly created lvl 20 character, and how things would work in Hardcore mode.
In my opinion, while enchanting is nice for making even poorly rolled legendaries useful for their unique effects, it has also made it too trivial to get all the stats you want on rare items, and the item hunt has become less exciting as a result. For example, it took me about a week from the RoS release to realize that 99.9% of rare drops are now trash, and those that are upgrades will only make me like 0,5% more powerful.Quote from Raevynwillow
I know you can swap mainstats with enchanting, but that in my opinion is a waste of a enchant, generally you want to enchant a socket or crit or something useful, mainstat on a weapon should just be a gurnateed thing
The two exceptions are rings and amulets, which have remained difficult to perfect simply due to how many useful affixes they can roll, and how those affixes can't be found on too many items, making even small upgrades have a big impact.
This never happened to me pre-RoS though. Rares were never as exciting as legendaries, but they were never useless either, because most of my rare gear was far from perfect. Nowadays a rare upgrade is usually just +10 to a stat, +5 all res or +0.5 crit chance. Not very rewarding, and not very motivating. Eventually, if I'd have played more, I'd probably have encountered the same scenario in vanilla D3 as in RoS, but it would have taken me far more time than just a week to reach that point.
What I'm getting to is that I think smart loot combined with enchanting has messed up the pacing of the game. It's made legendary items more accessible, but at the cost of a too narrow quality range for rares. Guaranteeing a main stat roll would be fine on legendary items, but I'd rather have Blizzard go in the opposite direction for rares, making them interesting drops for more than a week.
May 12, 2014What I like about smart-loot:Posted in: Diablo III General Discussion
+ Play sessions feel more rewarding since I get more items that I can actually use.
+ Gearing up a specific character is faster and less frustrating.
+ I get to experience fairly high difficulties within a reasonable amount of time.
+ I can complete sets for once.
What I don't like about smart-loot:
- Switching between characters feels punishing, since maining one is far more rewarding, especially for Paragon.
- I rarely find interesting loot that makes me want to try another class.
- Single characters get maxed out sooner, at which point they lose much of their appeal. (personal opinion)
- It feels odd that characters share gold, materials, gems and artisans, yet have mostly separate gear.
- I can't use my lesser played characters without becoming a burden to my group.
Being able to switch on and off smart-loot would fix some of these issues, but it would at the same time make it even more advantageous to main a single character, and then use it to gear out secondary characters. This creates a huge disparity that will inevitably lead to more issues, as Blizzard can't exactly balance progression both for players who'd use this method and for those who won't.
In my opinion, smart-drops should stay for yellow items, but not for legendary items. It will become harder to gear up single characters, definitely, but not as difficult as it was pre-expansion, since we now have the Mystic. If you really just want to play as a Crusader, you can just re-roll all of your non-class-specific dexterity and intelligence drops to strength.
Also, something that's really odd about smart-loot is how it supports class pairs that share primary stats. If you for example choose Wizard as your main, then many of your Wizard's smart drops will work just as well on a Witch Doctor. There's nothing wrong with that, it's just a little weird...
Feb 23, 2014Wow, I forgot how many posts I've made on this forum in the past :/ Scary. I should come here more often.Posted in: Off-Topic
I've been wondering, has the strong focus on reagents/components (alchemy) been toned down since the first Witcher? I don't particularly enjoy that type of minigame, and I remember dropping the first one fairly quickly for that reason, but I might give Witcher 3 a go if alchemy has been given less importance this time around. (preferably if it is possible to skip alchemy altogether)
Never played Dark Souls, mostly because the controls sucked b***s on a mouse/keyboard, but I've read that the sequel is being developed for the PC from the start, instead of being a port, so I'm pretty hyped for that one.
Also, salutations my lord king!
Edit: http://imgur.com/M2bDvAl - Umm... k.
Oct 23, 2012I guess Rend could work in a crit build, or if you have relatively low hp, but for me it's just a way too slow heal compared to Revenge when you are surrounded by enemies and elites than can kill you in less than three seconds. I've been trying to solve Revenge's issues with single targets, and a weapon with 3% life steal + 500 LoH from rings did the trick well enough.Posted in: Off-Topic
I have to give Rend one positive note though, but that's probably a bug xD The first Rend you do after activating Ignore Pain (with life steal rune) will restore exactly 20% of the 700% damage Rend would do over the duration as health, instantly, unaffected by the Inferno heal reduction (almost always restores all of your hp from just one enemy). If you do another Rend (still during Ignore Pain duration) it will work normally though. It might have been patched in the hotfix, I dunno.
Also, did they do anything to legendary drop rates in the hotfix? Yesterday, me and three others got over 10 of them in combined drops. Today we farmed far more, but no one got a single legendary. I suppose it could be just luck of the draw, but it seemed a little off :/ They nerfed the Act 3 keywarden as well, by taking like 75% off of its damage and removing the illusions. It used to be able to kill me in a few seconds, but now it's just laughably easy, just teleporting around and occasionally dealing about the same damage as two shots from a Fallen Prophet. I preferred it hard :/ At least as hard as a strong elite pack. But then again, purple enemies and all mini bosses have always been easy (compared to elites), so I guess my problem is more with that philosophy.
Edit: The front page was just updated with that last part, heh.
Oct 22, 2012Gave Rend a try today, and discovered that while the theoretical heal is high, the inferno life steal reduction applies and reduces that amount to nearly nothing. I get more life/sec from 500 LoH and basic frenzy attacks, so I switched back to Revenge and upgraded gear instead. Still can't do much against bosses and key wardens, but at least elites are manageable up to MP5 (except for disintegrate + waller combo when two lasers intersect on top of me).Posted in: Off-Topic
And I've found legendaries, whoo! 7 of them in two days, and 3 were not complete crap!
Also, MP10 powerleveling (with like 50k worth of stuff from AH) is ridiculous. I spent over 50 hours getting my Barb from lvl 1 to paragon lvl 1, I managed the same on a new WD in 10 hours, and made 400k gold doing it from just selling drops to merchants. It should really be made harder, much harder, as right now it is perfectly doable (and never even becomes as hard as old inferno act 1) all the way from lvl 1 to lvl 60 in MP10 (without purchasing anything except a reduced lvl req weapon). There is just no reason to ever be playing normal-hard with below MP10, all other power levels are obsolete, a design flaw imo. A slightly harder time in return for 3 times experience (and easily 5 times as fast lvling) and double gold/magic find is just way too good.
Oct 15, 2012I just love that feeling when my LoL match history is nothing but defeats, and I decide that the best cure is to matchmake at 4 in the morning.Posted in: Off-Topic
That game ended a few minutes ago, and it was glorious. The success begun at champion select when one person called mid lane, and another one insta-locked the same lane. The one who called mid asked if the insta-locker could go bot lane instead, but received no response, so eventually he just locked as well, hoping that he would get mid by himself. Myself, being fond of the slightly more challenging picks, chose Rengar and played as a jungler.
So the game started, and of course none of them wanted to give up mid. The one who called out mid snapped almost instantly, and left the game about two minutes in. It was a great start, sure, but it was about to get even better really fast.
Our single player at bot was completely butt-shattered in a matter of minutes, snapped, and obviously vented all his loveliness on our remaining player in mid. Soon enough, bot was left empty when our former botlaner decided that he was better used elsewhere. He hung out with me in the jungle a little, gave top lane a visit, but for the most part remained in mid together with our remaining insta-locker. Of course, he didn't do all of this in silence, as it was way more productive to pour his feelings all over the chat for the remaining 30 minutes. Me? I did what the swag-lion normally does: alternated my swagging between their ad carry and ap carry, and received nothing but top remarks for my efforts.
About 20 minutes of dancing, intentional enemy lovemaking, and countless kind words later, our insta-locker finally snapped as well. Taking matters into all-chat, they both politely explained to the other team why the other deserved to be banned, and how every move by Rengar the swag-lion should be praised with virgin sacrifices and freshly sharpened pencils. I gave them both the encouragement they needed to continue, by ending every sentence with a smiley-face.
Some few minutes remained of the game when our player at top lane spoke his first and only wise words for the entire duration of the game: The words were so astounding that I can't quote them, only describe their double upside-down question mark appearance. They told me stories I'll never forget.
The game, somehow, ended in a loss. I gave everyone in my team honor for being helpful, because I felt that their actions helped me reach a new level of enlightenment. Hopefully I will get an equally awesome experience the next time I decide to play at 4 in the morning.
Oct 9, 2012Yeah, Rend would be reliable for life gain, but I tried it and it just doesn't work for me.Posted in: Off-Topic
Rend heals for about 10% of my max hp per second and enemy, while Revenge heals me for 5% per activation and enemy. In the initial engage I'm being hit enough for Revenge to heal more than Rend, but at the end of the fight I would get about twice to four times as much health from Rend.
However, I'm also using Revenge as my primary AoE damage, and Rend is crappy in that aspect.
Rend does a flat 140% damage per second.
Revenge does 220% damage per activation, and in initial engages (before elites are the only enemies still standing) I can usually activate Revenge at least 2 times per second, which translates to 440% damage per second, over 3 times as high as Rend.
My current strategy (playing Berserker Rage) is pretty much to pop War Cry and Battle Rage, run into the thickest part of the pack, stack up Frenzy, spam Revenge, pop Ignore Pain, and spam more Revenge. That takes care of the weak packs, but not the elites.
Rend would help against the elites, but if I replace Revenge I end up getting overwhelmed by minor enemies instead.
In fact I've tried replacing Revenge with a lot of stuff, but I've come to the conclusion that it is essentially the only skill in my build I can't replace. Every time I try I end up losing more damage than I get in survivability, or vice versa. Revenge is just too crucial when you're trying to stay at max Fury, and at the same time deal decent damage.
Oct 9, 2012Posted in: Off-TopicQuote from Lt. Venom
Don't you mean from Saturday 10 AM to Sunday 12 PM? 12 AM doesn't add up 26 hours, just 14.
Oh, right, time conversions. I forgot that it goes from AM to PM before it goes from 12 to 1. Silly system.
Oct 8, 201226 hours is not the entire weekend, just a little more than half, from Sat 10 AM to Sun 12 AM.Posted in: Off-Topic
Today I started my most demanding university course ever, Programming in C. I basically have to be there for two hours every morning, and that's it. The assignments are essentially simpler versions of things I did back in high school for my C++ courses, so they pretty much do themselves in terms of difficulty.
Quote from Nacho_ijp
Well, I can make act 2 dying ten times per quest... 25k damage is just not enough, but at least now I can kill the buggers, I'm making progress
I have two characters that can (kinda) handle act 2. A block of solid Monk that chills around at 9k damage, but doesn't take any damage unless I get trapped in desecration or something. It's progress, but extremely slow progress.
The other one is a Barbarian with a whopping 45k damage, tons of durability, but crappy life gain. I'm fine for as long as there are 3-4 enemies around, but less than that and Revenge can't heal me fast enough, which obviously translates to eventual death in longer elite fights. Depending on the affix rolls I may or may not have to pay more in repair costs than I gain from the questing.
Oct 7, 2012So after a long night of Magic, I came home and slept for 26 hours, beating my previous record by 2.5 hours. In other news Magic...Posted in: Off-Topic
Azorius is awesome. (better than Selesnya in 1v1)
Selesnya is awesome. (better than Azorius in multiplayer)
Izzet varies between awesome and decent, it's a very unreliable guild.
Rakdos is decent, and is basically green power curve with an added aggressive keyword (first strike, haste, etc). Very similar to old Boros, but with more creatures.
Golgari sucks monkey balls in every way. Bad power curve with a grossly overpriced keyword. 2/10 wouldn't play.
Now I crave eggs. To the frying pan!
Oct 4, 2012No, I don't think it's him, because I remember that name. (did he use an owl avatar?) Hold on, I'll just skim through the 691 pages...Posted in: Off-Topic
(50 pages of mostly Mags, Nekro, Turmo, Shatt, Umpa, Az, Fitzyy, Hippo, Zhuge, Venom, Nacho, Jamoose, Zhar and Myself later)
No sign of him. Perhaps he left when the URT was the million thread.
(10 more pages, with added Don, Mephisto, Equinox, Irrational, Vegas, Sofa) WAIT
Could it be Kenzai? Didn't he have an owl for a while?
- To post a comment, please login or register a new account.
May 21, 2014Even with the new drop rates, it's still most likely going to take me at least a couple more weeks to be able to handle T6, and that's just with one character, the one that was the best geared before we even got the buff. For reference, back then I could handle T3 decently, and now, a week later, I can do T4 quite well (*gasp*).Posted in: News
It's just 100%, not an order of magnitude or something like that. If something took you a long time before, it's still going to take a long time.
May 19, 2014Ophion posted a message on More Info From The Anniversary Dev Stream, Gambling Drop Rates Summary: 2.0.5 Edition, Set Items and Transmogrification ComicsPosted in: News
Thank you Blizzard, now I can fully support your Seasons!
- Season only items will be rolled into the droppable item pool in non-season games after the end of a season.
Royal Ring of Grandeur (and every other cache-legendary)
- Certain Legendaries only dropping from specific monsters is not being planned right now as players doing the same thing over and over again to get what they want is not desired.
Legendary crafting materials
The "Splinter is Coming" achievement
The Ghost/Merchant achievements
Just off the top of my head
Apr 25, 2014Ophion posted a message on The Devs On RoS' Future, [Guide] The Fire Monk 2.0.4, New Short Story: The Orphan and the Jeweler, BlizzCon Contests AnnouncedI'm not really liking the idea of season-specific legendary items, not when Blizzard claims them to be "powerful". It feels like a very artificial way to get players to keep coming back to the game, and also quite possibly unfair in many ways.Posted in: News
Now, I don't know what they mean by "powerful", but that word makes me think of items that are either just strong (Maximus), build enablers (Jekangbord) or simply best-in-slot (Magefist). If they are items like that, then a lot of people will definitely want them, and a lot of people will feel pretty much forced to play ladder, even though they might not even want to. Even worse is the fact that the items will be drops, which most likely means that your chance of getting one (and its quality) is random, which would mean that a lot of players won't even get the items they want (or really crappy ones). If those items happens to be items like Magefist or Jekangbord, then those players will be forever weaker compared to the players who were more fortunate, which is just sad, and biased towards those who play the game more.I understand that it's to give players a reason to play ladder, but it's not a good one in my opinion. Vanity items would be more appropriate, like legendary dyes, legendary transmogs, whatever, as long as it doesn't include actual gear. Everyone should have the same ability to become powerful with their desired build, regardless of how much they play, how they choose to play, or in which season they started playing.
Also, that's not even counting those who might buy the game three years from now, who won't even get the chance.
Hopefully Blizzard won't make it this way, but I'm afraid they will, just as they went ahead and added something as annoying and forceful as act-specific bounty rewards. I mean, Royal Ring of Grandeur is an awesome legendary, right? Continuously farming act 1 bounties over and over for several days, only to get a really crappy roll is also awesome, right? ... No. Seriously. It sucks. Hard.
Apr 15, 2014Nice, I guess, but was hoping that they'd fix Sweep Attack - Blazing Sweep doing practically no additional damage over time (like 5k as opposed to 2m), and the effect from switching to/from Long Arm of the Law not being applied/removed until you relog (a bug that's existed since beta apparently).Posted in: News
I'm sure there are more, but those are the dead obvious ones I've seen.
Jul 28, 2011Ophion posted a message on The Diablo Chronicles: Interface & Controls (Part 1)Posted in: NewsQuote from weirdingway
Seems kind of pointless to discuss D3 stuff starting from this morning until Aug. 1st. These guys already know the truth about what everything looks like.
We won't know everything about the game before it is released. When we get to see the updated UIs I will definitely cover those as well, but probably not as in-depth
Jul 10, 2011Just for the record it is possible to rebind all keys, including Alt.Posted in: News
I also disagree that toggle always gives the most control. When you quickly want to see what it on the ground you often only need to press it for less than a second unless there has been a major battle, because the colors of the different quality levels should be very easy to identify. In that situation the classic solution is better because there is only a total of one key press instead of two.
Jul 9, 2011I'm sure that a lot of very casual players are going to show item names all the time since a surprising amount of players vacuum everything. I watched a playthrough of D2 where one guy literally picked up everything, even arrows and keys, through the entire game.Posted in: News
Jul 8, 2011Classic. As much as I would love the display-on-drop that the default offers, I don't want items to have their names displayed for 10 seconds when I press the button later, I want them to be displayed for exactly as long as I want them to, usually a second or two just to see what is worth picking up. I have never liked toggle features in any game, they feel too unresponsive.Posted in: News
Jul 8, 2011Although exclusive vanity items doesn't necessarily have to look better As long as they are different from what others have access to they are going to be desired by those who want to stand out. They don't have to be super awesome, better than whatever you have, looking kind of items.Posted in: News
Jul 8, 2011Though I don't think name and server changes will be as profitable as in games like WoW, not even nearly. Players are identified by their character name, not the account name/nickname, and a single character doesn't hold that much value unless it is really high ranked in PvP or something. The gear it wears can easily be transferred to a new character (because BoE is gone) with the desired name, so the price for name changes will most likely be very cheap or people simply wouldn't use it, and I doubt many will anyway. Server changes are also less desirable because ping is quite important, especially in PvP and HC, and since it is not an MMO there won't be hundreds of realms that close friends can be scattered across.Posted in: News
Jul 7, 2011The only visual customizations in D3 are gender and armor, everything else is static for many reasons. Unlike many games we have characters in D3 as opposed to classes, meaning that they have a specific story, appearance and personality, It wouldn't make much sense if a few Barbarians were suddenly black with blond hair, for example. Another reason is that minor things such as hair color can barely be seen in the game because of all the armor and the camera angle/distance.Posted in: News
Jul 3, 20111. We pay Blizzard once, when we purchase the game. That money won't last forever if we want them to pay for servers, support staff and patches. If we want them to stay dedicated to this game and continuously work on it then they are going to need a steady income to compensate for their work. If no continuous stream of money is going to Blizzard, what will happen? They will eventually have to cut down on everything in order to minimize expenses, because otherwise they would start losing money. If a couple of million dollars are going to Blizzard every year from micro-transactions, then that is a couple of million dollars (- the cost to make more micro-transaction content) to be spent on patches, for example.Posted in: News
2. How about vanity items exclusive to the store? Those are the ones I'm ok with.
4. There is nothing wrong with stores if implemented properly if you ask me. So far I have experienced one company that got it right, Riot Games. The steady flow of balance patches, champions and features, and the maintenance of the servers are paid completely by their in-game store, which contains 99% vanity. I am playing it for free and I'm not feeling affected by this in any way except for the content that is given to me as well in the patches, and I get to watch people play in awesome skins that I know has absolutely nothing to do with how well they play. I kick expensive ass daily.
EDIT: Nekro beat me to it. Damn
Jul 2, 2011Posted in: NewsQuote from CherubDownAny item that is difficult to get is more useful. If one of the dyes has a 0.001% chance of dropping off of the end boss, then it's obviously going to be worth more.
I'm sorry, I think this is some kind of misunderstanding. When I'm talking about store items I mean things that are exclusive to the store. Of course you should not be able to buy anything that you can get in the game, that way store vanity would be comparable to actual monster slaying vanity, which should not happen. People need to be able to tell the difference.
Quote from CherubDownHah, problem not solved. Person X just bought the $5 dye from the Blizzard store. But person X was the person who was going to buy some other dye from me for in-game gold.
Then you sell it to someone else! I'm sure that they won't all buy dyes from the store ^^
Jul 2, 2011How can there be a best non-useful item? If there are 5 vanity dyes, who but the individual can say which one is best?Posted in: News
The vanity you can get through purchasing items is not the same as the one you would get for, say, wearing a full super rare set. Regardless of how special you look with custom auras, glowing hands, golden armor, etc, everyone will know that those are all vanity items purchased through a store, not gained through hours of monster slaying.
If people can buy dyes, dyes become a useless commodity, and I can't sell my super-unique dark red dye for hella goldz anymore.
Store items can bind to the character or the account. Problem solved.
- To post a comment, please login or register a new account.