If you read the entire post correctly, I doubt it affects solo play much. I mean in all honesty, which solo build rely's on self healing skills?
The meta wont change much while 50% of the sets in the game are total garbage at the same time LoN being nothing but a thing to house..4 gr builds maybe. 4! Out of a game that you can make dozens per character skill combinations that make sense. All of those should work in a sense but...here we are.
The nerf to some damage buffs can easily be reworked/coded to affect groups and not solo in the nerf, such as "for each player this buff affects, its impact is lowered by 50%". This means that for a 2 player group, the buff provides 50%, 3 player is 25% and 4 player would be 12.5% while still allowing a 100% buff increase for solo. I am not sure they will do this from the start, so we may have to go a single season without that coding, but I expect it by season 8.
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Not really, because you get 40% more xp, 40% more chance to drop legendary items, and very likely faster more efficient clears, as you said.
There is plenty of incentive to group beyond just getting more XP. And even if XP was equal for grouping and solo, most players would still group for the sake of more items and faster runs. So why punish those that want to do it a different way? All because your view differs, it does not mean there is "stupid entitlement etc....". It simply means that people are expressing their views.
I would also advise that you read a post more thoroughly before you make erroneous assumptions, like saying I said groups only get 3-4 times more xp, because that is clearly not what the context was, the context was within a previously presented change, so do yourself a favor and read everything as to not look foolish. When you factor in that they are cutting monster health in half for solo players, then factor in a nearly 200% deduction to bonus xp available in groups (borns, cains, ruby in helm, etc..), but an increase in overall xp gained you get a scenario where groups will still farm paragon around 3-4 times faster than a solo player, but at least the gap shrinks.
I cherish everyone's opinion, but refrain from personal attacks Okakeri
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I disagree with this thought completely, as 100 paragon levels will still mean a 5-6 GR difference when pushing ladders.
Honestly, there is two possible solutions to the huge gap.
A - Paragon cap at 800 (In season only!)
B - Completely rework how paragon and experience gains work.
Either way, we see the gap shrink, and once that gap shrinks, we will see diversity and parody on the ladders, really making D3 reach the level of greatness it has the potential to do.
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Still does not change the fact that groups will be 3-4 times higher than solo players, when in reality it should only be 2 times higher at most.
I still argue that 20-40% is the most logical, aka 2-4 players * 10%. And lets be real, even if there is a nerf to xp gains, in the end it will not be enough without a 800 paragon cap for in seasons only.
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But this was before Greaters!
The idea that people would stop playing seasons if they put a paragon 800 cap level into effect for seasons only is just idiotic at best tbh. People play seasons because of various reasons, but few play seasons to grind paragon levels. Most play for a fresh restart, for pushing ladders, and for completing the season only achievements, or simply to mess around and have fun.
Putting a 800 paragon cap to seasons would also bring parody to the ladder push, as you would not see the 7-8 GR difference that you see from the Paragon 1150 people and the paragon 800 players.
Also, with a paragon 800 cap to seasons, I would personally make XP harder to attain. Make it so that the most dedicated of people can get paragon 800 by lets say season week 3-4, not day 3-4. Lets remove the massive XP buff for groups, and make it so that grouping only gives about 40% more xp than solo. This adds even more parody as those who do not have the time to wait for a proper group. They can play solo and still compete.
In the end, ladders are about parody (which they currently lack), and I am sure there are many other ways to grant parody other than or as well as what I have stated above.
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"Once the feature goes live (which will most likely be between seasons) you will be able to purchase a second stash tab. The first stash tab of the second stash is automatically given when the purchase is made. After that, all the remaining 4 tabs will be obtain by completing (at some level) your seasonal journey, but limited by 1 tab per season, and therefore per unique seasonal journey"
Can you link the proof of one tab per season beyond the gold and earned tab please.
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You do not play the game solely to gain paragon levels, YOU GAIN PARAGON LEVELS SO YOU CAN FISH GREATERS MORE EFFECTIVELY.
Stop being a troll because someone has a different view than you!
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This is why I get confused with all the buff wizard talks going on!
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The theory that they do nothing about botters is certainly interesting, when they openly said they have many punishments in line, and rather than warn, they are allowing people to keep doing things, even though Blizz has thrown hints that drastic repercussions will come to those who cheat.
Give it some time and Blizz is going to drop the bomb on everyone who is cheating in this game, they just want all the creeps to come out of the woodwork first.
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To suggest that time played is not part of the equation is well, you can finish that statement.
I agree with you, end game has issues, and I feel they are caused by having infinite para and infinite GRift. Many of the community simply do not adhere to Hack and Slash mechanics and get consumed by a number. I think capping off Paragon at 800 and having Grifts end at GR 60 or 65 and instead incorporating multiple types of ladders as suggested above would really bring life to the D3 world.
Also, try not to only critique my system suggested but instead see the concept. Obviously my suggestions have multiple gameplay flaws, but they are innovative and open new avenues. Something that can be built on.
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A change to Grifts to maybe make a max, and then have multiple ranking systems on it, such as GR65 being the max GR, but you can have things like:
1- Most damage taken without dying (Tanking)
2- Most life healed without dying (Healing)
3- Most damage done without dying (DPS
4- ETC... to really bring roles to the game as well, other than the current machine grind style which involves running in, seeing mob and map layout, and leaving if not ideal.
The way it could work is the same 15 minute timer, if you live for 15 minutes in the rift, you qualify for one of the above, and as the season goes, people will chose a liking to certain categories, and can climb the ladder based on time at a locked GR level instead of an infinite GR that removes all true hack and slash playstyle from the game.
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I love when people are like "I play this game for around 300 hours every season, but the game is dead!"
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The problem with your logic is that you still seem to think business functions as it did 12 years ago!
I am unsure about D4, but to assume that it will be 10-12, or even 3-4 years for D4 just makes little sense. Business is a constantly growing and evolving field, especially the video game industry.
Some food for thought, 8 years ago Blizzard and the WoW team cared about taking time to make very in depth and expansive patches that had a wide focus, now, they fold to the ever growing demands of whiny millennials complaining for stuff NOW NOW NOW, and they pour out a new patch every 3-4 months that has a linear focus leaving millions of unanswered questions, and a lack of accomplishment in terms of telling a story and delivering it. So why keep doing it, because that is the current demand!
The point is, business models change to cater to the masses in order to keep generating sales so they can continue to make the game they want to make, even if the game they want to make is now currently being driven by a bunch of impatient players who do not understand that the longer they wait, the more a company can focus on a vast array of detail, rather than linear machine grind mechanics.
Based on a change in business models, I would expect D3 to do one of two things.
1) Release D4 around 2017 or 2018, which opens up new components for graphics, play-style, etc....
2) Release a large content patch with a 2nd expansion that revamps the entire graphics systems in the same way that a new game would.
Either way, a large update to the system is likely by 2018 due to customer demand, which was not present during the mainstay of D2. And this integration will be more function-able as an expansion or D4 as this will be the highest sales generator possible to help alleviate the costs involved.
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Can someone help me here, please!!!!
Why does no Blizzcon news mean the game is "dead"? It has more activity now than ever before with the revamped legendary items that keep pouring in, sets that are added, and now the cube. I personally see this game as "doing very well" or at least far closer to that then "dead"
If you have a reason, please help me understand why it would be dead all because there is no news on something, because Blizzcon is rarely the only source they use to unleash big news.
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I like how you guys read this and assume RMAH, where the OP mentions nothing of the sort.
I for one like the concept of player trading, not through the AH, as well as a decrease in drop rate.
I do not however support the removal of Kadala. Instead, I would like some portions of this game to be fixed, where others are variable. I would rather Kadala cost 500 bloods for a 100% chance at a legendary armor of your choice, and 750 bloods for a legendary weapon/jewelry of your choice. At this point, where you can convert set items and roll deaths breath into legendary items, why not to be honest?
Incorporate my suggested Kadala improvement with player trading via a trade menu, not an AH, and I really like where the game could go. Right now, community is dead, games like Diablo thrive if there is a strong player community.