- Seluhir
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Member for 12 years, 8 months, and 22 days
Last active Sun, Nov, 5 2017 01:07:03
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- 487 Total Posts
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Oct 7, 2011Seluhir posted a message on DiabloCast: Episode XXIXMaybe by the end you're able to channel the power of Uldyssian and make Diablo cease to exist.Posted in: News
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Sep 29, 2011Seluhir posted a message on BlizzCon: Foo Fighters and Mediaeww another concert I would've never gone too... I guess it's just as well I'm not going to Blizzcon this year...Posted in: News
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Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIThere's a reason the d3ffbeta stream is the best one - he talks during it. People like to know what the person is thinking and what they're experiencing during it, and it's even better if it's live and you can interact with the person.Posted in: News
Sorry for the doublepost. -
Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIAfter clicking the chat gem while listening to this for 37 minutes I finally got a build that has all the same colour rune:Posted in: News
http://us.battle.net/d3/en/calculator/wizard#QkgVPh!VZW!aaaaaa -
Aug 25, 2011Seluhir posted a message on New Class Skill VideosThe Wizard skill right at the end is so amazing looking. That and archon are ALMOST tempting me to make a wizard before my DH, but the DH skills were awesome too so DH still trumps it.Posted in: News
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Aug 24, 2011Seluhir posted a message on New Class Skill Videoswhoa freaking cool....Posted in: News
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Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonI agree with the concept of a 'horde mode' style thing. Horde mode is one of the most effective styles of multiplayer gameplay that really fits in every style of game that could have mutliplayer.Posted in: News
As to the armor style...
Someone said it looks like Shredder as if that's a bad thing? The Shredder is epic.
I really do think that when you look at the armor art-style from the PROPER viewpoint(the higher up) it will look really cool.
There's a major reason Blizzard does the 'stylized' look... and you got it exactly right.
Realistic games look really awkward a couple of years back... they look awesome when they come out, but 2-3 years pass and they start to show their age. Whereas go play Final Fantasy 9... it still looks pretty damn cool. -
Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonMy suspicion is that monsters will randomly generate above 61. So there won't be any 'one place' you can find stronger enemies but as you play you may run into anything from say 61 to 65 or 61 to 64.Posted in: News
So you can't PREDICTABLY farm more, but it will make the difficulty vary as you play. -
Aug 19, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & ConsEros, because stats were a very user-unfriendly form of customization, even if done ideally. Diablo 3 is being aimed to be a game that the average player can pick up and enjoy without feeling that he has to make decisions that he doesn't understand that are semi-permanent.Posted in: News
Diablo 3's removal of stat points(transferring stat customization exclusively to gear), switching from skill points to skill slots, etc was a way for them to make the game easier for people who are first picking it up without removing any significant amount of meaningful customization. I say meaningful customization in the sense of actualy deep decisions to make that one can make from a role playing standpoint or from a min-maxing standpoint.
Keep in mind that even without skillpoints and stat points we still have more customization than we've ever had before.
Stats: There will be far more diverse items, and the addition of a proper crafting system dramatically increases stat customization. In addition, many passives have stat bonuses attached to them further allowing you to customize your stats. Furthermore, the addition of what, 15 tiers of gems makes stat customization even more long-term and deep.
Skills: Skill-swapping allows people to really choose which skills they like rather than making a guess at it at level 1 and hoping they're right. In addition, passives also act as your synergies did, by improving damage in meaningful ways. In addition to this, runes make such a dramatic difference in your skills - by having 5 different versions of each skill characters effectively have 100-125 skills to choose from. That is a LOT of choice.
Appearance: With more gear available, and different sets by difficulty, we have more appearance choices. Add to that they dye system and you're left with a very diverse appearance system.
And every bit of our customization now will, if done right, be MEANINGFUL. Most of Diablo 2's customization was either heavily restrictive or largely meaningless(like stat points). I think adding much more would just make the game unfriendly - and we all want the game to sell well so Blizzard has more money to put into things like the Diablo universe don't we? -
Aug 18, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & Consfor ME the demon hunter coat... for my wife the socksPosted in: News
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That is EXACTLY what I hope for.
I want to be able to log in, think to myself 'what do I want to kill today' and not feel like I'm restricted in how I answer that question based off of bad loot mechanics.
Edit: @Emyln, the defense seems strong because it really bothers me to watch people be 1) Selfish and 2) Illogical at the same time. Logic would dictate that a system that allows all hard monsters to be equally rewarding based off of the time it takes to kill them would be fun for everyone by allowing everyone to choose what they wish to do and be rewarded for it, but people are saying that such a system would negatively impact them somehow - which is illogical.
Selflessness would dictate that people would be happy if others were ALSO able to have fun as long as it didn't take away from their own, but people are saying that they'd rather that other people are NOT allowed to have fun because they want their way to be the only way - which is selfish.
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Option 1 would mean that casters couldn't EVER use non-caster weapons, which would really limit itemization. So option 2 is the natural choice.
To the person who said LotR worked like this... Please... please. Read the books. Please. Like... Please.
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but it's a biiiiiiig one.
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Etc.
But this system removes the ability to include bosses in that rotation of 'things to do' and that makes me truly sad.
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But no, if bosses are not at least PROPORTIONAL to rares then NOBODY will EVER kill them more than once per character. If you're saying anything else, you're foolish really.
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People will do whatever it is that gets them the most gear the fastest. Look at d2: Everyone did Pindle, Meph and sometimes Shenk. Not because those were the most fun. But because they gave them the highest chance-per-hour of getting the loot they wanted with the lowest risk.
That trend will continue no matter what Blizzard implements - people will go for the highest efficiency with the lowest risk. Now, of course Blizzard wants to spread it out some. Brilliant idea, I'm glad to see it. But the current plan completely cuts bosses out of the equation because they will be lower efficiency than something you can find by turning a corner.
Edit: It makes NO DIFFERENCE AT ALL. Even if bosses had an EQUAL DROPRATE to champions and rares. 100% equal. People would still avoid them. Risk-reward. Bosses are typically harder than your average rare or champion and take longer. So higher risk for lower reward. People will ALSO avoid those rare champions that have modifiers that make THEM exceptionally difficult for the same reason. It will just be more efficient to just skip them.
I'm not saying Blizzard should implement a system that encourages boss farming - just that they should modify the system so it doesn't actively DISCOURAGE them. There are people out there who enjoy boss runs - why PUNISH them?
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There is NO WAY that bosses will be easier than the average champion. Yes, there will be the rare chance of getting a perfect set of modifiers on a champion that makes him nigh-unkillable. Absolutely. But those chances are much like getting a perfect item. Sure it happens sometimes, but you can't really expect it
Tekkiller that is actually the entire point of our comments. The information they've provided us mnakes it feel like they ARE going counter to the objective of increasing flexibility, so we are expressing our concerns. How is it that people cannot understand that? We're not saying Blizzard can't fix it, we're not even saying it would be HARD to fix. We're not saying that such things won't be adjusted even. Just that these are the concerns we see with the CURRENTLY DISCUSSED SYSTEM.
So final statement:
Yes, I know it's fixable. Yes I know it's EASILY fixable. But the information we have points to a situation where bosses have inferior droprates to mere champions. This leads me to the point which I will express in code:
If(BossLootChance != BossChallenge) Then(BossKillPerPlayer = 1)
I don't really think anyone can argue with the above statement... it's as close to factual as anything can be in this sort of a discussion.
Edit: One small thing to be aware of. Monsters like Lord DeSeis would be considered bosses in Diablo 3. They weren't 'rare mobs' they were unique mobs. They were always there, always in the same or similar spot, and always had a certain pre-set modifier set in addition to random mods at higher difficulties. There was a reason they were often referred to as 'super-rare' or 'super-unique' mobs. They're sort of the equivalent to Leoric in Diablo 3's beta. So yes, Lord DeSeis is a boss.