Yea, pretty much exactly my feelings.
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dmangelo28 posted a message on #notmyrunewords?Posted in: Diablo IV: Return to Darkness -
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dmangelo28 posted a message on #notmyrunewords?Posted in: Diablo IV: Return to DarknessAs a D2 fan, the "runeword" system that they have so far in D4 is not what I think of when I think of runewords. It reminds me of PoE gems or "skill runes" in D3. I don't like that they're using the name because it feels like a cheap way to draw on the nostalgia without delivering what people remember in terms of the runewords from D2.
Finding item bases (ethereal/superior with/without sockets etc.) was extremely exciting in D2 because of the crazy endgame runewords. Finding runes was also extremely exciting for the same reason. Crafting runewords with these items was also very exciting for me as a form of endgame content. Acquiring the items necessary to trade for said runes contributed to hundreds of hours of game play time for me throughout my teens -- and would likely still today.
To be clear -- Having a system by which you are able to modify the way you play your character (through skill modification), I find very compelling, and it should exist independent of what I understand to be runewords, in my opinion.
That being said, runewords as they existed in D2 were more of a form of end-game crafting, even though the runewords themselves also sometimes dramatically changed how you played the game.
Specifically, I really liked that finding a Vex/Ohm/Ber rune meant something huge. It didn't mean that you could now get a chosen effect when you drink a potion in a 2 socket item. It meant you could participate in meaningful end-game "crafting," by making runewords that could dramatically change how you play the game. It also felt way better than finding crafting materials in D3 -- no comparison.
TL;DR
(Good Job Blizzard) D4 should have a way to modify how your skills work (like the current implementation of "runewords") -- but they aren't runewords as far as I'm concerned.
D2 runewords consisted of acquiring extremely rare materials for end-game "crafting." -- There are many pieces that have to come together to get a good runeword -- let alone the RNG elements to the rolling itself.
(Please address this Blizzard) Even if D4 sticks with the same system for modifying items and calls them "runewords" -- which I really don't like -- They should have a way to craft end-game items, which would be the true sucessor to D2 runewords.
How do people feel about end-game crafting and the use of runewords for the skillmodifiers we saw in the announce? -
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Jaetch posted a message on Some mechanic questions, Elemental Exposure, Strongarm BracersPosted in: Wizard: The Ancient Repositories
Yes, in a group, your goal should always be to improve the eDPS of the group, not solely yours. Passives like Conflagration, Cold Blooded, Elemental Exposure, etc. should always be prioritized over personal buffs like Audacity.Quote from mikschu
Would this be for solo? In group wouldn't conflagration be better? Assuming it's a toss-up between the two, as it seems to be for most of us.
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Jaetch posted a message on Some mechanic questions, Elemental Exposure, Strongarm Bracers1. Elemental Exposure triggers based on the damage you deal in addition to the weapon type. If it's a cold weapon, it will contribute 5%. If it's an arcane weapon, it will contribute 5%.Posted in: Wizard: The Ancient Repositories
2. An elemental weapon will not necessarily trigger Meteors from Tal 4-piece. The ONLY times you can trigger a Meteor from your weapon will be:
A - You have Nephalem Glory and the bolt procs. The bolt is non-elemental damage and takes the form of the damage on your weapon. This carries over if you use legacy elemental bonus items on gear with a black weapon. The black weapon then takes the form of the elemental bonus, e,g, You have "Adds 6% to lightning damage," "Adds 6% to fire damage," "Adds 6% to arcane damage" legacy Triumvirate with a black weapon. If a Nephalem Glory bolt procs, you will get procs from Lightning Bind, Meteor Shower, and Star Pact, respectively, at the same time.
B - You use a wand with elemental damage. When you attack with zero AP or attempt to use a spell on cooldown, you will perform a "dry" wand attack (basic attack). The basic attack is non-elemental and takes the form of the damage on your weapon.
3. Elemental Exposure does not stack. Once the arcane requirement is fulfilled, a target will take 5% more damage. If another wizard in the party dishes out arcane damage, it's still just 5%. Max will be 20% on a target no matter how many Elemental Exposures are being used.
4. A cold weapon does not proc Cold Blooded unless that weapon specifically procs a cold effect that chills or freezes a target for a duration (e.g. Azurewrath's chance to freeze).
5. Strongarm's effect is a debuff on monsters, therefore it applies to any form of damage they take from any incoming sources (from you, your party, environment, etc.). It also stacks additively with other Strongarm Bracers. Yes, that means if you have a party of four players using perfect 30% Strongarms and unit displacement effects, affected targets can theoretically take 120% more damage.
6. I wouldn't recommend going all-in on Archon until you get 4-piece Vyr's. I run Molten Impact with CDR if I'm not running Wand of Woh as an item. -
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Dansard posted a message on Torment 6 Hardcore Malthael Down.Does that say 50mil toughness?Posted in: Hardcore Discussion -
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Mob Dylan posted a message on Spearalanche , works on any difficultySomeone just got served.....Posted in: Barbarian: Bastion's Keep -
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IgnatiusReilly posted a message on Spearalanche , works on any difficultyWell that escalated quickly.Posted in: Barbarian: Bastion's Keep -
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Vingor posted a message on Spearalanche , works on any difficultySo telling that d3 community sucks then tries to get view on youtube from the community... nice tryPosted in: Barbarian: Bastion's Keep -
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lMarcusl posted a message on Story Time With Wyatt Cheng, Removal of Nephalem Valor, Pickup Radius Reduced for RoS, Curse Weekly RoundupHonestly I'm fairly surprised (unpleasantly so) they are even talking about buffing Vortex. I guess if they intend to make damage less spiky and more continuous it might not be such a huge issue but overall Vortex is just about the most unfair mechanic you can think of and I can't imagine what it must be like playing hardcore with that thing around. I get it, the idea is to make people gear more defensively because they wont be able to avoid some damage. But vortex is a little too brutal. Jailer, Frozen and Waller can get you into bad spots often enough. Getting sucked into the center of an enemy pack with the game just troll-grinning at you "I dare you to survive that mofo" is something else entirely. Regardless of what other affixes the pack has, if it's a bunch of champions you are not getting out of Vortex no matter your gear. All the affix does is force people to use specific one or two skills for that class (Smoke Screen etc), which just limits diversity. Dont' buff it. Remove it.Posted in: News & Announcements - To post a comment, please login or register a new account.
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https://www.reddit.com/r/Diablo/comments/drt2wf/speculation_malic_is_the_pale_summoner_possible/
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2021-12-15
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https://imgur.com/a/9IibaKN