Meh, i think they didn't create a choice for items at all with this expansion. The more i play, and the more i look at other players' gear, i always see the same combination of stats. Damage, Main Stat, Socket, % damage on weapon; Elemental Damage, Main Stat, Vit, CC on bracer; Main Stat, 3 Sockets, Vit, AR on Chest (or the usual Cindercoat), Trifecta on gloves, amulets and rings... etc. etc.
Surely, the worst offender is the weapon, if there is a chance for socket, you can work something with, otherwise it's a soul. I don't understand why the damage range counts as a primary stat since it should be baseline. This removes a stat roll from the 4 possible primary stats we can have on a slot, then we have Main Stat, % damage and a socket.... this reminds me of how Vanilla weapons had to roll to be worthwhile.... not a huge step foward in term of gearing choices in my opinion....
- BigEd781
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Seifa posted a message on Crit / Crit dmg on weapons is broken?Posted in: Diablo III General Discussion -
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Asmongold posted a message on New AFK Farming Spot 300mil+exp/hr and LegendariesYo can you guys calm down forreal it's ridiculousPosted in: Diablo III General Discussion
It's pretty obvious that this method isn't intended and I'm about 99% sure that it will be nerfed sooner than later. Just because something isn't intended doesn't necessarily mean that it's an exploit however. Most people who do "exploit" don't get banned for it, duping 2 billion gold multiple times and crashing the AH and also RMAH is on a completely different level than sitting in one place over night killing rats and getting a few legendaries. -
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ruksak posted a message on Rainbow Facets > Legendary GemsThey haven't the vision nor willingness to step out of their little box. Sooooo much potential untapped, it makes me sickPosted in: Diablo III General Discussion
5 socketables in D3 versus well over 40 in D2.
The quality of whites doesn't matter when crafting, an abomination of itemization concepts. They removed jewels, facets, charms, runes, runewords, ethereal (ETC ETC ETC) and replaced these item types with exactly fuckin' nothing. ... ....and they wonder why people compare D3 itemization to un-buttered toast.
Great game, but riddled with self-inflicted wounds. -
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hifiboi posted a message on That special moment when Ring of Royal Grandeur finally drops..Quote from Arzanot »Posted in: Diablo III General Discussion
probably because he wants to get to level 26...So you were doing Bounty Runs on your level 25 alt because?
I got mine after 5 long days of grinding. It was awful and I almost gave up, but it was worth it in the end. -
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noladrew posted a message on Has There been an eta on %damage reroll hotfixPosted in: Diablo III General Discussion
wrong, it is bugged. they even said its bugged. they want %damage to affect elemental rolls, they just didnt get to it in this patch. +1 cookie to you for being oblivious and a blatant asshole to the OPQuote from sOFrOsTy
Because there is no bug. The damage bonus is intended. Deal with it. -
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shaggy posted a message on Blizzard nerfed/hotfixed/influencing Legendary drop chancePosted in: Diablo III General Discussion
It's really good to hear someone saying that. Too frequently people on this forum refuse to acknowledge that "longevity" and "replay value" hinge on being adequately rewarded and that if rewards are too sparse that it hinders the game just as much as if they're too frequent.Quote from BigEd781
If it comes too easily, the game loses replay value. If it is too hard, the game is frustrating and not fun (i.e., DIII vanilla). There exists a sweet spot wherein the game is fun, challenging, and rewards come just often enough to keep us playing.
There, absolutely, is a sweet spot between "too rewarding" and "too frustrating" in almost every aspect of the game and, as fans, we really need to acknowledge that going in EITHER direction is bad for the game. Too rewarding? People get what they want really fast and get bored. Too frustrating? People give up out of futility.
I, too, think that the current drop rates are pretty reasonable. If someone sits down for an hour (which seems to be, again, a reasonable play session) they can feel comfortable that they'll probably find at least one legendary, maybe more if they're lucky. That seems very fair and it seems to take into account that most of us aren't playing 12+ hours/day. It keeps me, personally, feeling hopeful. And, in my opinion, that's key. Players need to feel like they have a chance and I'm not talking about the kind of chance someone has to fill out a perfect NCAA tournament bracket either.
For instance, I'd gone a while without finding any legendaries to upgrade my yellows. Today I found a Mask of Jeram, something I really was "looking for" and that allowed me to make the jump from Master to Torment 1. Then, less than 30 minutes later, I found a Thing of the Deep, which was a straight upgrade in every stat from the yellow mojo I was using. So I had a fairly nasty cold streak followed by what most would argue is a very nice hot streak. But, because of some of the changes, I've never felt that I was completely boned even during the cold streak. That feeling is VERY important to the psychological aspect of gaming. The minute people start getting backed into the corner of no hope then they give up. The minute people don't have to work for anything they faceroll through everything and move on to the next challenge.
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On-topic: I really doubt Blizzard changed drop rates. Like I said, I just got two legendaries in under 30 minutes. My experience COULD be the outlier, of course, but it would stand to reason that OPs experience is also an outlier. Furthermore, I am pretty sure it's almost impossible to go six hours without a legendary drop due to that "bad luck prevention" mechanic. -
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shaggy posted a message on How long until Blizzard fixes people "cheesing" normal mode?Posted in: Diablo III General Discussion
No. They don't.Quote from Finder
Items need to actually be tiered through all difficulty levels, not just a jump at T1.
They really, really, don't.
I'm really, really, tired of this "there is only one right way to play the game" arguments. First it was "killing monsters is the only right way to play" debacle. Now it's the "killing monsters on the difficulty that some guy on the forums has arbitrarily determined is appropriate for you is the only right way to play" argument.
I'm sure that Blizzard will tweak risk vs reward, but in the meantime the sky is NOT falling, Chicken Little. -
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Avayl posted a message on Malthael kill on hardcore Master difficulty 48 mins after releaseis he making you click it?Posted in: Hardcore Discussion -
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TheRabidDeer posted a message on Best farming Location after Cota nerf?Posted in: Diablo III General Discussion
They used their brain and realized that CotA is nerfed and sought a public knowledgebase to see if people have learned about anything new. Do you hate people that use wikipedia to learn something new too? Do you hate people that go to college?Quote from Pietrak
I don't hate people for wanting to be efficient.Quote from TheRabidDeer
They are playing the damn game. Don't hate people for wanting to be efficient, different people play differently.
I despise people who don't use their own brain and cry for a solution to their needs. I despise people who are happy with what they are doing only when they are told that what they are doing is good.
One of the great things about the internet is that we get to SHARE our knowledge. -
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shaggy posted a message on Buy RoS early for wings, get them AFTER people who bought it today.Well I hope a public admission of trolling will see you banned.Posted in: Diablo III General Discussion - To post a comment, please login or register a new account.
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I don't actually have a big problem with it, but I don't understand the hypocrisy. They say that they don't want players to "feel forced" into playing the game one way, but then they buff one particular area of the game, ensuring that players will almost exclusively farm there. Makes no sense. I think it has a lot more to do with steering gameplay toward their original vision of what it should be than making any area of the game as rewarding as any other. Remember the whole "play anywhere, same reward" nonsense? This move doesn't jive with that message.
I still don't get why Blizz cares if I farm chests or not (I didn't, not fun.) I don't get why they care if I farm the same rare over and over (I didn't, not fun.) This game is not competitive. There is no sanctioned competition. It's essentially a single player game that you can play with friends (I know that sounds stupid, but c'mon; no trading outside of a group, no economy... it's single player with a couple small bonuses for group play.)
It is a completely hypocritical move for them to nerf farming method X and buff farming method Y because farming method Y was their intended path for us. That said... whatever. I like buffs, and I like rifts more than chest farming, so I don't think they made the game worse. I just have a philosophical issue with the whole thing.
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It's not that I don't appreciate your point though. I understand the goal of making the entire game "as efficient as possible", it's just that I, and others, enjoy finding that one spot, that one run, that one <whatever> that's just a bit better than the rest. I often enjoy that kind of play because I like the feeling of leveling/grinding more quickly than I could otherwise. I do this in every RPG I play and I have fun doing it.
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I think I was pretty clear. The "problem" is this mentality of "oh noes, someone figured out an optimal way to grind/farm <X>, better nerf it or the poor mindless players will feel compelled to do this ad nauseam." Nonsense. This has been an issue since day 1 and I have always hated it. Again though, I said I am reserving judgement because I like a lot of what I have seen, even if I'm not 100% convinced yet. They have some good will to earn back, at least from me.
"You asked 'who cares if Joe Shomoe has P lv. 8000', I could ask who cares if he's not?"
"Who cares if he's not?" I don't really get the question. I don't care either way, but I _do_ care about the design philosophy of the game in general. I may not do CotA runs, but I do like finding an efficient way to do <whatever> if I'm in the mood, and they have historically just taken these methods away from us.
And to all of you calling this an "exploit", please, give me a break. We're talking about a _non-competitive_ game here. My play style doesn't affect yours. At all. Was it an "exploit" when I walked in circles in a small patch of forest looking for brachiosaurs and tyrannosaurs in FFVI in order to hit 99 as quickly as possible? No, of course not, it was just the fastest way to level, and I found that fun. Why should anyone else playing FFVI care how I got to level 99? (hint: they didn't)
Spare me your riotousness and armchair game design philosophies. You just come off as mouthpieces for Blizz.
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Anyway, I agree, it's a crappy way to "fix" these perceived problems. Nerf nerf nerf... I thought games were supposed to be fun? That said, I'm reserving judgement for a couple of days. Some potentially cool things are coming our way and I'll see how it plays out.
The buff is temporary, it's the mentality that is the problem. It looks like this may not stop after ROS is released. I am back because I like the general direction that DIII has been taking since Wilson's departure. However, this is the kind of design philosophy that made me leave in the first place.