- Zek
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Member for 11 years, 6 months, and 8 days
Last active Tue, Apr, 11 2017 01:03:51
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Ryude posted a message on PTR Patch Update - A Few Skill UpdatesThe WDPosted in: News & AnnouncementsBuffNerf:
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GangusKahn posted a message on LS on wands / ceremonialsPersonally I dont think its necessary. WD/WIZ/DH are ranged characters. We dont need that much LS. Besides adding that much LS on a 1 hander and still allowing them that offhand would be OP imo. These classes arent designed to tank, though some builds can, but to hit and move.Posted in: Diablo III General Discussion -
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overneathe posted a message on 1.0.7 is TomorrowPosted in: News & Announcements
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Generally speaking I think most players just aren't that interested in "exploring" in Diablo. Reliable rewards are always better than unreliable randomness from a farming perspective. So the system should be built to provide that certainty while still giving you enough variety.
Not that there shouldn't be nice surprises once in a while, but you shouldn't be forced to walk around aimlessly to find them - they should be on the main path as a bonus.
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This argument is incredibly absurd. He listed four items for four different zones that people run, and then only one item for a feature that spans every zone in the game, and one more for a feature that randomly generates new dungeons.
From what I've seen on streams I think the tuning of bounties seems off - 50 monster kills is not very many, and the bounty reward is substantial, so it very strongly incentivizes "run super fast until you find the bounty, kill it, kill a handful more mobs, then move on to the next one" gameplay. That can be fixed just by tweaking the monster kill targets, bounty rewards, monster density, etc. All of which is exactly what a beta is for. I think the bounties should be a modest bonus that's enough to encourage you to try all these other zones, but not enough to completely drive your playstyle. And the ones that involve completing a time consuming event should obviously have more reward to compensate(or just make those events better).
As for Rifts, that also just seems like a tuning thing. I think the boss should spawn on the last floor, and each floor should open up only when you've killed a certain number of enemies on the previous floor.
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I'm saying that you're not thinking about the ramifications of your suggestion to just make loot better and not worry about trading.
Higher MPs have to drop better loot and/or give more exp. If they didn't, no one would play higher MPs, because you can get exponentially more loot from lower MPs where monsters die in one hit but give the same rewards. As a matter of fact this was basically the case in Vanilla before Blizzard fixed it. So the maximum MP with the best rewards being balanced for the people who are farming at maximum efficiency(i.e. using the auction house) is unavoidable, that's always how it's going to be.
Which leads back to exactly what I said - you'll be playing at MP6, AH users will be playing at MP11, and they'll be getting all that great loot much faster than you. Maybe you'll get a Witching Hour some day, but they've found five of them, and they have the freedom to try lots of different builds with all the different legendaries they're finding. If you're telling me that you would be satisfied with this, well, I don't believe you, because you're not satisfied with it today.