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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Unless you stack CDR and use Spiritwalk (forgot the name of the skill)
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If you play SC, reroll the Vit to Damage % until you get a Gift. No reason to have Vit on your weapon or rings in SC when dying does not matter.
If you are HC, then reroll the CDR into Damage %, until you get a gift then get that CDR back on the weapon.
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All I remember hearing is that they were disappointed with people trying to exploit adventure mode for fast levels.
That being said, 99% of these required Torment 6, so locking Torment 2 and higher until you reach 60 would be optimal in my eyes.
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Because of all the tools trying to exploit the game for faster levels.
Seasons are meant to have a sense of integrity, not greedy exploits.
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Heard they may be locking adventure mode at start of season.
At the least I fully expect them to lock Torment until level 60.
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EvE online is a completely different genre, that is what I meant. You are grabbing A and B and saying they are the same. When in reality, they are not.
When comparing straight up sales intervals of From Software to ALL major competitors, they fall in the middle of the pack. Also, why stick solely to foreign sales? Domestic sales of Dark Souls and Bloodborne have been high as well.
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If you think that is nothing, you clearly have an issue, comparing to THEE top dog to determine success is a complete joke, and in essence, one of the other problems in many of these discussions.
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I would study From Software, they are a big time developer that takes your theory and beats it with a kendo stick!!!!!
That being said, it is hard to pull off, and expensive. Diablo 3 at launch was close, but the RMAH ruined its potential, but rather than fixing the issue solely, they needed to rebuild the entire system because they had lost nearly their entire community of players. Hence they listened to the community and gave them what they want in RoS, and now D3 is on the rise again.
What I am curious about is whether they go away from the RoS system and back to their original intentions now that they have a larger player base again.
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Define good though, because I feel that is the problem.
I took a Lightning Wiz using Chain Lightning and the Blizzard lightning affix and steamrolled T6 as well as getting up to GR33. Sure that is not mainstream top of the line, but it is super fun, and to me a lot of people are losing sight of this. Sure we all want that one set that rises above the rest and gets us as far as possible, but many truly forget the point of games like D3 or PoE where it is also intended to just do random fun builds and see how far you can get them.
For instance, I was doing a WW+IK build well before they announced they were going to release the Wrath of the Wastes set which make WW insanely powerful. In this build I had an Ancient Thunderfury and an Ancient Fulminator (So yes, I got extremely lucky) and used Wind Sheer affix with WW. I also used Overpower-Killing Spree. For other equipment I had a lightning reapers wrap, hexing pants, and a lightning Andreal's Visage. I was able to take this build up to GR36 using Call of the Ancients with their Lightning affix having them absorb 50% of damage when I was in a bind. That was extremely fun, but Raekor clearly was the best performer.
So to sum things up, just have fun once in a while, it really adds flavor and texture to the game helping it live longer between major content patches.
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Only way to really fix this, not saying it needs to be fixed however, would be to have a group XP formula. What they could implement is that all XP boosts between the group are added together and then divided by the # of players in the group.
For instance, if we had a combination of +280% XP boost, and 4 players in the group, each player would get +70% XP boost. Doing something like this could open up new avenues of game play where 1-3 DPS and 1-3 Tanks/Support/Leechers group to benefit everyone as a whole.
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I like the op's post but it also hints at some of the problems with posters. This is not LOD, this is also 2015. Marketing and game goals are different now than they were then. This is something we all need to live with and understand as we move to the advanced tech age.
Now what I like from this post was the idea of removing leader-boards (ladders) of greater rifts from non-seasonal. Instead, I think they should think of a new game mode that is exclusive to Non-Seasonal so that you have more of a reason to play each game mode. My idea was having firefights, where you and all 3 of your followers (or 3 other players) are locked into a Hell Rift arena of some sort. Waves keep on pouring out at you and you try to get as far as possible, but you also try to get that far as quick as possible. By doing something like this I feel you open up new avenues of gearing, moving away from strictly the glass cannon theory to every stat being of utmost importance. I also feel that a "Firefight" mode would be fitting for non-seasonal as those characters have more paragon levels opening up more survival and killing options.
I also feel this game mode would lead the dev crew and community to think of a more unique and intricate paragon system. In the end, it is a very raw idea on my part, but something that I think could really be implemented and be very exciting. Loot will be given when you die, and like PVP was intended when you die you do not actually die, so that Hardcore players can enjoy this game mode as well.
That is just one random thought of mine that popped up as I was reading the OP's post. The main goal should be to add more unique and specialized game modes that help players feel like there is a real reason to play both seasonal and non-seasonal. Limiting the difference to a selection of 8-10 drops simply is not enough, and quite frankly, is very lazy by the Dev crew.
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2.2 will be released on April 7th for PC and Console
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I personally see no reason to keep more than 1 of a class in a specific game mode.
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I have tried all of the classes between console and pc, and I am going to be primarily playing Barb from here on out until something very interesting is released for the other classes.
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You get all legendary gems in Grifts, you should be grinding regular rifts for keys, and should get 1 key every 5 rifts on T1 roughly. Most toons are innately strong enough to run T2-3 as soon as they hit 70 with good yellow gear. I would up the difficulty and grind out T2 and T3 until you have a legendary item in each slot, always working for your preferred set pieces. In this process gold will come, progress will occur, GRifts will fall, and you can get and level your legendary gems.