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    posted a message on Skills/Abilities Concerns
    Quote from MF_Alex

    What is there to stop players from just respecing on-the-fly?

    "Oh, Diablo is hard to fight with fire." *cast Recall Stone* "Ok, respeced ice. Cake"

    Idk, just seems like a lot of the challenge will be gone once websites have lists of the best builds to fight with for each boss encounter. Use X build for Y boss.

    There was a post from Bashiok discussing this. They don't consider it a concern, because if that's how a person has fun playing the game then that's great - they've made the game more fun for that person. But they expect most people will stick with what they like and create an 'identity' for their character through their skill choices and just try to overcome the challenge with what they have.
    Posted in: Diablo III General Discussion
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    posted a message on PvP vs RM AH, where are Blizzards priorities.
    I'm just going to answer your thread title question.

    Blizzard's priorities are in two places:
    Making this game fun.
    Making lots of money.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on My PO On the Rune News
    As I said in another thread - as long as they don't make me play a guessing game about which skill I want to attune my rune to, I'm fine with it. Tell me the rune is a crimson rune before I attune it to my skill and I'll be happy with the attunement and the random stats.
    Posted in: Diablo III General Discussion
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    posted a message on Jay Wilson - E-Sports and PvP
    Quote from italofoca

    Quote from Charlondo724

    You don't need to make a game cater to E-Sports to make it competitive. As for making the Arena more competitive, it doesn't "Split" the community, because people are going to still be Magic finding and trying the other endgame options that they have to offer. As long as they aren't making something along the lines of PvP gear, they aren't catering to being an E-Sport or splitting the community. All anyone is asking for is some sort of visible ranking system so people have something to strive for in the arena. The balance used to balance the progression in actual game should be enough along with the tuning of stuns and CC's in the arena. It shouldn't be ridiculously out of wack since there's no skill points and no synergies.

    It's the third time i tell you the reason why they are not making an official visible rank. PvP will be a unpolished modility inside D3. They can't make a rank and say "Cherubdown's team is the #1" if the whole competition systen is broken.
    Ranks only works for fair activities. PvP in D3 will not be fair at release. Ranks and victories would problably only means lucky in a paper, stone and scisor game. They don't want people focusing their attention in unpolished parts of the game, like PvP.

    What he said here.
    Posted in: PvP Discussion
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    posted a message on Runes - Got To Love It!
    I really hope the 'unattuned' rune idea fails. REALLY hope that. I don't like the concept that I have to not only get lucky enough to HAVE a high level rune drop, but I also have to win at a guessing game as to which skill I should put it in AND still have the randomness of which stat it has to min/max. I hope they do one of the two following though:

    Either:

    Use the old rune system, but have runes drop with random stat bonuses on them to help you still have that element of min/max.

    OR

    Have runes drop as 'Unattuned Crimson Rune' in stead and then when you put it into a skill it attunes itself to that skill and rolls the random stats.



    Overall: The random stats are an AWESOME idea. The 'attuning' to a skill is a mediocre idea that could be fun, but having you not able to tell what TYPE of rune it is before doing so is just horrific. I do not like guessing games in my video games. Luck I'm all for, but don't make me guess what type of rune it is so I can know what skill to put it in please.
    Posted in: Diablo III General Discussion
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    posted a message on Rune Effects - Slow Time
    Most of the really interesting and reasonable ones have been taken, but I think the most likely ones to be used will be:

    Reduce cost - Rune level reduces cost further

    Increase Area of Effect - Rune level widens field further

    Increase Slowing - Rune level makes projectiles even slower

    Damaging: Damage per second while in field - Rune level increases damage


    And my own personal idea:
    Entropic: Randomly redirects some projectiles towards enemy targets - Rune level causes the projectiles to do more damage and increases the chance of projectiles being redirected.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Jay Wilson - E-Sports and PvP
    Quote from Diisfunk

    Quote from Seluhir

    There's a pretty simple reason not to make pvp majorly competetive.

    Once you put in a system where people are ranked, then you have to work on balance. This game isn't like WoW where you have a pretty finite number of builds or sc2 where you have a finite number of units. This game has in the millions of potential combinations per character. Balancing that would probably take decades of work... and do you REALLY want the game to be delayed to 2042 just so they can put in a solid competetive pvp system? That is of course assuming balancing it would even be POSSIBLE with that many combinations.
    not necessarily

    but STILL I don't see the problem with balancing a bit

    if they notice a build raping too hard in PvP all they have to do is lower their dmg a bit but it's not necesarilly needed

    Because Diablo is, was, and always will be primarily a pve game. If you tweak damage down for an ability and break a viable pve build, you're hurting the game.

    Also, remember, the fun of Diablo pvp is trying to find those overpowered combos and then seeing what others come up with to counter them. Balancing it is counter to a large core of the fun of diablo pvp.
    Posted in: PvP Discussion
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    posted a message on Jay Wilson - E-Sports and PvP
    There's a pretty simple reason not to make pvp majorly competetive.

    Once you put in a system where people are ranked, then you have to work on balance. This game isn't like WoW where you have a pretty finite number of builds or sc2 where you have a finite number of units. This game has in the millions of potential combinations per character. Balancing that would probably take decades of work... and do you REALLY want the game to be delayed to 2042 just so they can put in a solid competetive pvp system? That is of course assuming balancing it would even be POSSIBLE with that many combinations.
    Posted in: PvP Discussion
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    posted a message on At what point did this game become an MMORPG?
    Quote from Soulmancer

    I am wondering at what phase in it's development did Diablo 3 turn into another WoW engine? It seemed to happen so gradually and subtly that no one noticed it... Blizzard should have just called this Diablo Online from the beginning or World of Diablo...

    No offline mode at all anymore?
    Modding now bannable, prohibited and against Terms of Service?
    A real cash auction house?

    Torchlight 2 keeps looking better and better. My support and respect for Blizzard seems to diminish with every announcement. Arrogance and complacency while stepping on and alienating minority fan-bases within your community never has a good end result... Just look at where Square-Enix is today; how the mighty have fallen.

    It's not an MMO. MMO's imply a few things:
    1) Persistent - Diablo 3 is the absolute opposite of a persistent world. When you log in you're treated with a fresh world every time.
    2) Massively Multiplayer - Diablo 3 limits coop multiplayer to 4 and competetive to eithe 3v3 or 4v4. Massive implies hundreds of players in the same world as you, at least dozens at the low end.
    Posted in: Diablo III General Discussion
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