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    posted a message on Need fundamentals of high rift pushing

    Hi there! I suggest checking up Raxxanterax's videos on youtube.
    He makes it very clear what to do and what not to do in Greater Rifts if you want to push your limits.
    Also, he mentions some pretty useful tricks for zbarbs and barbs in general that others don't really explain.
    Some things among many:
    -know the seasonal buff stacks mechanics and kill elites with those, not with pure DPS
    -stack with ground stomp by standing just near the mobs, NOT on top of them. if you time it right, you can "pixel" stack the mobs, so they will be on top of each other - like you mentioned, ess of johan does the same sometimes, just randomly :)
    In most of his videos he makes notes on how each map is good/bad for pulling, and so you can use speed pylons, or just run through it without bothering, maybe you get a better map.

    That's all for now, i hope this will uncover some secrets ;)
    Cheers!

    Posted in: Barbarian: Bastion's Keep
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    posted a message on Why Diablo 4 demo is not getting the “dark” feel of Diablo 1 and 2

    Hi all! I have read a lot of good opinions on this matter, just highlighting the one that I think of as a fine example of analysis:
    Bisso's full post with picture samples.
    Also the OP is explaining these things pretty good aswell.
    I work as a photographer so i know a thing or two about lighting, color tones and contrast...and i have to tell you, you guys are perfectly right about the matter at hand!!
    These things just wont change, it's a given fact how 99% of the people see a picture, how they focus on a given composition, like when the frame of the picture is dark and something's happening in the middle that is lighter...like in Diablo general. Ofc it's darker if its more contrasty and less glowy-unicorny. Ofc most of the horror elements can come from someone's nostalgia, let's not talk about that.
    BUT....BUTTTT...the problem roots elsewhere I think.
    You almost all concerned about visuals, and forget about the fact that developers are playing and studying other games aswell. They even said it in Blizzcon and some summaries also include a point saying this. Meaning: they have to live up -to some degree- to other games.
    There are monsters that need to be hit, even targeted sometimes, loot that needs to be picked up. As a QoL change, in many games they highlighted key elements to be more easy to process for your eyes.
    THIS is what's happening that's all. :) The devs just tuning the game for an average player, and they go straight against the face of what they wanted to do.
    Horror = contrast. it doesnt matter if it's TOO MUCH LIGHT or TOO DARK, what's important is the ratio.
    Easy game, no crying children = highlight everything, make it rewarding, progression in an instant.
    They have to decide if they want to make a Dark Souls game or Sims 2 withe weapons and demons.
    Horror can come from the feeling of desperation aswell. If you don't see what need to be hit in the first 1 second for example. :D
    Imagine if in Alien movie, you could see the monster in 1 second.... peace.

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Diablo 4 Loot 3.0 Theorycrafting

    I wouldn't have phrased this as "morons" :D but still...yeah. If a dev team tries to share end content with casual, for the sake of good marketing...it will just ruin the game for everyone else. A solution is needed to adress both factions, casuals and dedicated players... not a +100000% buff. ;)

    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo 4 Loot 3.0 Theorycrafting

    Hi there!
    Good topic I think, but it is really a thing of perspective.
    Blizzard, in the last few years took up the model of games that support casual gameplay. If you play, you get rewarded, the game won't really punish you for any mistakes and the loot / rewards come easy and frequently so you won't "ragequit" after 2 failed attemts at a boss/level/dungeon.
    Also...these games have an end content, you can play there if you invest a gooood amount of time and have some basic understanding of the mechanics + maybe a team on the same level.

    It is really hard to set a balance, but getting people to grind more -in one way or another- is just reverting the game to the state where it was before 'RoS'.
    Getting the items in 1 day is also boring...but to someone who has got 0 experience, can still be an experience - and in a short amount of time, as I stated.
    Ofcourse with this, the excitement goes away, but hey! they at least he/she experienced the "content".
    So to sum it up: there's always at least 2 perspectives,
    A, when you a beginner and its still exciting to get 5-6 legendaries
    B, you are a veteran and you know its gonna take 3 days to gear up fully, then grind paragon.
    Both of these option is leading to one thing: lack of excitement, commitment, any kind of challange.
    What you ephasize in your video is that the reforge system is faulty, and the material farming is a mistake too, but I think they are just a by-product of the gameplay. You get more power (paragon) and then you have an option to do some other stuff...paragon has so much more priority atm, that i wouldn't even consider blaming the reforge system :). Imagine if regorging and crafting would benefit you more...in any way. Then you would be forced to just grind that, efficiently. (like bounties > paragon)
    So what i would really change, is not the core of the loot system, or upgrade system, but the ITEMS themselves.
    One way or another, a player will end up at a wall after grinding for X amount of time.. The key -for me- in a game that keeps me interested is the design... i want to WANT something.
    In my case specially its always a good team that i enjoy playing with for a common goal. If we reach it = win, satisfaction.
    So my suggestions for the topic:
    -Introduce common goals for teams, clans
    -Introduce items that are more challanging to obtain, and not via some 1000 hour grind, or RNG, but with an actual BOSS mechanic, or dungeon like set dungeons.
    -Balance it in solo / group play and there you have it. (sarcasm initiated) Mixing it up a few pathces also works...as it worked with DIII. (end sarcasm)

    Posted in: Theorycrafting and Analysis
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    posted a message on Looking for partners in progression! New players are welcome too!

    Hi all!
    I have returned to Diablo III after some time, and am looking for a partner who i can progress with.
    I am currently playing non-season, 1790 paragon and have several characters geared up.
    We can farm rifts or push greater rifts aswell, what matters for me is the company. I kinda enjoy playing as a team.
    If you are new to the game, i can help you with getting geared aswell, but if you are well above my level, i can support you with zdps characters too.
    Add me in game Frava#2220.

    Posted in: Looking for Group [EU]
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