Now we just need a D4 announcement at Blizzcon
Or D2 remake I guess
What the hell could a downside be of adding a cosmetic items shop? Players feedback? What, some trolls on the forums would say that "This is not wow" ? They've been saying that for years now. Seriously it sounds like complete bullshit to me. I have yet to hear one reasonable excuse as to why eu/na don't have the item shop already.
I've heard this argument before but it doesn't make any sense imo because like 90% of games today have shops with cosmetic items. So this must not be the reason why it's not on EU/NA. There must be another reason... Or they are just a bunch of lazy assholes who knows.
Thanks for the links
There's absolutely no reason not to bring those cosmetics over to NA/EU... Can anyone think of anything that would explain why we haven't had those already?
Probably because USA and EU are annoyingly regulated markets where it takes nerves, layers and time to be able to sell something like this.
Personally i feel like i can go back to D2 every year and play like an addicted maniac for a month. In D3 i have to force myself to go back for the new season and in the last season i didn't even bother...
D2 has a lot of replayability but i can't really say that it's more than D3 because it depends on many things that mostly revolve around a person's own taste.
D2 has more replayability because you can't create one character and have it run all builds simply by swapping your gear and skills. Also, the droprate f certain items makes the game take more time to "master".
The most fun thing in D2 is creating new characters, farming gear for them and building them. Once you have a really well geared character on level 99 there's not much to do except for PVP which is why it is considered to be the true end game by many. Problem is that B.net ping sucks for certain people and PVP kinda sucks because of that.
The top 10 best selling games of all times are not Esports games. Not a single one. In the top 10 best selling PC games you can find Starcraft and Counter Strike that are considered Esports...
Diablo 3 sold over 30 million copies across all platforms and it's actually in the top 10 list... I don't think that's something to be taken lightly. If every copy costs about 60$, then it totals to almost 2 billion dollars which is quite a decent number.
Obviously other games can make a lot more money but is it true that Blizzard does not want to invest in Diablo anymore? I don't think so. I think that how Blizzard views Diablo and how the "fanbase" views it are two different things.
People think that the devs don't realize that the paragon system is broken and there is no item hunt because it's too easy to get all the stuff you want adn it ends too quickly but i don't think that the devs are on the same track here. In their eyes, they are probably happy with the amount of content that D3 has at the moment. It can and has offered hundreds if not thousands of hours of gameplay per person.
Let's not forget that the game is not actually aimed at a hardcore market or at the oldschool D2 fans that really appreciate a more punishing and complex game in terms of decision making in builds and gearing up. People who are down for grinding endlessly for that chance to win the lottery and drop a Zod rune or a Tyrael's might...
Blizzard has indeed shit over us in the last few Blizzcons but to be honest, this year was a lot better than the last two. Maybe i only feel that way because this year i had absolutely no expectations...
Anyway, some people just need to let go of D3. It will never become like D2 and that's a fact. It's more aimed at a casual audience and any effort in making it more hardcore just results in extreme frustration (grinding paragon and fishing rifts...).
The franchise holds a great power which is the Diablo name. If they announce D4 or any Diablo game (Sanctuary fighting game / 3rd person action moba anyone?) and create hype around it, they can sell tens of millions of copies and later on add micro-transactions and they will be making a lot of money off of that for sure.
Also, take a look at games like Skyrim for an example... Sold a lot and by no means a failure of a game. I don't think that we can say that Blizzard is going to be Esports only because market wise it just does not make sense.
Pretty much stating the obvious but still, I wanted to collect some information into one thread.
We all know by now that the new Necromancer class will be coming as a part of the "Rise of the Necromancer" pack and that would lead us to:
2 Strength classes: Barbarian and Crusader.
2 Dexterity classes: Demon Hunter and Monk.
3 Intelligence classes: Wizard, Witch Doctor and Necromancer.
In the Blizzcon D3 panel with the Q&A section, the following question was asked and answered:
Q: Which other characters were under consideration to put in the game?
A: Brand new ones, or fan-favorites like Druid, Amazon, all the ones you'd expect.
I guess it's safe to assume that if there will be more characters coming after the necromancer, they will be 1 Strength and 1 Dexterity so the game could maintain the balance - And that leads me to the obvious part:
The new strength class will probably be a Druid and the new dexterity class will probably be an Amazon.
Why a strength Druid you probably ask since the Druid in D2 had elemental spells. Well, we already have quite a lot of elemental spells in the game coming from the Wizard and some of them from the WD. I think that a more shapeshifting focused class will make a lot of sense. Possibly a shapeshifter / summoner strength class. That still does not rule out the possibility of some kind of a strength caster. After all, in D3 the main stat is not inherently tied to the resource since not all casters use mana. they could just come up with a new resource that could work well with such a character concept.
Why an Amazon? Aren't Amazons female only? Well, it is not too unlikely that Blizzard would just not give a damn about this fact because the Amazons from the Greek mythology are not the Amazons of sanctuary although the Amazons come from the Askari civilization which is a matriarchal society just like in the Geek mythology. but there is also a possibility that they would invent or bend the lore a little bit. If you read about the Amazons myth on Wikipedia, there's this part:
In some versions of the myth, no men were permitted to have sexual encounters or reside in Amazon country; but once a year, in order to prevent their race from dying out, they visited the Gargareans, a neighboring tribe. The male children who were the result of these visits were either killed, sent back to their fathers or exposed in the wilderness to fend for themselves; the girls were kept and brought up by their mothers, and trained in agricultural pursuits, hunting, and the art of war. In other versions when the Amazons went to war they would not kill all the men. Some they would take as slaves, and once or twice a year they would have sex with their slaves.
So i don't think that Blizzard can't make up something with that. Just change a few details here and there and we got ourselves a male Amazon - Possibly a slave / wilderness survivor / whatever.
The Druid will possibly look something like this:
A strength based shapeshifter and caster that can summon spirits and animals to aid him in combat, granting him buffs and debuffing his enemies. Temporarily shapeshifting into a werebear / werewolf in order to boost his strength and burst potential - clawing, gnawing and howling at his enemies as they either get shredded into pieces or run away in fear of getting rabies.
More cool concept art:
We even have general Torion in game in act 5 that kind of resembles an armored druid character (possibly an early development model that wasn't eventually used but polished for this npc?):
And the Amazon could probably look something like this:
Some male concept art - More of a "Nomad" style and not really an Amazon:
Mainly focused on Javelins and possibly scimitars. Probably ditching the bow but that could still be a possibility. I don't think that the DH having a monopoly on ranged weapons must be a permanent thing.
I know that some people are not really excited about the fact that blizzard are adding a new class to the game when there are so many problems in the game already but i think that the dev direction is pretty clear and i also think that we might be seeing a new class every 6 months to year or so which will come as part of a pack jsut like this Necromancer pack which includes some cosmetic items, banners, etc.
Get hyped! (Or not ).
I'll share my thoughts here, I was lucky enough to go to Blizzcon and play the demo.
The game is not in any way a D3 reskin; the resolution is insanely better and more detailed, and there was a tremendous cut-scene as well. Stylistically, it is similar to D3, so I can see how a low res trailer may not look that great, and feel more like D3; it was awesome playing it live though.
As for all the negativity...well, you're entitled to how you feel, but I think it is OK for people to feel happy about how they are going about game design without telling them "it's not cool, we should have had it already!" It was fun to experience the announcement, and it is fun to watch as the game develops. This is just advice from an old person: life is better when you enjoy it for what it is, and not when you are miserable over what it isn't.
The open world aspect is not going to work like WoW, where you see hundreds of people all the time. For the most part, you will be alone unless you choose not to be; Sanctuary is dismal and bleak, and playing in small groups reinforces that. You will start to see players when you get near certain world bosses or events and towns (at least that was happened in my game), but you don't share loot or anything like that.
I'm concerned as well about the trading issue, but I think if we as a community keep the feedback going, it will at least force a reasonable explanation as to why certain items will only be BoP, and I think at the least, we should get them to be BoA, like they are now in D3. That said, we need to realize that duping ruined realm play on D2; if you played single player you avoided all that, but we won't have that lux in D4, and I'd rather not have the game be decided by cheaters.
As others said, we are so early in development, and so much can change. Remember that early D3 trailer back in 2008? A lot changed between that and release, so no reason to assume that a lot of things won't change by the time the game is ready for launch. As long as we keep providing constructive feedback, we have a shot at the game being what we want.
I made a thing: The Season Journey Tracker!
Here's what it looks like in action:
Super simple concept - just as you doing the Season Journey click on a task to keep an overview of what you have done and what still needs to be done. The status is saved in a cookie. Pay attention to the in-game popups because you can complete many season journey objectives that aren't even visible yet, so this website might help you to keep an overview.
Honestly I don’t think the “sky is falling” attitude is warranted.
Plenty of people were plenty excited about the past console releases, and I found them to be vastly inferior to the gameplay experience on PC/m&kb. Clearly this didn’t turn enough people off to keep them from making a Switch version. I’m far more put off by the switch version than a new full title for mobile.
Mobile devices are getting impressive. Whatever one’s personal issue with the features and prices of current gen mobile devices, the simple fact is that they’re successful. Immortal might be a great game - we simply don’t know enough yet.
Anyone ever play Eternium? I think that game is a “proof of concept” that gesture based controls work well for an iso ARPG (imo a better fit than any controller i’ve played with so far). Now consider that Eternium is not a triple-A title with the kind of team and money behind it that Immortal has/will have.
If shop transactions run wild in Immortal, only then will I be disappointed. Do we know anything about this yet?
Regardless - as someone with 26 years of serious gaming (I’d say easily 90% on PC), I think mobile gaming is here to stay, and it is certainly not always a bad thing. Tech and trends move on. Embrace it or be stuck in the past.
....... Unless there’s $99 p2w “micro”transactions. Then screw this, torches and pitchforks.
But until we know more, I simply don’t think the game can be dismissed just because hating on the mobile gaming trend is “cool.”
sorry, but you are wrong.
in march next year, RoS will turn five. there is still the same old endgame as of release and that is rifts. now added with artificial difficulty in the form of higher numbers to achieve higher numbers while playing in the constellation of the correct numbers.
they added the micropaymancer dlc along with some shabby anniversary filter and went silent for the rest of the year until 08.08.2018, where nevalistis told us about the hot burning forges at blizzard and i vaguely remember some tweet that diablo fans will be really excited for blizzcon 2018.
sure, they didn't hype us. we hyped ourselves. but weren't the signs in our favor? were there any polls or opinions that gave voive to the lack of diablo games on mobile? did we run this game for nearly five years with changing devs and no real development, no real communication about the state or the future and the little wish that there'd be some form of exciting announcement at blizzcon 2018?
yes, the signs were in our favor. no, nobody asked for mobile. yes, we endured much of the same old, hoping against hope that somewhere a real forge was in fact, really hot.
this immortal will come to pass. it will have your $99 transactions and i guarantee you, even more. and like every good mobile game, these $99 transactions amount for nearly nothing in the grand scheme. heck, i could buy crystals in galaxy of heroes for the chance of 5-330 (most characters unlock at 30 shards which are gateway drugs, 330 maxes the character out) for $20-$40 and only get 50ish. that is the same in most successful mobile games and diablo immortal won't be the exception to that rule.
and i tell you: people will suck it up. players like me won't make it past the initial free energy. i never spend much time in one sitting, maybe 30 minutes if a game requires full focus. but after that? you wait real life hours for energy. you get bonus drops for daily logins and if you miss one, you lose your consecutive logins. you get bonus items for playing X hours, while that shiny little button tells you to further that bonus by investing some small amount of money.
after one month you are fatigued and if it didn't kill the franchise up until then, it will be done by then. mark my words. immortal is an abomination and moneygrab of the worst kind and blizzard deservers every ounce of backlash.
|Monk (*)||SWK LTK||126||131||181 145||151||138||Link|
|Wizard (²)||Tal Electr.||99||100||102||-||-||Link|
Just found this. there is the link, have fun to watch!
Give me your thought!
UPDATE2: Apparently, paragon starts scaling exponentially again - after level 2250. Updated chart at the bottom of this post. However, paragon 750 to 2250 are still unchanged and relatively easy to get, and provide a ridiculous benefit; and even beyond it's not super crazy scaling, though much more difficult than on PTR and pre-2.3. Despite this small bandaid fix to insanely high paragon levels, all the issues (and potential solutions) of this thread are still valid.
UPDATE: Some of the issues in this thread have been addressed as paragon continues to scale linearly after 2000. Nevertheless, paragon is still an issue and, depending on how long season 4 will last, will be an even larger issue as it was in season 3 due to the fact that XP gain will even be more inflated. The core issues are still relevant, and the solutions proposed should still work. Note that CAPPING paragon is not really a solution - better would be to either 1) let it continue to scale exponentially after 750 (best solution), or 2) remove XP gear (it's the same as MF gear in D3V), or 3) lower the benefits paragon gives after level 800 (probably the best overall and feasible solution as it also works retroactively on non-season).
Yay, catchy title! Sorry for the buzzfeed style, but at least I got your attention now. I previously made a thread about my concerns regarding paragon. There was also a nice thread on Reddit by Xabster highlighting an issue with paragon scaling. However, since yesterday we have new data as Kalmah raced to paragon 10000 on PTR using the GR glitch (live on Empyrian's stream). As it turned out, that changed the game once again - because the paragon XP charts we used so far (including Xabster in his post) were off. After reaching paragon 2000, every level requires exactly the same amount of XP - approx. 170 billion. Yep - paragon level 2000 to 2001 takes exactly as much XP as 9999 to 10000.
Edit: If you don't like to read text but prefer videos, watch Empyrian's great summary of the paragon issue: https://www.youtube.com/watch?v=llPluMsxE7M
Now, in all those paragon threads many people said "I don't care". If that's the case, and you don't like numbers or charts then just stop reading and don't bother replying, there will be nothing in here for you. Otherwise, hear me out and read on.
This is a chart displaying the race from paragon 1 to 750, how much XP you need for the next level. This is what most people are probably experiencing, or have experienced - in all Diablo games ever: as you acquire more power, acquiring *even more* power becomes more difficult. In one word, power creep is exponential. As it has always been, and as it should be. Now... after 750 this is not the case anymore. This is what it looks like once you reach paragon 750:
The amount of XP needed to reach the next level increases only linearly - by exactly 122.4 million per level. On this level you acquire several billions of XP per hour though - in 2.3 there might be scenarios of 200-250 billion per hour in a fast group - which makes this a minuscule increase. It's not like in D2 where the next level *feels* like it's going to take longer; instead of an hour it will only take an hour and a few seconds more (not even a few minutes), so not noticeable at all. That's the reason why paragon leveling at this point has become so rewarding: after 750 you make steady progress without a noticeable slowing down effect. However, after paragon 800 every level gives you 5 more main stat - which is a noticeable increase in power and something that you can't get easily through gear upgrades on that level. That's why people are hunting paragon like crazy. And the first few have reached 2000 already. That number will increase in season 4 when paragon farming becomes even easier (shared XP, power creep will let us farm 10-15 level higher). In non-season, where half the playerbase (including me) has found its home, it's going to be even worse: from the start we will have several 2000+ paragon players, and many many more just after a few weeks. Now, why is paragon 2000 such an interesting number? The answer can be found in this chart:
After level 2000, the paragon needed does not increase - as aforementioned. It will always be 170 billion. Now, why is this an issue? Simply because you will *increase your power* - more paragon, maybe occasionally even more gear, more DPS/toughness which allows for even more XP, higher GR clears which result in higher gem ranks. Paragon leveling will be faster and faster - but the paragon XP required will be the same. When you're paragon 2000, you need probably a bit more than one hour to get one level. When you're paragon 3000, you will have 5000 more main stat (!!!), which means 5000% more damage - granted, it's additive damage; but it will still make you much much stronger and let you farm faster. What that means: the higher paragon you are, the more powerful you are, and the more paragon you will acquire. "Paragon per time" (or "power per time) will not be an exponential curve anymore in Diablo - as it has always been - but it will be a bell curve. Once you're at paragon 2000, you are definitely on the lowering right slope of the bell curve, and you will acquire more power as you go on, and you will not slow down but actually get faster in acquiring this increased power.
I hope some more people start to understand now why there's something wrong with paragon. There are several issues - and relatively "easy fixes", though they might hurt. Note, I am not crying for nerfs or anything - I am almost 1000 myself, so I can see the "benefits of the bell curve" for me as well soon. But I just don't think that running low-level Greater Rifts non-stop every day is the best that this game can offer. Here are my main issues with the paragon system and how I believe it can be fixed:
Problem 1: Paragon leveling becomes slower and slower until 750, stays at approximately a steady pace from 750 to 2000, and becomes even faster after that.
Solution: It should continue to be exponential after 750, and especially after 2000. It cannot be that the power creep is even exacerbated by a bell curve - that simply has to be a design flaw. It doesn't necessarily need to be as crazy exponential as before 750, but as players gain more power it should be harder to get *even more* power.
Problem 2: Paragon levels after 800 are more rewarding than any before.
Solution: After paragon 800, each additional level should only grant 2 main stat (instead of 5). After paragon 1000 - up until 10000 - each additional level should only grant 1 main stat. That would still mean a paragon 1000 player has 400 more main stat than a paragon 800 player, and a paragon 2000 player has 800 more. On this level, those differences matter - especially in season 4/era 4, where top-level players will all have very similar gear thanks to the cube. But at least with a bit of skillful play and luck in GR RNG you can make up for it, and aren't straight out of the competition.
Alternative solution by Skelos_bg: "Cap the bonus from stats at P800. Turn the points after P800 in a currency: With this currency the dedicated players who reach P1k, P1.5k, P2k etc can buy special cosmetic rewards, more stash space etc..."
I love this idea - I would kill for stash space. The option to have one more stash tab every 200 or 500 or 1000 levels or whatever would just sound amazing and, although I dislike paragon leveling, would have me leveling like a mad man. Plus, it wouldn't break the game for anyone else if I'm paragon 5000, but at least I don't have to re-farm all gear when I want to experiment new builds. Thanks!
Problem 3: Greater Rifts, especially low GRs for speed runs in 2-4 minutes, are too rewarding and pigeonhole competitive players into a very specific, tedious, time-consuming, and (in many people's opinion) boring gameplay.
Solution: Make XP gained similar in all aspects of the game. This low GR speed madness only started after the XP was changed to be multiplicative in GRs. I guess this was done because T6 was more effective for XP than GRs (I don't really remember, but I think that was the case), and it gave people a gearing choice (Hellfire Ring or Stone of Jordan? Diamond or Ruby?). However, this means that you want to run GRs only (as it currently yields about 10 times more XP!), and you want to run approximately 20-25 levels below your "real power level", as you can afford to give up DPS for XP gear on at least some characters in the group and run this at an insane speed which yields the best XP/hour. Basically, if this game's rules would apply to football, it would mean that Champions League players would have to practice 10-16 hours a day against mediocre low-league teams to become the best players. I'm not sure that would be fun for either side. The concrete solutions here would be to reverse the multiplicative bonus XP change - or even better, get rid of XP bonuses on gear (just like you did the absolutely right decision by basically removing magic find).
Thanks for reading everyone. If you want to see the complete 1-10000 XP plot, here it is:
(Last change in 2.3, accurate as of October 2016 (2.4.2/S8), thanks to <ZE> Vajet for data and Diablo3Ladder.com for publishing them)
This thread has some general tips and tricks to completing all the Set Dungeons, as well as individual builds and example videos of how to complete each Set Dungeon SOLO!. The videos and guides are based on the current live Patch 2.4, rather than the various PTR (Public Test Realm) versions where Blizzard were balancing the Set Dungeons. If you get assistance with the Set Dungeons, the majority of these are much easier to complete, but I can't really give you many tips there as I've done all of these solo.
Some general comments and tips:
Below is the overall difficulty of each Set Dungeon - Easiest to Hardest based on my own experiences roughly (your own attempts may vary!). I've started with Easiest so it's clear for anyone wanting to get the Conquest to Master 8 Set Dungeons. Note that the rankings below are just a general idea, it will greatly depend on how comfortable you are with the class and set, as well as supporting gear and RNG in the Set Dungeons.
Difficulty Solo (Easiest to Hardest)
Jamoose, I got it done when I was deployed to the Philippines guy by a guy named Lorde Tatu you can search him on Facebook. Yeah bro it took 48 hours to finish lol.
Ragingdump, I'll go check yours out in a minute finally got back to a computer here sorry for the late response. Nah your not hijacking you could have posted it here haha means I'm not the only nerd getting video game tattoos.
The Parasites, lol yeah I don't have anymore space left for a seventh class haha...>.>
M3thG, no man everyone has a different opinion, but I have seen many tattoos in my lifetime if you don't think this one looks good you either don't care for tattoos in general or think every tattoo should look like ones done on TV by an artist who charges 500$+ an hour. Either way don't be sorry no hard feelings.
Thank you everyone else! I'm sorry for the late replies i don't have access to a computer all the time here.