1. Depth and Options: I’ll start by saying that I never played D2, but I did play and love Sacred 2. What Sacred had, that D3 is currently missing, is a level of depth and customization that keeps the game going after hundreds of hours. In D3, the only thing you have to “gain” by playing (other than the act of playing itself) are Paragon levels (incremental increases to very bland stats) and gear (which 99% of the time has incremental increases to very bland stats). There are only a few stats that most people care about, and since most of the items in the game utilize the same stats as random bonuses, you end up searching endlessly for the boots that will give you +152 DEX instead of the +150 ones you are currently wearing. In other games similar to D3, there are certain things that drop that give you that moment of excitement. THAT’S what keeps you looking for hours on end – to keep getting that excited moment. But in D3, that never happens. Rares have never given that feeling, and they never will. Even now, legendaries don’t give that feeling – because you have a one in a ten thousand chance of getting one, and then when you do, you have a 70% chance it will be a garbage legendary, and then even if you get one of the good ones, you have a 10% that it will be rolled well. No other game since EQ and FFXI have I had to spend so long playing to get one single worthwhile item. I should have a plethora of worthwhile items – I should be switching out gear all the time, trying out new things, building different sets of gear for different situations, building sets for my other characters – but that doesn’t happen here because the depth is just not there.
There are many other areas where the depth just isn’t there as well. Skills are still pretty weak, in that each class tends to have a couple of viable builds, and the rest are either significantly under powered or just too similar to the others. For instance, I play a DH as my main. There were three types of DH’s before the patch – DPS guys that kited and shot stuff, Tanky guys that Gloomed and shot stuff, and CC builds that used Caltrops with stacks of CC procs. Then they took one away. Now after the patch, we have three again – they made Trail of Cinders good enough to form a build around it. Now they are taking that away. I understand if they think it’s too powerful – but they are lowering the damage to a comical level – who is EVER going to use that? There should be a dozen different “builds” for each class, revolving around one to two abilities each that make up the “core” of the build. But you just don’t have that. Bola shot isn’t different enough from Elemental Arrow which isn’t different enough from Hungering Arrow. They have minute differences, but they don’t “make a build”. I could care less to use Bola Shot over Hungering, because I’ve already been using Hungering and I can’t be bothered to take it off my bar. That’s bad. The fact that Bola Shot isn’t worth the five seconds to put it on my bar over another similar skill. There should be something in the game that can make you better at certain skills over others. Each Paragon level, I should be able to incrementally increase some aspect of one of my skills – and it should be a choice by God. I hate the fact that everything is automated for me – there is virtually NO customization other than the color of my armor.
Shrines and chests and DEAR GOD RESPENDANT CHESTS need work. There was a great post about Shrines very recently that sounded like a lot of fun. It was deep. And that’s what this game is missing – depth and options. I’m so sick of farming elite mobs in Act 3 I can’t stand it. But that’s the only real option. At one time, you could do chest runs, pony runs, goblin runs, or Act 3 runs and be very successful. Now you can’t. Pony’s aren’t worth your time because they made the terrible design decision to make MF not work on chests anymore. So you can kill 5 Act 1 packs to get a NV stack, then go into Whimsy and get up to 7 or so elites – and that’s it. WHY WOULD I DO THAT!? What does Whimsy offer that Act 3 doesn’t offer better? There’s no depth here, so there’s no “decision” to make on what to do – all you end up doing is the most efficient farming route you can handle in your current gear, and that’s it. There’s no decision to make, there’s no pros or cons to weigh. The game makes the decision for you. Resplendent chests should be AWESOME. You should see one and get that feeling of excitement I just mentioned. But you don’t. You open it, and get two blues. What a terrible waste of a concept.
A game like this needs a BUNCH of worthwhile things for me to do. I should log on, and say to myself, “OMG I want to go do this, and do that, and I want to go HERE to farm for THAT, I don’t have enough time, ARRRRGGGG!!!” I should have a hard time deciding what I’m going to spend my time doing that night, because there should be lots of viable options. And they should be different.
Crafting and Gems are another sore spot for me. There is no viable reason to craft anything, ever. All it is, is another one in a million chance of not having just wasted your time. Sometimes you’ll find people that insist crafting is worth it. Those are the people that hit the lottery. People that win in Vegas say Vegas is awesome. The other 100 people that lost in Vegas say it’s not. The same concept applies here. You are going to spend an insane amount of gold to craft a large number of iLvl 62 items and cross your fingers that one of them makes it all worth it. I don’t see how that is fun or worthwhile. I don’t go out and buy 100 scratch off lottery tickets for the same reason. Gems are another completely wasted opportunity. Again, we have a system in place that has a lot of promise, but no depth and nearly no customization. If everybody just ends up stacking the same gems because they are obviously the best option – then that is a problem. There isn’t enough variety to promote different gem builds, and that’s a shame. There should be far more gems, and they should do far different things. Some gems should be really rare, so that there is another thing that could drop on the ground that we care about, that gives us that feeling of excitement, which is what this game is all about anyways.
Bosses. Why do bosses drop the same stuff that every elite pack drops? WHY? What a colossal waste. They should have their own drop tables, or chances at dropping rare gems or unique recipes, or UNIQUE CRAFTING MATS that you can use on existing gear to add mods to them. Call them Build Items. And each piece of gear gets 4 build slots. Anything – ANYTHING to make them stand out in some tangible way. And of course, with most of these ideas, make it so that you have to have a 5 stack of NV to do it. Make Resplendent chests amazing – if you have a 5 stack. Make boss loot AWESOME – if you have a 5 stack. That will promote speedy and efficient play, without making it exploitable. People will want to find the fastest ways to get their stack and then kill a boss, or make a run deep into a dungeon to find the resplendent, and that’s great. It gives us something to analyze and measure and min/max over – without really getting in the way of the people who just want to run around and kill stuff.
2. Far too much “R” in the RNG Formula: I briefly touched on this in #1, but here it’s going to get its own section, because I think it’s easily the second worst problem right now, and EVERYBODY is complaining about it. Good gear drops so infrequently that I don’t care about seeing it anymore. I ran 10 hours on Saturday in my newly put together 357 MF/DPS hybrid set. I was so excited – I couldn’t WAIT to play all day in Act 3 and the occasional pony run with 357 MF!!! I had visions of all the awesome gear I was going to find. And ten hours later I quit it complete and utter disgust. I had gotten one level 58 legendary while getting a 5 stack for ponies, and a couple rares that MIGHT sell for 80-120k each. WTF. That is a 100% unacceptable use of my time. There are plenty of other games I could play (pretty much any game, ever) where I could play for 10 hours and feel rewarded with the progress I made. Progress either through story, or min/max progress with my character in the form of more xp or stronger skills or better gear. Now, I did gain some Paragon levels, which is like treating a bullet wound with a band aid and a pat on the back. WHO CARES is what I kept asking myself. Who cares that I gained 9 DEX, 6 VIT, and 3 STR/INT. Oh, and 9 more MF. That’s the kicker right there. I had been playing ALL DAY with 357 MF and gotten nothing. What did I think about the +9 more I had gotten through Paragon? It ENRAGED me. It pissed me off more than I can explain. It was like that proverbial slap in the face that people love to throw around on forum posts. It really was.
The weekend before last, I had accumulated all my 63’s in my stash, and built them up for one giant ID fest. I stockpiled 54 level 63’s, and then ID’ed all of them in one fell swoop. Again, I had gotten a couple that MIGHT sell for around 100k, give or take, one that went for 1m, and that was it. THAT WAS IT. That’s what I had to show for the hours and hours and hours of Act 3 farming I had done. That’s simply not acceptable in a loot hunt game. I know people who have stopped picking up rares, because it’s simply not worth their time to pick them up, ID them, analyze them, and then vendor them because they are garbage. That’s NOT good game design, and everybody knows it. There needs to be a MUCH MUCH tighter spread of stats on gear, so that instead of .001% of things being good, 1% of them or more are good. With a system where there are a BUNCH of different, viable stats and abilities on gear, that wouldn’t be a problem. The game, as it exists now, couldn’t support that idea though – because everybody is looking for the same 3 or 4 mods on items and that’s it – so the market would flood with good gear very quickly, and it would become boring again. You have to have variety and options before you can add quantity.
3. I honestly can’t think of a number 3, because 1 and 2 are so all-encompassing. They are huge concepts that would require a massive re-work of a significant portion of the game. I’m sure I could nitpick a number 3, but I feel that if 1 and 2 were fixed and fixed with GUSTO that most people would put this game up on the same pedestal that they usually reserve for games like Diablo 2. (Which again, I didn’t play so you can’t yell at me for being a D2 fanboy. )
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Aug 30, 2012Under the current system, it would either be a worthless stat (relative to other available ones), or completely broken (all of the stats high enough to compete with the rest of them, making it 'OP').Posted in: Diablo III General Discussion
It was a useful affix in D2 primarily due to the stat requirements to wear gear. It meant classes like Sorceress and Amazon and Assassin could wear higher level gear without plugging stats into strength, which could instead be used for vitality or a primary stat.
With stats in D3 being the primary force for power, allowing too many stats on a single piece of gear can make it too good, and everything else worthless, or the flip side where there aren't enough stats and it's trash.
+All Stats is a really niche affix, and because of that, will probably never come to fruition.
Jul 16, 2012Ruppgu posted a message on WARNING: DO NOT BUY UNiD'd items - item codes revealing affixesPosted in: Diablo III General DiscussionQuote from eple
disable linking of UNIDENTIFIED items, problem fixed.
Fixed your fix.
Jul 16, 2012Seditiar posted a message on WARNING: DO NOT BUY UNiD'd items - item codes revealing affixesPosted in: Diablo III General DiscussionQuote from eple
disable linking of items, problem fixed.
That is the worst fix imaginable.
Jul 3, 2012Personally I'm not really sure I like the idea of changing mf, but Blizzard seems intent on changing it anyway. So if changing MF is the only option then here is my personal solution. I like option 4 the best, but it has too many downsides, such as swapping a regular non-mf piece of gear and being penalized for 3 minutes. So here is my proposal. Make it so only when you equip an item that increases your mf you are penalized for 3 minutes, and remove the part where your mf drops to 0% for the 3 minutes. Here are a few examples:Posted in: Diablo III General Discussion
Your total mf is currently 100%.
Take off an item with 15% mf on it.
Exactly what you expect to happen happens. Your mf drops to 85%.
Now you are at 85% mf.
MF was not increased and no penalization was incurred.
Now put back on item with 15% mf on it.
Your mf remains at 85% for 3 minutes.
3 minutes later you are back at 100% mf.
You switched an item that increased your mf, and are penalized for 3 minutes.
Now you are at 100% mf.
Switch 15% mf gloves for gloves with 10% mf.
Your mf drops to 95% without having to wait 3 minutes.
Your mf was not increased and no penalization was incurred.
This modified option 4 will basically minimize any negative secondary affects that may impair your gameplay due to the mf changes. Please comment and state whether or not you like this change and discuss why. Thanks.
Jun 24, 2012My only request with Inferno loot drops... tighten up the ilevel range.Posted in: Diablo III General Discussion
ilevel 51-63 is a HUGE range, and let's face it: If we are in Inferno, we do not CARE about something to equip 10 levels under us. It is barely worth the gold to vendor (cept to cover the larger repair bills atm).
My suggestion would simply be this:
Act 1: ilevel 53-63
Act 2: ilevel 56-63
Act 3-4: ilevel 59-63
This way, you are rewarded for the higher risk of later Acts, with more items of at least a semi-desireable ilevel.
I can accept getting piss-poor rares, provided their item range is something that is within the range of usability for the difficulty I am in. Which was the case in Normal, Nightmare, and Hell. What dropped was generally closer to usability. Inferno, if the drop tables WERE correct (which for Act 3/4, even Blizz admits they aren't now), only like 48% of your drops will be ilevel 60+. Highest risk in the game and you are rewarded with maybe half your loot being FOR Level 60 players.
Jun 20, 2012Hey there Fans of Diablo!Posted in: Theorycrafting and Analysis
As some people roaming the official DH forums might have seen already there is a project running to create the ultimate user-friendly D3 calculator. We have named this calculator in honor of our good friend: ERR37.
It is currently very much a work in progress, slowly building it up piece by piece. But we are getting there, having most basic implementations in there. These currently include:
- Basic damage calculation for Demon Hunter ( including archery, sharpshooter and steady aim )
- Adding items to a character, building them up stat by stat ( not all stats implemented yet )
- Saving and Loading of characters
- A seperated calcuator from the main application, allowing us to develop a Silverlight and possible a Mono for Android version in the future
You can download the latest version here by clicking this shiny yellow link!
Changes that include in this version:
- a. Fixed saving issue
- b. Fixed calculation error
- c. Fixed IAS from the Enchantress not working
- Passive Skill damage modifiers implemented for all classes
- Follower Buff support, for when you run with your Scoundrel or Enchantress
- Dual Wield support
- Better error handling Should you run into an exception, you have the option to send us a report of the error.
- A lot of UI changes, though minor, that should make handling the application easier
- We have an icon!
This report includes data from the application namely:
The exception message.
Stacktrace of the exception.
Character data that you were working with.
Possible extra notes that the user would give us about what he was doing.
- You will be unable to load in save files from 0.3 without manually editing the save file! If you want to do this you can do the following: Open the .e37 save file with notepad
Find the line where it says
"$type": "System.Collections.ObjectModel.Collection`1[[DataContracts.Items.Item, DataContracts]], mscorlib",
and change it with:
"$type": "System.Collections.ObjectModel.Collection`1[[DataContracts.Items.IItem, DataContracts]], mscorlib",
next for every item you wear you need to change every line where it says
"$type": "DataContracts.Items.Item, DataContracts",
"$type": "DataContracts.Items.Armor, DataContracts",
Save the file and you should now be able to load it just fine in 0.4+.
- You can select any weapon as your dual wield target.
- You are not limited to 3 passive skills for your character
- Entering a % value for stats that use % the value turns into x.xx format whilst non % values do not.
- Character class and weapon type combobox lists are not localized yet and show enum values instead more human readable strings.As always, should you have a suggestion or want to manually report an issue post it here.
You can find our project, and the source for it aswell, over at our Google Code page. You are very much free to grab the source and mess around with it. Even better if you wish to contribute to the project, we are always on the lookout for help from other devs.
The project is currently maintained by:
- Dretar, our math genius
The application is written in C#. The current front end of the application is done in WPF. The Calculator itself is a class library with a Portable Class Library to communicate in between. This iwll allow us to add Silverlight and Mono for Android, any other .net front end to the calculator using the same code. The WPF client is using the Caliburn.Micro framework in conjuction with Ninject.
Jun 20, 2012Droppagrogan posted a message on This game is getting less and less fun by the minuteThe game was just ridiculously overnerfed. You are meant to spend time farming in Act 1, the difference now is that by the time you get to Act 4 you will be able to take 4-5 "wind-up" style avoidable attacks, kill yellow and blue packs together and have no challenge in the game at all.Posted in: Diablo III General Discussion
They just broke the game by making inferno too easy, not too hard.
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