I don't see what the issue is if wizards and WDs have builds that use signatures only. Don't we want items that change HOW we play?
The issue with Depth Diggers is that it highlights a fundamental weakness in resource generators and not a fundamental "OPness" with WD/Wiz signature spells.
God forbid someone gets Depth Diggers and Rhen'ho Flayer. They might actually have access to different builds based on Plague of Toads. Whoop dee fucking doo? I don't see what's so inherently bad about that. It breaks general paradigms. It works well with Carnevil. It works well with Mirrorball. It works well with Combination Strike. Aren't those kind of synergies what most players actually want from the game?
- shaggy
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Member for 11 years, 10 months, and 1 day
Last active Thu, Nov, 26 2015 02:41:53
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Jul 15, 2014shaggy posted a message on Depth Diggers Changes Explained, Fetish Counters, Tempest Rush Changes, Paragon Levels on UEE, Play Your Way ThursdaysPosted in: News
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Sep 17, 2013shaggy posted a message on Diablo III Auction House is Shutting Down on March 18, 2014Posted in: NewsQuote from maka
Wow, people are really coming out of the woodwork. Where were all you bastards when I was being outnumbered 20 to 1 on the whole AH issue?
I jest
The crowd that comments on the news is very different from the ones that post on the forums. In general, if you read news comments, it's basically the b.net crowd.
I, personally, don't give a shit if they remove the AH. I haven't used it for quite a while and I didn't plan on using it in the future. But I think without some way to facilitate trading that amounts to more than sitting in trade chat and competing with the chat bots.... that this is a myopic solution.
My biggest concern is that D2 was better-equipped to handle trading (better chat interface, named games, no need for battletags to join a game) than D3 currently is. That means, without some kind of improvement... trading in D3 is going to be worse than D2 and, likely, going to amount to forum use.
One thing I have always taken issue with is any "trading" solution that requires alt-tabbing. It's lazy, sloppy, and something that was appropos in 1998 but is completely unacceptable in 2013.
It has no bearing on how I play, but I can clearly see this as a major stumbling point. If someone chooses to trade an item it shouldn't take a feat of herculean strength to arrange a trade. -
Jun 24, 2013shaggy posted a message on Archon on Demon Hunters and Powerful Builds, The Art of TeknoKyo Customs, Curse Weekly RoundupPosted in: NewsQuote from Zero(pS)
Great video from Archon.
It's one of the things Blizzard should really have done early on. They probably didn't take the "fix" route because of the outcry from having things like DH's Smokescreen and Monk's Serenity nerfed like that.
500 kids cry in a forum that Blizzard always "nerfs everything" (and that's usually because everything else is in line and working as intended, as Archon himself pointed out) and suddenly we're stuck with "broken" builds for almost a year
Something dawned on me the other day. When you sub to WoW you get forum access. D3 has no sub so you basically have forum access forever, factoring out banned people obviously.
That means that purchasing D3 (or acquiring a key somehow) basically gives you the ability to troll the fuck out of the official forums without actually having played. It's kinda the polar opposite of the people who claimed they quit and then were "outted" by the armory.
Now I'm not saying that people who quit have worthless opinions, but it does seem more likely that people who are actively playing the game will not go the full-on troll route. So I can only wonder how many of the people on the official forums are 1) just raging because it's the "cool" thing to do, or 2) haven't actually touched the game in months.
It's rather a shame that Blizzard never took action on WotB and Archon from the get go and instead was held hostage by the same morons who claimed that the IAS nerf would make IAS useless. A lot of people get on Blizzard for playing "daddy knows best" with us, but I really think that sometime they need to just tell people to STFU and deal with it because not making those particular changes due to a handful of people who whine over OP things being nerfed... well that's detrimental to the game for the rest of us. -
May 30, 2013shaggy posted a message on Diablo III: Book of Tyrael Coming This October, CMs and Their Personal D3 Accounts, Titan Project Delayed Until 2016Posted in: NewsQuote from Buu
I saw that coming when Rob Pardo "MOVED" Jay Wilson out of Diablo 3, and weeks later was confirmed that was in Project Titan Team.
Shortly after Titan get a reset just like the ones he did to Diablo 3 for five years.
Keep him there for long enough and Titan will be a crap released in the next decade.
Project Titan just got jaywilsoned. Guesses of when Rob Pardo will commit Hara Kiri for his decision?
The Diablo 3 reset came directly from Vivendi and it was because they were not going to have Blizzard developing two MMORPGs at the same time.
They hired Jay Wilson AFTER Vivendi told Blizzard that the D3 MMORPG was not going to fly and to fix their shit. Jay Wilson had absolutely zero to do with D3s restart.
Just to cite that Vivendi shitcanned the original D3 game:
http://en.wikipedia.org/wiki/Blizzard_North
On August 1, 2005, Blizzard Entertainment announced the closure of Blizzard North. A key reason for the closure was Blizzard North's poor development of what was to be Diablo III which did not meet the expectations of Vivendi.
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May 4, 2013shaggy posted a message on The Making Of: Diablo, Blue Posts, Community Commentary: Why Can't We Be Friends?, Mephisto's Visage Fan Arthttp://www.mobygames.com/game/windows/diablo/creditsPosted in: News
There were plenty of "underlings" who made Diablo 1 happen. It may have been the vision of 1, or 3, people, but they had tons of help. -
May 1, 2013shaggy posted a message on Watch Tower and Weeping Hollow Density Adjusted, The Process of Adding Changes, Game Devs Don't Work on the Website, Console andPosted in: NewsQuote from maka
Ridiculous. The dude "just" wants to be able to WW from one end of the zone to the other, and is upset that now he can't. And the crazy thing is that Blizzard is taking its feedback from people that get outraged that "sometimes there is an empty screen between mob clumps". OH NOES!!!
Yeah that's basically the exact same thought I had. Sadly this thread exhibits the same issue with two people whining about a nerf to Watch Tower as if Blizzard didn't just spend months buffing 90% of the game.
Evil Blizzard. Shame on them for putting in some very minor nerfs with the massive amounts of buffs that this patch has. They're obviously trying to ruin our fun with 1.0.8. I swear some people in this community would probably leave their hands and feet in the bed when they woke up if they didn't have wrists and ankles. The stupidity is sometimes overwhelming.
It's pretty sad that Blizzard has to continue to waste time by repeating that the web team isn't the team that develops the game and that the console team is different and this and that. It's boring, it's old, it's something that anyone with a brain knows. Yet, instead of meaningful dialogue they have to waste their time addressing the total morons out there. -
Apr 19, 2013shaggy posted a message on Public Test Realm: Patch 1.0.8 Notes (Updated 4/18)Posted in: News
I wasn't aware that 4% HP/sec, 20% armor, and 20% resist all was even in the same realm of awesomeness as Overawe is. Hell, even WDs have a ridiculously-strong DPS buff. To say that Inspiring Presence + Warcry + Impunity is the "best" buff is severely... stupid.
It's good that Barbs get a solid defensive group buff. It's certainly better than Mantra of Healing, but it's hardly the absolute best buff in the game. Frankly, I think they should encourage people to bring synergies to groups anyway. Sacrifice a little personal DPS for a very large group survivability buff, or a very big DPS buff.
I know I typically don't run BBV on my WD, but every time I'm in a group I switch it in for something. -
Apr 18, 2013shaggy posted a message on Datamined PTR 1.0.8 Class ChangesI'm pretty sure this thread has 10-ish people who don't even know what War Cry is.Posted in: News
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Apr 3, 2013shaggy posted a message on Developer Journal: Multiplayer ImprovementsPosted in: NewsQuote from maka
The tags going onto PTR are Questing, Full Act Clear, Keywarden, and PvP.
Hmm.....Questing and Full Act Clear are pretty similar, and none of them are really what I would consider "farming".
I would heartily suggest that you provide that feedback through the PTR channels as well. I'm sure that Blizzard is eager to hear what "tags" we want, which ones we'd use, etc.
After all, these things are, indeed, one of the reasons these patches take a stop at the PTR first. - To post a comment, please login or register a new account.
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The current exploit is not bad design. It's literally a bug where the Torment XP modifier would be applied while you're standing in town and you would, for some reason, still get XP on kills made in the Greater Rifts. If you think this is similar to anything mentioned above then you've got to be trolling. Standing in town getting (not killing anything) MORE XP PER KILL than your buddies who are killing the monsters.... that isn't anywhere close to "normal gameplay."
As far as I'm concerned anyone who actually thinks that standing in town getting tens of billions of XP per hour while not killing anything is "valid gameplay" is exactly the problem that this community doesn't need. It shows that some people will go to any lengths to justify things as "creative use of mechanics" even though they are clearly exploiting things to gain some kind of advantage. The community, and the game, would be better without these low-lifes and parasites.
We don't need people who know they're cheating but claim up and down the street they're innocent. Throw them the fuck out just like Lance Armstrong.
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"Ran greater rifts"
NAILED IT!
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2.1 was rushed. It is a hot mess of lack of balance and badly-implemented ideas. From the constant frustrations with various monsters in GRifts to the fact that they left pet survivability take a massive hit in the nuts even though they knew, and acknowledged, it was a problem, to the brain fart that trials are, to the fact that the community has begged up and down for Blizzard to make difficulty amount to something more than just scaling damage, it seems more that they were interested in getting a patch live by a certain date than making sure the patch was actually complete. This isn't really a QA issue, it's an issue of straying from the "it's ready when it's ready" mentality to the "must get it done for <date>" mentality.
The bounties that could be used for fast T6 XP were reported during the beta. Pet survivability was reported during the beta. Both issues were ignored and allowed to go live. The Blizzard I remember would have fixed them because they were significant issues. For some reason, this time around, they chose to let major issues go live to bend to a deadline. That's the problem. Not QA.
2.1 doesn't have "poor QA" written all over it. It has "we completely skipped the QA process and also ignored a significant amount of beta feedback so that we could push this patch live ASAP" written all over it. And *that* is a much deeper, systemic and cultural, issue that scares me.
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I remember playing WoW and people would sit around with their guildmates, people who were trying to come together to do something more than they could as individuals, and goad them into arguments, spam the table flip ASCII thing, respond to everything with "umadbro?" etc.
You could clearly tell the teenagers from EVERYONE ELSE. It's really a lack of parenting more than anything else. Anyone who believes that exploits are Blizzard's fault probably needed their dad to come home from work and beat the shit out of them with his belt because the kid got mouthy with his mother. But that probably wouldn't happen because the kid has six siblings, each one from a different father.
When I was a child no one gave two fucks if I thought Hasbro made an inferior cement truck toy. Kids today are raised to believe their opinion matters. Just look at Facebook. You have grown adults who communicate on the level of amoeba. And they're everywhere. Why? Because instead of holding their children responsible for being a party to their own education, parents nowadays just go to schools and blame the teachers for failing their children. MOTHERFUCKERS.... YOUR CHILDREN ARE FAILING BECAUSE YOU ARE BLAMING EVERYONE EXCEPT THEM. YOU ARE GIVING THEM A FREE PASS.
And then they grow up into mouthbreathing neckbeards who think that they are God's gift to everything they touch. D3 isn't perfect? RIOT! XP bug? NOT MY FAULT.
Bitch. If a shopowner leaves his front door unlocked that doesn't give you the right to go in and steal all the items from the shelves. Just because there is a bug in a piece of software that doesn't mean you have an open invitation to use it.
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And, sure, you could say it's schadenfreude in that I just want to see people punished, but just like baseball players caught on steroids, there has to be a penalty for cheating. In fact, MLB is a great example of what happens when detection and adjudication of rules violations are ineffective. You draw a line in the sand that shows you're serious.
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The line is crossed when you're doing something that you know you shouldn't be able to do. If you're standing in town pulling in tons of XP that clearly is not how the game is intended to be played. Anyone who thinks that thing was INTENDED by the developers, and not a bug, is simply lying. To me this issue is pretty black and white as it involves a clearly-unintended behavior.
You know, just like duping gold via the RMAH. Clearly the RMAH wasn't supposed to dupe gold for you. Regardless of whether or not the bug passed through the PTR, it was very obvious that the behavior in question was not intentional. And, for me, that's the only "test" necessary for bans.
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That is a pretty terrible analogy. As Vaestmannaeyjar said, it would be like a schedule that included nothing but one of the best teams in the world. There's a reason why in almost every professional sport that schedules aren't randomized. You play the teams in your division a lot. You play the teams outside of your division less. There is little "random chance" in your schedule. You have equal numbers of home and away games. They attempt to make the schedule as fair as possible to avoid things like this.
When you have a competition you have to keep things fair, within reason. Sure everyone's schedule isn't going to be exactly the same. But you don't have one team playing the world champion 25 times while everyone else plays them zero times. And the solution isn't "next season you'll have a different schedule so the law of large numbers will even it out!" Only a complete moron would think that's a reasonable solution.
If you want "competition" in the form of seasonal and non-seasonal leaderboards then there has to be balance. Imbalances undermine the fundamental idea of "competition." I don't know what is so difficult to understand about that.
I don't see why anyone would think a roll of the dice to determine if you'll have a winning or losing rift due to map, density, and monster types is a good form of "competition." It's like rolling a dice before a soccer match and if it comes up an odd number you're not allowed to have a goalkeeper in that it's completely nonsensical and destroys the ultimate purpose of the game.
It makes much more sense to increase the challenge by going up a GR level, not by somehow randomizing monsters that curbstomp you every so often.
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Between the massive balance issues in GRifts and the asinine gem leveling system, I'm just not sure any of the devs even played their own game during the PTR. There's no way people play this and think
"Gee, I really love how Morlu Incinerators completely destroy my fetishes."
"This shield on the Corrupted Angels is really sweet with our new single-element-centric builds!"
"It's fun as fuck to stand around waiting for wraiths (and others) to come back on the field of play."
"I really enjoy clearing a GR level and having 4% progress due to shitty density."
"DH or bust!"
among other, very obvious things that were repeatedly pointed out by players during the PTR. This is not the kind of QA we need with "competitive" gameplay. It undermines the very idea of seasons and leaderboards when such blatantly obvious issues are left completely unaddressed so they can push the patch out sooner.
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You keep ranting and raving like some kind of entitled gamer... the worst kind of gamer... without showing one bit of comprehension as to what problem they're attempting to solve. This isn't a "make the game easier" issue. It's a "the old way doesn't work in seasons, at all" issue. Can you please, for fuck's sake, get that through your thick head? I know it's tough because all you seem concerned with is convincing us that you're superior to the rest of us, but if you calm the fuck down for ten seconds and stop thumping your chest a bit, I have confidence that even you can understand it.
There are players who haven't got a single RoRG in standard mode yet. That just doesn't translate well into seasons when, to this date, 99% of builds are centered around it. There's nothing more to it. It's not casuals vs hardcore. It's a band-aid fix on an item that is far too mandatory for most builds being far too unavailable to the average player given the timeframe of seasons. There is no fun in having to farm a RoRG per character per season. That's just asinine gameplay, and I expect something similar to be done about the Hellfire Ring & Amulet as they're decidedly unfun to repeatedly farm too.
I would expect that sometime in the future the RoRG and it's near-mandatory across-the-board status is addressed. But, as I see it, this is a stopgap measure until that time comes.
Try to understand the problem before you go bat-shit roid-rage over the solution.
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The old drop rates were a MASSIVE deterrent to playing seasons. Seriously, with the old drop rates who really would want to farm up a RoRG once per X months? Even if X is 12, that doesn't sound anywhere close to fun for me. It's very similar to why most people aren't even touching Ubers. There are simply too many layers of RNG.
Did the keys drop to make the IMs?
Did the organs drop to make the ring/neck?
Did the ring/neck roll well?
Did you get a legendary from the cache?
Was it a ring?
Did it roll well?
That kind of RNG clusterfuck is completely counterproductive in seasons. The game is based on RNG, surely. But there's just too many RNG walls to slam into for those two systems, in particular, to be engaging and enjoyable when repeated every X months. Think about the Hellfire Ring/Amulet. Even if they made the keys and organs 100% drop rate on T6 there would still be a ton of RNG in terms of how the items are rolled.
The RNG most people are used to conquering in these games are:
1) Rarity (like Starmetal Kukiri, Wand of Woh, or Enigma); and,
2) Quality of stat rolls
Once you lump in that third layer of RNG it becomes rather punitive and unbearable for most players. Having high drop rates for non-rift activities tends to make up for the otherwise-horrible legendary drop rates outside of rifts, so I'm OK with it. Split bounties are still a total exploit as far as I'm concerned, but there really does need to be a reason to do things other than rifts. This, at least partially, addresses that by making cache-only items not seem like an impossible task unless you have three other people split farming with you. They need to similarly address Ubers.
When we're not doing rifts we're sacrificing drops. Therefore the items we're trying to target MUST be more-accessible to counterbalance that. Risk vs. reward. It's important.
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Having to farm hundreds, and thousands, of bounties just to get one ring, and have that ring subject to RNG, doesn't work with seasons. There was already pretty big backlash about that very fact on Reddit. People saying that RoRG was going to keep them from playing multiple classes in a season because it's just not enjoyable to have to farm like that.
Let's be honest here. Even on T6, even with this buff, you're still getting fewer legendaries/hour doing bounties than doing rifts. But, unlike before, your time doing bounties isn't completely wasted.
And, while we're being honest, let's remember that on T6 you're getting one legendary per cache. You are not getting one RoRG per cache. I did three A1 bounty sets last night. I got two RoRGs, one Mad Monarch's Scepter. Both RoRGs were bad. I don't see the problem there. I've only ever received one "good" RoRG and it had the wrong primary stat, meaning it really wasn't even "good" for the character I was currently playing. What fun is that? How nostalgic does someone have to be to think that was enjoyable?
All they have to do is fix split farming and I think this solution is spot-on, especially considering seasons.
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Sure some people enjoy farming RoRG, but getting shoehorned into doing it once per character per season just wasn't a winning formula with the current drop rates. I'm not a big fan of the huge drop rates, but as far as I'm concerned, it's a necessary evil as the alternative is significantly worse. On the upside it makes attaining certain items (Illusory Boots, I am looking squarely at you) much more reasonable... and that's a good thing.
EDIT
5 T6 caches, 5 legendaries so far
0
Things that aren't outright exploits (where account rollbacks would be considered) cannot be nerfed midstream. It doesn't make a damned bit of sense. The people who used these methods have what they need, the rest don't have access to it. If they're not going to do rollbacks then there's no point in nerfing it partway through the season.
They had the opportunity to do this prior to S1. They opted not to. Good, bad, or indifferent, my opinion is that it should remain in the game until after S1 has concluded. Also.... really.... disabling them in standard? GFY!
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Napkin math here. A "normal" T6 elite pack (not extra health, not horde, no electrified, fairly easy to cluster up, no insane monster-specific abilities like Morlu Incinerators and such) takes me roughly 10-15s to kill. Morlu Incinerator elite packs on T6 can, and have, taken me in excess of 2 minutes to kill. Let's just say 90s to be fair. That means Morlu Incinerators would have to grant 6-9x as much XP as a "normal" monster to remain competitive in terms of how quickly they fill the rift bar.
They surely could do that, but it would also mean that M6 DHs, in particular, would "win" by getting Morlu Incinerator rifts because they don't take 6-9x as long to kill them. So either the bonus XP is going to be high enough that it evens things out for WDs, but then makes Morlu Incinerators the "must have" monster for DHs to get better GR results, or it won't be high enough and WDs still won't want to encounter them because the XP/time is not worth it.
It would VERY MUCH help to isolate the problem if they'd just group monsters into difficulties and not give us rifts with lots of "hard" monsters. I could probably slog through a Morlu Incinerator rift, but nine times out of ten a Morlu Incinerator rift also means Terror Demons, Mallet Lords, or Corrupted Angels which takes "could probably slog through" and turns it into "why even try?" It's the same with A5 monsters. Anarchs by themselves might make things harder, but Anarchs + Exarchs + Executioners + Winged Assassins + worm things makes it feel more like RNG just took a giant shit on me.
If we were less likely to get 2+ "hard" monsters all lumped in together the perceived difficulty of each individual monster would decrease and there would be less overall balance necessary.
TL;DR
Not every "hard" monster is "hard" for every class or every spec, so simply buffing XP given would then give other classes/specs a significantly easier time clearing rift levels with the buffed monsters. Better RNG when populating the rifts would solve most of the problems at hand. Therefore, the problem should be addressed, first, from that perspective and then fine-tuned by other means.
0
I've said it in other threads, but I'll say it here too. My best GR27 clear time is ~10 minutes. I've failed GR25s because they're composed of Morlu Incinerators and Mallet Lords. It's OK for monsters to have different abilities and, therefore, varying degrees of difficulty, but that kind of discrepancy is simply too large. We don't need pinpoint equity here, we just need parity.
If I can clear GR27 in ~10 minutes, if I get Morlu Incinerators and Mallet Lords, I should still be able to clear GR27, maybe in 11.5 minutes, but I should still be able to clear it. I shouldn't be failing two levels lower because of them. That kind of difference in actual monster power is chasmic.
EDIT
What would be best would simply be if they categorized monsters as easy/medium/hard and only gave you one hard monster per rift level and two each easy and medium. Then you'd never get stuck with, say, Corrupted Angels *and* Morlu Incinerators *and* Mallet Lords, which does happen. Instead of nerfing monsters, simply limit the number of "will fuck your rift up to the point of frustration" monsters to one and that would probably clear up 90%+ of the problems people are seeing.