made me giggle inside. :>
- SentouTsurugi
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Member for 13 years, 1 month, and 8 days
Last active Sun, Aug, 28 2011 10:06:53
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Aug 16, 2011SentouTsurugi posted a message on Blizzard's 2011 Writing ContestPosted in: News
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Aug 9, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversylemmingPosted in: News
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Aug 7, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game Controversyto be honest, people who pumped max points into few, likely are lemmings still attached to d2 system and when people make this assumption, they're over simplifying the point system. d2 only did this because skills were inherently unbalanced and they did not want to fix it.Posted in: News
For example, maybe i only want 1 point into hydra(runed so that it's 'arcane hydra') because i plan on using an arcane support build combined with temporal flux. I have a choice and get to decide that i only need one point cause i want to use the hydra as a support spell for slowing down enemies. and maybe i'll decide to put 10 pts into slow time because i want to have enough points to allocate to get 10 arcane torrent for AoE slowing support, and 15 disintegrate for main dmg, 15 diamond skin, 1 pt into teleport, and i can pump the rest into mirror image for pve purposes
i sure as hell will be using all of these.
edit: for clarification -
Aug 7, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversyPosted in: NewsQuote from mclarensmps
... there are enough combinations and permutations to keep people happy here. In fact, this systems favours more variation in builds that work, than the old system...
let me give you a very broad timeline so you *might* comprehend.
d2 systems - limited
d3 before 8/1 announcements - a lot of combination
d3 after 8/1 announcements - more limited than before 8/1 announcements but more variety compared to d2.
people are complaining that after 8/1 annoucements, d3=more limited than before 8/1 announcements -
Aug 6, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversyPosted in: News
Yep, I agree wholeheartedly that d2 skill/stat system was crap. Whenever people talk about d3, they make comparisons either to d2 and WoW, seriously there are other games out there that implement skill/stat systems better than d2 (i didn't play wow so i can't say). Highest sustainable output usually will have different implications. Some skills are better than others for bosses; sometimes you want AoE dmg, sometimes AoE support(like curses and high single target damage, defense piercing based etc. There are many variations of "highest sustainable output" and even more so because of the complex rune system.Quote from Ferret
The D2 system wasn't really crop of the cream in terms of "illusions choice". Any skill system that involves points will lead to point-dumping, and when people know they got 60 points, they'll look for the highest sustainable damage output and place them accordingly. For every 1000 builds that people will come up with, only a handful would make sense. The rest would be shooting themselves in the foot while the others will post guides about how awesome their choices are, and suddenly 99% of the playerbase will be following those guides.
I love runes, and their interactions with skills. I truly believed that blizzard really did a great job for this one. I never use guides for character builds, never have, never will. I always believed in testing, seeing what worked for me, seeing what worked for others, then build accordingly. This obviously requires a lot of respecing but that's half the fun. Also, if there are skills with crappy rune affixes, i do hope that blizzard will address it somehow.Quote from Ferret
People give the proposed rune system less credit than it deserves in my eyes. If you dump all runes into one skill until you get the affixes that you want, you're gonna have plenty of other skills that will have horrible runes. A player who spreads their runes out will probably find that they have a better selection of skills available. Forget following a guide as well, because even though you can use a template, if the runes just don't roll in favor of the guide, you'll be using other skills to "supplement" shortcomings of the recommended template.
Perhaps with the current mechanics it may be tricky, and to implement it now would require a lot of work, because stats are really just one of those mechanics that need to be done in the beginning. I would go through the mechanics of this non-blizzard game that successfully(in my opinion) implemented a stat system where there really were a variety of stats. But i think it requires another great wall of text, and it'll digress too far from the original topic.Quote from Ferret
As far as the stats go, I don't really see how it could be reworked to be "better" Hardly anyone makes mentionable suggestions, and lets face it - once the best stat for your class is picked, you'll only ever place stats in other slots until you reach certain softcaps. If you don't implement softcaps, balancing becomes an issue.
While i do agree that diablo 3 does have very good and innovative features, integral character customization removal is not one of them. -
Aug 5, 2011SentouTsurugi posted a message on Runic Revision?Posted in: News
Depends on if the attribute as an id associated with it. If it did, it's not so difficult to have a random generated algorithm to choose one of the 5. I still prefer non-random much much more.Quote from Kickin_It
Well, I'm not really sure that's feasible from a design standpoint. The game's not going to keep track of the stats that were on the rune that the Super Rune Dust 7 (or whatever you want to call it) came from. I think any stats should still be random. In fact, I think it would actually make more sense if crafted Runes didn't have stats on them at all, so there would still be a sense of prestige and a reason to find your Runes instead of craft them. But it wouldn't be so difficult to get the Rune effect you're looking for, so you can still take luck somewhat out of the equation in playing how you want to play.
Food for thought, imagine your character having random auto-stat. -
Aug 5, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversyPosted in: News
I'm not assuming that other people will, I'm just saying that it "works" that way. Instead of going to town or where ever to try out a new skill, you can change skills on the fly.Quote from theSkaBoss
If you don't plan on respeccing willy-nilly, why is there a big assumption that a lot of other people will?
Also, I think that people will find the merchants to serve as very viable gold sinks. Of course, who knows? They might wear out their usefulness in the late game. But they have a lot more potential than Blizzard has let on, I think, and I find it extremely likely that making skills a gold sink, while perhaps viable in a gameplay sort of way, would have just felt out of place. It wouldn't have contributed to the feel or personality of the game. It doesn't logically follow that money can influence your talents, and I think that on a very back-of-the-mind level, that would have bothered the players who want to feel immersed in Sanctuary.
As for feeling "immersed" in sanctuary, i'm not really one of those people anyway. I do agree that the merchants have potential, but as I was saying, instead of "making" good equips via merchants, if you introduce RMAH, people can bypass upgrading merchants and just buy the gear, thus there should be another viable gold sink.
EDIT: as a side note, if they had like an item called "bottle of memory" or whatever that allows you to respec in field i wouldn't really care. i don't mind the respecing at whim so much, it's the fact that they removed the choice for upgrading one skill over another that doesn't sit well with me. -
Aug 5, 2011SentouTsurugi posted a message on Runic Revision?Posted in: News
i think this would be a good compromise as well. how about the crafted lv 7 rune will also have 1 of the 5 attributes of the 5 salvaged runes lol. That way it'll actually matter to an extent what kind of lv 7 runes.Quote from Kickin_It
This was posted in the latest DiabloCast thread, and it's a little off-topic there, but here...
Quote from MasterFischer
So let's say you get a lvl 7 rune, socket it, and u dont get the effect u want, You can SALVAGE this rune, for some other awesome stuff...Like if u salvage 5 lvl 7 runes, you can craft the lvl 7 rune of your choice..
I think this is actually a pretty clever idea. You still get the random effect that some people like, but there's a system in place to avoid endless farming without ever getting what you want that makes other people hate the idea of the random effects. I think this would be a great compromise...thoughts?
ie. if you salvage runes with good attributes, you're rune will have one of those good attributes. -
Aug 5, 2011SentouTsurugi posted a message on Runic Revision?I prefer knowing the type and level of the rune before hand... but i do love the random attributes when you attune to a skill. i'd say it's one of the better ideas they had as of late.Posted in: News
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Aug 5, 2011SentouTsurugi posted a message on The Auction House ExplainedPosted in: News
i agree wholeheartedly.Quote from Nanaki_Son_Of_SetoAlso no skill points and gear being SO important to build strength now is really gay and noobish. Anyways I hate everything they have done with the game recently, I have decided not to buy it/play it, if I change my mind it will be strictly for the story.
to be fair, if they were only after money, they would implement RMAH on hardcore as well.Quote from Nanaki_Son_Of_Seto
*Edit 2* Blizzard said that they did "what everyone seemed to want" with the real money buying items deal. How come they didnt listen to anything else that everyone seemed to want?(there are plenty of examples on this site as well as the other fan sites with people saying it would be cool if there were this and there were some things that a lot of people liked none of which got implemented) sounds to me like they were just after what they wanted, money.
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Aug 5, 2011SentouTsurugi posted a message on DiabloCast: Episode XX - Give Me Options or Give Me DEATH!Either auction house will be fine for me as long as there will always be free listings. lol.Posted in: News
IMO RMAH won't be broken unless blizzard lets botting,hacking, duping etc run rampant like in d2. *coughdailyitemauditspleasecough* -
Aug 5, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversyPosted in: News
actually, no, i do realize that blizzard chooses the path of character customization purely on items, but that's aside from the point. i know that diablo has traditionally been a game that's fundamentally item based and with diablo 3 they just made a character COMPLETELY based off of items.Quote from socialcockroach
What you seem to fail to realize is that instead of augmenting skills via a skill tree, we are doing it through the rune system. And since Blizzard wants to make top tier runes extremely rare, unique to the spell it is used on, and with random enchants, finding the perfect rune for your skill is not going to be easy. This means that you probably wont be swapping spells around "at a whim" end game, unless you have completely perfected all of your spells. Chances are, this will take quite some time. And with regards to the fact that runes will be a random drop, this will make the skill system a little closer to Diablo 1 where you had to collect books for your abilities.
One could argue that these runes are only variations of one spell but let me point out that these "variations" can take a base spell and make its use completely different. For instance, you take a skill like whirlwind and you give it a rune to knock back enemies, you have just turned it in to an escape mechanism. You modify it so that it applies a confusion effect on enemies, you have made it an aoe crowd control. How you choose to tailor your spells to your play style will determine what other spells will compliment it best. This is a huge step away from cookie cutter builds as it will be very hard to say that "effect a" is far superior to "effect b" since both effects will synergies with other spells in different ways. Sure you could try to maximize damage, but that simply means that that is where you put the most value... this doesn't mean it is the "best" option. Will this end cookie cutter builds? No. But then, nothing will. What it does do is make it so that these so-called "optimum" builds will be much less concrete.
On a final note, I think it is definitely a good thing for people to voice their opinions both for and against the system but I also think it is important that every one realize that we haven't really seen these systems in action yet. It is not good to immediately draw a conclusion and reject all other possibilities with out having the full picture in mind. And this goes for people who support the system as well; I remain optimistic, but I concede that it is possible it wont be all that great. If you have doubts, that is fine but at least be open to giving things a chance. If you really don't like it, just wait for reviews of the game to come out before making a purchase. Simple as that.
Instead of allowing people to choose what "kind" of character they're going to make, they give you a generic character.
To be honest, someone should be answering this question: what would be better, tweaking JUST skills with rune items OR tweaking skills with BOTH runes and points. To me, diversity is always better.
and auto-stats... if it was broken in d2, aim for a better one in d3... but they choose to take the easier path... but i digress.
I do criticize them for choosing this path because I have played games that pretty much give you a generic character. and compared to other games that give you more choices, they pale in comparison.
By the way, i also realize that may be high, and that if blizzard were to spend their time balancing stats, skills etc in pve and pvp environments (to an extent) they probably won't make 2011 release.
EDIT: what.. skill tree? i'm not even talking about that... they got rid of the tree way back and i was glad.
i didn't see this question before so i'll answer it now. No, i won't. i'll likely choose something, use it for a while, decide that it's not for me then try out a modified version or another skill. to be honest, i was thinking respecing would have been a perfect gold sink. they can even make it based on level... the value of gold as a currency will only be valuable if there are valuable gold sinks that will pull gold out of the market hopefully in a progressive way. (something like higher level respecs cost more, higher level runes cost more to remove etc. so that the newer people aren't forced to spend too much of whatever small amounts of gold they may have acquired.) and right now i'm seriously wondering if they even plan on making gold a valuable currency, now that gold has to compete with the real world currency. -
Aug 5, 2011SentouTsurugi posted a message on The Auction House ExplainedPosted in: News
i think the irony of RMAH is that if blizzard manages to make quite a bit off of transactions, it means that the "fans" really did want it, assuming that their "extra" hardware is expensive (not to mention maintenance) , I'm guessing that they need more than 20% of the fan base to actually purchase RM items on a regular basis to actually reel in a profit. of course percentage estimation is just a guess, and it should be based on the fixed rate that they're charging for each transaction. -
Aug 5, 2011SentouTsurugi posted a message on Skill Points Removal Fuels Game ControversyPosted in: News
No, you fail to realize that cookie cutter builds will exist regardless, as long as skills are imbalanced.Quote from Epsilemna
I won't miss the tradition of playing a cookie-cutter build. Being able to use all skills available to your class at all times with just about the same amount of power, although with some major differences thanks to the runes, will make the game more interesting.
Less choice is never better. We should have been given the option to use 4 or 7 skills (4, assuming that max skill cap was 15)
All the new skill system does is give us "infinite" re-spec at whim, without the real choice of choosing which skills to focus on. Instead it's like... here is your generic char, now go test whatever!
then again, i realize that by doing thing they probably would decrease server costs...it now makes sense that an account has max 10 chars! if we had a choice to make something like "an ice wizard" then "a melee wizard" etc etc... there would be more justification for having increase char per account, perhaps some "unreachable number" - To post a comment, please login or register a new account.
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there should be an arena where your character comes in naked, and you choose a set of weapon/armors from a pool of pre-determined gear. Sounds fun and new, and i can hear people saying " I NEEDZ MAH GEEERS MAN!" already.
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However, the thing is, you forget that leveling is pretty non-grindy (thank god) in d3. That just means that you can really use the higher/highest level skills until after beating the game in hell mode... and that seems awkward imo.
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If the increment used was 1, then yes in theory you can horde all your points into 1 skill w/o having to save up skill points. However, the increment can be any number. could be 2, could be variation of 0-3 doesn't matter.
Lets do your scenario with respecing to the highest skill "tier" as possible with the least amount of skill slots as possible, i will assume that tier 2 unlocks at lv 6 and tier 3 unlocks at level 11:
lv 1-5 = 5x magic missile
lv 6 = 1x arc orb <- Tier 2
lv 7 = 2x arc orb
lv 8 = 3x arc orb
lv 9 = 4x arc orb
lv 10= 5x arc orb ; respec out all MM and put into
= 5x Frost armor [2x skill slots used still] <- Tier 2
lv 11= 1x disintegrate <- Tier 3
lv 12= 2x disintegrate
lv 13= 3x disintegrate
lv 14= 4x disintegrate
lv 15= 5x distintegrate ; repec out all arc orb and frost armor and put
= 5x slow time <- Tier 3
= 5x ray of frost [3x skill slots used] <- Tier 3
In theory even at skill increment of 1, if you want to use the highest tiers, you have to use #skills=#tier.
But to answer your question. Yes, at increment=1, in theory someone could also just horde all their points into magic missile....but that's easily solved if you just increase the increment after a certain point.
Ex: lv 1-5 magic missle is 1 level increment meaning if you are level 6 you cannot put your 6th pt into magic missle, you need to wait for lv 7 because the increment from magic missile's skill level 6-11 goes in increments of 2.
EDIT: lol, after typing all this i realized that this system may be too complicated for many people... despite the fact that i don't find it confusing....
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I think you're arguing for ability to respec anytime anywhere right?
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but in a game like diablo randomness is it's root feature. that video was kinda dissing randomness as well.
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is there a gear calculator? your character DPS with 'x' rune and max atk gear. Now i just need to grind for it.
or RMAH will make it happen ... lol.
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They chopped the whole thing off
I thought d3 was going to be the coolest shit... 2 weeks ago. now i feel they're better than mediocre but worse than great,
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this just means that a few points in the lower skills wouldn't be such a hassle, especially cause there is respeccing. (i'm all for respeccing by the way)
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keep in mind that this suggestion does limit a character respecing all their points right when they reached a new tier thus encouraging them to choose more than one skill by using an incremental skill system. However in the end when they reach 60, they have a choice to respec into fewer skills if they so desire, but that's in the end when people get a general feel for skills so it's not like they'll make some weird mistake like putting 1 point in every skill....
what's the other half of the problem?