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    posted a message on What Made D2's Itemization so good?
    Quote from shaggy

    Quote from daisychopper

    That's correct; the melee characters generally required high-damage weapons, unless you were (ab)using Crushing Blow, because most of those skills added % damage (which is another fun trick nostalgia plays ... anyone else remember when Zeal only added accuracy and not damage??).

    Well I think that answers the question then.

    The problem in D2 was not "intrinsic power" - it was simply the fact that certain classes could run around killing shit without a weapon while others required a weapon to kill things.

    It makes sense, but it also creates s gameplay imbalance to have certain classes being completely dependent on their weapon while others can run around without a weapon and play effectively. That's why it changed. It's the kind of obvious logic that you have to sit back and think the only people who could possibly be irked with this are casters... since melee toons and Zons have been tied to their weapon damage forever.

    The rest of your post is obviously accurate about itemization. But I just don't understand this "well it's OK for some classes in D2 to be tied to weapon damage, but GODDAMNIT IF YOU MAKE THEM ALL TIED TO WEAPON DAMAGE YOU'VE COMPLETELY FUCKED UP THE INTRINSIC POWER OF MY CHARACTER" train of thought.

    All it amounts to was a slight nerf to spellcasters (in that they simply couldn't ignore weapon damage any longer). Physical damage toons carry on as if nothing ever really changed. This is a huge deal? Really? To me it sounds like massively trumped-up faux outrage.

    There are a hundred other points of contention with "itemization" that I could understand. This doesn't even register in the top 1000 for me. The impact is marginal and insanely overblown.

    They could have also gone the other way on this, they could have made melee classes less dependant on their weapons rather than making everyone completely dependent.

    I would argue its about striking a balance between intrinsic power and extrinsic power. If you neglect intrinsic power then the feeling of your characters growth feels artificial dependent on his-her items. it's like a soldier who goes from using a rifle to driving a tank the soldiers ability has not improved just his weapon has, Though he can certainly overpower most enemies, but at the end the day he's a pussy not a mighty hero.(just like Grindelwald haha)

    i do find it offensive and odd that my wizards power primarily depends on the power of his weapon/items, a wizards power should grow as his mastery and learning grows finding weapons should just augment that power....it even goes against the archetype of the class as blizzard caste it.

    in the same way i dont think it makes sense for a melee character to be completely item dependent either, a great warriors power is the result of his strength and prowess not just of how sharp or deadly his weapon is.

    basically role playing games are about mimicing or enhancing the kind of reward systems we find in the real-world, in the real world your abilities improve as a result both of you investing time in them(skill-improvement) and as a result of acquiring good tools(Items).

    so a good RPG needs to manage skill improvement(Intrinsic power) and item acquisition(extrinsic power) in a way which mimics that found in the real world. IMO diablo 2 struck a better balance between these two aspects and thus going back to the OP...

    Getting that balance right will help you to make the best game possible for your resources.
    Posted in: Diablo III General Discussion
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    posted a message on Console bla bla bla could not care less.
    They are two completely different games with very little crossover, my interest in the console version as an individual who will probably never play it is VERY limited and entirely academic because it will never have any real effects on what i am going to call the REAL Diablo 3 which is the PC version...

    As an illustration of why this is an issue: just looking at the DiabloFans news-page as it currently stands im forced to admit that it has lost overall value to me as a result of the diversified interest in the console version. I see the word 'console' and immediately tune out or go somewhere else because it does not affect me.

    just a rant but i'm sure im not the only one who feels this way. Diablo3 has been convoluted by the console version.

    It has the ability to enhance the pc version also but right now the whole situation seems convoluted while we're awaiting any substantial pc news or updates.

    EDIT: also 100th post woot!
    Posted in: Diablo III General Discussion
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    posted a message on Seriously guys
    Quote from overneathe

    But what demands are we talking about?

    if you allow that the Wow player-base has to an extent driven change then its not really necessary to specify. but one i would point to which has already been implemented was the huge call for more endgame content, endless dungeons etc....where if they had stuck to the core of diablo 1 and diablo 2 an endless dungeon or more endgame would have been irrelevant because the random maps constantly generated new content.

    the argument is of course that they traded random maps for more beautiful landscapes....which really is just a failure to acknowledge the success of diablo 1 and 2s random maps for generating new content. A beautiful landscape is still going to be boring after the 50th viewing or the 1000th veiwing or even more when it comes to runs. personally i admired the landscape artwork for the first one or two runs through. but after that who really cares....you normalise and naturalise to it and it becomes boring that's the way humans are.

    im not in an ARPG to contemplate landscapes anyway..beautiful landscapes are for games like god of war etc that you play through once and then never touch again
    Posted in: Diablo III General Discussion
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    posted a message on Seriously guys
    Quote from overneathe

    Quote from maka

    Quote from Zero(pS)

    It's quite clear though, by the sheer amount of people unhappy with RNG and wanting these "artificial" end-game systems, how many of the so called "diablo fans" nowadays are instead "WoW fans" jumping on the fan bandwagon from day one, pretending to have played D2 (the sheer amount of wrong things said about D2 on the forums hurts my brains). That's the WoWification I was referring to.

    Uhm...I was talking about the playerbase. And the playerbase drives changes.

    Well you can't really discard a population the size of WoW players.

    You could, it would just not be good business practice. But if you were ideally trying to create a real successor as diablo as diablo can get then you could and would happily discard the desires and demands of the WOW playerbase.
    Posted in: Diablo III General Discussion
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    posted a message on State of Diablo 3 - Discussion format
    Quote from Bagstone

    Quote from Sagathiest

    The 'expert' has already covered what you mention under play-style.. the point is that there should be an advantage to choosing a particular play style but there is not one because everyone is equally balanced and thus able to perform equally in all situations, there is no unique advantage in loot terms to playing a barbarian vs a wizard because wizard and barbarian can farm equally well in all areas.

    Hm, still don't get it. So please correct me if I understood you wrong, but what I read from this is: there should be classes that are less efficient in farming and classes that have clear advantages over the others. Is that what you're saying? So if I like to play a wizard just because of play style, I'm getting my ass kicked because just by design this is supposed to be the challenging class and it's tough to farm efficiently with it? Sounds odd... besides, as soon as there's even a slight hint of a class having an advantage over others, everyone rolls that class (see the recent rise of thousands of new barbs). I'm sorry if I'm derailing this topic here, in this case just ignore my question - just trying to understand what's going on here.


    Im not talking in absolute terms. at the moment everyone is equally capable of farming all areas just as efficiently when you hold gear constant.

    So if we take a barb and a wizard each who have 40000 Dps and decent defensive gear then there is very little to differentiate them, they will both be equally capable of farming equally well in all areas. What i would argue is that there should be certain advantages gained from choosing a wizard or a barbarian. Barbarians should be able to farm better in some areas than wizards and vice versa atm this is not the case. Once you take gear out of the equation and the mode by which damage is dealt, eg ranged vs me-lee there is no difference in which class you play.

    So i'm not necessarily saying that some characters should be less powerful in quantity terms but i am saying that in certain areas certain classes should be able to perform better.

    otherwise there is no comparative advantage and classes will only specialise in builds that maximise damage because the only problem to be solved is how to deal the maximum amount of damage. which is uninteresting.

    For example in D2 a 2 tree sorceress had a competitive advantage over a 1 tree sorceress because they could farm more areas. Even though a 1 damage type sorceress had and competitive advantage in max damage.

    Hope that clarifies.

    One very clear aspect of the problem is that it does not matter what KIND of damage you are dealing all that matters is HOW MUCH. which creates a very clear centralisation of build towards maximum damage dealers.----not the whole issue but understanding that leads to a whole bunch of insights about team play and the economy of playing different classes.

    Bring back damage type immunities anyone?....hmmm
    Posted in: Diablo III General Discussion
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    posted a message on Two questions for players who vocally dislike the AH
    Quote from maka

    There's no intention of being "purposely vague", as you put. The question itself is inherently vague itself, because the very definition of "fun" is 'vague' and 'individual'.
    The bottom line is that I'm not having fun playing this game; not because the actual gameplay of killing demons is not fun (it mostly is, with kinks to iron out, ofc), but because I don't feel the reward is rewarding enough (i.e., I'm unhappy with the quality of loot dropped by monsters I kill). And I believe that the decision to design loot as it is designed is inextricably linked to the existence of an Auction House (the RMAH only serves to reinforce that belief).
    I don't want to 'force everyone to play the way I play', as I've read; I just want to be able to have fun playing in a style that, let's be honest, is not unorthodox at all. In D2, the mass-traders were a minority; there were so many people that didn't even play on bnet, much, just in SP or LANs, but still played consistently. Now all of a sudden not wanting to buy my gear with gold is seen as some weird obsession, and I should 'L2P'.
    No thanks.
    Quote from shaggy

    Quote from maka

    In D2, the mass-traders were a minority;

    Being as this is central to your argument I assume you can cite this as a fact, and not some random statement that anyone can make on the internet.

    I think one of the main points made was that, there used to be a single player mode wherein trading was not even possible so you had to find all your gear yourself, forgoing the internet connectivity issues. For those players the balancing of drops with regard to the auction house, has reduced their return to time invested thus the game is much less rewarding for them because being self sufficient is now much less satisfying and to achieve the same results they must invest more time.

    If we assume to begin that Diablo 2 had the return to time invested equilibrium/sweet spot between trade and farming. Then we take into account the fact that D3 has the AH which is a more efficient means of trade than in D2. This entails that farming in D3 must have a higher return to time invested than in D2 to counteract the efficiency of the auction house and achieve equilibrium.

    Now personally I think that at the moment that return to time invested is higher on the auction house before you even reach inferno and that this is undesirable and unsatisfying for alot of people including me.

    But i will now go try 1.05 and the farming returns have been increased! so lets see how it goes Plvl 14 here i come! :)
    Posted in: Diablo III General Discussion
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    posted a message on Two questions for players who vocally dislike the AH
    Quote from shaggy

    Quote from GalZohar

    Forcing us to trade instead of using the AH would make Diablo 3 at least 10 times worse than it currently is, because instead of spending 1/2 our time on the AH to be optimal, we'd need to spend a lot more than 1/2 our time trading to achieve something.

    If you wanted to be optimal in D2 you didn't fart around trying to find every last piece of gear for yourself. That's obviously the least-optimal way to play a game where the obvious inference is that damn near everything is tradeable. Yet time and time again, people cry about the AH saying they're "forced" to use it. Yet somehow people believe that in D3 they should be able to be "optimal" and also not have to use the AH at the same time. That is precisely what the saying "having your cake and eating it too" refers to.


    i liked your post but...

    Its not as if this is about being strictly optimal or not optimal . In D2 you could progress quite far before the point where trading became necessary to be optimal hit. It was basically a case of decreasing returns to time invested. The more time you invested in farming the more difficult it became to find items which would be useful on your character. In Diablo 3 so far the point where you had to start trading to be optimal hit much earlier. Specifically farming became inefficient relative to trading much faster. Thus the auction house felt 'necessary' because, It was more efficient than trading in D2 and the returns to time invested in farming were too low. So complaints about the AH are more about players wanting to be MORE optimal without the AH not Absolutely optimal without the AH.

    Increasing drop-rates will increase the efficiency of Farming and thus make players more optimal without using the auction house. However clearly to be Absolutely optimal use of the AH will still be required.

    So while i think your right that if you take demands about wanting to be optimal without the AH to the extreme they seem ridiculous you need to consider the spectrum of optimisation not just the extremes.
    Posted in: Diablo III General Discussion
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    posted a message on Two questions for players who vocally dislike the AH
    I also liked the idea of the AH because it was a means for facilitating trade. But that is not what it has become. it is a necessity rather than simply an interface which can be used for trading. The less reliant I Have to be on the auction house the happier.

    In short that is my primary issue.

    The fact that the auction house feels OBLIGATORY because progressing without it is ridiculously grindy.- (Trading was not obligatory in D2 i found plenty of Shako's, and other really good uniques)

    secondly i dont like that the AH is really impersonal ( multiplayer games already suck, now there is no reason to meet people for trading either) The efficiency of the auction house is a massive disincentive to oldschool trade

    thirdly as someone else has suggested The AH covers up some of the glaring issues in itemisation.

    IF there were no AH in this game(thats not what i want) I think Blizzard and everyone else would be forced to acknowledge that current itemisation hinders build diversity, Increases character specialisation while making playing other classes unappealing and centralises progression(complete gear reliance)
    Posted in: Diablo III General Discussion
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    posted a message on Increasing droprates of legendaries/set items is bad...
    The problems are not that the game is too hard or too easy

    but while we are on that note. If you use the auction house the game is too easy, if you dont use the auction house the game is too hard.---- if that is the problem then its not one that is resolvable by increasing or decreasing drop rates.

    If you increase drops then then the game becomes easier for those using the auction house.---but its already too easy if you do.

    If you increase the drops then the game easier for those not using the auction house---and they are happy.

    The biggest problem is UNIFORMITY of legendary drop rates

    Probability of Awesome legendary=0.00001

    Probability of crappy legendary=0.00001

    eg. A Skorn should not have the same drop rate as Frostburns.
    Posted in: Diablo III General Discussion
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    posted a message on No Unique Drops ...
    The issues people have with lack of legendary drops are valid. The item system is diablo 3 does not compare to its predecessor in how addictive and enjoyable it was. You cannot just discount the complaints of a large % of the player Base because those who have MAXED mf and efficiency are happy with the drops they are getting. The journey to maximum efficiency should also be enjoyable.

    There are several problems each of which is related.

    1.There are not enough legendaries and sets.

    2.There is no gradation of legendaries. All legendaries should be good, but their needs to be lower end legendaries and sets which are more common which help you to progress to the elite legendaries.

    3. There are few low level legendaries and sets. and even if there were they would not drop in inferno, Low level gear is important for progression----it gives an incentive to try out other characters. I want to see good gear in inferno but i don't mind if i pick up gear which is awesome for a low level character.

    4. There are two types of people playing now. Those who use the AH and those who dont.

    Those who dont use the AH want a legitimate way to progress without using it. ATM this is quite difficult. Finding gear with MF on it and good stats is very difficult. But u need very High MF to get a good chance of legendary and set drops.

    The Bottom line is this; Diablo 2s Itemisation was far better than D3. The Devs should have copied the essential components and tryed to improve on them. They didn't they changed MF and Didnt make nearly as many sets legendaries or as well as grading the legendaries into classes of accessibility on the basis of how godly they are. The chance of a legendary should vary depending on what legendary we are talking about. And some legendaries the lower end one should be available to almost EVERYONE who plays. No matter what difficulty they are playing.

    If you clock normal difficulty and never see any kind of legendary item!! even a low level one! then there is something seriously wrong with itemisation!

    FTR ive played over 130 hours im para Level 8 and have not seen a single legendary drop since ive been in inferno. Right now im trying to farm for MF gear but in about 10 act 1 runs ive only found MF gear which would require me to sacrifice quite abit of DPS.

    Yes i could use the auction house to do this but i would prefer not too....--its just not satisfying.
    Posted in: Diablo III General Discussion
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