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    posted a message on How do you guys feel about Bounty and Rifts?
    Right now it's VOTA for essence, Festering > FoM > Crypt (if exists) for experience. There is nothing else.

    At least bounties and rifts are random and offer different sceneries and monsters to fight. Bounties are everywhere in all acts so you can choose which ones you want to do. Not really sure I am understanding what the downside is.

    Monster Density could be a valid complaint, but it has nothing to do specifically with Rifts and Bounties.
    Posted in: Diablo III General Discussion
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    posted a message on Why Can't Unique Armor Have Unique Visual Effects?
    I still want to echo that I think transmog is great to be able to change a legendary that you find ugly into just a regular piece of tiered armor. There are over 10 choices now for each character class as far as those options go. But changing a legendary into another legendary or a non-legendary into a legendary has a duplicity that I personally cannot get behind. Seeing other people running around wearing legendary skins for legendaries they aren't actually utilizing kind of kills the lore aspect for me.

    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.
    Posted in: Diablo III General Discussion
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    posted a message on Transmog Removes Unique Item's Visual Uniqueness/Value
    My feelings for transmog are completely mixed. I like it, but I also hate it.

    I am kind of against the idea of items taking on the skins of legendaries, but not necessarily against making a legendary look like a regular tiered piece of armor.
    Posted in: Diablo III General Discussion
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    posted a message on Travis Day on "Legendaries/set items being soulbound"
    The "use self-control" line of thought is tired. What boundaries Blizzard chooses to enforce in the scope of the multiplayer experience matters to many. It may not matter to certain individuals but it matters to a lot of people in the community what stance Blizzard takes. It matters to many what experience they are going to have in relation to their friends and in relation to the entire community. You can self-impose your own standards, and even if you have the self-control to enforce them on yourself, it can have a psychological toll on your experience if you know all your friends and the community at large are playing a completely different game on a completely different level. For many people that subconscious nagging ruins the experience. It may not be that way for some, but it is that way for many.

    If you take this line of thought further you could just remove all boundaries. Blizzard could just put a FAQ up at the beginning saying that it is a sandbox game and you can impose whatever limits you want to optimize your fun. Add an NPC that creates infinite gold, create an NPC that dupes items for you, increase legendary drop rate to whatever you want it to be. I mean what you choose to do doesn't effect anyone else right? It's all about your fun. If those NPCs ruin your fun show some self-control man!

    But there in lies the problem. What many consider fun is based upon what is happening in the game at large within the community. To dismiss that just because your personal fun isn't being infringed upon is just as selfish in a sense.

    You can keep pushing this "if trading is not fun, then don't trade" rhetoric all day long, but if I am not trading and my friend I play alongside is and he is killing monsters three times faster then me, that affects me. My personal fun has been compromised because I can't ignore that. Him killing faster effects my experience gain and my drops since monsters die quicker to the actions he is partaking in outside my gameplay. The boundaries imposed upon him being inequitable to mine outside of our game together has infringed upon my ability to share a common experience with him in the context of the game at large. For many, that is the fun of the game, the ability to share a common experience with the community imposed by the boundaries of the game itself on everyone mutually.

    Many people care about the structure of the game as it is defined and enforced by Blizzard and want to play a game where everyone in the community is held to the same standard of play. For them, therein lies their personal fun. It enforces a sense of camaraderie that we are all playing the same game with the same limitations. What those limitations are defined at matters immensely.

    I am not using this argument to make a case for whether trading should or shouldn't be allowed. If you want to be able to trade and want to make a case for that in the context of the game, fine. I am all for that. But, please, talk about it in the context of finding loot and feeling a sense of reward in doing so. How do these choices affect everyone and their ability to share a common experience? But don't use that "self-control" argument as if it had any relevance. Boundaries set by Blizzard matters. What people around you are doing in a multiplayer environment matters. It may not matter to you, but if it matters to even just a minority it is still relevant and not dismissible.
    Posted in: Diablo III General Discussion
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    posted a message on Travis Day on "Legendaries/set items being soulbound"
    Quote from Game Over

    Quote from itirnitii

    Quote from maka

    Quote from itirnitii

    I also want to also state that this is a system that would affect me adversely too, but I still support it. I too want to look at my friends characters and be jealous too of something they found, that I yet haven't, and know that I can't just instantly gratify myself with my very own version within an hour's time. I wouldn't be as impressed that he owned it in the first place if I knew that I could just go trade for it and get my own relatively hassle-free. I crave that experience that makes me see an item I want on a friend and encourages me to go hunt for my very own on monsters, instead of a trade channel. Then to know that when I finally find it, it will be that much savory of a victory.

    All this shows to me is:

    #1 - you're jealous of your friends' gear (wtf, jealous? really? talk about misplaced emotions...), which is weird;

    #2 - you have no self control.
    I've played self found since release, but I understood the people that said that they felt "forced" to use the AH even though they didn't like it; the self found experience was so frustrating that I totally understood if some people just couldn't be asked to 'suffer' through that.
    But, if they do things right, and with the demise of the AH, playing self found will be a blast, and nowhere near that level of frustration, so I can no longer sympathise with that way of thinking. Now all it takes is a tiny amount of self control.

    It's not fun for me unless everyone else is doing it the same way.



    You have to be joking, get over yourself. Do your thing let everyone elce do what they want.

    You are misinterpreting me. I am saying that a level playing field is important. I'm not saying everyone has to play my way. I am saying that it's not a sandbox game. There has to be boundaries in place to preserve the rewarding experience of finding a legendary. If you increase legendary drop rates so that players are finding their own legendaries and also try to make it so that every legendary has amazing stats by limiting the randomness to their affix rolls, you cannot have them be tradeable. They will just end up being everywhere and they will all be so amazing they'll just trade for nothing. Then where is the fun in trading when nothing has real value? You can't have (1) legendaries drop at a frequent rate, (2) have no bad rolls on legendaries (3) have them be tradeable, and (4) have the experience of finding a legendary feel rewarding. It's asking too much. Something has got to give.

    With all the problems trading causes: duping, scamming, pay to win, botting... I think the answer is obvious. It is a sacrifice, but I think once people give it a try and put their fears aside they will find it will be for the better.
    Posted in: Diablo III General Discussion
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    posted a message on Travis Day on "Legendaries/set items being soulbound"
    I have been in agreement with legendary and set items being strictly soulbound for a long time now and have been a proponent of that for a long time. I am glad that Travis Day agrees with me on this as finding a legendary should actually FEEL legendary. If any item is tradable it automatically becomes trivial because when thousands upon thousands of people are playing every day that item will just be everywhere and so easy to obtain it can't possibly feel good to own it and have found it yourself. You can't have your cake and eat it too on this one.

    It makes even more sense in the fact that they want to make every legendary good and useful and not have crappy rolls on it. Everyone wants legendaries to feel legendary and have very low range on affix rolls and also drop often enough to not be extremely scarce, but you can't have that if the legendaries are tradeable because it makes them too abundant and obsolete.

    We all want our characters to feel unique, and making legendaries soulbound on pick up proliferates this. If legendaries are used to open up new builds, then when you are using that new build because you actually found that legendary then in a way that build becomes inherently unique to your character. Your friends can't just trade for the item and use that build within the hour. If they want that build they have to put in the work and find that item themselves.

    Think about set items as well. When you see someone with all the parts of Tal Rasha or Immortal Kings you know that person actually FOUND all of those set pieces making the set bonuses that much more impressive. They didn't just trade for them all with ease. It actually has inherent meaning to own them all.

    Think of how much more rewarding finding a legendary will feel when you factor in all these things.

    Let's not forget how soulbound legendaries will negatively affect duping, botting, scamming, and pay to win. Totally worth it.

    I am really excited for this change and I know that the majority do not agree with me on this but I hope that this will make it into the final product. I'm sure everyone will whine though and it will get overturned, but one can dream.
    Posted in: Diablo III General Discussion
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    posted a message on Why so many slows?
    Right now slow is useless because with life leech you WANT the monsters to come at you fast, so you can just stand there in huge mobs and be invulnerable. If you slow the monster down you are just slowing down yourself.
    Posted in: Diablo III General Discussion
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    posted a message on is it possible to do mp10 with no LS no LOH no LS skilz? video..
    When you encounter a post you don't like there's always the option to just ignore it...
    Posted in: Diablo III General Discussion
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    posted a message on Guess the name of the new difficuly in RoS
    Quote from deleo

    Torment looks like a new name for a merged nightmare/hell, seeing alot are if im right nightmare achievements.

    Tho, id figure they need to implement a new difficulty to facilitate the new levelcap. Inferno being the endgame for vanilla players and a leveling zone for 60-70. Doubt its a challenge for a level 70 if a 60 can do it. My guess is that youd still end up with a minimum of 4.

    normal 1-40, torment(?) (40-60), inferno (60, 60-70), SUPERSERIUSINFERNO(70).
    That, or they change inferno to hell, and buff infernos levelranges. Or they kept hell and named the new difficulty torment and switched achievements to the hardest difficulty. God knows what theyre doing over there. But i guess nightmare is atleast getting the boot. Good riddance!

    Don't forget there is a new Act. So there's more experience to be had in each difficulty because you have to play through a fifth act.

    For instance you might finish Normal at 35 instead of 30. And the second difficulty might end at 60 instead of 50. While the third difficulty can finish the last 10 levels.

    Then if you want challenge you just turn on Monster Power for 70+
    Posted in: Diablo III General Discussion
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    posted a message on Wyatt Chang on Combat Philosphy
    I'm so tired of people thinking Reflect Damage should individually shoulder the burden of being some anti-glass cannon mechanic. If Reflect Damage is the only thing stopping people from ignoring defenses that's pretty bad game design. It's the responsibility of the entire game as a fulling functioning combat driven entity to reward or punish certain character philosophies. If someone chooses to play a glass cannon character, they should reap the rewards and suffer the consequences of that choice in almost every monster engagement; not just a select random few that carry one monster affix designed specifically to counter it.
    Posted in: Diablo III General Discussion
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