10 year old kids... trapped in an adult's body... they have internet access, and there are millions of them. They will never understand how reality works. Every single one of them will spend their life slightly angry, slightly confused, and clinging to increasingly implausible explanations. Take a moment to let that fact sink in.Quote from Wibang
Who makes these questions? 10 year old kids?
- Catalept
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Member for 11 years, 10 months, and 18 days
Last active Tue, Nov, 21 2017 17:02:48
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Jun 5, 2014Catalept posted a message on 2.1 PTR Coming... 'Sorta Like Summer', Legendary Drops Haven't Been Ninja Nerfed,Comprehensive Might of the Earth/EQ BuildPosted in: News
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Apr 9, 2014Catalept posted a message on Upcoming Loot Hotfixes - Rifts and Kadala Legendary Drop Increase, Dev Q&A: Monsters, Essence of the Twin Seas Farming GuidePosted in: News
Indeed. Which is fine on its own, but I think we're going to find ourselves in a situation where the 'right' way to play the game is to farm a pile of keystones as fast as possible by smashing out a normal-mode bounties until our eyes bleed, and then switching to the highest rift level we can handle. The fact that caches aren't affected by difficulty level adds even more motivation to this process.Quote from m80thewolf
That rift buff is pretty nuts
Maybe they should just make higher level rifts cost (many) more keystones to open, and higher level bounties offer (many) more keystones as a reward? -
Apr 1, 2014Catalept posted a message on Patch 2.0.3 Hotfixes - Updated 4/1Posted in: News
What if I told you... that they have the resources to work on bugs, exploits and class design... all at once!Quote from Fhan
Or they could fix the Crusader..? -
Feb 22, 2014Catalept posted a message on The Diablo Characters of "Heroes of the Storm"Posted in: News
Just thinking the phrase "hero brawler" makes my brain feel nauseous, and not just because D3's "brawling" was such a bust. It's such a clunky phrase... feels like it was cooked up by a team of lawyers and marketdroids to maximize Google-uniqueness and 'brand distinction'. Urp. Brain's feeling queezy again.Quote from overneathe»
It is indeed part of the MOBA genre, or as Blizzard like to define the game themselves - Hero Brawler. You can call it whatever you want though, I still go with "DotAs".
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Jan 23, 2014Catalept posted a message on Legendary Drop Rates Doubled on Beta, Design a Legendary, Part 5: Choose Your Name Vote
Let us seek an assurance from Blizzard that they will never multiply something by two again!Quote from lMarcusl
And here I was thinking that the "and then we doubled it" age of Blizzard development was over -
Nov 24, 2013Catalept posted a message on Reaper of Souls Expansion Highlights: Adventure Mode, Bounties, Nephalem Rifts, Blood Shards and Gambling, Blue PostsPosted in: NewsQuote from Enril766
what are u talking about? grim dawn is no where near being as good as d3 ros,but to each its own i guess
Ewww. You just got troll-cooties -
Nov 21, 2013Catalept posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsPosted in: NewsQuote from reclaimer3235
My bot is ready for RoS, Already got 2 accounts with PL 1000 so its not like anything can happen.
Grats on cheating at solitaire. -
Nov 20, 2013Catalept posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsPosted in: NewsQuote from zero0920
Quote from Zjacer
Does it mean that if I'm Paragon LVL 100 today, when RoS will be released i will be more than Paragon 100? I'm comparing this to
http://media.diablof.../patch/exp3.jpg
And 90pLVL now = around 100 pLVL new?
PL100 now = PL116 RoS.
PL90 = PL98 RoS.
I have a copy of this sheet where I'm calculating EXP Total, but I only know the XP values for PL1 and PL100 without doing the math. I might add another column showing the pre-change equivalent and share it here.
Those numbers don't line up... but as others have already pointed out, they're kinda moot point until we know what the XP-per-kill ratio is at 60 vs. 70. -
Nov 20, 2013Catalept posted a message on Paragon EXP Chart: Levels 1 - 2000, Diablofans Livestream of Reaper of SoulsIt's not exponential, it's quadratic (and the original paragon curve wasn't exponential either, it was piecewise quadratic). Different beast entirely.Posted in: News
If that chart is correct, then P100 -> P163, and P100*10 -> P531, so I'm not sure what's up with the P100*10 players getting 376... that maps back to just a shade over 5 P100s... somethings off. Perhaps you need to log into a character once before its XP gets added to your total? -
Nov 10, 2013Catalept posted a message on BlizzCon Recap: Diablo III: Reaper of Souls; RoS Curse Interview; WoW: Warlords of Draenor; Heroes of the Storm; HearthstonePosted in: NewsQuote from maka
So, to you, trade is "sitting around in lobbies yelling "10 SOJs for Tal's Helm" for hours"? Interesting. Because, you know, to me trading is giving my mate this awesome barb item I found while playing a wiz, or trading weapons with my mate because I have a slow weapon and want a fast one, and he has a fast one and wants a slow one.
There seems to be a fairly straightforward solution to this, which is to only allow trading with people who are on your friend's list, and have been there for some period of time, and why not make it so that unbound items become bound when traded to stop on any arbitrage nonsense.
Blizzard goes on a lot about 'playing with friends' (hell, that's their cookie-cutter response to the always-on thing)... I'd really like to see them have a crack at trying to solve the 'trading problem' in a way that's compatible with their stated philosophy. -
Nov 9, 2013Catalept posted a message on Diablo III: Gameplay Systems + CrusaderPosted in: NewsQuote from Slakr
All I see is that they dont care that much about D3... All they care is Warcraft and all related content about that, that's why they announced RoS at Gamescom, because they dont have anything else to say about D3 and now they can at least fill that empty space with this"indepht D3 panel".
Anyway, I hope I'm wrong and they do have something to announce.
... they deliberately emptied a space in their schedule to deliberately fill it with not much?? Hm.
It's no suprise (to me) that there wasn't a lot of D3 coverage (although it's still disappointing)... Blizzard's already made a crapton of announcements. Remember also that D3X has a lot more room to move than WoW, so I'd expect a hell of a lot of iteration, especially when it goes into beta. Thanks to datamining, we already know a lot more details about what Blizzard is trying, and where they're going... and we also know that they care very about D3. You should probably put that little idea to bed. -
Nov 2, 2013Catalept posted a message on Transmogrification No Longer Binds items, "Stay Awhile and Listen" Review, Community Commentary: To Live is to DiePosted in: NewsQuote from Jamoose
I'm getting really tired of those whiners on the official forum... They keep beating the same dead horse over and over... wow this, d2 that...
I really don't get the butthurt over D3's WoW-like features... they're both action games which revolve around acquiring increasingly powerful weapons and armor. There's a hell of a lot in common when it comes to surface-level features.
I plan to squee. A lot. -
Oct 17, 2013Catalept posted a message on The Future of MF & GF in Paragon 2.0, Diablo 2 Battle Chest for $4.99, Patch 1.0.2 is Now Live on Xbox 360 As WellHopefully, GF will simply vanish. I've always been skeptical about the wisdom of coupling MF and GF, as it leads to a feedback loop. With no GF anywhere, it'll level the economic playing field.Posted in: News
MF also shouldn't be on gear... it leads to micro-managing crap that doesn't mesh at all with D3's gameplay. I think attaching it to NV still works well as a mechanic to induce players to keep going, rather that cherry-picking the highest density patches then restarting ASAP. Perhaps as a paragon stat it'll work so long as it takes a fair number of points to match the NV contribution. -
Oct 16, 2013Catalept posted a message on Difficulty Discussion, Transmogrification and Legendaries (Part 2), RoS Skill Limit Will Remain at 6, Tyrael Fan ArtPosted in: NewsQuote from Zero(pS)
That's a very interesting idea.Quote from reclaimer3235
I think a 7th skill slot would be awesome - As a coodown only skill. Aka you can only place say Archon, WoTB or say Seven sided strike in the 7th slot because i know 1 Ive never used any type of long CD skill because it just does not feel worth it. 15 sec of glory or 1 powerful attack then i am useless for 2 mins? No thanks.
Ive talked to a ton of players 20+ about this idea and they all love it. 6 normal skills you can set your build to then pick 1 uber cooldown skill based on what you like. for EXP i would totaly pick WoTB for the + Dodge chance as mine for an amaizng def cooldown. No way in hell i'd use it any other time with just 6 skills tho.
It would be like a "ultimate" skill slot (similar to what mobas have). But that would require those skills to be removed from the Normal Skill pool then. But I kinda like the core concept of giving these "ultimate" abilities a separate system.
Me too. WoW ran into a similar problem (as do a hell of a lot of class-based action games... hell, it also pops up with super-weapons that have very limited ammo) where too long on the cooldown means players always hold it in reserve, but too short and it has to be nerfed to remain balanced, but loses a lot of appeal in the process.
I'd really like to see an uber-ability slot that charges up with each elite kill, and costs multiple charges to actually use. Build its use into D3's famous combat cadence... ok Blizzard? Please? -
Sep 28, 2013Catalept posted a message on Wyatt Cheng on Health Pools and Combat - Part II, Differences Between the Templar and Crusader (Discussion), New Wallpaper: BookPosted in: NewsQuote from reclaimer3235
If we don't want a game defined by one-shot deaths
Then you have to remove the chances of ever being Vortex, Frozen, Jailed, knocked back into Arcane Sentry nodes. as that will kill you 100% of the time. Vortex should just be plain removed. Everyone agrees, Cant see why it made it to this point. You cant have skillful play when your getting sucked into stuff your trying to stay out of.
As a nobody, I disagree. They should (and almost certainly will) reduce the damage (and probably frequency) of sentries, and perhaps make vortex either mutually exclusive with certain abilities, or make them share a cooldown. There are probably numerous other solutions that everyone hasn't thought out, so perhaps everyone should re-think what the actual problems are, and come up with more interesting solutions than "remove it". In either case, everyone would probably benefit from a discussion about game mechanics rather just insisting on a blunt-force solution. Nobody has been around longer than everybody and has a better appreciation of the usefulness of discussion and dialog rather than generalizations and demands. - To post a comment, please login or register a new account.
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But given things Blizzard themselves have already said, GRifts really are looking like (amongst other things) a carefully designed in-game data-gathering tool so they can tune specs, classes and monsters. I'd be amazed if they weren't recording which monsters are generated for each rift, and correlating that with player success... so (with any luck) they'll be in a very good position to smooth out the difficulty spikes in time for season 2. They'd better... higher GRifts are enough of a challenge to get to without starting each one with a pass/fail diceroll.
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... actually, I don't give a crap. I'm enjoying the hell out of a shiny new character who's broke, gemless and shardless. Screw Blizzard, I guess.
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For me, the power reset, seasonal achievements and ladders are exactly enough to get me player ladder characters in SC and HC. Season-exclusive nonsense, non-trivial rewards for ladder places, no new achievements... those would have turned me right the hell off... but as things currently stand, I'm really looking forward to 2.1.
Balance, on the other hand, is a total chimera.The profusion of skills and runes aren't there to give us a billion different ways to faceroll Torment 50, they're there to add variety to a grindfest. They're there to give dirty, disgusting casuals who don't care in the slightest about efficiency a ton of fun things to discover. They're there to let us pick a stupid zero-synergy build and see how far we can push it. If you want the best efficiency, you run one of the proven cookie-cutter builds and suck it up. That's the price of playing at the edge of the difficulty curve. Everywhere else in the game, you can pretty much use whatever spec you want and do well enough.
As to the discussion at large, it's completely spurious to assert that Blizzard is spending hundreds of thousands of dollars at the very least on content when they have no idea whether or not people will actually like it (which is what 'out of touch' basically means), and it's doubly spurious to assert that the hate-bait of the month runs the entire team with an iron fist. They're adding features that a lot of people want, and a bunch of people don't want... but seasons and GRifts are completely optional. Don't like 'em, don't play 'em. The only thing about that situation I don't like is that it does mean that effort is being taken away from fixing stuff I care about (like a completely irrelevant Story Mode), but I'm not going to call anyone a drooling incompetent because of it.
It's worth bearing in mind that what good design means, and that includes software design, is taking what people say they want, picking the signal out from the noise, decoding it, reading between the lines, and using your skill, intuition and experience to use that feedback to make a better version of the thing you already had in mind. Blizzard's task is to make a better Diablo3, not check off a crowdsourced feature list.
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If you're playing the game at the very highest difficultly, you are ipso facto greatly diminishing your build options. A narrative where 'maximum difficulty' is the only way to play necessarily conflates 'optimal' and 'viable', but the fact is that you're in small minority. I'd argue that not only has Blizzard deliberately avoided putting too much effort into preserving at the top difficulty levels, it's not possible to have a game with lots of build options and a meaningfully tough top-end difficulty (and to anyone who wants 'difficulty' to mean more that just 'higher monster HP and damage'... you're in the wrong genre).
I do agree that switching up the elemental damage on particular runes without some kind of player-side remedy is a dick move. It's definitely good that they're adjusting them, but it sucks that they did that without giving us in-game options for targeted re-rolls of elemental damage affixes (or just did away with element-specific damage and resist affixes altogether... they're just noise). I strongly suspect, though, that Blizzard's intention was for us to either switch to a skill+rune combo with the right element (assuming that's even possible), or farm up a new item set... neither of which are ideal options.
I also absolutely agree that the 2h situation combined with the crit-gem clusterfuck is a total headscratcher, but I'm not going to fling accusations of gibbering incompetence at a team that has got so much else absolutely right.
I think that the lack of redress for rune changes, the long time it took to get the 1h/2h situation sorted, and the bewildering persistence of the crit-gem nonsense are all topics which we (and I hate using this word) deserve direct blue-text communication on, as they do seem very difficult to explain for us on the outside.
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However, it's worth noting that there are two solutions to this problem. One of them is free trade, but the other one is for Blizzard to greatly increase the number of build-changing legendaries (and, much more importantly, combinations of legendaries) in the game. BoA is only half of a two-part promise but bear in mind that Blizzard has already stated outright that they shipped RoS knowing that they'd under-delivered on the other half of that promise (See http://www.diablofans.com/blizz-tracker/topic/54961-whats-the-reasoning-behind-empty-legendaries for instance).
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Are easy respecs actually useful, or is there a tiny handful of cookie-cutter builds that make respeccing pointless?
Is each class uniquely fun and more or less equally accessible and effective, or does switching classes feel like a downgrade or a chore?
Is the loot-hunt too easy to 'finish', or are there still some items to look forward even after 1000 hours of play?
Are the various game modes engaging and rewarding, or are most of them underwhelming trudges?
Because in the end, it's somewhat pointless talking about how cool D3 would be if it was more like D2, or PoE, or Torchlight, or Darkstone... Blizzard's only interested (rightly so, IMO) in making D3 a better version of itself.
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A hell of a lot of D3 players bought the game, noodled around for a bit, had some fun, then left the game never to return. The 1-70 journey with quests and cutscenes and unlocking skills and all that stuff we consider to be a brief, annoying preamble is the main game for millions of people. For the rest of us, there's still very much a situation where your longevity is my dull grind. Sure, you could get 'longevity' from D3 by reducing droprates and XP by a factor ten, making it a year-long project to get even a single character geared... but longevity shouldn't be the aim, it should be a side-effect. D3 attempts to induce that side-effect by giving us a pile of options for keeping gameplay fresh... easy respeccing, minimal cost for switching characters and (in theory) multiple things to do while in the game. Yes, that comes at a cost of (respectively) removing skills as a meaningful progression goal, diminishing our attachment to any particular character, and... well...D3 doesn'thave that many options for game types in practice, so the last one is moot.
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On the other hand, if leveling up just increases the power of abilities they already have, you may as well attach that power either to their bases stats or their items, and get rid of the fake complexity and/or underwhelming rewards from having a conga-line of "+2% to fire skills", "-2% mana consumption" crapskills that I hate (screw you, Torchlight2... you let me down badly).
However, the fact is that as well as being focused on power acquisition, aRPGs are necessarily grindy. By giving us all of our abilities within a few hours of gameplay, but having cross-account gear and paragon levels, D3 sacrifices some degree of power-through-progression for a many more options that take the edge off the tedium. Whether that works or not is, obviously, subjective... but at least Blizzard didn't just barf up "Diablo 2 HD".
What's mostly missing is the incentive to switch things up in the form of build-baiting legendaries. Blizzard isn't dropping those in as fast as they should, but that's the direction they're headed.
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I think its basic argument is that Blizzard doesn't care about botting and despite statements to the contrary, is doing absolutely nothing about it, and this is bad for rent-a-bot operates like his itself, because everyone else will get fed up with the constant botting and leave, putting it out of business. In this thread, it claims to be remedying this situation by telling us that it runs a lot of bots, will never get caught, and therefore hardcore fans like us should keep playing.
I think there's a teeny tiny hole in that logic. Therefore, the OP either has the reasoning capacity of a tub of boiled potato, is trolling hardcore, or has just come here to gloat under a painfully flimsy pretext.
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Oh God. I think I just became so full of self-righteousness and crap, my legs are wobbly and my pee-pee feels funny in my pants.