Agreed. Why is there no gallery feature to flip through the pictures easier?
Appreciate the work involved nonetheless though.
Agreed. Why is there no gallery feature to flip through the pictures easier?
Appreciate the work involved nonetheless though.
Quote from EntyLOL just to point out a few of the intriguing lines
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Siege Runekeeper
- X1_MastaBlasta_Rider_Boss_Event_ChronoTrigger - Rekkar
- X1_MooMooHalls - Slaughterhaus
I'm not a fan of Chrono Trigger, nor have I ever played it but I have heard about it. Anyone care to explain these two lines? Do they mean something.
Quote from StoneTheRock
Quote from itirnitii
Why do they have to make paragon account wide? Why not just make the highest MF/GF bonus of the entire account apply to all characters.
If they made no changes to paragon then that would be fine. But:
There are talks about making Paragon levels account-wide, so that you don't feel like you're losing experience while playing your Paragon 100 character. Also potentially adding customization like stat allocation to it
If additions to the Paragon system are made, people that already have the required Paragon level will get the rewards on patch day
If you get extra bonuses like stats or even in game perks, then you'd be back to feeling like you're playing the game wrong by not being on your highest paragon.
0
0
0
0
What if I have rare items that have: primary stat + trifecta (IAS, CD, CC) and All Res?
If there wasn't an inflation in stats no rare would ever be better than this as rares can't have this quintfecta any longer.
0
0
Right now we have quadfecta gear which is no longer possible in the new system on most items I presume. Will those items flesh out into the divided categories or just remain the same? How does this work exactly?
0
0
1
Not to mention that if each legendary is being given a unique ability, it seems overly deceptive to see another player wearing legendaries when they don't actually have those unique abilities that are supposed to be specifically attributed to said legendaries. It kind of has a disjointed feeling, that I'm sure I will adapt to but won't ever truly feel quite right about. It almost feels like these two new features (transmog and new legendary passives) have a conflict of interest as far as perception goes that I think Blizzard usually tries to avoid but is definitely being overlooked here.
An example that would apply, if transmog existed now, might be seeing someone using a FireWalkers skin over another set of boots, but not seeing any fire trail being left behind. It just has a blatant mismatch feeling to it that I don't particularly care for. It ruins some of the mystique that these legendaries are supposed to carry in their own individuality. If you thought the Firewalkers were ugly and just wanted to cover them up with the skin of a tier 8 boot skin, no big deal there.
On the other side of the spectrum, I want to clarify that I'd be fine with Firewalker boots that were covered by a tier 8 boot skin, to still display the fire trail passive effect, because at least you are actually wearing Firewalkers. It's a little deceptive, but at least the effect matches the actual item equipped to the owner. So if I see the trail I know they are Firewalkers underneath the transmog skin. It's deceptive, but it's a deception to a lesser degree that has a clear logical flow that leads to a clear logical outcome solely based upon immediate visual inspection.
I would have to argue there is a delicate and subtle finesse to this situation that the devs are overlooking.
0
With BoA legendaries, everyone will be playing on an equal level sharing mutual experiences within the confines and limitations the game has in place. I'm not ostracizing myself, I WANT to be able to play with anyone at random and have had the same mutual experience. To share in mutual triumphs and commiserate over items we have not yet found.
As I said before, trading causes the entire community as a whole to gain stat boosts because legendaries flood the market (which wouldn't exist without mass trading) and cause oversaturation of easily exchangeable items. This overarching boost in power effects everyone who trades by a significant margin. It's not on a case by case basis, it's a systemic problem of a global bartering system. Everyone gets stronger collectively as item irrelevancy becomes prominent amongst the lower echelon of items quicker. Any new player that starts playing Diablo 3 very quickly becomes as strong as whatever quality of legendaries has floundered their way to the bottom of the bargain bin, instead of slowly building their way up by finding their own stuff. That bar keeps lowering as time progresses because there's just this huge pool of excess legendaries in the global market that there aren't enough players to create enough demand for (which bots also contribute greatly to). It is a system that gauges how strong a player is not based on how long they have been slaying monsters, but by how long the global economy has actively been in effect.
Keep in mind my position is willing to compromise with ideas involving smaller scale trading. I'm really only arguing against a global economy.
0
Even then you can't be 100% sure that the people you are playing with aren't trading with others when you aren't around. The game doesn't enforce it, so you have no foolproof way of knowing for sure.
If you don't care that you are playing with traders, then it's a different story. But don't say it has no bearing on your gameplay experience, because it without a doubt does.
0
Even with my viewpoint though "necessary for D3's survival" is definitely an overstatement.
0
0
If they played longer, that is fine and fair. It's a false analogy. As long as the game's constructs are similar for both players it is fair game. How long one chooses to play is not a game construct.
0
If legendaries are tradeable they flood the market and over time become too abundant and too accessible to everyone on a scale that dwarfs their designed integrity. This is especially true when you consider botting, third party sales, and pay to win which is all hindered greatly and effectively by BoA. When this happens the overall strength of the community as a whole rises by a large margin. This means everyone you play with, despite your efforts to play self-found, has a higher level of power. When you play with them, they kill monsters faster thereby impacting your rewards; both experience gain and item drops. So, even if you try to keep to your own drops, you are still affected unless you play completely solo or isolate yourself from a large percentage of the player base (people who trade); neither of which make sense from a design standpoint in what is supported by Blizzard as a game with an emphasis on the multiplayer experience. The idea that you could join a game with anyone at random and know that they received their items from actually playing the game is an invaluable and mutual experience and also a legitimate concern shared by many. Again, this is even more reasonable when you consider that Blizzard greatly supports Diablo 3 as a multiplayer game. This indeed affects almost everyone in some fashion or another whether they care to admit it or not.