Well it seems that Blizzard is to completely revamped the end game with its paragon system.
Are there any players left here?
I came back to the game after a break and read about the change Blizzard is making to the game and I've to say that they are building something in fact quiet solid with it.
Just to give credits when it is deserved, I feel like I may play the game for quiet some years (not in a hardcore manner I'm finishing nightmare with my five classes) they are making a lot of good balancing acts when it comes to skills and runes.
They added quiet some option for the end game with the paragorn system and the "monster level" selection screen.
Well I'm not a good player, thought love H&S. Having invest some time in Torchlight 2 I would give credits to the choice Blizzard teams made.I haven't played it in months. And probably won't.
Just as I predicted prior to launch. Due to the lack of character customization (no skill points, no ability points, nothing to do when leveling up, nothing to differentiate your character from everyone else, etc.) I just grew bored with the game.
Diablo 2 kept me interested and playing for over 10 years. Diablo 3 couldn't keep me interested for more than 2 months.
Perhaps if they release an expansion pack with skill trees (that use skill points) and allow me to at least somewhat customize my character with ability points at each level up, I'll get interested again. Part of the fun is playing with non-optimal builds, wacky builds, theme builds, etc. and living with the consequences of your choices.
Regards,
SB
Er you don't need any legendaries to complete inferno. In fact after 1.05 I'd call inferno easy. And legendaries now drop at a pretty decent pace, that doesn't mean a legendary item is good (I've got a stack of brimstone as a testament), but they do drop. You can probably buy the necessary gear to complete inferno for a couple of million gold (money you'll make on your way quite easily).
Itemization is a good system.
Actually itemization is the thing that is killing Diablo 3, because its awful. There is good interview about it with Brother Laz
http://www.incgamers.com/2012/11/pa...s-work-his-diablo-median-xl-mod-and-diablo-3/
I don't agree with that. Starting a new character makes no sense in the game, the people I know who more than one character per classe use them them as mule. I jump to your point about the stash, indeed they have to make the stash bigger, way bigger. As having multiple characters is useless you need to keep gear for multiple builds. As it is, it's impossible the stash got filled way too fast.Diablo 3 would be really good game if they change and add features like:
- You can choose what skill You want to pick when You level up, because starting new char is a chore and i feel like its insulting my intelligence sometimes why i level up
I agree, it is getting better though.- rebalance skills to make them more useful [they've changed some, but most still are useless]
I don't agree, that is not for me the issue. 6 skills keep thing easily playable. The lacking of the system are tied to the balacing issues we both agree on.- give two/three more skill slots, explained below
Why not, but overall I would prefer this to happen in the mode you are speaking about in the point below- give normal enemies skills from champs/elites
- spawn enemies from other acts in zones on higher difficulties
Agreed. Actually I wonder if they could make a fast leveling mode where skills choices are definitive. Let call that a builder mode.- make new dungeons and mode, like infinite dungeon or dungeon where You fight champs
How disagree with that- eliminite technical issues ffs, how long i have to wait for patch that fixes stuttering issue? It was pointed in beta 1.5 years ago and it still not fixed
Not my stuff but after such a long development I wasamazed pvp was not there at launch 8O- launch pvp with ability to set up private matches and options [like limit level, dps level, scaling etc]
Agreed. see above.- make stash bigger finally
Agreed, either way you limit the weapon useable per classes as for now weapon type are irrelevant cosmetic. I will go back to that and itemization at the end of the post.- add gems and make every type of item to have different property like in it was in D2
Why not, that would make trivial encounters more entertaining.- add monsters and champs skills
Agreed.- fix goddamn hitboxes and give us ability to turn off aim assist
I disagree, I would still say that the issue here is balancing. The benefit of mantra are greater than using extra active skills that is the issue.- add more skills, seriously they've bragged about how awesome their rune system is and in the end of the it end up as a buff/debuff situation, what is even funnier that for Monk all spirit generators have almost the same effects on runes just with different values, where is diversity here? Also they look almost exactly the same, except for particle effect color ..., so what stops them to add more?
Going back to itemization. I read comments from the devs where they explained why they reworked the attribute system (from attack, defense, etc. to strength, etc.). They did not wanted item to be good for every classes. That was imho a mistake. The system depends on gear, I've no issue with that (I mean playing or searching for five minutes, how high you need the dex to be to hit the dodge cap, how much hit points you need and so imo add nothing. They are right about that), the issue is that for the sake of either having a lot of diversity or enforce AH use they created too much diversity, plenty of drop are crap. How could you design a "sane" model about drop rates when the pool of "goodies" that can comes with any item is that big? The end result is that load of stuffs are plain crap.But if they would want to make this game amazing, they would have to rework items and stats systems completely, because its not only broken, its boring too. Stats should be more meaningful and give You ability to make interesting and strange builds, but now its only damage + hp and its boring, it would also give them ability to make new passives that would enhance stats or change their behavior etc.
I haven't play mp because I'm lagging behind my friends slowly leveling all the classes at the same time (and not playing that much ). Are you sure that the synergy are not there already but it is more a remain of balancing issues for example?Add synergies again and not only for Your character skills, but add skill synergies with other classes skills to make group better and more interesting [like skill combos in Guild Wars 2 for example].
I do agree it needs to get better, I believe that Blizzard will come to the conclusion that the real money AH is ultimately going nowhere, they want to sell expansions to a 10 millions buyers of the game, I would suspect that even though the game does less money as expected (real money AH failure) they won't spit on a 10 millions owners (whether they play the game or not) so they have to make things better.Itemization would need completely overhaul, because now, not only they are boring to lvl 50+, but useless, because Your uber rare roll will be useless in comparison to blue in next 3-5 levels.
Rework dps and health of all monsters, so fighting them would require skill, not dps and tank check, more arcane orb, plague, desecrator based skills, less one hit deaths.
Well I've a different opinion on the number of active skills. For me the issue is more in balancing things out. I still agree that they need more passive skills choices.About skill slots, if You think that 6 is enough, play as a Monk, You basically have to have one spirit generator skill [autoattack], one aura skill, one escape skill, one tank skill [CC or serenity], which leaves You with two real skills to choice to define Your 'build' or more fitting 'playstyle', because You cant really make builds in D3.
We need more skills that You use for different situations, not slot restrictions. For example You bind 3 different skill generators, with different effects, attack speeds, range etc, for different situations and mobs, and You need use them efficiently in combat to survive. That's the real choice in terms of gameplay, not that You get one and You are stuck with it for the rest of the session.
They've got tons of work to do with Diablo 3 and they havent even started it yet and half of year after launch already passed.
I disagree, I would still say that the issue here is balancing. The benefit of mantra are greater than using extra active skills that is the issue.
Though as I said in my previous post, they should add more passive or introduce runes for the passive. you can have six active skills, there are 3 passive, in my opinion the choices available for passive should ~half what is available for active. Done right it could may be enable choices that are not efficient now (for monks let say a mantra less monk). I agree that it is a massive rework.
No synergies at all, there is no extra damage runes/passives/items for chilled enemies for example, or casting spells in flame circle of other player wont affect any spell outcome and so on. Of course global buffs like mantras or shouts still affects party, but thats not a synergy.I haven't play mp because I'm lagging behind my friends slowly leveling all the classes at the same time (and not playing that much ). Are you sure that the synergy are not there already but it is more a remain of balancing issues for example?