just because you don't find something right away doesn't mean things are bad or wrong or your unlucky. If you flip a coin 6 times in a row and get heads some people may say that its not 50/50 chance.. which is incorrect. If you collect 10,000 legs and don't find 1 then there might be an issue. Sample size are your friend.
- D00M33
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Slayerviper posted a message on New Primal ancients!Posted in: Diablo III General Discussion -
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Haburaboi posted a message on Socket Problem On Rings - AmuletsPosted in: Diablo III General Discussion
this is one of the reasons i think primal ancients, being so rare, should allow the re-roll of multiple, if not all, stats (scrap the maximum stat option)
If you think like that then primal ancients will do exactly that. You get all your gear primal and then what? Anyway the problem is the socket not the stats. I don't mind grinding for the right ring or amulet but when you get an ancient compass rose with int: 600 vit: 640 armor: 580 movement speed and resource cost reduction what will you do? If it had at least a socket you could change one of them.
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Arydor posted a message on What new primal ancients actually are (and why that is nothing)Posted in: Diablo III General Discussion
I'd agree here with the exception of the weapon slot. The boost in damage from the damage range alone is an easy 6-7 GR levels, 10 if you're good and like fishing. The fact that every skill multiplies (and subsequently every multiplier afterwards) from your weapon's damage range means that increasing it increases your overall damage output exponentially. I believe the math is something to the effect of 100 damage range = 1000 main stat (could be 2, it's been forever since I've actually looked at it). That's quite a bump.Quote from TrueColdkil»
Getting to the point: the whole discussion Primals v1 VS Primals v2 is completely bogus. The relative power provided by v1 is around 2-3 GRs on a paragon 2k character - so extremely low also given the rarity of the item.
While your overall statement here is true, shouldn't that be what we all strive for in a season? I mean realistically speaking of course, it almost never happens, but when it does all that is left is the paragon grind. It'll keep players going, and complaining about it the whole way, but at least they're still playing.Primals v2 have on the other side next to zero impact and are pointless to hunt for the most part until you really want to "finish" your character.
True, however, I think with the addition that Mystic gives perfect rerolls sort of gives an edge towards Primals, not a huge edge, but it's definitely in favor of Primal. I think truly the solution is going to end up somewhere in the middle. While Primals serve that "last 1%" you'll get on gear, they should definitely have impact, but not nearly as much impact as v1.0. It's already an unspoken rule in-game, if a weapon isn't ancient, it's not really worth using. There's a reason for that. Primal v1.0 just exacerbates that same stereotype.v1 didn't have GRs requirement so ladders could be easily fucked up by some sheer luck and while Ladders imho have next to zero meaning, still it's not something anyone wants. v2 Primals just negate this possibility since a good rolled Ancient is really near in terms of power with a Primal.
I agree 100%. Which is why instead of giving us Primals, they should be focusing more on balancing each class, giving more legendary affixes, and fixing old/broken/useless legendary affixes. Who's going to use a Dovu Energy Trap these days with the CC immunity in the air? If each class had at least 5 GR pushing builds over 3 different sets, excluding LoN builds, the game would be more competitive, and less cookie cutter. I think we can all agree that even with the paragon problem persisting, being able to play at the same level with 5 unique builds for your class would be a lot easier to take. (PS Also fits with the Armoury, just sayin.)The whole Primal thing was doomed before even coming to light since it's just "meh" design. The game needs different gameplay additions - i hope that with Challenge Rifts also standard ladders will just be removed since they're actually not an indicator for anything so the attention will be less focused on the fantomatic "meta" which is created by players and gives the false impression that if you don't play that exact build you're doing it wrong.
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TrueColdkil posted a message on What new primal ancients actually are (and why that is nothing)Posted in: Diablo III General DiscussionGetting to the point: the whole discussion Primals v1 VS Primals v2 is completely bogus. The relative power provided by v1 is around 2-3 GRs on a paragon 2k character - so extremely low also given the rarity of the item.
Primals v2 have on the other side next to zero impact and are pointless to hunt for the most part until you really want to "finish" your character.
The whole reason is that seasons are a game based on (freakin) ladders. Even the smallest power increase is something most players focus on and what drives the casual masses to hunt for. Anyway the reality is that only a few people will actually get some of the given the rarity.
v1 didn't have GRs requirement so ladders could be easily fucked up by some sheer luck and while Ladders imho have next to zero meaning, still it's not something anyone wants. v2 Primals just negate this possibility since a good rolled Ancient is really near in terms of power with a Primal.
The whole Primal thing was doomed before even coming to light since it's just "meh" design. The game needs different gameplay additions - i hope that with Challenge Rifts also standard ladders will just be removed since they're actually not an indicator for anything so the attention will be less focused on the fantomatic "meta" which is created by players and gives the false impression that if you don't play that exact build you're doing it wrong.
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Arydor posted a message on What new primal ancients actually are (and why that is nothing)Posted in: Diablo III General Discussion
Actually, it's fairly accurate to assume that player knowledge/skill is a factor, but a lot of that comes down to rift fishing, which is exactly what he said. After that it's simple stat math, if you're not within XXX paragons of the next player on the boards, you can't compete with them regardless of skill, as they are just putting out more raw numbers. Adding Primals only exacerbates the difference of rift fishing/knowledge to complete luck, which is detrimental to your first point, that streamers-elite players-competition bring new players to the game. I don't believe his point is to make the game casual, but instead to have more varied options in build diversity, instead of just raw numbers. In fact your assumption appears to be illogical, as wouldn't a complete casual want bigger numbers on their gear so they don't have to spend hours paragon farming? Just a thought.
Game doesn't need pointless power creep to be made more playable by the competitive crowd. It needs more competing options, less power gap, and ways to distinguish player ability that don't involve grinding up the stat ladder.
Nearly 100% of what gets a player on the top leaderboards is pure stat. The only bit of differentiation between players at the top by the end of a season is how lucky they were fishing for rifts. Power creep doesn't make knowledge of the game any more important, nor does it make time investment any more rewarding. It's just same shit different numbers.
If you want the game to hold the attention of streamers add something like PoE map system (which let a player progress through challenges). Add a balanced competitive mode (whole point of challenge rifts). Add more competing options and wildly crazy items. Don't just tack another zero onto the end of stat values and say "Now your time matters more".
Strongly disagree. Of course mainstat has a point in overall performance, as it should; but you said that nearly 100% of what brings a player to the leaderboards is stat / gear.
That is 100% wrong, and any player in the top 100 on any leaderboard will verify it. Player performance is the highest factor, by far.
Honestly, my personal opinion is that your points sound quite like an excuse for someone who wants the game to be completely casual. LoL- HOTA mode on.
Log in and be able to compete in equal playground with someone who has gotten 4k paragon while you made it to paragon 600 in your 2-hours a week schedule. Not gonna happen in D3. It never happened in D2 either , or any ARPG for what it takes.
Clearly I want an ARPG where progress and time invested do matter, while your approach sounds like a MOBA-shooter type of game.
Competition does matter. But so does playing incentive. And power creep IS an incentive.
If they were to instead take Primals out of the game completely, balance 3 sets for each class to deal roughly the same amount of damage, add legendary affixes to currently useless legendaries, upgrade current useless legendary affixes to be useful in at least 1 build, they'd be making huge strides towards more competitive and more exciting game-play. I used to laugh (out loud) at the Play-Your-Way Thursday segments, as they were usually extremely useless builds for doing basically anything with. "This build clears T8, I like it." Yea, but the highest difficulty is T13... Wouldn't you want more builds that do things differently at the maximum rather than builds that have to stoop to lower difficulty settings to be effective?
Power creep is incentive, but it's not the ONLY incentive. I've said it before and I'll say it again, getting a Primal Ancient Obsidian Ring really makes no difference, getting a Primal Ancient Crushbane is completely useless. -
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gurete posted a message on What new primal ancients actually are (and why that is nothing)Posted in: Diablo III General Discussion
Game doesn't need pointless power creep to be made more playable by the competitive crowd. It needs more competing options, less power gap, and ways to distinguish player ability that don't involve grinding up the stat ladder.
Nearly 100% of what gets a player on the top leaderboards is pure stat. The only bit of differentiation between players at the top by the end of a season is how lucky they were fishing for rifts. Power creep doesn't make knowledge of the game any more important, nor does it make time investment any more rewarding. It's just same shit different numbers.
If you want the game to hold the attention of streamers add something like PoE map system (which let a player progress through challenges). Add a balanced competitive mode (whole point of challenge rifts). Add more competing options and wildly crazy items. Don't just tack another zero onto the end of stat values and say "Now your time matters more".
Strongly disagree. Of course mainstat has a point in overall performance, as it should; but you said that nearly 100% of what brings a player to the leaderboards is stat / gear.
That is 100% wrong, and any player in the top 100 on any leaderboard will verify it. Player performance is the highest factor, by far.
Honestly, my personal opinion is that your points sound quite like an excuse for someone who wants the game to be completely casual. LoL- HOTA mode on.
Log in and be able to compete in equal playground with someone who has gotten 4k paragon while you made it to paragon 600 in your 2-hours a week schedule. Not gonna happen in D3. It never happened in D2 either , or any ARPG for what it takes.
Clearly I want an ARPG where progress and time invested do matter, while your approach sounds like a MOBA-shooter type of game.
Competition does matter. But so does playing incentive. And power creep IS an incentive. -
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Aya_Twitch posted a message on New Primals - The ProblemPosted in: Diablo III General DiscussionWhat is this constant moaning whenever Blizzard wants to put something rare in the game? Does every good piece of loot need to hit the ground within 3 days of a season start? As it stands now, you can go from level 1 to farming GR 70s in a week. The loot farm is gone in this game, and it wouldn't hurt if Blizzard brought some of it back.
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Green posted a message on upcoming changes primal 14/2 pluepostPosted in: Diablo III General DiscussionThis is how to scrap the idea with pretending that its not scrapped. Even without lowering the drop chance, its super hard to get any usefull primal on ptr now. In the time needed to collect primals with correct stats everyone will already have good rolled ancients. Most of the time we will be just getting forgotten souls from it.
Casual players will never see those (except some primal blackthorns i guess), and hardcore players will already have nearly perfect gear before they will be able to gather those. Also getting just 15 souls from salvaging it is a joke.
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lordnazgul1984 posted a message on What Diablo 4 can learn from the seriesPosted in: Diablo III General Discussion
Ok but AH is bad. I wanna get these items myself, not buying best gear for 2 billion per slot! Glad they removed AH whit ros and gave us smart loot.
Quote from lordnazgul1984»
PvP and adventure mode at start, No AH, no infinity paragon, all new classes!!!
Infinite paragon is good! I remember the horrible paragon 100 limit
and AH is good. I hope it gets back.
im saying this as a poor player during vanilla. -
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Cleglaw_Xendlar posted a message on Is possible to add PvP to the game? YES!Posted in: PvP Discussionwhen you talk about effort to make something happen, you become to think like a game dev rather then a game player(user). we are users, so think as a user. dev problems are for devs and we may never really know hard or easy will it be for them to handle those problems. user may only "assume" things about developing but not acctually "know". same applies for the dev side.
i think d3 has an awesome camera view, hit feel etc etc, and i guess pvp would feel very satisfying and unique if implemented well in it.
d2 had no dev supported deep pvp as you say, yeah, it was mostly created by community effort. but also when you think of it, this was a completely okay thing for its time. in 2017, we are far from that point now with internet/multiplayer being much more accessable. gaming is much more global and social. doing same thing today is not okay anymore. devs are responsible for those social interaction between players. its not something luxury anymore. its fundemental.
josh may have said those words, but it doesnt mean pvp discussion should be a closed case. after all its the users who play the game. this topic is alive as long as considerable number of players keep demanding and voicing opinions about it. as you see, its not forgotten, and if its not forgotten then its not dead.
---------------------pvp is not the reason why some games are crap. real reason is, the way how todays devs deliver it. its very wrong to cut everything in sake of pvp. so that "big fat no" is acctually not fat at all. if you are looking for whats wrong, then i advise you to look for details instead of existence of the pvp concept.
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These new changes are even worse than the other ones for primals, how is it even possible that they can be made even worse? Primal needs something like extra primary attribute and secondary attribute and or a second opportunity to reroll. Also the ranges need to be higher on everything not just Main stat and vitality