Hopefully D3v, similar to how they are finally making a vanilla version of WoW. Would be interesting to see how many players truly liked the original version of D3 more than the current version. At least it would give them some more solid info on player preferences before they make D4.
- TianZi
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Member for 11 years, 3 months, and 19 days
Last active Wed, Jan, 23 2019 02:28:11
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Sep 17, 2015TianZi posted a message on Rank #1 Barbarian Clear, Zero Crit Shenlong's MonkPosted in: News
I ran a somewhat similar build earlier in the season, but without BP or partheons. I preferred using unity + strongarms. Had some differences in skills as well. Overall didn't feel competitive to U6 though, so eventually just re-gered that monk into a simple gen build with sages to farm my DBs while doing Grift with the regular U6 setup.
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Sep 3, 2015TianZi posted a message on Reddit Q&A Round-upPosted in: News
That answer on multiplayer vs single player is really kind of sad. Their perspective is placed entirely around friends, when in reality many people that enjoy single player need to join public games or screw with their real life schedule in order to play in groups.
It's not just more efficient, it's that 4 players that are terrible at the game would be more efficient than the best player in the world solo'ing.
If your friends aren't on, you shouldn't have to add random players into your party to stay semi-competitive.
The gap is just way too large. I mean why is there even a solo leader board when all the solo players are in groups to gain the gear and paragon exp that they use in solo.
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Jun 23, 2015TianZi posted a message on Patch 2.3 Preview and PTRPosted in: News
To be completely honest, I wasn't expecting very many big changes in the near future. What makes it more interesting is that so many big changes are all being put into the same patch.
Hope they pull it off well.
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Jun 23, 2015TianZi posted a message on D3's Biggest Problems?Posted in: News
i kinda disagree ..the leveling process, yes it feels nice, but it is something what you should only do once.. you go through whatever you want and you are done (if you like it, you DO HAVE the option to do it again).., if you were forced to lvl up every single character through story mode with no boost etc.. i guarantee that there would be much more ppl complaining..
I think leveling should be completely removed from seasons. However, if leveling is staying in the game than it should be relevant, and about finding the right gear and skill to level. The start of the season went like this:
Spend like 5-7 hours to level
Take like 3-5 hours to gear enough to farm T6
Do Grifts over and over again
The leveling right now wastes more time than gearing your character for the highest content outside of GRifts. It's clear that the whole game revolves around GRifts. So if leveling is going to be a thing, it needs to be relevant rather than just a pointless time sink. Otherwise they would be better off just starting players at 70 and just let them start GRifting.
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Jun 23, 2015TianZi posted a message on D3's Biggest Problems?Posted in: News
Something to keep in mind is that it's pretty much impossible to keep D3 as a truly competitive game. The main reason is that it's a loot hunt game, meaning loot has to be worth farming for. Same goes with paragon exp. At the same time, anytime players stats are no longer equal, skill become less and less important, while luck and amount of time played becomes more and more important.
When you look at competitive games, the playing field is nearly even for all players. Differences go as far as cosmetics, and that's about it. D3 has too many layers of separation between player base. Looking at just armor you have:
No set
Wrong set
Right set non ancient, wrong rolls
Right set non ancient, right rolls, low rolls
Right set non ancient, right rolls, high rolls
Then on top of that you have the whole thing in ancient form. And then there's weapons, following a similar pattern. Paragon levels is one more level of character disparity between players. Realistically people can't compete out of their own gearing category, which leaves that game so better gear = gets further. Skill only really matters assuming gearing requirement is met.
Basically every time the loot hunt is improved (hellfire amulet, ancient items, etc) the competitive aspect of the game is worsened due to the larger gear disparity. Improving the loot hunt and making the game more competitive really can't go hand in hand unless there is a competitive aspect that doesn't account for player gear and paragon points. And if something like that were to happen, there likely would be no point farming gear.
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May 3, 2015TianZi posted a message on Patch 2.2 Discussion, Blizzcon Contests, Solo Key Farming BarbPosted in: News
D3 at launch was by far my favorite version of D3. I played a DH back then.
The game now is definitely better than it was a few months back, but far from being my favorite version of D3.
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With all the DB and bounty builds appearing these days, and a lack of cosmic strands in said builds, i figured I'd post this.
One of Cosmic Strand's main benefits is really the increased movement speed. The free teleport from wormhole isn't on the standard GCD. So even with aetherwalker the Wizard with wormhole run will travel faster than the Wizard without it.
I know most people would be satisfied with 500-600 or whatever DBs/hour, but for some easy maximizing of travel speed, cosmic strand isn't very hard to put into most builds.
Not going to put a video of it, but you can easily test it yourself by selecting the wormhole rune if you don't want to craft a cosmic strand.
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I played HC on 3 DHs back pre-RoS, and it has been a waste of time. The way hardcore is structured forces players to create over defensive characters, to the point where skill required to play is actually really low. The issue is that characters NEED to be built in a way that they will survive from lag spikes, rubberbanding, and other server related issues. Unfortunately, this results in a situation where you're geared in a way that you're pretty much facerolling everything with no risk of death while the servers are stable.
HC problems also extend more than ever now that most classes can create server lag in higher GRifts.
Finding people you like playing with, with the same play times is likely more difficult than you think. This may work for people that play 10 hours a day, but for people that play off and on throughout the day, it is very difficult to find players of similar skill with as flexible a schedule.I don't like being carried and I don't like carrying people. However, similar skilled players with a similar play style aren't very easy to find. Add in play schedules, and it becomes quite difficult.
To top it off, D3 is made in a way where players need to be in a group of 4 if they want efficiency. So when you have 3 people, you add a 4th. However, this is often not the 4th player of choice, but rather some friend of someone that was online at the time. When the ideal 4th player logs in, his spot is filled. What then? Kick the curret 4th guy out because he wasn't the top choice for the spot?
D3 needs to be structured in a way that 1p, 20, 3p, AND 4p groups can compete on efficiency. That way you can stay as solo, 2p, or 3p until the players you actually want to play with are on.
Loot wasn't tuned assuming AH usage. Many players including myself finished Infernal the week the game was launched, and the AH crashed and didn't even work most of the time. Infernal back then wearing random blues and yellows was really no harder than doing like a GR65 in your class set gear now.
I don't know how it's even possible to have issues finding 2 ancient weapons after they added in the cube this season. Pretty sure my monk had the 2 ancient Uli weapons before I had even 1 ancient armor, because the cube pretty much hands out ancients for DBs. I have pretty much all the ancient weapons for monk, barb, wizard (just missing AW ancient), and WD. I would level a character, and they gear so fast that by the time it shows I ranked on the leaderboard, most people in clan/friends didn't even know i had that class leveled to 70.
I played Monk, Barb, WD, and Wiz all to somewhere in the top 500 leaderboard at some point this season, and most of them had ancient weapons and only a few pieces of ancient armor. Ancient armor actually seems much slower to get than weapons after the cube was added in.
If you're only playing 1 class, top 200 probably isn't very high a goal for 3-4 hours a day for the whole season. Monk is probably harder than some of the others due to more players playing it, but top 200 is still a lot of slots.
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On a side note, one of the things they COULD have done was to make the season journey the ultimate season goal. Get cool cosmetic portraits depending on how far you get during the WHOLE season. If season journey took the spot of the season goal, then then could put some sort of paragon restrictions on the ladders so the ladder could be more competitive. Right now, as most people realize, the ladders are mostly about time played rather than skill.
I'm not even sure why Blizz made the seasons journey a 2 week journey while the season is like 4 months long. Then again, I personally don't think seasons should be more than a couple months long in the first place (Ideally I'd like seasons to last about a month). The end of the season journey really should have been like collect all the affixes for kanai's cube, complete lv70 solo, TX rift in 1 minute, etc.
The way Blizz did it was like go make some random achievements that players can do whenever they want, and the "season" journey ends whenever the players wants to be done with the season. I'm not even going to say Blizz set the bar low here, they practically put the bar on the ground.
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D3 hasn't been about skill for a long time, long before GRs entered the picture. The fact remains that the rifts and the gear/stats do more than players are able to overcome. The only exception to when skill *might* have been the main factor in D3 is probably during launch week, before the first set of nerfs came in. Even then, choice of class was probably more relevant than skill.
The way the game is structured isn't meant to be competitive from a skill standpoint. It's built around item hunting and paragon farming. I could reliably keep top 1% rankings in games like WoW and StarCraft. However for ranking systems such as D3 I generally only keep high leaderboard standings (I have no idea where 1% rankings would be, maybe top 100 or so?) for the start of the season, or if some class happens to be significantly underplayed.
Until the method of ranking is changed, the game is going to be about gear and rift RNG. I had 4 characters in the top 1000 solo boards earlier in the season, and they all relied on specific rifts, mostly going through like 10-30 rifts just to get a spot on the boards. I don't think any of them even took a top 100 spot aside from my Wizard yesterday.
Just yesterday I tried playing a Vrys Wizard which I really don't know how to play too well (I only played Vrys like 6 hours this season, probably a third of that sitting in town trying to figure out the skills). I happened to have decent Vrys gear in the stash from playing my DB farming Wizard, so I stuck it on a new Wizard and fished through like 20 rifts. Came out ranked 75 on the leaderboard. Of the 20 or so rifts, only like 3-4 of them were even able to clear to the RG before the timer. The rest of the rifts were just garbage. bad mobs, bad layout, bad RG, etc. Had a run on the same difficulty (GR63) take 22 minutes (and even had one I couldn't kill the RG at all), while my clear was 13 minutes. Just all rift RNG.
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From the start quite a few D3 things were effected by local settings rather than Blizz servers. The most obvious and retarded being the AH back then where the AH clock was based on local time. Honestly, wouldn't be surprised if most of D3s calculations were done client side then sent back tot he server for checks.
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It's really such an easy fix if they meant for D3 to be a competitive game in the first place. All the need is to rank based on average time of X number of Grifts in a row. Fail one, and it's doesn't count.
This way RNGing high rifts is out of the picture since you have to be able to consistently clear whatever you are attempting. So players will have to compete based on time, while playing on a difficulty they can actually clear vs a variety of mobs. At the same time it would naturally be less annoying to try for rank since at least you're playing rift difficulties you can complete.
This is the reason why PvP tournaments in most games use a "Best Of" format, so RNG doesn't become the main factor. D3 using a best of 1 rift format makes it impossible to be competitive with skill as the main factor.
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You can fix the bugs with certain plans/items/gems not dropping by reinstalling the game. Don't know which specific game files effect it, so not sure if there's any easier ways.
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I think one of the biggest things with Wizard archon damage is you need to stay alive. I only played my Wizard about 6 hours this season (4th class i'm playing), but i noticed that after dieing the chance of dieing again in a big pack seems really high. I cleared up to 57 so far, and I had 6 or 7 deaths (mostly on the RG), and as a result it took like 6 minutes just to kill the RG even with striken gem. In the parts of the rift when I wasn't dieing the clear speed was going significantly faster than the timer.
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I tried playing WD today (leveled my WD yesterday), and it definitely still causes lag with the Acid could variant of Helltooth. I was already able to cause a slight amount of noticeable lag in a solo lv60 rift. Meanwhile I've run plenty of 60-65 4man rifts on my Uli monk with double barb+healer and they're pretty much lag free (for all HotA, WW, and SS barbs), even on the very fast ~4 minutes tier60 runs we did.
This is on US server, and it is definitely not fixed.
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I dislike a lot of the things you like in D3, but I'll still be around for a long time for the game engine. Game engine is by far the biggest thing they did right, which way too many companies fail at.
Unfortunately with the direction of the game, I probably won't see most of my early days D3 fans on again. However the overall direction does appear to appeal to most of my RoS friends, so there's still people online when I do log in to play.
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The devs could say anything and there will be people cheering. The player base of D3 since launch was split up of people from so many games that they could literally point the game in any direction and there would be a group of people cheering.
If I were to take a guess, I'd guess more people that picked up D3 at launch came from WoW than players returning from D2.
A lot of players never really cared about D2 but wanted D3 for what they advertised. The original direction of D3 that Jay Wilson tried to create was meant to be a challenge rather than a hack&slash.
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The last time i played a non-blizzard game it was a free game. And the last time i paid for a non-Blizzard game, it was a $5 game. So considering I'm playing the Blizzard games, I have high expectations for them. If my expectations for Blizzard games were as low as other games, then I'd probably be playing other games.
I spent $5 in HotS and $10 in hearthstone, and I still like to write in all my complaints about those games. Someones got to complain or nothing gets better ~_~
It doesn't matter that RMAH already covered the expense of all my Blizzard games and computers to play them for the rest of my life. If I'm playing a game, I'm going to complain when there are things that I think need improving. Other games get plenty of complaints too, it's just harder to notice because most games have a much smaller playerbase.
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I've played some DH, Barb, and Wizard this season, and I thought delrasha wizard seemed the easiest by quite a bit.
The thing is barb feels pretty RNG in terms of good rift/bad rift, and having special weapons feels pretty much required (either the 1h set or the boulder breaker). The you get to the RG and certain ones are pretty difficult to kill as melee, especially if your gear sucks. I have like 40 hours played on the barb and wasn't even able to clear 50. I never got an ancient bould breaker, I'm sure a good one would have made 50 easy.
For DH I had like 80 hours played before I even beat 50. I did have more than 5 minutes left over, but the run still felt dangerous most of the way though. If i had more act 5 mobs I easily could have lost that 5 extra minutes. Somehow I never managed to get a good ancient nats, balefire, or calamity 1h so I didn't try the nats setup.
For Wizard I had an okay rift, then spent 7 minutes killing Bloodmaw. But the main difference is that there were hardly any times where I felt like I was at too much risk of dieing. The thing with Wizard is you can use pretty much any ancient 1h weapon, or just go craft a devastator or something if you don't want to find a weapon. I only had like 30 hours played on the Wizard when I cleared 50, and that was only with 3-4 ancient items.
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You should find someone on youtube or twitch that goes over positioning and get that fixed up before worrying about your gear.
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I already played the other 5 classes, and Monk, barb, and even WD felt much weaker until I was able to get some keys items for them. In the case with barb and monk, i needed full set in order to do T5-6 at a decent rate. WD really felt like it needed both TMF and the pet damage hat in order to properly do even T4-5. Though wizard is the last class I'm playing, I did happen to have 3p Vyr's set already from playing the other classes, so it's really not a "fresh start" even though I just started playing the character. I'm using Vry, Aug, and Borns on my Wiz now.
Something I noticed about wizard is that it can deal pretty solid damage, yet a lot of damage is taken in the process (in large part because i'm playing as a melee or short range archon most of the time). I considered dropping glass cannon, but at the end decided to keep it since it seems once enough affixes are on the ground, i'm pretty much dead (or take a long time stutter stepping and kiting). It seems like one of the "kill before getting killed" styles of play, somewhat similar to leap quake where the barb actually has no healing aside from globes and a bit of LoH from paragon.