I really liked the blog post, I like the way they are going with it.
I'm really concerned about one-hit deaths in Inferno, even with appropriate gear. Hard can be achieved without one-hit kills, and that they identified 'Spiky-ness' as an issue and llok to restructure around that rather than simply nerf is something I am hopeful about. As it stands, it also discourages playing as a party in Inferno, which I really hope they are able to address.
I think (so far at least) they are addressing the QQers, very different to pandering to them.
I would've liked to see more about UI systems, in particular chat and the AH as it is currently.
I would have also liked to see what they think the economy is going to do. Their 10 item limit system encourages stuff to be sold for peanuts, becasue less proceeds with far higher profit means more gold for those farming.
I can't see the artisans being effective throughout the levelling process while that system is in place. I'm pretty concerned that the economy is going to tank.
Quote:
Originally Posted by System
I don't think you fully understand how item level works.
But your concept is close enough
System, what else is there to it that he is missing? Explanation or link?
Regarding Inferno:
I quite like how it is as it stands, but that's only because I have the time to grind out better gear to survive said "damage spikiness". The issue here isn't that the mobs hit too hard, it's that they can suddenly drop your HP by a lot in a short time with no means to recover in time.
How I see it, there are only a couple of ways it can change as it stands.
1. Gear up to the point where you can reduce 70-80% of the damage. For a regular person with a 9-5 job, they simply do not have that time.
2. "Nerf" Inferno so that they don't hit you so hard, but they hit you faster. Sounds like what they are planning to do, with gradual damage coming in, instead of a Full HP -> Half HP kind of deal.
RMAH or GAH:
With regards to point 1 above. The AH function serves as an accessibility tool to the greater masses, and also with Blizzard's belief that they should be keeping people IN THE GAME, not alt-tabbing to check a spreadsheet or searching a web-based AH for their gear.
I think this is where said elitism also creeps in. I spent more time, I farm, I am better than you because I spent more time. You don't deserve the gear so easily just by buying it off the AH.
I LOVE the AH. I think it's a great tool, and adds another element of "fun" in searching for gear. And you also need some degree of farming (IN-GAME OR REAL LIFE) to get money for better gear.
That still doesn't mean that it's EZ mode through Inferno. There are retard checks in this game, desecrate, fire chains, molten etc. They are all your typical retard checks. Basically, don't stand in fire.
I believe these are the 2 biggest issues that the community at large seem to be upset with. Ultimately, I think it is a step in the right direction.
When I first started inferno, I thought it was hard, but then I realized that it was my retarded gearing that couldn't get me through, and it was EZ mode.
Then came act 2, that was a HUGE step up, but then I realized I gotta play smarter, don't be a hero like you are playing in Normal or Nightmare.
We also learnt that we needed better resist, hence the shift in the itemization meta-game, if I could use the term loosely. Resist gear is selling really well on AH now.
Maybe soon enough we will see, Life Regen, Life on Hit, Spirit to Life conversion (for monks) etc. priorities for itemization.
Finally, in response to System. Perhaps you could enlighten everyone else about what I missed out instead of just saying it was "close enough".
I did fail to mention that (at least this is how I think it works) a iLvl 63 item will have more "points" to spend in terms of stat allocation compared to a iLvl 62 item.
Even the most geared player will get eaten alive without the proper skill set and play style. On the flip side, a good player who never gets hit will eventually take down any boss regardless of gear.
Yea I agree with this idea, this is what it should be like when you hit inferno. It would make sense to need an improvement in mechanics / skill to get better and advance and not just good gear.
But right now this isn't the case, hence all the QQs about needing the gear / grind to progress. Came across this video and this guy sums it up quite well.
Yea I agree with this idea, this is what it should be like when you hit inferno. It would make sense to need an improvement in mechanics / skill to get better and advance and not just good gear.
But right now this isn't the case, hence all the QQs about needing the gear / grind to progress. Came across this video and this guy sums it up quite well.
I dc'd earlier, when I came back my quest was set to act 1 normal. I put it back to where I was up to, hopped in the game... and noticed I had 0 gold and 0 health potions
All my equipped stuff is fine, all the stuff in my stash is fine... WTF??
I thought the guy making the video from nirvana's post was spot on with the issues in D3 which made me rageroll a DH after hitting many a brick wall with my monk.
As a gamer, I enjoy getting past bosses through changing/evolving my playstyle. In a way, it's a good feedback loop where I'm learning about myself, and the game as well. But at the state that monks were vs inferno rare/elite mob spawns, I was just too highly frustrated to continue playing.
The way I see it, I'm probably just gonna grind 5 chars up to level 60 and allow the loot system and inferno difficulty to be fixed, then pick and play the character I enjoy most.
And if you end up watching part 2 and 3 of those videos, I totally agree with the points on how itemization is totally broken. Distilling everything down to just raw weapon damage is downright silly. That and legendaries have totally lost their "ZOMG!!!! I JUST FOUND A WINDFORCE (or insert any other iconic D2 unique name here)" factor. And honestly, that was the bloody core of D2, which is sadly missing in D3.
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Life is short, why waste it on sleep.
Yeah, they wanted to change it so you didnt have to rely on certain items too have a build be succesful, but they've greatly undervalued the stats on legendaries (Pretty obvious with blues/yellows being better) and thus made a great portion of the legendary items useless...
Legendary items should be just that... Legendary. You want people to be in awe that you have such an item, and not have them drop like candy ;__;
Set items notably drops from inferno act 2 onwards where the chances of lvl 60 gear drops increases greatly from act 1.. I've score an immortal king's helm which rolled a +70 strength.. Set items now needs to have good rolling too in order to be good, and if you roll shitty stats its as good as a garbage item unless its an upgrade over your current gear despite garbage rolling!
However, set items usually suck as 1 pc, the 2 set pc special adds + 130 dex for monks ( not sure about the others) but that's usually what will make someone wear a 2 pc until you get some epic-ly rolled act 3-4 end-game rares !
Something weird that I've noticed. The items I get are almost always 5-6 levels lower my level. Currently in nm act 2, an while it's not been tough at all with the stuff I've got (most level 30-32 things), I remember in d2 when you would get stuff that was below,above and round about your level. Never had a drop that has required me to level up at this point in d3. Think this was the reason why the smithy was useful for me when a lot of people were complaining about him, even if the item was not unbelievably good, the stats were just way better than anything that dropped and could carry me through the whole act.
At the same time you go into the auction house and the stuff at your level is just way better, and they were probably obtained by people at higher levels to pass down. Quite sad, you can kinda get a hint of what they are trying to do Not exactly game breaking, but it's a bit weird to be on level 40 and have stuff that is mostly level 30-ish to level 35 at max.
Last edited by Daboo; Thu, 31st-May-2012 at 9:07 PM.
Basically, the D3 Dev team are sorry for writing the games codes in a way that makes it hard for them to edit/change. How do you mess up from the old bnet to the new bnet 0.2? I thought the sc2 chat system was bad enough but the D3 chat system is just.... I wish they will remember "If it ain't broke, don't fix it."
As for numbers cluttering, just make it an option to see those numbers like what they did with damage numbers and party members hp.
Patch 1.00 to 1.02 seems like the actual first open beta to me. With the complete game maybe coming out on 1.1. I'm hoping 1.03 will fix a lot of things. I don't mind giving them time to work out the kinks. It's just I'm not too optimistic about the changes so far.
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Early game loss = Cheese
Mid game Loss = All in
Late game Loss = Imbalance
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