- Seluhir
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Member for 12 years, 8 months, and 20 days
Last active Sun, Nov, 5 2017 01:07:03
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- 487 Total Posts
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Oct 7, 2011Seluhir posted a message on DiabloCast: Episode XXIXMaybe by the end you're able to channel the power of Uldyssian and make Diablo cease to exist.Posted in: News
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Sep 29, 2011Seluhir posted a message on BlizzCon: Foo Fighters and Mediaeww another concert I would've never gone too... I guess it's just as well I'm not going to Blizzcon this year...Posted in: News
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Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIThere's a reason the d3ffbeta stream is the best one - he talks during it. People like to know what the person is thinking and what they're experiencing during it, and it's even better if it's live and you can interact with the person.Posted in: News
Sorry for the doublepost. -
Sep 16, 2011Seluhir posted a message on DiabloCast: Episode XXVIAfter clicking the chat gem while listening to this for 37 minutes I finally got a build that has all the same colour rune:Posted in: News
http://us.battle.net/d3/en/calculator/wizard#QkgVPh!VZW!aaaaaa -
Aug 25, 2011Seluhir posted a message on New Class Skill VideosThe Wizard skill right at the end is so amazing looking. That and archon are ALMOST tempting me to make a wizard before my DH, but the DH skills were awesome too so DH still trumps it.Posted in: News
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Aug 24, 2011Seluhir posted a message on New Class Skill Videoswhoa freaking cool....Posted in: News
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Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonI agree with the concept of a 'horde mode' style thing. Horde mode is one of the most effective styles of multiplayer gameplay that really fits in every style of game that could have mutliplayer.Posted in: News
As to the armor style...
Someone said it looks like Shredder as if that's a bad thing? The Shredder is epic.
I really do think that when you look at the armor art-style from the PROPER viewpoint(the higher up) it will look really cool.
There's a major reason Blizzard does the 'stylized' look... and you got it exactly right.
Realistic games look really awkward a couple of years back... they look awesome when they come out, but 2-3 years pass and they start to show their age. Whereas go play Final Fantasy 9... it still looks pretty damn cool. -
Aug 20, 2011Seluhir posted a message on DiabloCast: Episode XXII - Be Your Own DemonMy suspicion is that monsters will randomly generate above 61. So there won't be any 'one place' you can find stronger enemies but as you play you may run into anything from say 61 to 65 or 61 to 64.Posted in: News
So you can't PREDICTABLY farm more, but it will make the difficulty vary as you play. -
Aug 19, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & ConsEros, because stats were a very user-unfriendly form of customization, even if done ideally. Diablo 3 is being aimed to be a game that the average player can pick up and enjoy without feeling that he has to make decisions that he doesn't understand that are semi-permanent.Posted in: News
Diablo 3's removal of stat points(transferring stat customization exclusively to gear), switching from skill points to skill slots, etc was a way for them to make the game easier for people who are first picking it up without removing any significant amount of meaningful customization. I say meaningful customization in the sense of actualy deep decisions to make that one can make from a role playing standpoint or from a min-maxing standpoint.
Keep in mind that even without skillpoints and stat points we still have more customization than we've ever had before.
Stats: There will be far more diverse items, and the addition of a proper crafting system dramatically increases stat customization. In addition, many passives have stat bonuses attached to them further allowing you to customize your stats. Furthermore, the addition of what, 15 tiers of gems makes stat customization even more long-term and deep.
Skills: Skill-swapping allows people to really choose which skills they like rather than making a guess at it at level 1 and hoping they're right. In addition, passives also act as your synergies did, by improving damage in meaningful ways. In addition to this, runes make such a dramatic difference in your skills - by having 5 different versions of each skill characters effectively have 100-125 skills to choose from. That is a LOT of choice.
Appearance: With more gear available, and different sets by difficulty, we have more appearance choices. Add to that they dye system and you're left with a very diverse appearance system.
And every bit of our customization now will, if done right, be MEANINGFUL. Most of Diablo 2's customization was either heavily restrictive or largely meaningless(like stat points). I think adding much more would just make the game unfriendly - and we all want the game to sell well so Blizzard has more money to put into things like the Diablo universe don't we? -
Aug 18, 2011Seluhir posted a message on DiabloCast: Episode XXI - The Pros & Consfor ME the demon hunter coat... for my wife the socksPosted in: News
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Cherd this is really an argument for another place... but Diablo 3 will have a million times more variety in terms of actual MEANINGFUL variety but a lot less of 'well I want to put 100 into str and everything else into vit' type variety.
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Iron maiden was removed - because it wasn't just hard it was a bad mechanic(and as a caster it meant nothing to you). Lower resist on casters and MSLE I give you credit for. Dolls were annoying but nobody killed them anyways so they weren't really a concern. Gloams were only annoying if they were either MSLE or lower resist....
But no, they won't. If bosses have an equivalent chance-per-kill-time based off the boss itself(remember Blizzard CAN adjust droprates and loot tables independently) they won't be 'the only way' they'll be 'an option'. Your way means that bosses won't even BE an option. At all. I want to have the OPTION to sometimes go and kill a boss for more than just the glowy effect. I think it's RIDICULOUS that people are so against having that be an option. INCREDIBLY selfish just because THEY don't want to farm bosses at ALL for them to say that NOBODY should be able to is positively ridiculous.
Yes, I agree that if one boss is REALLY easy he shouldn't drop better than a champion, but a boss should drop loot relative to the time it takes to kill it. So Skeleton king right now on average takes about 5-10 times longer on normal to kill than a champ, so his loot should be about say 6 times higher droprate. On inferno if Skeleton King takes 1.2-1.4 times as long as a champ to kill then he should drop say 1.25 times higher droprate than a champ. If, say, the end boss of act 1 ends up being really easy and taking about the same time to kill as a champ on inferno - then he should drop about the same loot. The same rules should be applied accros the board. EVERY BOSS should drop loot proportional to champions based off of the average kill time for that boss.
And again I don't think there is really ANY chance of finding 'zero champs' when farming. I've played a bunch more and I still can't even think of one ACTUAL dungeon that didn't have at least 2. And most of the time 3-4.
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In Diablo 2 the hardest mobs typically were the bosses. Mobs like Lord DeSeis, Duriel, the guy at the Hellforge, etc.
Bosses don't just refer to the one guy at the end of each act, they refer to any harder-than-average mob who is always there.
I can't think of anyone harder than that one superunique in the fake tombs of Tal Rasha - if you got the wrong modifiers on him he was immune to nearly everything and highly highly resistent to anything he wasn't immune to.
And the only set of modifiers that killed me quicker than Diablo was MSLE. Some of the others were tough, but only MSLE really EVER gave me pause. Or casters who had the -resist aura. Those two were the only ones that were tough for me - and I played PURIST so I didn't trade AT ALL only used the items I found myself. Meaning I had none of those rare runewords. My sorc was in entirely mf gear - and while she couldn't kill lightning immunes - she never had troubles with dying to most champions unless they were one of the above. Neither did my smite paladin who used the +resist shield runeword(you kno0w the one using like ral ort and tal or whatever it was) btw, my hammerdin(again no runewords), my necro, or my amazon. None of whom had 'the best gear ever'. They were all in decent gear, but none were decked out in top level runewords or perfect items. They were all just using the random stuff I found on meph runs.
I don't know what game YOU were playing really. Now I quit back when uber-diablo was the only 'uber'. So perhaps things changed after that. But back in those days the bosses were harder than all but the most difficult rares.
And champions in D2 were RIDICULOUS pushovers. So I edon't know what you're on.
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I'm not against making uniques meaningful, I'm against making bosses meaningless. I want to be able to get value-for-time no matter where I choose to play. I don't want to be going through say Azmodan's dungeon looking for rares, get to the door behind which he is and go 'well this is as far as it's worth it for me to go'.
I want to get to that door, go through it, kill him and have an equivalent reward based off of the time. If X boss takes 25 seconds, the average champion takes 50 seconds, and z boss takes 100 seconds then I want X boss to have half the droprate of a champion while Z boss has double the droprate. The rewards for bosses should not just be a blanket 'lower than champions' like it seems to be currently according to recent statements. The rewards should be equivalent based off of average time to kill. That's all.
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The fact is we just really don't know.
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But ya, I'm very glad to see it.
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And I'm convinced you haven't read a single word in a single post I've made. You make comments that are saying things that are the complete opposite of what I've posted and making it sound like you got those ideas from me... which I can't fathom at all.
What I'm describing is a philosophy designed by logic. You go through a dungeon and get to the end, and what you want is an epic encounter that really pushes you to the limit. That is how it SHOULD be in an RPG. Anything else just leaves you disappointed.
I've played hundreds of RPGs and action-RPGs. The ones that felt the best were always the ones where the major enemies(ie. bosses) were epic and somewhat challenging. Things like Final Fantasy games - the final Kefka fight or Zeromus. Things like Diablo 1 - Diablo was harder than almost anything in the game, so was the Butcher. Things like Ninja Gaiden where the end bosses have abilities that one-shot you. Those are the ones where you feel the most satisfied playing them.
Games where you get to the boss like War in the North and the boss is a pushover just leave you disappointed.
If Blizzard makes the bosses in this game less than epic I GUARANTEE you the game will score poorly in reviews and will lose a lot of long-term players over it. GUARANTEE.
Oh, and I technically HAVE spent hours in the game. The beta is part of the game. A small part, but it's a lot more than '1 minute'.
Edit: NM I give up, I really do think he just read the last sentence of my last post rather then the actual discussion part and made his post as insultingly oversimplified as possible. Tek, I hope this makes you happy - I really do, I can't argue with your stubborn unwillingness to address an entire post - it's just not winnable. Grats, selective arguments win again.
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Bosses - require clearing at least 2-3 dungeon floors to get to even one, have way inflated health, have distinct scripts and epic effects that make them more interesting to fight. And bosses being 'predictable' is entirely dependent upon the quality of the AI. If the AI is well designed, the mobs may have say 10 abilities they can use but you can't be sure which they'll use when.
I'm sorry, but except for the most RARE sets of modifiers, I don't forsee champions being slower OR harder than bosses on inferno. Even with the 'predictability' of the boss, if it's well designed it can still be a challenge. Look at the Ninja Gaiden series. Once you'd fought a boss once yuou knew what it was going to do. But that didn't mean you could kill it every time because things were designed well.
Not only that but if they DO design it so that you run into 15-20 sets of mobs who are SIGNIFICANTLY harder than the boss BEFORE the boss I'll be highly - HIGHLY disappointed. In fact that might be enough to seriously reduce the fun value of the game. If there is ONE or TWO sets of modifiers that can spawn randomly that make the mobs insane, that's different, but if the AVERAGE champion is harder than a boss it will make the game very anti-climactic. VERY VERY anticlimactic.
It's like War in the North - which just came out so the reference is relevent. About 20 minutes before you fight the final boss you have to fight two trolls and like 4-5 other enemies in a sort of time sensitive situation. All normal enemies. They were VASTLY more difficult than the boss. DRAMATICALLY more difficult. And it almost completely ruined the satisfaction of finishing the game. Because the boss was such a pushover.
Bosses are SUPPOSED to be the most difficult - that is why they're the boss. If the boss is a pushover and some random enemy who just wanders his halls aimlessly is so much stronger than him - WHY IS HE STILL THE BOSS?
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Which is actually 100% the OPPOSITE of what Blizzard wants for Diablo. Blizzard wants to encourage people to try odd-ball setups, not make them impossible.