Why is your opinion on the matter more important than someone else's? IE - if you don't like gear swapping you don't have to do it.
Because we are actually not interfering with how you play the game, while you on the other hand are changing or trying to change the game for us, by having things that were and ARE present in the game, removed
I enjoy how you completely ignore the rest of my post, where it pretty succinctly explains why you are interfering with my gameplay. When something in the game provides an advantage that is measurable enough to warrant using it in order to not fall behind everyone else using it, many feel compelled to use it.
Again, your way of playing absolutely does influence my way of playing - it affects the economy, which impacts my time requirement to achieve specific levels of gear or progression, which affects my choice in how I play the game. Stop pretending like your experience is the only experience, ok?
Resources could definitely be put to better use in other concerns, this is such a small issue that I really wonder how they set priorities. Dart board maybe?
Quit tinkering and driving away players with every single patch. You are removing EVERY chance for us to improve in a FARMING DRIVEN GAME. You nerf everything that will keep players here and not shoot them over to TL2 or GW2.
I choose Option 6: LEAVE IT ALONE
What are you babbling about? It's ridiculous to "have to" switch mf gear before a kill just because it's more efficient, it's not Blizzard trying to tell us how to play the game. They never do. Stop with that conspiracy, kiddo.
Resources could definitely be put to better use in other concerns, this is such a small issue that I really wonder how they set priorities. Dart board maybe?
Because a multi-million dollar company like Activision-Blizzard doesn't have multiple teams to handle different issues and priorities.
Resources could definitely be put to better use in other concerns, this is such a small issue that I really wonder how they set priorities. Dart board maybe?
Because a multi-million dollar company like Activision-Blizzard doesn't have multiple teams to handle different issues and priorities.
You win the reasoning award.
I would be surprised if they have more than 3 teams after launch, we already know 1 team is working on PVP and 1 team is working on the 1.0.4 legendaries patch. So the 3rd biggest thing is MF swapping?
This is all just because some people are so anal that they do the stupidest things just to get an edge, like swapping gear mid-fight. If you wanna stack MF, do it like normal people, and take the drawbacks that come with it (more MF = less DPS/survivability). Gear-swapping is just people wanting to have their cake and eat it too. It's unacceptable, to me.
There is a pretty decent solution that nobody's mentioned yet (or at least I haven't seen it). Remove the possibility of item swapping during boss fights. I know it doesn't prevent people swapping during fights with elite packs, but it's a start.
I would also like them to bring back charms in some form or another. Just don't make them take up inventory space, that was horrible. Create a dedicated inv space just for them or something.
Again, your way of playing absolutely does influence my way of playing - it affects the economy, which impacts my time requirement to achieve specific levels of gear or progression, which affects my choice in how I play the game. Stop pretending like your experience is the only experience, ok?
Was gonna write this but you hit the nail on the head. People don't play in a vacuum, what others do still affects everyone else, via the AH, for example.
I tend to be agree more with what you're saying. It's hard fight Blizzard is trying to win here. All there options are horrid fixes, that only add in further time delays or "punishments"
To further your idea, and really the only idea that MF will work as intended (via Blizzards point of view) without Nerfing the crap out of it would be either one of the following two options:
A.) Have the game client check MF% of character (group) on first hit of mob, and last hit of mob. Take value that is lower (non-swapped gear MF% value) use that for actual MF%
B.) Build in an "In-Combat" and "Out-of-Combat" system. Blizzard has stated Diablo 3 does NOT have this, it is an open world. This would be the much trickier option, but would other good things as making it much easier to give us dueling.
These are really the only two options they have, if they don't want to touch MF in anyway, keep it working the same, but stop the swapping out right.
Quit tinkering and driving away players with every single patch. You are removing EVERY chance for us to improve in a FARMING DRIVEN GAME. You nerf everything that will keep players here and not shoot them over to TL2 or GW2.
I choose Option 6: LEAVE IT ALONE
What are you babbling about? It's ridiculous to "have to" switch mf gear before a kill just because it's more efficient, it's not Blizzard trying to tell us how to play the game. They never do. Stop with that conspiracy, kiddo.
Babbling, kiddo, conspiracy ?
After reading my post, I really fail to see any of those things in there. I never once said anything about a conspiracy.
It is a simple fact that players are leaving. Choices like THIS are not helping that fact. The player base is decreasing with every new patch/ hotfix.
There is no "Having to" switch gear just before a kill. That is a practice that certain people do and it is their choice. It is not a prerequisite. I for instance "Do Not" switch gear, but I think that there should be a choice whether we do or not. The changes that have been made to this game have in fact made players select certain skills/ builds/ gear. The very things that Blizzard stated while marketing the game when first announced and throughout production they were designing it to combat.
Telling us to play the game one way is something that has not been done, but when you remove the viability of skills by nerfing their duration/ effectiveness, removing/ decreasing drops in certain areas, or requiring that massive amounts of Resistances in order to survive in Inferno as melee classes, that IS, in fact dictating how the game needs to be played.
That is not a conspiracy theory. It is a point of fact, and if you cannot see that, I am sorry.
Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.
Option 7:
Reinstate the Mystic Artisan NPC. Have her enchant gear with MF/GF/Health Globe/Pickup Radius to a certain amount per item. (1 stat per item) Have it cost a large amount of gold as you get closer to the max cap for that bonus on an item. Bring back the Charms system. Small Charms (1 slot) and Large Charms (2 slots) can be a drop from mobs in the game. To increase the bonuses on them (thinking the same bonuses as the enchant options. no main/dps stats) you bring the charms to the Mystic and pay money+items to increase the bonus on those charms.
Since they can cause durability from taking zero damage or dealing zero damage but actually being in combat that means they absolutely have a way to check your "in combat" status. Prevent gear swapping in-combat. Done. Lets people decide if they want to take on that pack entirely in their MF gear or not.
Can't we get a poll on the front page of this site, just to see how things are going in the mind of the players?
Something like this:
( ) Option 1
( ) Option 2
( ) Option 3
( ) Option 4
( ) Option 5
( ) Something needs to be done, but there are better options than 1-5.
( ) Leave it alone
Just so we don't have to read a hundred-page thread on blizzard forums post by post to see where the majority is heading.
Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.
Option 7:
Reinstate the Mystic Artisan NPC. Have her enchant gear with MF/GF/Health Globe/Pickup Radius to a certain amount per item. (1 stat per item) Have it cost a large amount of gold as you get closer to the max cap for that bonus on an item. Bring back the Charms system. Small Charms (1 slot) and Large Charms (2 slots) can be a drop from mobs in the game. To increase the bonuses on them (thinking the same bonuses as the enchant options. no main/dps stats) you bring the charms to the Mystic and pay money+items to increase the bonus on those charms.
I honestly like this idea. However, it would only pay off to those who are willing to just stick in games for a long duration. That could lead to more people complaining about how it is detrimental to those who want to do fast runs.
I personally would use it, but I have a feeling that something like this would be frowned upon by a large percentage of the player base.
Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.
I honestly like this idea. However, it would only pay off to those who are willing to just stick in games for a long duration. That could lead to more people complaining about how it is detrimental to those who want to do fast runs.
I personally would use it, but I have a feeling that something like this would be frowned upon by a large percentage of the player base.
The greed stone would basically be a permanent item for that character. It would transfer from act 1 normal all the way to act 4 Inferno. It would not act like NV stacks at all. (In that they disappear each act/game change) It would be a permanent addition to the character that would grow with the character as long as they dump items into it. Hell to prevent massive amounts of MF/GF at lower levels you can put softcaps on it tied to your character level. so say the max you can have on it at level 30 (end of normal usually) is 50% Once you hit 58+ the soft cap that was there as you leveled disappears.
I agree with chaoslux. These options are absolutely some of the worst solutions I've ever seen... but with that being said, #4 would be the least intrusive
This has become ridiculous. They wonder why their fans RAGE at them?! Because of blog posts like this where it's obvious that they have 0 connection to their fan base. I literally read all of the options and thought "what the fuck are they thinking?"
1 - NO NO and NO. If you cap MF, at "something between 100% and 200%" you take away 200%+ of potential and RUIN the MF game.
2 - Really... so now we have to wait 5 minutes before going to find that first champ pack? No. Try again.
3 - This just sounds like a nightmare - both on their end and the players'.
4 - Best option imo, but still really not effective. "Hey guys, I found an upgrade! Uhhh... let's take a 3 min bathroom/drink break?" *3 minutes later* "You guys are gonna hate me... found new bracers now too..." Kind of kills the whole A-RPG flow of play. Maybe make it 1 minute? It would ruin quick swap goblin kills and would cause issues with elite packs and bosses. 3 minutes just seems like an eternity.
5 - No... Just another reason not to play co-op. As it is I already find myself telling friends w/o at least 150 mf not to join my games. And when they join when I have 5 stacks it's already frustrating. Now I have to rely on them remembering that they can't switch out their gear when they find an upgrade too? No.
Solution? Leave it the way it is. They keep calling it a "problem". It isn't a problem. It's a style of play that honestly most people are too lazy to take advantage of. Let people with 1/2 full inventory of MF gear play that way. They have to make twice as many trips to town and honestly I've learned to gear with str/vit/resist-all/mf on my barb in order to be both viable and have competitive mf.
Bashiok, dont u think all of those "solutions" are exaggerated? Why not, just once, choose the easy way, what about to forbid gear swaping while you are in combat? There have to be some combat status in D3 am i right?? If there is, this is the best solution.
There is no "combat" system in Diablo. There was some issue that came up during beta (can't remember what it was) but Bashiok posted that there is no combat system and in order to add such a system would require them to do a large overhaul of the game.
I follow this forum since beta of Diablo III but this is my first post here! If any CM of Bliz really reads this forum they need to read this:
WHY listen a few crying babies? Let those MF players change their equips and play whenever they want! It's good even for them cuz more itens in AH means cheaper itens! Its a simple supply and demand logic.
U don't need to play changing your equip, so u can kill mobs faster then those guys, make more money and can buy those itens in AH.
Blizzard interfering on that is really awkward! I understand that D3 machanics are much more (simple) different than D2 and it was frustrating in the first moment but all the real gamers are fine with that now. All because we find one way to find a better way to play. Particularly i dont have a MF set and play with my "war set". I don't see anything wrong with those players, it's just a diferent tactic! Bliz should start to head the real players... i know this guys provide less profit cuz they can make they own luck but they are the real voice to advance.
In time, sorry for my english!
EDIT: If u need to change it anyway, why not apply status just in city? The status just refresh in city so the player need to enter in town before the change take effect! Simple and shut those noobs mouth
Bashiok, dont u think all of those "solutions" are exaggerated? Why not, just once, choose the easy way, what about to forbid gear swaping while you are in combat? There have to be some combat status in D3 am i right?? If there is, this is the best solution.
There is no "combat" system in Diablo. There was some issue that came up during beta (can't remember what it was) but Bashiok posted that there is no combat system and in order to add such a system would require them to do a large overhaul of the game.
This is bullshit. They make you take durability while in combat even when you take or deal no damage. They absolutely can tell you are in combat. If for some mind-warping reason they can't (which again is already proven to be possible by the durability wear-and-tear mechanic), they can simply have a hidden debuff that prevents gear swapping for 10 seconds after taking or dealing damage.
Hang on, hang on a sec! Are people honestly saying the swapping gear at the last second is fun?
That's why I created a macro to do it for me, because it's tedious and not fun at all.
Option 4 please.
Personally I dislike all of the choices but I agree there's a problem. I dislike them because all of the choices have negative effects that hurt people beyond the group that wants to switch gear right before a champion kill.
#4 is the 2nd worst offender and I think the only people voting for it are oblivious to the way many people play the game. Some people have multiple gear sets and for example, switch in a shield while encountering specific affixes. #4 and especially #5 completely removes this option from the game.
Any solution that has side effects is a poorly thought out solution.
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I enjoy how you completely ignore the rest of my post, where it pretty succinctly explains why you are interfering with my gameplay. When something in the game provides an advantage that is measurable enough to warrant using it in order to not fall behind everyone else using it, many feel compelled to use it.
Again, your way of playing absolutely does influence my way of playing - it affects the economy, which impacts my time requirement to achieve specific levels of gear or progression, which affects my choice in how I play the game. Stop pretending like your experience is the only experience, ok?
What are you babbling about? It's ridiculous to "have to" switch mf gear before a kill just because it's more efficient, it's not Blizzard trying to tell us how to play the game. They never do. Stop with that conspiracy, kiddo.
Because a multi-million dollar company like Activision-Blizzard doesn't have multiple teams to handle different issues and priorities.
You win the reasoning award.
I would be surprised if they have more than 3 teams after launch, we already know 1 team is working on PVP and 1 team is working on the 1.0.4 legendaries patch. So the 3rd biggest thing is MF swapping?
Option 4 is the most decent one, but still kinda bad.
I tend to be agree more with what you're saying. It's hard fight Blizzard is trying to win here. All there options are horrid fixes, that only add in further time delays or "punishments"
To further your idea, and really the only idea that MF will work as intended (via Blizzards point of view) without Nerfing the crap out of it would be either one of the following two options:
A.) Have the game client check MF% of character (group) on first hit of mob, and last hit of mob. Take value that is lower (non-swapped gear MF% value) use that for actual MF%
B.) Build in an "In-Combat" and "Out-of-Combat" system. Blizzard has stated Diablo 3 does NOT have this, it is an open world. This would be the much trickier option, but would other good things as making it much easier to give us dueling.
These are really the only two options they have, if they don't want to touch MF in anyway, keep it working the same, but stop the swapping out right.
That's why I created a macro to do it for me, because it's tedious and not fun at all.
Option 4 please.
Babbling, kiddo, conspiracy ?
After reading my post, I really fail to see any of those things in there. I never once said anything about a conspiracy.
It is a simple fact that players are leaving. Choices like THIS are not helping that fact. The player base is decreasing with every new patch/ hotfix.
There is no "Having to" switch gear just before a kill. That is a practice that certain people do and it is their choice. It is not a prerequisite. I for instance "Do Not" switch gear, but I think that there should be a choice whether we do or not. The changes that have been made to this game have in fact made players select certain skills/ builds/ gear. The very things that Blizzard stated while marketing the game when first announced and throughout production they were designing it to combat.
Telling us to play the game one way is something that has not been done, but when you remove the viability of skills by nerfing their duration/ effectiveness, removing/ decreasing drops in certain areas, or requiring that massive amounts of Resistances in order to survive in Inferno as melee classes, that IS, in fact dictating how the game needs to be played.
That is not a conspiracy theory. It is a point of fact, and if you cannot see that, I am sorry.
Add a new item called "Greed Stone" it is legendary in color and drops off the first Treasure Goblin you kill. This stone works as a UI element like the old Cauldron of Jordan. You "sacrifice" items to the greed stone to increase your MF/GF%'s. 1% per item unless the item has MF/GF% on it. If an Item has MF/GF% on it you will gain 1/4th of the GF/MF value on the item. bam MF/GF swapping issues alleviated + an item sink. At this point a hardcap on MF/GF% would be alright however it still would have to be high.. like in the 600% range maybe.. Or just Hardcap the % on the greed stone itself.
Option 7:
Reinstate the Mystic Artisan NPC. Have her enchant gear with MF/GF/Health Globe/Pickup Radius to a certain amount per item. (1 stat per item) Have it cost a large amount of gold as you get closer to the max cap for that bonus on an item. Bring back the Charms system. Small Charms (1 slot) and Large Charms (2 slots) can be a drop from mobs in the game. To increase the bonuses on them (thinking the same bonuses as the enchant options. no main/dps stats) you bring the charms to the Mystic and pay money+items to increase the bonus on those charms.
Something like this:
( ) Option 1
( ) Option 2
( ) Option 3
( ) Option 4
( ) Option 5
( ) Something needs to be done, but there are better options than 1-5.
( ) Leave it alone
Just so we don't have to read a hundred-page thread on blizzard forums post by post to see where the majority is heading.
I honestly like this idea. However, it would only pay off to those who are willing to just stick in games for a long duration. That could lead to more people complaining about how it is detrimental to those who want to do fast runs.
I personally would use it, but I have a feeling that something like this would be frowned upon by a large percentage of the player base.
The greed stone would basically be a permanent item for that character. It would transfer from act 1 normal all the way to act 4 Inferno. It would not act like NV stacks at all. (In that they disappear each act/game change) It would be a permanent addition to the character that would grow with the character as long as they dump items into it. Hell to prevent massive amounts of MF/GF at lower levels you can put softcaps on it tied to your character level. so say the max you can have on it at level 30 (end of normal usually) is 50% Once you hit 58+ the soft cap that was there as you leveled disappears.
This has become ridiculous. They wonder why their fans RAGE at them?! Because of blog posts like this where it's obvious that they have 0 connection to their fan base. I literally read all of the options and thought "what the fuck are they thinking?"
1 - NO NO and NO. If you cap MF, at "something between 100% and 200%" you take away 200%+ of potential and RUIN the MF game.
2 - Really... so now we have to wait 5 minutes before going to find that first champ pack? No. Try again.
3 - This just sounds like a nightmare - both on their end and the players'.
4 - Best option imo, but still really not effective. "Hey guys, I found an upgrade! Uhhh... let's take a 3 min bathroom/drink break?" *3 minutes later* "You guys are gonna hate me... found new bracers now too..." Kind of kills the whole A-RPG flow of play. Maybe make it 1 minute? It would ruin quick swap goblin kills and would cause issues with elite packs and bosses. 3 minutes just seems like an eternity.
5 - No... Just another reason not to play co-op. As it is I already find myself telling friends w/o at least 150 mf not to join my games. And when they join when I have 5 stacks it's already frustrating. Now I have to rely on them remembering that they can't switch out their gear when they find an upgrade too? No.
Solution? Leave it the way it is. They keep calling it a "problem". It isn't a problem. It's a style of play that honestly most people are too lazy to take advantage of. Let people with 1/2 full inventory of MF gear play that way. They have to make twice as many trips to town and honestly I've learned to gear with str/vit/resist-all/mf on my barb in order to be both viable and have competitive mf.
There is no "combat" system in Diablo. There was some issue that came up during beta (can't remember what it was) but Bashiok posted that there is no combat system and in order to add such a system would require them to do a large overhaul of the game.
WHY listen a few crying babies? Let those MF players change their equips and play whenever they want! It's good even for them cuz more itens in AH means cheaper itens! Its a simple supply and demand logic.
U don't need to play changing your equip, so u can kill mobs faster then those guys, make more money and can buy those itens in AH.
Blizzard interfering on that is really awkward! I understand that D3 machanics are much more (simple) different than D2 and it was frustrating in the first moment but all the real gamers are fine with that now. All because we find one way to find a better way to play.
Particularly i dont have a MF set and play with my "war set". I don't see anything wrong with those players, it's just a diferent tactic!
Bliz should start to head the real players... i know this guys provide less profit cuz they can make they own luck but they are the real voice to advance.
In time, sorry for my english!
EDIT: If u need to change it anyway, why not apply status just in city?
The status just refresh in city so the player need to enter in town before the change take effect! Simple and shut those noobs mouth
This is bullshit. They make you take durability while in combat even when you take or deal no damage. They absolutely can tell you are in combat. If for some mind-warping reason they can't (which again is already proven to be possible by the durability wear-and-tear mechanic), they can simply have a hidden debuff that prevents gear swapping for 10 seconds after taking or dealing damage.
Personally I dislike all of the choices but I agree there's a problem. I dislike them because all of the choices have negative effects that hurt people beyond the group that wants to switch gear right before a champion kill.
#4 is the 2nd worst offender and I think the only people voting for it are oblivious to the way many people play the game. Some people have multiple gear sets and for example, switch in a shield while encountering specific affixes. #4 and especially #5 completely removes this option from the game.
Any solution that has side effects is a poorly thought out solution.