I sure hope they have something for us more than just info about the console release. Glad for everyone looking forward to playing ROS on console but that doesn't do anything for me personally.
I don't know how it strikes the average person, but social media marketing strategies turn me off. I would hope he wouldn't start a full-on marketing hype blitz before he fulfills his promise to introduce ladders and new Legendary items. As well, non-ladder had better see some new Legendary items.
They went a little lazy with many legendaries for RoS, especially the craftable ones. So many of them are utterly useless glorified rares with no orange affix. I remember Wyatt saying they weren't going to revisit the old non-orange affix legs, instead they would just spend time on new ones. I feel keeping all these sorry craftable legs in-game is a black eye, makes them look ridiculous. It begs the question; Why make them like that in the first place?
They went a little lazy with many legendaries for RoS, especially the craftable ones. So many of them are utterly useless glorified rares with no orange affix. I remember Wyatt saying they weren't going to revisit the old non-orange affix legs, instead they would just spend time on new ones. I feel keeping all these sorry craftable legs in-game is a black eye, makes them look ridiculous. It begs the question; Why make them like that in the first place?
I agree completely. I was very excited to see that so many legendary items would provide game changing (build changing) status and that some of those legos would come from crafting. I love crafting and I have found a ton of plans - to which I have no plan on crafting them what so ever. They are rare items at best, with a slight increase in the range of stat rolls.
I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.
They eliminated the AH and took away trading - so why not have items galore that affect all the skills. If you want to play around with a skill that has been under used - find the plan, craft the lego and now you can play with a new skill. Why not add up to four the second tier affix rolls as well? It can't be hard to code and it certainly can't really have that devastating effect to long term game play. Give the legendary items 8 to 10 affixes and make 6 of them be in that second tier.
Just don't get it. They've taken away all the mechanics that could hurt them. So what if you have an inventory of fun, slightly OP lego items? you got them playing the game and you can use them to continue to play the game - nothing more.
I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.
I found a Cord of the Sherma yesterday. I enchanted it up, gave it to my WD, and immediately noticed an intangible, but real increase in survivability. It didn't particularly change HOW I am playing, but it was a very welcome bonus nonetheless.
Then I find an Angel Hair Braid and want to smash my monitor.
The point that I'm trying to make is that Cord of the Sherma doesn't even have a particularly awesome "legendary property" but it's still light years ahead of the Angel Hair Braid. I'm beginning to wonder why we can't let legendaries have 5 primary stats or 4 secondary stats or why they can't all have a special property. They've already clearly established that yellow items are not as good as orange/green items... so why not just own that and run with it?
I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.
I found a Cord of the Sherma yesterday. I enchanted it up, gave it to my WD, and immediately noticed an intangible, but real increase in survivability. It didn't particularly change HOW I am playing, but it was a very welcome bonus nonetheless.
Then I find an Angel Hair Braid and want to smash my monitor.
The point that I'm trying to make is that Cord of the Sherma doesn't even have a particularly awesome "legendary property" but it's still light years ahead of the Angel Hair Braid. I'm beginning to wonder why we can't let legendaries have 5 primary stats or 4 secondary stats or why they can't all have a special property. They've already clearly established that yellow items are not as good as orange/green items... so why not just own that and run with it?
The Sherma is a terrific example of an item just begging for fun-tastic niche play. Terrific example. The proc is not just fun to watch at work, but very effective toward both offense and defense. I simply cannot understand why they can't take a day or two and add a similar stun effect (for example) to the Angel Hair Braid, so that perhaps it too could fall into a niche of it's own.
You know what is even worse? The fact that Blizzard failed to learn from the D3V failed itemization. In the beginning Loot 2.0 was a major improvement to Loot 1.0 but after the hype went out of me I started to resent the RoS itemization. After all the talk about improving Legendaries, about abandoning the model where all the classes hunted for the same stat combinations on items, about the mandatory Emerald-socket in weapons we have a game where:
A socket in weapons is still mandatory because of the ridiculous amount of CHD emeralds provide
A lot of Legendary items are nothing more than Rare items with bigger stat rolls
Each class still wants as much CC/CHD/IAS as possible - nothing has changed in this matter. Putting aside the class specific items, the only variation between classes in gearing is the main stat and chosen elemental damage bonus
Some legendary items are just badly designed - Wrath of the Bone Kingis a prime example. The guaranteed 1-2% of CC is simply nothing compared to what a socket+emerald would bring in terms of raw DPS, thus it will always get enchanted off the weapon in favor of the socket - oh wait, but it won't because it's impossible to have a socket and the main stat on this weapon at all
Some really weird decisions were made - for example, since RoS release I keep wondering why on earth Eberli Charo and Vo'Toyias Spiker are regular shields, not Crusader shields. More for Forgotten Souls non-Crusaders?
After having a game which pigeon-holed everybody into the same items in the same slots, Blizzard gives us some ridiculously overpowered items that everybody wants to have. When it comes to higher torment levels, it's hard to find a person who doesn't use Stone of Jordan + Ring of Royal Grandeur + Aughild's 3pc bonus... Really great diversity.
Ok, rant's over. Have a nice day.
Nailed my thoughts. +1.
What RoS made right is the item hunt but still didn't provide meaningfull gear choices. We are stockpiling the same stats we used in D3V and the example you brought with the Wrath of Bone King is perfect to describe my gripe i have with weapons, but the problem lies on other slot gear.
A good example of another key mistake is seen in how they balanced items down, as opposed to balancing up. Many of the most desired Legs from D3V were pissed on, as if a purposeful attempt was made to reckon them obsolete. 3 examples;
Vile Ward
Mempo of Twilight
Skorn
None of these items were given an orange affix. This was not an oversight, it was purposeful. But what was the purpose? This practice of ostracizing certain once powerful items as a means of making other items look better was terribly flawed.
After having a game which pigeon-holed everybody into the same items in the same slots, Blizzard gives us some ridiculously overpowered items that everybody wants to have. When it comes to higher torment levels, it's hard to find a person who doesn't use Stone of Jordan + Ring of Royal Grandeur + Aughild's 3pc bonus... Really great diversity.
Easily solved, but I doubt many would like the easy solution. The pigeon holing only comes from the NEED to have those bonuses to do anything above T2/T3. So the best solution would be to take the time to design a bunch of legendary that by design are instant T6 faceroll material in those slots. Easy solution: Remove Torment 3 through 6 and make shift rewards downward accordingly. Now everything is viable, because everything is easy. Makes stat sticks less necessary since you can just faceroll with rares only.
As for new legendaries, I would assume some are coming with either 2.0.5 (unlikely) or with 2.1 (Both season and non season specific ones). And yes, coding them in takes time. More importantly, creating a model/animations for proc/2d artwork takes time, not something where you can pump one out every day, and even if they did, we would only be getting 40-50 new ones, maybe 70 tops (assuming they can do 3-4 in parallel).
As for new legendaries, I would assume some are coming with either 2.0.5 (unlikely) or with 2.1 (Both season and non season specific ones).
My feeling as well. I think they gave us a fun place to start and get used to a new system of loot. They let us find flaws in the game and ultimately find the base of what people want. And then the season only gear will round out the rest of the experience. I wouldn't mind playing in ladders, but the ladder only items being the best in the game (D2 ladder rune words) is what troubles me. I don't want to feel as though I have to participate in a ladder to be able to spend time well.
I know others have fun in the normal game, but when you know that there is this very cool item that does so many amazing things and its ladder only - suddenly your efforts with Kadala to get a Cindercoat seem a little less enjoyable.
The Sherma is a terrific example of an item just begging for fun-tastic niche play. Terrific example. The proc is not just fun to watch at work, but very effective toward both offense and defense. I simply cannot understand why they can't take a day or two and add a similar stun effect (for example) to the Angel Hair Braid, so that perhaps it too could fall into a niche of it's own.
All they have to do with Angel Hair Braid is allow it to roll every single resist. Then you have one belt, like the Cord of the Sherma, that provides an intangible offense/defense boost and another like the potential Angel Hair Braid which provides a tangible defensive boost and then there's the other belt that has 5% elite damage.
I am not going to say that being allowed to roll 5 single resists is super-exciting, but it does provide for something that other items do not, and that alone is reason to consider it. Want a lot of EHP in your belt slot? Angel Hair Braid is for you. For me, that's enough to make things worthwhile. Having a few items that are good because they break the standard 4/2 rule is not a bad thing at all. More dangerous on the 4 side, less dangerous on the 2 side. An item that was allowed to roll EVERY SINGLE secondary property out there wouldn't ever be considered OP.... but it could be fun!
It's been an Ultimate Evil kinda of weekend...
So what do you guys think? The 2 year anniversary of Diablo rapidly approaching; Good bet they have something planned.
Uber Diablo?
They went a little lazy with many legendaries for RoS, especially the craftable ones. So many of them are utterly useless glorified rares with no orange affix. I remember Wyatt saying they weren't going to revisit the old non-orange affix legs, instead they would just spend time on new ones. I feel keeping all these sorry craftable legs in-game is a black eye, makes them look ridiculous. It begs the question; Why make them like that in the first place?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
WD Season 8 https://www.diabloprogress.com/hero/finiar-1655/Kildare/84509816
Monk season 7 http://www.diabloprogress.com/hero/finiar-1655/MojoJoJo/42225505
DH season 6 http://www.diabloprogress.com/hero/finiar-1655/DeadShot/75655606
Angry Chicken http://www.diabloprogress.com/hero/finiar-1655/WhoDoVooDoo/68187610
What? Me worry?
I agree completely. I was very excited to see that so many legendary items would provide game changing (build changing) status and that some of those legos would come from crafting. I love crafting and I have found a ton of plans - to which I have no plan on crafting them what so ever. They are rare items at best, with a slight increase in the range of stat rolls.
I simply do not understand their development strategy and follow through on the lack of legendary items with actual orange affixes.
They eliminated the AH and took away trading - so why not have items galore that affect all the skills. If you want to play around with a skill that has been under used - find the plan, craft the lego and now you can play with a new skill. Why not add up to four the second tier affix rolls as well? It can't be hard to code and it certainly can't really have that devastating effect to long term game play. Give the legendary items 8 to 10 affixes and make 6 of them be in that second tier.
Just don't get it. They've taken away all the mechanics that could hurt them. So what if you have an inventory of fun, slightly OP lego items? you got them playing the game and you can use them to continue to play the game - nothing more.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Then I find an Angel Hair Braid and want to smash my monitor.
The point that I'm trying to make is that Cord of the Sherma doesn't even have a particularly awesome "legendary property" but it's still light years ahead of the Angel Hair Braid. I'm beginning to wonder why we can't let legendaries have 5 primary stats or 4 secondary stats or why they can't all have a special property. They've already clearly established that yellow items are not as good as orange/green items... so why not just own that and run with it?
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
What RoS made right is the item hunt but still didn't provide meaningfull gear choices. We are stockpiling the same stats we used in D3V and the example you brought with the Wrath of Bone King is perfect to describe my gripe i have with weapons, but the problem lies on other slot gear.
Vile Ward
Mempo of Twilight
Skorn
None of these items were given an orange affix. This was not an oversight, it was purposeful. But what was the purpose? This practice of ostracizing certain once powerful items as a means of making other items look better was terribly flawed.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
As for new legendaries, I would assume some are coming with either 2.0.5 (unlikely) or with 2.1 (Both season and non season specific ones). And yes, coding them in takes time. More importantly, creating a model/animations for proc/2d artwork takes time, not something where you can pump one out every day, and even if they did, we would only be getting 40-50 new ones, maybe 70 tops (assuming they can do 3-4 in parallel).
My feeling as well. I think they gave us a fun place to start and get used to a new system of loot. They let us find flaws in the game and ultimately find the base of what people want. And then the season only gear will round out the rest of the experience. I wouldn't mind playing in ladders, but the ladder only items being the best in the game (D2 ladder rune words) is what troubles me. I don't want to feel as though I have to participate in a ladder to be able to spend time well.
I know others have fun in the normal game, but when you know that there is this very cool item that does so many amazing things and its ladder only - suddenly your efforts with Kadala to get a Cindercoat seem a little less enjoyable.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
I am not going to say that being allowed to roll 5 single resists is super-exciting, but it does provide for something that other items do not, and that alone is reason to consider it. Want a lot of EHP in your belt slot? Angel Hair Braid is for you. For me, that's enough to make things worthwhile. Having a few items that are good because they break the standard 4/2 rule is not a bad thing at all. More dangerous on the 4 side, less dangerous on the 2 side. An item that was allowed to roll EVERY SINGLE secondary property out there wouldn't ever be considered OP.... but it could be fun!