I KNEW IT!
Not the spoiler bit, but that the female wizard was voiced by Grey DiLisle (Azula from Avatar). Perfect fit, IMO.
The rest...must resist spoiler. Must...focus...on...work.
- TheDFO
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Member for 13 years, 9 months, and 3 days
Last active Mon, Mar, 20 2017 19:40:17
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May 10, 2012TheDFO posted a message on Diablo III Cinematic Screenshots, Results Conference Call, "One of the Chosen", Blue PostsPosted in: News
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Feb 3, 2012TheDFO posted a message on 100,000 Diablo III Beta InvitesYay! I got on!Posted in: News
And then the lag. BOOOO!
But seriously, how can anyone play in this? My game would pause for about 10 seconds everytime I shot and killed a zombie with my poison dart. I gave up before I even got in the New Tristram. -
Feb 3, 2012TheDFO posted a message on Patch 12 Incoming - Patch 12 Notes, Your thoughts on beta, Blue PostsSo...why does my patcher say this is 2+ GB if it's so small?Posted in: News
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Jun 12, 2011TheDFO posted a message on Sanctuary Speculation: ImperiusGood read.Posted in: News
Personally, I'm going for fighting heaven to primary be in the expansion, because Hell moved first. Or, it would because Heaven moved first, but Hell made the overt move and so the heroes go after them.
Either way, if they set up D3's story correctly for an expansion (and does anyone think there will not be an expansion?), then they could easily flow from fighting Demons to fighting Angels without the story being split into two "campaigns" that are just barely connected, story wise.
If that is Blizz's plan, then I hope they have some foreshadowing in the main game involving hunt down angels. It would be a great side quest (even more so if it is hidden and so if you don't find it, then you don't have a blank in the quest screening telling you as such). So we would either fight a few low level Angels, or at the end you find out the bad thing the quest is trying to fix was caused by an angel, not a demon. -
May 16, 2011TheDFO posted a message on Trait UpdatePosted in: NewsQuote from Pit Stains
They said over and again they don't want traits to be under-powered or boring... then things like +Gold find should NOT be a trait. I really hope it's not....
Unless, of course, just maybe, gold is actually...I don't know...useful? Because, if you actually need gold, maybe this is worthwhile? -
Jul 22, 2010TheDFO posted a message on The Cosmology of Diablo: Angels and DemonsSo, I'm new here, but not to Diablo by any means (I do believe I was around to by D2 and LoD when they were knew, but that was awhile ago). And sorry for the necro post, but it somewhat fits my missive on the Angel of Death issues.Posted in: News
Anyway, I feel you all are taking "Death" as a MORTAL human would (understandable, I doubt any of you are immortal aliens), as in, "shuffle off this mortal coil." Basically, dying is something unavoidable. I very much doubt that either the Angels, or the higher up Demons, would agree. It might be a possibility, but not a necessity of living, like it is for us flesh piles.
Think of it more like this: When you clean up some space, and you find something that doesn't fit, you move it. But if the thing that doesn't fit also doesn't fit have it's place anywhere, you get rid of it. You throw out trash, swat bugs, flush waste, etc. To an Angel, Death might mean the complete erasure of time. Malthael may simply be the Angel in charge of removing things that do not have their place in the Angels idea of Order (well, at least those things that can be removed by a single angel). They felt that humans are/were abominations, and thus should be DESTROYED, as in cease to exist, erased from all of existence.
That would probably make Malthael the Angel of Death, Oblivion, Nothingness, or something else. He could possibly be the opposite of Baal. Instead of wanton destruction, he would govern the excise of unwanted things. The surgeon who removes tumors, if you will. It could also be said that he's the opposite of Mephisto, what with the orderly remove of that which does not fit being about as far from Chaos as you can get. - To post a comment, please login or register a new account.
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No, it would make it FASTER. If that's what you want, to get to the last items as fast as you can, then I guess you're right, doing so would make that more "enjoyable." Personally, I enjoy the hunt more than having the end items.
As far as I can tell, you're saying the problem is you never find good items, and the only way to fix this would be to make the better items more common (by, in your case, by fixing your most important affix). Doing this WOULD increase the chances you'd find something you need, but like I have said before, eventually you will then just get to the point where it takes forever to find an improvement, even with a fixed affix, because everything basically needs a perfect roll, and you'll either be bored by then, or be back here complaining about the other, unrelated, issues.
Just to say, this happened in Diablo 2 as well (I believe Hammerdins were very gear heavy, I never had enough gear to make it work, so I never ran one and am unsure). The only ways around this particular issue (that I can think of) is either make it so easy that medicore gear can run almost any build, make items and builds independent, or just make the best gear really common. You're idea goes the "make the best gear common" route. Which causes the game to become easier.
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You're also forgetting perhaps the most important action - picking up items. The reduced precision of the controller means they basically have to add a dedicated button and use the second mouse button as a cursor. Think how terrible it is to pick up items that aren't in storage in FO3 or Skyrim. Alternatly they would just auto pick up.
I, personally, am very skeptical that this game will be even remotely fun on a console, just because SO much of the skills are designed around area placement.
Anyway, as to why people are so upset about the idea that the game was designed for consoles (I don't think it was, but I won't bother with why, it's been said many times above) is because either A) They think of consoles as lesser, they think that being designed for console means it must be dumbed down, or C) they need a reason to justify they don't like the game, and they won't accept that just maybe other people wanted the game to be different from them (no, Blizzard must have been purposely gimping the game so it would work on consoles).
As a change of speed, how many skills can you use in PoE? When I tried it, I only saw the 7 (or was it 8) options, M1, 2, 3, and 1 through 4 or 5. I don't remember anyone complaining that PoE was designed for consoles.
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The item is useless because you're at the point where only an ammy with a trifecta is useful. As an example, I would love a good weapon w/o a socket for my WD. Why? because he's only lvl 60, and only at the beginning of Inferno (or maybe act 2, I forget if I beat Act 1 with my Monk or my WD). You're just confusing the matter by combining two things you dislike and implying they are linked (the time to ID and the fact that you have such high gear that you need near perfect to improve).
I agree, it would be nice if they limited certain combination, aka when they have items/affixes that are intended for a set type of character, than the main affixes should be useful for that goal (so, it's not that a sword with +magix missile can't have Dex, it's just that it should have MORE int). I guess they decided that random should mean 100% random.
So I guess I'm missing the point too, cause I agree with him. Unless you meant the Enigma thing.
Here's my point. It would be nice the first time. And probably the second and third. BUT pretty soon I wouldn't just need an Archon Gauntlet with one fixed affix, I'd need it with 3, 4, or 5. Why? Well, lets say I decided the #1 would be +int. I roll one with good int, +damage, and +chc. Now, if I want a better one, I need great rolls. Then perfect. Then I have no more reason to look for items cause I can't improve at all. So, the first time you found one, yay! upgrade. But, pretty quickly, even find an Archon Gauntlet has a tiny chance to be good, and you're back where you started. See my point? Doing this would not alleviate the issue of taking time to ID an item that has little to no chance of being good, it would just push it a few (or a few hundred) hours out.
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But as to changing MF, I, personally, think they should just drop it off items, and increase the basic rate by whatever that % was. Sure, maybe keep it on NV, but I'm not thrilled by the idea of having it on items. I was thrilled when they said they were trying the game without it.
That all said, I'm not saying this would be a bad system, but I don't think it would work for your stated objective of IDing a bunch of rares.
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2) Agreed. They've stated they're looking at this, I think it was one of the AMA's. No clue when this will happen. However, the reason why they did this is part of the reason why they have you "unwrap" an item, the anticipation (which I think is actually heightened by the lack of useful yellows, it's that gamblers high which you won't get if you always win).
3) Same as above, plus they want people to feel they invested in it. Also, the time is part of the investment.
All that said, yes they could probably fix these rather easily. However, something a lot of people forget is that every easy fix takes time away from something else. Something one finds in any production environment is nothing happens in a vacum. Yes, it is easy to fix by itself, BUT they have to weigh that time against all sorts of other stuff, and whether it's worth it or not to do so. Plus, I'm sure if they did fix it, there'd be other people complaining about how now they don't get that anticipation, just like there were people complaining about how you don't need scrolls, or Cain, to ID anymore. Same with the crafting items, people are going to start whining about how someone is mass crafting high level items and flooding the market or some such.
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To start, to Hiderius - While darker colors (I refuse to say "grittier." It's that thinking that got us nearly a decade of brown shotters) would be nice, I think that's a little lower on the old priority list.
Anyway, to OP
1) I, personally, am not super thrilled about end game. For one, it's limited to small portion of the player base, and less likely to bring people back. For two, it's a one time pay game. It should end at some point, and I think constantly harping on "end game" sets a bad goal for devs of ignoring the leveling and just focusing on what a small portion of the game. Not that I'd say no to an endless dungeon or lane defense of some sort (assuming it properly scales for those who aren't the best of the best).
1a) I would rather see additions to incentivize rerolling new characters. Maybe one of those prestige reset options that starts you back off at zero, but with some ePeen meter increase and/or some stat increase (so you'll have a stronger lvl 60 when you get back there). Or maybe certain crafting items are only possible to drop the first time you beat Diablo on each difficulty.
2) You are correct itemization is the problem, but I'm not so sure it's the items that are the issue. I think it's more that all the characters mechanics are too similiar. In D2, the reason why Sorc's and Necs didn't all want the same gear as the others is because their damage was derived from the skill points, not the weapons (okay, everyone's was, but at least the other's was a little more based on weapons). Anyway, I think the game needs to go more like that. Perhaps WD and Wiz's do not obtain any increased damage from weapon damage, it's all from int, CHC, and CHD, and add +skill points to items? Or even just increase the occurance and strength of the +mana regen for WD (say, instead of the VQ build everyone ran back in the day, people would have less damage, but a massive +regen allowing constant spamming) and -AP cost for Wiz. Additional tweaks such as this could be made to other characters (say, DH and Monk get a passive increase to CHD, making CHC more important, and Barb get's a passive increase to base damage, making that more important). The actual change would be simple, the bitch would be in balance (which is why any and all item changes should be slow).
2a) Skills - I think you're not annoyed with player diversity (players use the most effective builds, just like the cookie cutter builds in D2). You're annoyed with lack of effective builds and lack of player ownership in their characters. The first they're working on. The second, I have no clue how to fix (and it seems you feel the same way) because it's so hard to avoid what happened in D2, making a handful of cookie cutter builds that if you deviated from at all, you gimped your character. The only things I can think of is either picking things that define how you play, like a WD picking CC vs pets vs poison vs AA. Possibly the other idea just general skill points, but attach the respec skill to something difficult, like saying running a special dungeon that's scaled to your character.
3) There are two problems with the AH, imo. One is that it makes it too easy to find the exact type of item you want (cause there are thousands of players posting) and Two - all items are recyclable - if you buy it on the AH, you'll probably put it back when you're doing. The first one can't be corrected for with the AH as is. The second...maybe. Perhaps BoA is the way, or perhaps cause items to wear some every time they go on the AH, so they actually get used to the point they are gone. Perhaps if they add a second AH that doesn't wear items, but is a trade house (you put up what you have, and a general idea of what you want, and people bid on it).
As per the rest of your post:
1) I agree two more heroes would be great. I personally hope for a Templar/Paladin strength type and something...else. I don't know what they're missing other than that first suggestion.
2) I agree, more gem types (diamond and skulls, at least), plus more effects (shields add resist perhaps, or boots add speed or some such).
3) My problem with enchantment is it ends up feeling as something that has to be done, but will end up being worthless 9/10 times. I'd rather they go to the charm/talisman idea. If we really want to add to items, then make it so that the effect is changed based not just as what is in/on the talisman, but what item it's mounted on (gloves add ias or chc; shield add resist or block; helm adds mf, gf, or exp; sword adds damage, ls, or CHD; etc).
4) More followers would be great. What would be better is an option to stop their chatter after we've heard X number of times. That leads me to something else - an option to skip all story beats (that wait for the scoundrel to open the gates around that farm).
5) While some things need to be in place (otherwise the damage vs ehp imbalance from the game itself limits what you can do) I disagree that it needs to be balanced. D2 got plenty of play without any balancing. The fundamental issue here is you have a different goal for PvP. They want it to be a fun diversion tha tpeople do everyone once in awhile. You seem to think they have to turn it into something closer to an eSport to be any fun. While you're ideas here would be fun, I'd rather they focus on the PvE side, as they can only do so much.
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Maybe I'm just off my rocker here, but I thought Blizzard themselves addressed these kind of issues in Inferno, when they said they made it so hard they could just barely beat it, and then doubled it. They purposely made it so hard they couldn't test it, therefore, they didn't (couldn't) test it. For some reason I have this crazy idea that Blizzard said at some point that Inferno was supposed to be the challenge for the super hardcore, the people who 300+ hours. But it seems I'm just taking crazy pills, cause so many other people thought the game was terrible cause they couldn't beat Inferno easily. Which is maybe why we're getting easier games, cause if it's too hard, people whine much more loudly then if it's too easy
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If you enjoy finding upgrades, wouldn't starting a new character be good? For one, you can get a different play experience. For two, you're now way at the bottom of the item pool, so you should find lots of upgrades, right?
And it's not that you're wrong cause you're arrogant. You're wrong because A) you state your opinion as fact, according to Zero, you seem to have stated this opinion lots (I usually don't read these threads, so I can't back that up from my experience), C) because other people who agree with you seem to post lots more qq threads then people who disagree, the automatic response is usually more disinterested then what would be if you were bringing something new to the party, and D) I'm pretty sure you ARE wrong when you state things like "Blizzard obvious doesn't care" because they ARE changing things (but you seem to have missed it cause you don't care about the patch history).
That's cause the PvP they gave was not what they've been working on for the last 8 months. They purposely kept it simple so they new they could get it out. PoE probably had it's PvP as a major design goal during development.
And the demonic essence thing is because people have been whining about the AH since the begining of time, so they're trying to get people off it.
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Of course, those people buying and selling items in the 1E9+ gold range probably don't care about a piddly little 5 mil, but they can probably afford to make more than one in that case.
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Also, just a little advice that I give because not following it is a pet peeve (so, follow as you will). But, prevent your videos from following the wadsworth constant. So, don't have the video just sit with no audio, don't have a long intro, and where my real pet peeve comes in - don't take a long time trying to explain what you're showing/why it's important (unless you do some sort of series where the topic varies). Your video up there you don't need to say you're showing people how to make money (it's in the title) or that you could flip items on the AH or grind (the or grind should be obvious, the flipping AH is either in the title or the description, although a REAL brief explaination of the AH might fit, just don't linger).
So, you might start with "Hi, I'm *name* and today I'll show you how to make money in Diablo 3."
The summary at a beginning of a paper/video/presentation is needed, IMO, when someone is skimming through a whole bunch (such as looking through a news blog). I figure most youtube videos are watched because someone got a link (this article), they searched for the topic, or they follow the person (say, following Krip or Husky). In those cases you either new what you were getting, or wanted to watch anyway. Plus, if they're stupid, watch the first 20 seconds, then comment "I stopped watching cause I don't know what this video is about" then they already watched (a view) and commented. Both of which are good for youtube channels.
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Some of the D2 itemization coming back would be great, but only if done properly. For example, bringing back RW's, exactly as it was, would be terrible. It makes BiS items that aren't just BiS for a class/build, but BiS, pretty much period (Engima, I'm looking at you). Don't get me wrong, there will probably always be a handful of items that are generally BiS, but the RW where just stupid, course that could be cause the duping made it feasible for everyone even half way dedicated could get one. Anyway, if they limited it so RW's would make a bad item decent, decent great, and great BiS, maybe.
Same thing with Charms. Limit them so it's not a "fill the inventory with them." Maybe reuse that talisman idea so you can only use a handful of charms, and/or make them interact so you have to chose (and not chose as in, I'll replace this cold res with a better cold res, but, "do I want off, def? If I take Off, do I want IAS/CHC/CD or +Damage/stun?").
As much as I liked Whimsyshire, I would like to see a return of the cows, at least a little, just cause at this point they are incredibly classic.
There are other things that I don't want back. The skill system/attribute system, for example. I don't really like how easy it was to gimp your character. It was, IMO, unfriendly and created unnecessary grief. I'm not saying that D3 system maybe doesn't go too far (I do enjoy the "build you're own character" idea), but I think it's poor design that you basically needed a FAQ otherwise you weren't going to make it out of NM. Same thing with the attributes. You either didn't have a plan, and you gimped your character, or you had a plan, and could basically set out the optimal progression at the get go. If they do include anything like this, I would prefer it be more like regular RPGs (Fallout/TES immediately comes to mind) where you build it at the get go, and use it to define what kind of class you will play. That said, I have no clue how that could be combined with their current design goal of letting people try different things.
I am also glad they took the art direction that the game does not have to be visual dark (as in low light) to be thematically dark. What I played of PoE (and if it's spaced like Diablo, with it's 3.5 acts, I played about half), they made that mistake, and it was some of the most boring visuals I've seen outside the "brown is gritty" MMS genre.
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A little off topic, but how exactly does said friend drag you to Act 3? Doesn't said friend actually have to beat each quest in a row?
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Thoughts?
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To be clear, I do agree with this part. Which is why I don't purchase always online DRM games (note, I don't call D3's always online as DRM cause I see it as dupe/hack prevention, which I FULLY support, given the stupidity of Diablo 2 the last few years). I also refused to purchase steam games for along time for the same reason, until I bought my first boxed game that forced me to play it through steam. And I gave up, cause my protest already lost.
I also plan to avoid buying the new xbox if tries to push this always online, no backwards compatibility, single console use only BS.
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Yes, and then when the internet explode from that, they went and clarified that it did NOT affect drop rates. So we're back to the OP coming up with a theory after a single data point, which is really about as scientific as foil hats.