Quote from D_O_Aruss
Its
not so much fun cos-play when they try to make it looks like fucking
movie. Dont actually become the character just..dress like it, christ...
Yeah, because they're sooooo interested in your opinion on their hobby.
Quote from D_O_Aruss
Its
not so much fun cos-play when they try to make it looks like fucking
movie. Dont actually become the character just..dress like it, christ...
Yeah, because they're sooooo interested in your opinion on their hobby.
Obviously not.Quote from garnok
a tick-box in the menus with "autoskip all viewed cinematics" isnt that hard to make, is it?
All it proves is that you have no idea how programming works.Quote from Gurkburk92
Yeahh... How did the natalyas set get the change anyway ? That CAN'T be a bug. How would it happen to just a setpiece that's demonhunters only ?
When Demonhunters gets nerfed to shit, and a setbonus gets buffed. Coincidence ? And it becomes "too good" in their eyes, and call it a bug.
Well played Blizzard, but we're not retards. & This proves Blizzards knowledge about buffing/nerfing, they have no idea what they are doing.
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It's also the number one complaint about Grifts. If nearly everybody agrees that they're a problem, how can you argue that they're not?
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Of course, they'd have to come up with something that isn't random, for once (like the boss rush idea I posted above :P)...
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I get the impression that you already know this and that was kind of your point, but I wanted to make sure
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Personally, I started playing T6 the moment I got my M6. It wasn't super fast, but it was alright. I also took the opportunity to start leveling my legendary gems, at this point. Those gems will make your clear speed much faster.
If you haven't started leveling your legendary gems, I'd say to focus on Grifts until you get them to around level 25. By that time, T6 should be easy and quick. If you don't have sockets in your jewelry, then either get them or disregard my post.
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1. You're assuming that it's simple, easy, and very cheap. You're almost certainly wrong. The matchmaking system, alone, would probably have to be all new. What happens if one player disconnects -- are they instantly removed from the competition? There are a variety of potential issues here.
2. Can't be matched with people who are offline. Odds are that you will never be matched with any of the "top players." Points don't really mean anything in the context of this idea, so the competition becomes direct: You're no longer competing against the playerbase as a whole, but with these 1-4 other people. I don't think such competition would be very popular. This is really a PvP idea for a game that doesn't have real PvP. Group vs Group is fine, but (Group vs Rift) vs (Group vs Rift) isn't what I consider to be competition.
I don't think the idea is terrible, but it could use some improvements. One that I'd suggest is this: Make a Grift mode where every level is pre-made and every player who gets to that level gets to experience the exact same mobs and layout. Bam, instant parity amongst all players and now people have actual, non-random competition.
Note: Rating (points) based systems are probably fine for PvP modes, such as rated battlegrounds and arenas in WoW. I wouldn't like a rating based system for Grifts, though, because it doesn't actually provide a direct, in-game comparison... it just shows that you beat a bunch of randoms.
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edit: Sorry for the triple post.
I like the idea of multiple tiers of gear, but I'd want a pretty solid difficulty revamp if that's the direction they're going to go. I'd also like for there to be more source-specific legendaries. Like how some legendaries are restricted to caches -- have other legendaries restricted to other modes, or to bosses, or to chests, etc.
I came up with a mode that I'd like to see in Diablo 3. I'm going to copy and paste my reddit post.
One of the most common complaints I see about the Greater Rift system is how random it is. It's supposed to be competitive and, yet, no rift is the same... so, I was thinking... what kind of activity is easily measured and still competitive? BOSS RUSH!!!
What Is It?
Boss rush mode is a fairly common mode in action games where the player faces off against (most) every boss in the game, one after another, to see how many of them they can beat and how fast they can do so.
How Would It Work In Diablo?
Picture a large, specially designed room. Probably somewhat circular, though with little nubs along the edge. Plenty of room to move around in and pick strategic positions. Upon entering this room, you could click an object (or button) to start the Boss Rush mode. After a short countdown, the first boss appears and you kill it. Upon death, the next boss spawns. And so on until you finally kill Malthael. At this point, the bosses would start cycling through again, more powerful than the last time.
Okay, But Can't We Spice It Up a Bit?
Absolutely! You remember those little nubs around the edge of the room that I mentioned earlier? Well, let's put orbs there that will allow players to spawn the bosses early. That way, those of us that can kill each of the first wave's bosses in seconds can just spawn all the bosses right away and clear the first wave, bringing down our overall time.
Also, there could be specially placed buff shrines (non-random) that will recharge after a certain amount of bosses are killed, allowing for more potential strategies.
Let's Go Over Some Specifics
How would we start this mode? Well, people are starting to get bored of Greater Rifts already, so we could either add another drop to the final Greater Rift Guardian (meaning, you get it when you either choose not to upgrade your rift key or when you fail the timer). Alternatively, the Keystone of Trials could be used as the key.
Difficulty? Simply set the difficulty based on the game's difficulty level. Torment 6 players automatically start with Torment 6 bosses. Naturally, the only really interesting leaderboard for this would be the Torment 6 leaderboard, but other difficulties would still be present for those that can't handle Torment 6. Boss difficulty would obviously increase with new set of bosses.
Rewards
There would be three obvious sets of rewards for this mode...
Leaderboards: Fastest wave clears, most waves cleared. This way you could either choose to go for speed or for longevity.
Wouldn't This Just Get Boring, Eventually?Loot: Players would obviously expect some kind of loot reward, so why not add some more legendaries to be dropped specifically from this game mode? Utility items like Ramalandi's Gift could also be included. Perhaps the player would be guaranteed one item that would add a specific affix to a piece of gear for a specific slot. Say, you get an item that adds an All Resist roll to a ring, or an item that adds Cooldown Reduction to your helm. There are any number of potentially appealing items that could be made specifically to drop in this game mode.
Achievements: 'Nuff said.
Much like everything else in Diablo 3, yes, repeated use of this game mode is bound to get boring after so long. But now that we've got this system in place, what's to stop Blizzard from updating it on a regular basis?
Tired of Boss Rush mode? We'll add a new challenge! New bosses! Bosses from Diablo 2! Famous Nephelem of legend to test yourself against! There could be the Set Item challenge, where you fight bosses based upon the set items in the game. Finally, you get to fight Bul-Kathos, Natalya, Roland, and everyone else! Danger mode, where you have to actively avoid non-random (or random, though I'm trying to avoid that with this idea) environmental affects that limit your ability to navigate the room while fighting bosses. Really, there's no end to the new challenges they could come up with.
Tell Me What YOU Think
I think that this could be a great addition to the game... how about you? Comments, concerns, critiques? Go for it!
One last thing:
This just occurred to me, but Diablo 3 could really use something like the Brawler's Guild from WoW. For those that don't know, Brawler's Guild is an Arena where you fight progressively more difficult and unique bosses.
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End-game implies that you're doing something different now that you've reached the "end" of the game. Doing the exact same content on a higher difficulty is not end-game.
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The reason for this is pretty obvious: They adjusted the set item drop rates in 2.0.6 and also allowed Kadala to drop almost everything. Many of us put in hundreds (thousands?) of hours pre-2.0.6 and so we had to deal with extremely low drop rates for set pieces. Indeed, my non-seasonal DH is still looking for another piece or two of marauder just for an introductory M6 build. My seasonal DH, however, is down to two or three final items to complete my build (Tasker and Theo and a better bow or amulet).
So, it all depends on whether or not you were playing before 2.0.6. If you were, then yes, things are better now. If you weren't, then they're practically the same.
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That said, the Prime Evil Diablo has been released as of the end of RoS, so there's also that.
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Your attitude, however, is something I have a problem with. I might be wrong, but I got the impression that you don't think this game needs an end-game (and, after seeing your edit, I was correct). Every game needs an end-game. Not having an end-game is the #1 problem I see in Diablo 3. Farming is extremely boring and the endless-farming style of this game is why only the "hardcore" remain outside of major patches.
Endless farming isn't fun. There needs to be an objective outside of "get better gear to do more of the same boring stuff."
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