I'm holding out until later today for the other panel. But damn if there's no actual systems work like oh idk sets being mandatory, paragon being awful ect, it looks like yet another disappointing blizzcon for what now feels like blizzards neglected child of a game.
Maybe this new form of DLC will be common? D3 IS their only game without a steady source of income, so maybe if a payed DLC system is put in place we'll actually get some meaningful changes to the core game play?
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I hear you - but the show just started. I bet the developer panels talk about 2.5 and changes they are making to address the fans.
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Keep in mind that's the reveal for the big stage - there is still the developer panels where I'm sure they will talk about patch 2.5
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Hey friends - I wanted to share the link of a new podcast that I'm hosting with some clan mates. Our show is going to be aimed toward a lot of theory crafting, critical thinking about the game and the ideas we can come up with to celebrate Diablo. Our philosophy is to bring to light aspects of the game that can be different and then to make those suggestions and generate ways to improve the experience. We'll be posting questions here on Dfans for community response and share your responses on our show and discuss your ideas. If you are looking for a replay of news and our gaming experiences, this isn't the show for you
Thank you for listening and our next show will be recorded Sunday evening talking about the information coming out of Blizzcon 2016!
https://www.youtube.com/watch?v=G0YeUyiA_Ac
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I completely agree that there is a lot of story left to tell in Sanctuary and to further the good vs evil conflict away from the repetitive "battle Diablo" each iteration of the story. However, without some significant changes to the play style of Diablo 3 and foundational shits away from the min/max RNG hunt the game has become, I can't see more development being infused into this game.
Any opinions on new systems, classes or something to change the paradigm of the game - in conjunction with the land of the Wizards/Sorcerers of Xiansai?
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I'm asking this question for community feedback for a new, upcoming Diablo 3 podcast that will feature questions posed to the community and critical thinking about each topic, rather than just idle chatter about the game and news.
So I put it to you - why do you want a D4 announcement? The main rebuttal I have is if a new game is announced in November of 2016, given development time for something new and ground breaking in the ARPG/Diablo franchise, you are looking at a potential release somewhere around 2018/2019. That's a very, very long time to wait with only D3 as your companion and patches, etc to keep you entertained.
To which, imo, NO one would be satisfied any longer with D3 when the next newest thing is around the corner....a very, very, very long corner.
Why do you want an announcement for a new game so early - what will keep you satisfied to play D3 for two to three years while you wait?
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I just watched Quin69's video guide on Monk's U6 gameplay to "push" Greater Rift progression for the season. The sad word that I heard early on that made me sorta, mentally, give up on the Season is the fun word of "snapshot."
If you haven't watched the video, a brief description; Monks are being encouraged now to fish for a GR with a Power Pylon somewhere near to the beginning of the first level of the GR. So that when you use the Pylon, the Exploding Palm skill of the Monk takes a snapshot of the damage and then you continue to piggy back the EP to new mobs throughout the GR. Even though the Pylon has worn off, your EP on existing mobs is still reflective of the increased DPS and you continue to spread that EP for the rest of the clear.
Snapshotting was a thing in vanilla with Sweeping Wind and it made the game play feel as though you were only being effective if you could maximize a gimmick, or fault of the design, to progress.
Between this and knowing that to come anywhere near the top 200, 100 or even 50 on the Leader boards of any given Season, you have to play at least 8 hours a day, just farming Paragon points to get the damage increase from your main stat...it makes me sort of not want to continue playing in the Season.
There are a lot of fun things to do, build you character, get the gear, improve the gear to Ancient, etc. Build a different type of character, repeat the gear process. But what is the end result? Even with its faults, the AH/RMAH gave you another purpose to play, because you never knew when you would find that hot item to sell. The Leader boards give you another reason to play, except after a week, if you haven't played 10 hours a day - what's the point? So you make a build that maximizes experience gain and you drearily farm experience. So that when you are ready, you farm the perfect GR to use a gimmick to try and progress.
Not rewarding game play for me. I'm curious if it is for others? Clearly the streamers and many others enjoy trying to beat out some sort of rank on the Leader boards, but is it really that rewarding? Does it make you awesome that you spend 70 hours or more a week playing this game, so you can say "I got to rank 1 because I have thousands of Paragon levels and spent days looking for the perfect GR to gimmick my way to the top!"
I hope that Blizzard runs the risk of pissing off their popular streamers, by putting a cap on Paragon levels for Seasons and for removing the snapshot gimmick from all classes and skills. Snap shot the dps and simply code so the dps increase ends across all instances of where it appears after the appropriate amount of time has passed.
So if you make it to rank 1 in a season, it's because you found great gear and used your skill and gear to make it to the top.
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First off - fantastic guide! I like the hybrid strategy the best. I did a lot of PTR play and going straight Rift leveling felt a little slow given the propensity of crappy mob type/density. I think it ultimately feels faster to look for chests and bosses.
Speaking of bosses - for giggles - assuming the "easy" bosses are Butcher, The Power Ranger Moth Chick and Cydea? Can't see Azz, D or Malthy being considered easy?
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I have to respectfully disagree with you.
If the legos were sold by vendors, I think people would lose interest real fast. Just my opinion, but I think the vast majority of folks that are flooding the PTR for the drop buff, just want to run around seeing all those beams and hearing clang after clang. If you remove that element, I strongly feel that folks lagging the PTR will get bored MUCH faster and leave.
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Right now a giant falace with spikes coated in cayenne pepper is being prepared for you in the after-life. Not the good after-life, the shitty one.
Hope you enjoy.
Signed,
Everyone.
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It seems as though the developers made the drop rate more of a priority than they did the quality of what was dropping. There is no Auction House, no trading - why not make them over powered? Why not at least make regular legendary items (with no special power) have eight affixes instead of six? Why didn't 2-handers see a buff in the EXPANSION to the first game where they were clearly broken?
My money is that the developers are obsessed with balance. Meetings, discussions, play testing, more meetings, more discussions, more testing.....to trickle out a few items and proudly display them to the group.
This is how I feel the developers are in DANGER of losing touch. They hide behind pen and paper instead of a game that is so much more than that. And yes to the argument, "well if they don't balance it you will have the community complain that its over powered." True - that could happen. But which is more likely, people who complain that only one class, one item makes them overpowered - or that there are many overpowered options to choose from in all classes?
If the developers want to balance every single item, every single skill, every single class - they are going to piss off a lot of people that are waiting for them to get out of their meetings...