But maybe they should add the things that should of been in the game since release, like guild/clan functions, Custom create a game, PvP, Able to do all acts through one game instead of only being able to do one act per game created, enable dueling, Just to name the major ones that don't seem like it should be on the bottom of the list.
But maybe they should add the things that should of been in the game since release, like guild/clan functions, Custom create a game, PvP, Able to do all acts through one game instead of only being able to do one act per game created, enable dueling, Just to name the major ones that don't seem like it should be on the bottom of the list.
Awesome evolution in such a short time. I've been having a friggin blast.
Also agreed - the game has improved dramatically in an extremely short amount of time, and is far more fun than it was at launch. Nevertheless, the OP listed several things that would offer huge improvements if implemented. I think the lack of social elements (custom game lists, decent chat channels, in-game dueling, etc) is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game. For all the old D2 players here, how much time did you spend/waste shooting the breeze in chat channels, trolling the list of custom games for things that sounded interesting, dueled with other high-level characters for shits and giggles, etc.? None of that happens in D3, and that's a damn shame.
[...] like guild/clan functions, [...] PvP, Able to do all acts through one game instead of only being able to do one act per game created, enable dueling [...]
I understand that some people want this, but I know a lot of people who have been in the Diablo franchise from the very beginning (yes, 16 years) and for these people Diablo is a solo/small group experience. And it's about fighting the evil together, not fighting each other. Guilds, clans, PvP - it will come eventually, but to be honest: it doesn't really fit the story.
All of the points you mentioned can be found in a ton of other games - most and foremost WoW. I'm a bit sick of all these people who want Diablo to turn into WoW. Play Torchlight 2 (and wait for the TL2 MMORPG), or any other of the million games out there that does fulfill all your desired needs. Many people like Diablo 3 the way it is because it focuses around it's original legacy and they actively decided AGAINST going mainstream like 99% of the other games out there. In fact, Max Schaefer had designed Diablo 3 as an MMORPG, but after he left they went the other way, started from scratch to design the game the way it is now.
They should of finished the game before release yes. I don't mind playing beta though I am having a lot of fun.
Seriously? You are calling this game right now a beta? This is the biggest insult I've ever heard. This game is in a better state than 99% of all games on release. Do you even know about the history of Diablo, how much time they took to program, polish, and finish this? Could you please acknowledge how much they improve the game over time FOR FREE - every other software developing company would have made you pay for that (as an add-on or whatever). Diablo 3 in October 2012 and "beta". YMMD.
We have PvP, MP mutli player, more events, more loot, more power. So much more to obtain that will come with due time.
They just added a new event last week. PvP will come, eventually. And more loot - be careful; how boring a game gets if you get too much loot can be seen in Torchlight 2.
I think the lack of social elements (custom game lists, decent chat channels, in-game dueling, etc) is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game.
HAHAHAHAHAHA Diablo 3 and dying. Hilarious. Even if this game was as crappy as everyone's saying in this thread - Blizzard has similar die hard fanboys like Apple. Even if they would release a stupid flashgame, people would play the hell out of it.
Seriously, this thread is madness. Enjoy that this game is a bit different than all the other games, please.
I think the lack of social elements (custom game lists, decent chat channels, in-game dueling, etc) is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game.
HAHAHAHAHAHA Diablo 3 and dying. Hilarious. Even if this game was as crappy as everyone's saying in this thread - Blizzard has similar die hard fanboys like Apple. Even if they would release a stupid flashgame, people would play the hell out of it.
Seriously, this thread is madness. Enjoy that this game is a bit different than all the other games, please.
Did I say Diablo 3 was dying? No. I **speculated** that the lack of social elements "is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game." Nowhere did I say the game is "dying." It's quite apparent that there is a pretty significant drop in active players from AH sales, AH items being posted, number of people in public games, number of friends online, number of friends with >30 days since last login, reduced activity in chat channels, reduced activity on forums (here, official forums, other fansites, etc). But I did not say that drop means the game is currently dying. What I did say is that the lack of social elements may ultimately be the "death" of this game.
There is a big difference between what I said and what you apparently read. I enjoy this game quite a lot, I'm not one of those people that post endless "D3 is dying and here is why" threads. Check my post history if you don't believe me. Please read and comprehend before replying.
All of the major things they've added so far are more important than any of the things you listed.
+1 .... except PvP, for me at least everything else is debatable whether people would use them or not.
To be fair, for all the things people "think" they want, and then they won't use most of it. People wanted insane customization ("hurr durr we need the old D2 useless affixes back, because that's customization"), old classes to come back, respecs (!!!), and then everyone started using the FotM build, never trying anything different, most probably didn't even lvl other characters. Many players want a crapload of things they won't even use. Most rejoiced when the AH was announced (because they never traded anything in D2 and thought it would be awesome to do so in D3), and now everyone hates it - go figure.
Awesome evolution in such a short time. I've been having a friggin blast.
Agreed. Blizzard has done a great job in the first five months since the release. It is clear that they intend to keep D3 evolving for many years. The future seems very bright, and, If done right, the first expansion could make this game the best ARPG of all time.
Rollback Post to RevisionRollBack
"Fear is the mind killer. Fear is the small death that brings total obliteration."
I agree that they could have released the game with a few more options but can we all agree, better late than never? The support the game is getting is better than most and to that, I say thanks Blizzard.
People wanted insane customization ("hurr durr we need the old D2 useless affixes back, because that's customization")
I am to assume that you're happy with itemisation in general, then.
I'm happier than I was in D2. That's particularly true after trying out Torclight 2. I don't know if it's related to being a better gamer or what, but when there's absolutely 0 relation between me killing stuff and my items, I feel like the itemization is bad. Thankfully, that's not the case for D3.
Right now, I'm happy that I have to struggle to find a balance between offensive stats (main stat, crit chance, crit dmg, +dmg on rings/ammys, sockets, attackspeed) and defensive stats (vitality, armor, res all, life%, sockets).
These are the "main" stats. They're already a lot more important than they were in D2, and that's good in my book. Then you have "secondary"/"bonus" stats, which are there to complement the "main" ones (fire res, +health from globes/pots, non-mainstats, thorns, bonus vs elites). Yes, you can't get items with JUST these, but they're far from useless. Then there's the whole "utility" niche: MF, GF, movespeed, chance to "x" on hit. AND there's specific class affixes, which are also pretty useful: arcane power on crit, +max discipline. Obviously some of these need some tweaking (like +max fury, or +hatred regen), but they're not as useless as some people say they are.
Even the so called "useless" affixes have their purpose. They would be useless if they had absolutely 0 purpose. The only one right now is Thorns. Everything else, from +health from globes/pots to +pickup radius saved my life more than once.
+Dex is useless until you grab a couple gear pieces with +Dex for your WD (which do not cost more than if they didn't have +secondary stat) and see your dodge chance go from a measly 10% to rougly 20%. My WD has 600 Dex, and I haven't paid a single piece of gold for that, I just grabbed gear that had some - that's 12% more EHP against physical attacks.
Now, I'm not saying itemization in D3 is perfect. Ideally, we would have all affixes be equally important. But I'm pretty sure we all know that's not possible. +health from globes can't be as useful as your main stat. Pickup radius will never be a "main" stat. It's a secondary "bonus" stat. Maybe they could get some of the "bonus" stats be buffed to the point where they can compete with "main stats".
There's still work to be done, but I trust more on the current design team than on the views of a mostly biased (and very "mob-like") community.
Personally, I feel like individual resists could go way higher than All Res. If you could "juggle" your resistances and have 150 fire res on one gear, 140 lighting res on another gear, it would improve the "resistances" game tenfold. Thorns needs to be completely reworked from the ground up.
I've also been saying this for a while now. Crit Dmg needs to be reworked. It's not because it's too powerful. It's because it's the cookie cutter obvious choice for everyone. Bonus to individual skills have such a huge potential to improve build diversity, but first they need to make sure that a +20% bonus to Deadly Reach can actually compete with +20% crit dmg, because currently it just can't (even if it was +40% bonus dmg).
People wanted insane customization ("hurr durr we need the old D2 useless affixes back, because that's customization")
I am to assume that you're happy with itemisation in general, then.
Now, I'm not saying itemization in D3 is perfect. Ideally, we would have all affixes be equally important. But I'm pretty sure we all know that's not possible. +health from globes can't be as useful as your main stat. Pickup radius will never be a "main" stat. It's a secondary "bonus" stat. Maybe they could get some of the "bonus" stats be buffed to the point where they can compete with "main stats".
There's still work to be done, but I trust more on the current design team than on the views of a mostly biased (and very "mob-like") community.
Personally, I feel like individual resists could go way higher than All Res. If you could "juggle" your resistances and have 150 fire res on one gear, 140 lighting res on another gear, it would improve the "resistances" game tenfold. Thorns needs to be completely reworked from the ground up.
I've also been saying this for a while now. Crit Dmg needs to be reworked. It's not because it's too powerful. It's because it's the cookie cutter obvious choice for everyone. Bonus to individual skills have such a huge potential to improve build diversity, but first they need to make sure that a +20% bonus to Deadly Reach can actually compete with +20% crit dmg, because currently it just can't (even if it was +40% bonus dmg).
I could not agree more.
Thorns is a joke seriously...if they upped all damge dealt by tenfold or even hundredfold ("ok i deal 100k on thorns to these 130 million HP mobs in MP10"..Lulz) it would still be useless...
Also CM is just like IAS was before... you either have it or your not playing with the rest of the other kids...
Improving individual skills, making dmg type matter, adding new combinational bonuses to gear with different skill bonuses, and specially adding RUNEWORDS again... so that you would want to pick the Exceptional Demolisher white, with 1.2k dps and no magic affix whatsoever, and turn it into the ultimate badassedness weapon in the game.A
Anyone remember D2 you were on constant watch for the white items, I once made a Phase Blade into a Silence that just totally kicked ass....
A game with RPG elements/influences with gear checks? Blasphemy...
And of course you can deal with the challenges without having any of the "bonus" stats. That's what makes them secondary in the first place.
But I've been saved more than a dozen times by that single +pickup radius on my Bracers. I've been saved more than a dozen times by the extra health from globes on my Amulet (survived with 1k HP and fought back). I've been actually saved by my 5% Chance to Fear on my Witch Doctor by fearing that one teleporting Opressor that came to breathe fire into my face, or that one Kamikaze guy that also got feared.
Those fun little gameplay nuances make the combat insanely more fun to me. And those small events make me value my "bonus" stats as much as my main stats, except I do understand they will never be more important than my mainstat, and they were never intended to be design-wise.
It's like getting the bonus secret uber Knights of the Round Table materia on FFVII - you can rape the game if you have the correct gear/stats, but if you have KotRT it feels a lot better.
Btw, I agree with the whole crit chance/crit dmg and resistances issue. I never disagreed with others on that aspect. What I disagree with is people saying "there's no itemization" when it's pretty obvious that to succeed you must find a good balance between Offense vs Defense stats. And that's a good itemization system to me.
I also have some issues with the "required AH" issue, but I think we're also moving towards the right direction in that regard with the last patch.
A game with RPG elements/influences with gear checks? Blasphemy...
And of course you can deal with the challenges without having any of the "bonus" stats. That's what makes them secondary in the first place.
But I've been saved more than a dozen times by that single +pickup radius on my Bracers. I've been saved more than a dozen times by the extra health from globes on my Amulet (survived with 1k HP and fought back). I've been actually saved by my 5% Chance to Fear on my Witch Doctor by fearing that one teleporting Opressor that came to breathe fire into my face, or that one Kamikaze guy that also got feared.
Those fun little gameplay nuances make the combat insanely more fun to me. And those small events make me value my "bonus" stats as much as my main stats, except I do understand they will never be more important than my mainstat, and they were never intended to be design-wise.
It's like getting the bonus secret uber Knights of the Round Table materia on FFVII - you can rape the game if you have the correct gear/stats, but if you have KotRT it feels a lot better.
Btw, I agree with the whole crit chance/crit dmg and resistances issue. I never disagreed with others on that aspect. What I disagree with is people saying "there's no itemization" when it's pretty obvious that to succeed you must find a good balance between Offense vs Defense stats. And that's a good itemization system to me.
I also have some issues with the "required AH" issue, but I think we're also moving towards the right direction in that regard with the last patch.
I agree with all; however the chance for X ability needs to occur slightly more often, not this 1-2% crap. Knights of the Round materia was lame there were other combinations of abilities where you could output more damage in the same time since KotRT took FOREVER to "cast". I think I used it once on the Ruby weapon and never casted it again, so long story short I don't like your FF example it's makes me a sad panda. I think a better example would be choosing to use the ultimate weapons or not, you could still do 9999 damage without them but it's much easier with the better gear.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
it was just a weird example, and particularly useful on Emerald Weapon to down all gems while doing dmg to the main guy - I still think it's the hardest hitting AoE in that game, and cool looking...
The problem with increasing the percentages is how high you can get disables to stack. By getting it on all gear pieces you could easily get a 45-50%+ chance to disable on hit, and that on a Monk's Thunderclap would be insane.
Wasn't there a Monk "item build" with some skills that gave them perma-stun on enemies recently? Also, the WD's pets could do that before the patch (Burning Dogs + Big Stinker Gargantuan), which is probably why they removed their proc ability.
Maybe they could buff them, but they'd have to split the "chance to" system to work separately from the Life on Hit system, imho. There's so much balancing and work to be done with the proc scalar system that I sometimes feel like they should've just removed the system once they realized it was gonna get messy.
Maka, I checked out the link in your sig (http://imageshack.us/a/img689/8853/infographic.jpg) and found some of it interesting and funny. Did you make this image yourself? If so, neato! I think it raises some really valid points.
However, I think it is also flawed in its argument about main stats from the very start. For example, the first argument states that by letting players allocate stat points any given piece of gear can be used by several classes, but take a look at that screenshot of the D2 Andy's and you'll see the problem: it still requires a certain amount of one stat (strength) to wear. In other words, you have to stack strength to wear it. And who's stacking strength? If you're a min/max player stacking strength and not just trying a crazy build, you're probably a barb... so we're back to square one as far as items being tied directly to a single stat that influences their choice of use.
A lot rest of the image/argument is more or less built around this point, though I really agree with #3 and #5 in the image. End-game loot dropping pre-end-game (at a higher rate, anyway) would be great, in my opinion.
As far as being able to socket items with a greater variety of gems/runes, the infographic states that we had 10x as many options in D2... but in reality, that was only after the 33 runes were added in at the expansion. So if we compare the timelines of the games vis-a-vis socketing options, we are really only down by 3 (of the 7 from D2), not 36.
In any case though, a humorously-designed and thought-provoking read.
Rollback Post to RevisionRollBack
i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
it was just a weird example, and particularly useful on Emerald Weapon to down all gems while doing dmg to the main guy - I still think it's the hardest hitting AoE in that game, and cool looking...
The problem with increasing the percentages is how high you can get disables to stack. By getting it on all gear pieces you could easily get a 45-50%+ chance to disable on hit, and that on a Monk's Thunderclap would be insane.
Wasn't there a Monk "item build" with some skills that gave them perma-stun on enemies recently? Also, the WD's pets could do that before the patch (Burning Dogs + Big Stinker Gargantuan), which is probably why they removed their proc ability.
Maybe they could buff them, but they'd have to split the "chance to" system to work separately from the Life on Hit system, imho. There's so much balancing and work to be done with the proc scalar system that I sometimes feel like they should've just removed the system once they realized it was gonna get messy.
Well for the off topic part (my bad) you could use a reflect all demi spell with hp/mp absorb and basically hit the entire monster for 29997 with one cast while fully healing and replenishing your HP/MP. Reflect all is better AoE I think
You make a good point with procs but didn't they reduce a lot of them or remove them entirely from a few abilities? I never even thought of tracking to stack a secondary CC ability, I rarely seen them so I didn't know you could stack them on multiple items. Damn your logic.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
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Awesome evolution in such a short time. I've been having a friggin blast.
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We have PvP, MP mutli player, more events, more loot, more power. So much more to obtain that will come with due time.
Just have fun till then man.
Agreed with all the above points.
Also agreed - the game has improved dramatically in an extremely short amount of time, and is far more fun than it was at launch. Nevertheless, the OP listed several things that would offer huge improvements if implemented. I think the lack of social elements (custom game lists, decent chat channels, in-game dueling, etc) is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game. For all the old D2 players here, how much time did you spend/waste shooting the breeze in chat channels, trolling the list of custom games for things that sounded interesting, dueled with other high-level characters for shits and giggles, etc.? None of that happens in D3, and that's a damn shame.
I understand that some people want this, but I know a lot of people who have been in the Diablo franchise from the very beginning (yes, 16 years) and for these people Diablo is a solo/small group experience. And it's about fighting the evil together, not fighting each other. Guilds, clans, PvP - it will come eventually, but to be honest: it doesn't really fit the story.
All of the points you mentioned can be found in a ton of other games - most and foremost WoW. I'm a bit sick of all these people who want Diablo to turn into WoW. Play Torchlight 2 (and wait for the TL2 MMORPG), or any other of the million games out there that does fulfill all your desired needs. Many people like Diablo 3 the way it is because it focuses around it's original legacy and they actively decided AGAINST going mainstream like 99% of the other games out there. In fact, Max Schaefer had designed Diablo 3 as an MMORPG, but after he left they went the other way, started from scratch to design the game the way it is now.
Seriously? You are calling this game right now a beta? This is the biggest insult I've ever heard. This game is in a better state than 99% of all games on release. Do you even know about the history of Diablo, how much time they took to program, polish, and finish this? Could you please acknowledge how much they improve the game over time FOR FREE - every other software developing company would have made you pay for that (as an add-on or whatever). Diablo 3 in October 2012 and "beta". YMMD.
They just added a new event last week. PvP will come, eventually. And more loot - be careful; how boring a game gets if you get too much loot can be seen in Torchlight 2.
Yes! Exactly!
HAHAHAHAHAHA Diablo 3 and dying. Hilarious. Even if this game was as crappy as everyone's saying in this thread - Blizzard has similar die hard fanboys like Apple. Even if they would release a stupid flashgame, people would play the hell out of it.
Seriously, this thread is madness. Enjoy that this game is a bit different than all the other games, please.
Did I say Diablo 3 was dying? No. I **speculated** that the lack of social elements "is the major contributor to the obvious immense drop in active players, and will quite possibly be the ultimate death of this game." Nowhere did I say the game is "dying." It's quite apparent that there is a pretty significant drop in active players from AH sales, AH items being posted, number of people in public games, number of friends online, number of friends with >30 days since last login, reduced activity in chat channels, reduced activity on forums (here, official forums, other fansites, etc). But I did not say that drop means the game is currently dying. What I did say is that the lack of social elements may ultimately be the "death" of this game.
There is a big difference between what I said and what you apparently read. I enjoy this game quite a lot, I'm not one of those people that post endless "D3 is dying and here is why" threads. Check my post history if you don't believe me. Please read and comprehend before replying.
To be fair, for all the things people "think" they want, and then they won't use most of it. People wanted insane customization ("hurr durr we need the old D2 useless affixes back, because that's customization"), old classes to come back, respecs (!!!), and then everyone started using the FotM build, never trying anything different, most probably didn't even lvl other characters. Many players want a crapload of things they won't even use. Most rejoiced when the AH was announced (because they never traded anything in D2 and thought it would be awesome to do so in D3), and now everyone hates it - go figure.
I heard having fun is hard these days.
Would like this very much, and custom game creation could be nice potentially. we know pvp is coming i dont mind the wait.
Agreed. Blizzard has done a great job in the first five months since the release. It is clear that they intend to keep D3 evolving for many years. The future seems very bright, and, If done right, the first expansion could make this game the best ARPG of all time.
This man won the internets. 50 points to gryffindor!
Right now, I'm happy that I have to struggle to find a balance between offensive stats (main stat, crit chance, crit dmg, +dmg on rings/ammys, sockets, attackspeed) and defensive stats (vitality, armor, res all, life%, sockets).
These are the "main" stats. They're already a lot more important than they were in D2, and that's good in my book. Then you have "secondary"/"bonus" stats, which are there to complement the "main" ones (fire res, +health from globes/pots, non-mainstats, thorns, bonus vs elites). Yes, you can't get items with JUST these, but they're far from useless. Then there's the whole "utility" niche: MF, GF, movespeed, chance to "x" on hit. AND there's specific class affixes, which are also pretty useful: arcane power on crit, +max discipline. Obviously some of these need some tweaking (like +max fury, or +hatred regen), but they're not as useless as some people say they are.
Even the so called "useless" affixes have their purpose. They would be useless if they had absolutely 0 purpose. The only one right now is Thorns. Everything else, from +health from globes/pots to +pickup radius saved my life more than once.
+Dex is useless until you grab a couple gear pieces with +Dex for your WD (which do not cost more than if they didn't have +secondary stat) and see your dodge chance go from a measly 10% to rougly 20%. My WD has 600 Dex, and I haven't paid a single piece of gold for that, I just grabbed gear that had some - that's 12% more EHP against physical attacks.
Now, I'm not saying itemization in D3 is perfect. Ideally, we would have all affixes be equally important. But I'm pretty sure we all know that's not possible. +health from globes can't be as useful as your main stat. Pickup radius will never be a "main" stat. It's a secondary "bonus" stat. Maybe they could get some of the "bonus" stats be buffed to the point where they can compete with "main stats".
There's still work to be done, but I trust more on the current design team than on the views of a mostly biased (and very "mob-like") community.
Personally, I feel like individual resists could go way higher than All Res. If you could "juggle" your resistances and have 150 fire res on one gear, 140 lighting res on another gear, it would improve the "resistances" game tenfold. Thorns needs to be completely reworked from the ground up.
I've also been saying this for a while now. Crit Dmg needs to be reworked. It's not because it's too powerful. It's because it's the cookie cutter obvious choice for everyone. Bonus to individual skills have such a huge potential to improve build diversity, but first they need to make sure that a +20% bonus to Deadly Reach can actually compete with +20% crit dmg, because currently it just can't (even if it was +40% bonus dmg).
I could not agree more.
Thorns is a joke seriously...if they upped all damge dealt by tenfold or even hundredfold ("ok i deal 100k on thorns to these 130 million HP mobs in MP10"..Lulz) it would still be useless...
Also CM is just like IAS was before... you either have it or your not playing with the rest of the other kids...
Improving individual skills, making dmg type matter, adding new combinational bonuses to gear with different skill bonuses, and specially adding RUNEWORDS again... so that you would want to pick the Exceptional Demolisher white, with 1.2k dps and no magic affix whatsoever, and turn it into the ultimate badassedness weapon in the game.A
Anyone remember D2 you were on constant watch for the white items, I once made a Phase Blade into a Silence that just totally kicked ass....
And of course you can deal with the challenges without having any of the "bonus" stats. That's what makes them secondary in the first place.
But I've been saved more than a dozen times by that single +pickup radius on my Bracers. I've been saved more than a dozen times by the extra health from globes on my Amulet (survived with 1k HP and fought back). I've been actually saved by my 5% Chance to Fear on my Witch Doctor by fearing that one teleporting Opressor that came to breathe fire into my face, or that one Kamikaze guy that also got feared.
Those fun little gameplay nuances make the combat insanely more fun to me. And those small events make me value my "bonus" stats as much as my main stats, except I do understand they will never be more important than my mainstat, and they were never intended to be design-wise.
It's like getting the bonus secret uber Knights of the Round Table materia on FFVII - you can rape the game if you have the correct gear/stats, but if you have KotRT it feels a lot better.
Btw, I agree with the whole crit chance/crit dmg and resistances issue. I never disagreed with others on that aspect. What I disagree with is people saying "there's no itemization" when it's pretty obvious that to succeed you must find a good balance between Offense vs Defense stats. And that's a good itemization system to me.
I also have some issues with the "required AH" issue, but I think we're also moving towards the right direction in that regard with the last patch.
I agree with all; however the chance for X ability needs to occur slightly more often, not this 1-2% crap. Knights of the Round materia was lame there were other combinations of abilities where you could output more damage in the same time since KotRT took FOREVER to "cast". I think I used it once on the Ruby weapon and never casted it again, so long story short I don't like your FF example it's makes me a sad panda. I think a better example would be choosing to use the ultimate weapons or not, you could still do 9999 damage without them but it's much easier with the better gear.
The problem with increasing the percentages is how high you can get disables to stack. By getting it on all gear pieces you could easily get a 45-50%+ chance to disable on hit, and that on a Monk's Thunderclap would be insane.
Wasn't there a Monk "item build" with some skills that gave them perma-stun on enemies recently? Also, the WD's pets could do that before the patch (Burning Dogs + Big Stinker Gargantuan), which is probably why they removed their proc ability.
Maybe they could buff them, but they'd have to split the "chance to" system to work separately from the Life on Hit system, imho. There's so much balancing and work to be done with the proc scalar system that I sometimes feel like they should've just removed the system once they realized it was gonna get messy.
However, I think it is also flawed in its argument about main stats from the very start. For example, the first argument states that by letting players allocate stat points any given piece of gear can be used by several classes, but take a look at that screenshot of the D2 Andy's and you'll see the problem: it still requires a certain amount of one stat (strength) to wear. In other words, you have to stack strength to wear it. And who's stacking strength? If you're a min/max player stacking strength and not just trying a crazy build, you're probably a barb... so we're back to square one as far as items being tied directly to a single stat that influences their choice of use.
A lot rest of the image/argument is more or less built around this point, though I really agree with #3 and #5 in the image. End-game loot dropping pre-end-game (at a higher rate, anyway) would be great, in my opinion.
As far as being able to socket items with a greater variety of gems/runes, the infographic states that we had 10x as many options in D2... but in reality, that was only after the 33 runes were added in at the expansion. So if we compare the timelines of the games vis-a-vis socketing options, we are really only down by 3 (of the 7 from D2), not 36.
In any case though, a humorously-designed and thought-provoking read.
Well for the off topic part (my bad) you could use a reflect all demi spell with hp/mp absorb and basically hit the entire monster for 29997 with one cast while fully healing and replenishing your HP/MP. Reflect all is better AoE I think
You make a good point with procs but didn't they reduce a lot of them or remove them entirely from a few abilities? I never even thought of tracking to stack a secondary CC ability, I rarely seen them so I didn't know you could stack them on multiple items. Damn your logic.