Quote from hemlockrogue
Am I the only one that thinks the Diablo III development team are the laziest people on the planet?
Everyone complains how the game has no end game, class balance, unrewarding drops, no PvP and cookie cutter builds.
Their solution add a couple of % more damage to underused skills and some procs to legendaries.
You know what everyone is still going to use the same overpowered skills as they did pre-patch and still be bored senseless with their items.
This is kind of pathetic, but this lack of imagination is what I have come to expect from Blizzard these days.
Oh... another "Reads class preview expecting to see information about things other than class changes" + "I can see the future" specced troll. There's been quite a few of those lately... did someone post a how-to guide on YouTube or something?
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/cough
I think it's one of those ideas that would make life better for a certain subset of players, and worse for another subset. It'd be great for people with limited time, but would like to play off-classes at their full potential, sure... but it would also severely truncate replayability, as boosting alts would become trivial.
Having said that (as I am seldom in possession of just a single opinion on any given topic), having a Mystic option to straight up transmute one mainstat to another (for an appropriately ludicrous fee, ofc) would be great. The RNG has scoffed at my attempts to turn a useless DEX Scourge into a shiny new STR one
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That aside, if 'too many people' (whatever the hell that means) prefer Normal to any other difficulty, that's a failure of design, not a failure of character.
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Frustratingly enough, they didn't... so any solution to the socket problem has to be compatible with things as they currently stand
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With that in mind, I've never enjoyed D3 as much as I do now, knowing that genuine upgrades are out there, but also build-changing sidegrades. On top of that, the anti-RNG countermeasures really take the edge off. I just hope I don't burn out before RoS ships.
/me looks at 1000+ hours played
/me thinks that probably won't happen
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This problem is compounded by 2.0 giving us a red/grey/green %damage metric on gear tooltips, which actually only pertains to sheet DPS, so we're encouraged by the game itself to gravitate towards high sheet DPS even though doing so could lower our actual DPS by a sizeable margin.
Having said all that, though, this could well be a case where 99% of the player base doesn't actually care about optimizing DPS, they just go with what looks cool, and the rest of us actually have the info we need, it's just a bit of a pain to crunch the numbers.
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Perhaps the UI also needs to present a stat showing how much damage the average weapon hit does, factoring in everything but attack speed, as that gives a better indication of how hard spenders will hit.
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I'm deeply ambivalent about that. On one hand, I really like the idea of shards as insurance against bad luck and a way to focus gameplay. I like my loot acquisition like my character advancement... grindy. On the other hand (as others have already stated elsewhere) I also really like the idea of getting a really cool legendary from a dead monster frequently enough for that to a motivation in itself... I'm not at all keen on it being an event so rare it doesn't even factor into my 'reasons to keep playing'.
Perhaps tone down the blood-shard rewards from events and give elites a chance to drop them as well? Who knows.
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