It's nice to see them thinking about this.
It's hard to tell exactly what would fix this. Affixes like Jailer, Fast, and Vortex are often too strong and unavoidable. They definitely take skill out of the equation for success. Waller and Frozen "sometimes" are too strong, but if tweaked might be more avoidable.
Reducing enemy damage dramatically and taking away Lifesteal would probably make you think a lot harder about where you're standing. If you have to wait for the occasional health globe or potion to gain back some health you will probably actively try to avoid affixes a lot more. Reflect damage would probably have to go.
It would be great if our health pools dropped really slow but had a tougher time refilling them. Wyatt's point about if you're at 50% health, you shouldn't be too worried but should be looking for some health, was intriguing to me.
- WarlockHolmez
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Sep 26, 2013WarlockHolmez posted a message on Wyatt Cheng on Negative Effects of Inconsistent Health Pools, RMAH Delay Issues Resolved, What Business Would Each Follower WantPosted in: News
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Sep 12, 2013WarlockHolmez posted a message on [SPOILERS AHEAD] Diablo III Expansion - Reaper of Souls: Datamining Post, Bosses, Game modes, Clans, Ladders, and moreAnd to think those are just the Ring affixes. (mainly)Posted in: News
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Example thoughts:
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Ya, I understand what you're saying about PoE. I want Diablo to be its own game too. But I think Riftscould use something random that motivates us to use different skills and items. It just seems so perfect to have some Rifts capable of nullifying (or resisting) specific skills. I'd love the idea of coming up with a builds (Skills+Items) for EACH Rift I want to enter. I don't want to just jump from one to the next with my most optimal build.
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As far as the RIfts, I like the idea of different rarities dropping. I personally would like Rifts to have random affixes that completely change your approach (skill build / item build) to each rift. Each rarity could have more affixes attached to it:
Examples:
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That final Set Bonus is great. Could even free up another skill slot.
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At the moment, items really aren't that different. But when Loot 2.0 hits, it may be a different story. It's not surprising to me that Loot 2.0 and the AH removal may join us around the same time.
As far as:
There are definitely differences.
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It's hard to tell exactly what would fix this. Affixes like Jailer, Fast, and Vortex are often too strong and unavoidable. They definitely take skill out of the equation for success. Waller and Frozen "sometimes" are too strong, but if tweaked might be more avoidable.
Reducing enemy damage dramatically and taking away Lifesteal would probably make you think a lot harder about where you're standing. If you have to wait for the occasional health globe or potion to gain back some health you will probably actively try to avoid affixes a lot more. Reflect damage would probably have to go.
It would be great if our health pools dropped really slow but had a tougher time refilling them. Wyatt's point about if you're at 50% health, you shouldn't be too worried but should be looking for some health, was intriguing to me.
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Shadow Damage!
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Think elemental damage will actually have base effects now? and on weapons? Hope so.
Btw, that's a lot of Ring affixes.. exciting info.
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Added!
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Going to try organizing the list a bit so it's easier to read.
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I won't say I wouldn't be happy to see that.
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Fixing now.