• 1

    posted a message on Where do you see gear pricing going when Blizzcon comes?
    I have a dream! That an items value will not be judged by its price on an open market, but instead by its individual characteristic propensity to slay monsters with your characters. /rant

    ._.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Where do you see gear pricing going when Blizzcon comes?
    ^Agreed.

    I think this is where my disdain for trading for the most part comes from. Forget the economy aspect people. It's not what the game should be about. It should be about finding items and determining how useful is that item to you, not what value does it offer in an economy so you can trade for what you really want.

    I say this as someone who jumps through hoops and plays the economy game myself to somewhat of an extreme because I hate the feeling of being left in the dust by people who do. I am competitive by nature too much for my own good.

    I recognize though that people like to find items and share with their friends, so it is difficult to reconcile that aspect of the game as I do agree that should be something that doesn't disappear from the game; but I also really hate the economy aspect and wish it would just vanish. Items should have no more value than how they can be utilized by you or possibly to your friends if you shared or traded with them.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Wyatt Chang on Combat Philosphy
    Quote from maka

    Quote from riptide

    Quote from maka

    Why are you not considering that they might just fiddle with the % of damage reflected? I think that's a possible solution.

    Because it's worse than a flat dmg as a solution.

    We already know they don't want any 1 shot mechanics, at the very least on normal elites, and that they are focusing on more constant dmg(than we even have now) and less burst. They aren't going to make it so reflect dmg can turn on and you kill yourself a % dmg will certainly do that.

    That would make it so early on when you're gearing up, it's a free mod that may as well not be there. Meanwhile when you're at the gear ceiling, you 1 shot yourself. So what they would have to do is impose more rules to make that solution work. That seems like more work for little gain.

    Besides a flat dmg increase makes your character feel more powerful as it gets gear. Instead of the % which makes you feel weaker and goes against the whole idea of the game. The only way you can outgear a scaling percentage of incoming dmg is to have a scaling percentage of incoming healing. Which they don't want anymore.

    So, it's a problem that the % reflected is a free mod when you're gearing up, but it's not a problem that the flat damage becomes a free mod when you're geared?
    Yeah, no contradiction there.

    Also, I don't 1-shot myself anymore on RD, so, if you do, maybe you should rethink your character.

    In the situation behind "% vs. flat damage" what needs to be ultimately accomplished is having it be difficult when you're starting off and not well geared, but then when you become better geared it is less difficult but still somewhat difficult. When comparing these two scenarios, we have to ignore life steal, because in RoS that won't be able to be counted on so readily to counterbalance the incoming reflected damage.

    To me, flat damage is a lot easier for Blizzard to manipulate because it takes one variable out of the equation: DPS. All they have to do is look at EHP when determining a flat value returned to your character as damage. All they have to do is consider these extremes: (1) what damage a character with low EHP would take and (2) what damage a character with high EHP would take and pick an appropriate flat damage rate to return. Because there's only the variable of EHP they can easily pick a flat value that is punishing no matter what your EHP, but different degrees of punishing based off that EHP. They can easily pick a flat value that is neither overwhelming or negligible.

    When calculating a percent of damage you throw in that extra variable which concerns the character's DPS. What would a character (1) with low DPS and low EHP (2) with low DPS and high EHP (3) with high DPS and low EHP (4) with high DPS and high EHP. Factoring in DPS creates a more compelling mechanic concept, but it also creates possible imbalances if not done properly. Note that I am not saying it can't be done or that it shouldn't be done, I just think it is a lot more difficult for Blizzard to balance.

    So the question lies really in whether or not Reflect Damage should be a mod that punishes high DPS/low EHP but is more or less ignored by low DPS/high EHP, or should it just return a flat value that is easier to balance and punishes low EHP more than high EHP but is difficult no matter what. I think both individually are possible it just depends on how Blizzard wants Reflect Damage to ultimately work as a game mechanic, but to me they are mutually exclusive and can't work in tandem. One gives us a more compelling dynamic that can be extremely punishing or completely negligible while the other is easier to balance and if done properly will always be different degrees of punishing.

    I personally like the flat damage choice, because I find dying to one mechanic based on gear choices to be pretty excessive. It doesn't feel good to be to have to stack EHP just because I might run into one affix when otherwise if I never saw it I would have been fine without the extra EHP. I don't think one affix should hold that much individual power to influence gear choice. But it should also be noted that reflect damage pulses so maybe it is fair to have it be that punishing since you shouldn't be attacking when it is triggered? That's really up to Blizzard to decide if that is to be the deciding factor. But then again, I don't like the idea of it being negligible either by just stacking enough EHP in comparison to your individual DPS. A flat damage return would be easier balanced to not cause that to happen.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Loot 2.0 and Trading
    It already has a "subject to change" clause. But it still feels bad and hurts their image, no matter how justified Blizzard is to do it.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on Loot 2.0 and Trading
    Just to supplement what Shaggy and Kage are saying, remember too that Blizzard makes a profit off these RMAH exchanges. So if they are profiting off someone who spent $250 on an item (about $40 of it going to Blizzard) and then they want to nerf the effect that item provides, that person is then mad at Blizzard and has a pretty valid complaint, even if they were prior warned. Then people criticize Blizzard for just trying to steal their money and it's just not worth the hassle for them, especially when they just want to make the game better and balanced without their hands being tied.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on New ability caps
    We have to remember that these caps are just from gear. Paragon levels are going to raise this potential as well.

    What was it? 50 points in Crit Chance % for +25%? 50 points in Critical Hit Damage for 100%? That makes Crit 65% and Crit Damage 350% max.

    We also need to take into account MP is probably not going to work the same. I think the intention is to get away from huge HP inflation in Monster Power and make the monsters actually harder to fight, as in their abilities used to actually kill you change. So you won't need outlandish amounts of damage to kill them I would assume.

    That's my take. I like the caps, it will make gearing more interesting and multidimensional. Each slot will not stand independent from all the others to determine its worth to you as a character. You have to factor in all your gear, because if you've already hit a cap (or a few), you won't just want trifecta, and you can use that other affix option for something else you otherwise would not have and not feel punished for going standard.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on 11 x Paragon 100
    Quote from Fess

    Quote from Solmyr77

    Quote from Fess

    Quote from Solmyr77

    Not exactly on topic, but I already wondered, why they consider dead HC chars to transfer xp. If they would allow that, people could -in theory- transfer almost infinite xp. Just let those chars die at p100 and start fresh.

    considering the time it takes for an average player to hit 60(100) on HC, and the expansion & updates due in 6+ months, i'd say your use of the word infinite is a little off base. Has anyone even hit 10 pl100 HC chars?

    That's why I said "in theory". I'm not someone who would do that, but I guess, there are some (literally) hardcore guys out there with enough time at their disposal ;)

    The thing about theiroies is they tend to involve logic and reason.
    The world first HC PL 100 took what, 3+ months? That was a year ago from now, so even if his speed increased 10% with each new character, he'd still have at most 7 PL100 HC characters. Theories usually involve logic and reasoning.

    I think someone is close to all 5 classes P100 HC. But that's the most I've seen. I don't know if anyone has gone further.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on The reason they're removing the ah for loot 2.0...
    Auction House was just too convenient. That is the real issue. Trading is okay, but it can't be so streamlined that you automatically know what the best option is for the item you want and can have it in literally minutes after you desire it. If you aren't finding 90% of your items for yourself in the game, it just isn't satisfying. Without this super streamlined auction house machine, they can raise drop rates and hopefully make really great items bind on pick up so that when you have it, you feel proud that you found it or created it, and everyone knows that because there is no other way. It's something to be proud of owning, not just another easy access item you bought in an instant off the auction house. It doesn't leave a positive impression on anyone that way really.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Gold Auction House and Real Money Auction House SHUTTING DOWN!
    This is great news, but I am still scared about getting scammed using the trade window.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Things Blizzard did wrong in the Console version (imo)
    Quote from Ludo_frodo

    Nobody and nothing can satisfy everyone. It never happened and not going to.

    Thanks for sharing something so meaningless.

    Well everybody, that's a wrap! It's official: Nobody and nothing can satisfy everyone. There's just no longer a reason to exchange ideas. Let us finally begin with the shutting down of every forum on the internet.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.