It's nice to see them thinking about this.
It's hard to tell exactly what would fix this. Affixes like Jailer, Fast, and Vortex are often too strong and unavoidable. They definitely take skill out of the equation for success. Waller and Frozen "sometimes" are too strong, but if tweaked might be more avoidable.
Reducing enemy damage dramatically and taking away Lifesteal would probably make you think a lot harder about where you're standing. If you have to wait for the occasional health globe or potion to gain back some health you will probably actively try to avoid affixes a lot more. Reflect damage would probably have to go.
It would be great if our health pools dropped really slow but had a tougher time refilling them. Wyatt's point about if you're at 50% health, you shouldn't be too worried but should be looking for some health, was intriguing to me.
- WarlockHolmez
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Sep 26, 2013WarlockHolmez posted a message on Wyatt Cheng on Negative Effects of Inconsistent Health Pools, RMAH Delay Issues Resolved, What Business Would Each Follower WantPosted in: News
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Sep 12, 2013WarlockHolmez posted a message on [SPOILERS AHEAD] Diablo III Expansion - Reaper of Souls: Datamining Post, Bosses, Game modes, Clans, Ladders, and moreAnd to think those are just the Ring affixes. (mainly)Posted in: News
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Fair enough. I think Loot 2.0 has some massive improvements, and it's true that maybe not everything is revealed yet. The greatest feature from Loot 2.0, in my eyes, is Legendary Affixes for build variety. But I still don't see how it will allow gear we find to be better than AH gear.
I just wanted to bring the concept to the table.
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Great idea! Problem is this will devalue the items at the RMAH and blizzard won't allow that.
Good point. But I don't think the players buying the best items now will completely stop, it will still be a very useful way of getting ahead. Also, if it brings more people back to the game, that's more money itself.
You don't think Pristine Items could be implemented side by side with the new changes? This is actually the only Skorn I have found, lol.
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Thanks! I didn't give the 20% directly to DPS, only the affixes. So only the Minimum/Maximum damage affixes received a buff and calculated the DPS from that.
As far as CD goes, you may be right, I was just thinking out loud. But also note that it's only for physical attacks. I don't play a Barbarian so I don't know how many of their skills are physical, although I'm sure many of them are. Also, it is meant to feel "special". Considering not everyone finds a Skorn everyday, maybe it wouldn't be such a bad thing.
Thanks for the response!
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I want to find really rare items and be able to use them! I want to see that orange glow on the ground and know I have something special, to save for specific builds that could take advantage of it, or for other characters.
How many times have you found a top tier item and kept it? Sometimes I find upgrades for Alts, but even then it's usually worth selling them knowing I can always buy a replacement later. We need a reason to keep items we find.
The intent of this post is to balance (Not defeat) Auction House use and Finding Usable Gear from Playing the game yourself.
Link to Diablo 3 General Forums Post:
http://us.battle.net...opic/9793090332
The core issues I feel are:
(This example demonstrates a +20% increase to affixes. Yes, I didn't calculate the %damage change. It would be +58%, therefore the DPS would be even higher. I didn't feel like doing the extra math. :P)
Result:
Criticism:
There has been lots of positive feedback so far as well as some good constructive criticism. I want to discuss some of the criticism and how it might not turn out how it sounds.
The main strongest criticism seems to be that luck will become an even stronger factor with this system in place. That players who find high-end legendaries will be pushed too far ahead. I believe an opposite effect would occur.
High-end drops will always be great (with Pristine or without). But all the low/average value drops won't be and are usually trashed. But with the Pristine system, those items have a chance. Those items also drop much more frequently than the rare, high-end items. Therefore, more lower-end players will be pushed closer to the high-end players because of the frequency of drops. This will actually help close the gap, not expand it, therefore reducing Luck as a factor.
Example:
For every one 1500 dps Skorn that drops, one-hundred 1300 dps Skorns drop (estimating, wouldn't be surprised if it's more). In the current system, the one player gets a great weapon OR great trade, the others get vendor trash. With Pristine, the one player gets a top of the line weapon OR a good trade, and the 100 others get useful items too, possibly many of them gaining decent upgrades, shortening the gap between high and low geared players.
Another very important point here is that lower geared players will be able to close the gap slightly on high-geared players through playing the game. It won't be an instant jump like if they upped general loot quality in a patch, because you won't be able to get the upgrades instantly through the Auction House, it will take time.
+1 if you like the general idea! I see a lot of positive responses, but not enough +1s!
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PvP is a never-ending Endgame that also motivates the other aspects of the game (gear hunting). It needs to be done right though, I suppose I'm happy that Blizzard is taking their time to make a perfect system. I think the community needs to help them do it though, it's unfortunate they didn't have it ready for launch.
I actually like this idea a lot. I don't know if it will fit the Lore of the Nephalem, but it's still a good idea. Even if it's some other types of enemies, this would allow DIablo's AoE style gameplay to transfer to PvP.
One of my greatest worries regarding PvP in Diablo is Statistical gear differences among players:
The difference gear makes in a duel is ridiculous. There is quickly a point where skill doesn't matter. It won't be fun for 95% of the community if gear is the only way to have a good win:loss record.
Solution (1 idea):
Have 10 (or so) brackets based on stat values of gear. Each stat has a weight, to determine the contribution an item has to your total gear value. This can be shown directly on the item. Based on your total gear value (lets call it "Gear Rating"), you will be placed in the right corresponding bracket when you que for a PvP match. Teams would use the average Gear Rating of the entire team.
NOTE (to the hardcore gear farmers):
The higher bracket you are in yields better rewards. Rewards could be mainly visual (Special 1-time use dyes, demon/angel wings, skins, etc), achievements, or even gold/gems/demonic essences etc. This would promote obtaining/using better gear for PvP, while at the same time balancing the playing field. To be honest, if "Loot 2.0" is done correctly, hopefully farming for gear will consist more so on finding great Legendary Item/Skill combinations, opposed to just looking for higher stat values.
To keep players coming back for more!:
It's very important that there is something about PvP that keeps players doing it! There needs to be some kind of rewards, rankings, bragging rights, experience, etc. I don't believe it would be best if PvP rewarded gear, PvP should motivate PvE!! Maybe items that give MF and +XP, as long as they aren't items that directly help with PvP.
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-I have 3 machines.
-I am a monk, I can spec how you need me to.
http://us.battle.net...15/hero/4927585
Any power groups need another Hellfire Ring?
OR
-Looking for 3 players to do around mp5 Ubers.
-Requires 3 Machines each.
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http://us.battle.net/d3/en/forum/topic/6759366947
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http://us.battle.net/d3/en/forum/topic/6759366947#1
Added to the thread if you support!
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Maybe they could add an "Any Resist" in the drop down.
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I'm glad there are many posts, for and against, my idea. I knew it wasn't the best solution but I just wanted to bring it up in a constructive way.
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Thanks!