• 0

    posted a message on All primals do is dilute RNG

    Ooooo a shiny new RED border! Wow!

    In the end all primals really do is dilute rng by adding an X% chance of removing a whole layer of RNG potential completely, completely needlessly. When the same exact thing can be done without diluting rng by just making ancients roll better stats more often than not instead of purely RNG.

    All primals do is act as a X% gate to suddenly roll all perfect stat values when it can be a gradient and that's how it ought to be. All they're doing is 100-X% of the time ancients stat values are 100% RNG, then X% of the time it's oh, 100% perfect values, 0% RNG on stat value rolls.

    As in, the same thing can be done with ancients alone and doesn't need to be 100% perfect.

    Like now it's X% for an ancient to be primal is basically X% chance for ancient to be 100% perfect values on all stats. Sounds ridiculous to me.

    Why not 30% chance for 80-90% perfect values on 80-90% stats or something? 50% chance for 70-80% perfect values on 70-80% stats? 10% chance for 90-100% perfect values on 90-100% of stats?

    So wouldn't it be basically the same but not dilute RNG if you just made ancients roll better on stats in general, like more often than not? Or a chance to roll better values, what primals essentially do to the absolute extreme.

    All this does is slap a 100% perfect stat roll on ancient X% of the time.


    https://us.battle.net/forums/en/d3/topic/20753458245

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Greater Rifts 2.0

    some generic items

    All it comes down to is generic powers, but Blizzard wants set powers only.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on New Elite types (Infernal & Spectre/Abyssal)

    Why are there so many colors of goblins?

    Say somehow there were a type of dungeon that scaled up in difficulty based on progression/deeper down the dungeon.

    And if the elite/champion numbers scaled up based on zone/level tier, they can just keep going until there are 3 champions, etc and then maybe there could be a next level after 3 champions that is red called 'infernal' and once you meet 2 infernals after that one more level that's black called 'spectre' or 'abyssal' (I think uber bosses and keywardens might be this color already, which effectively makes them a miniboss/uber boss you can certainly use in the progression of elites) so now you have blue elites, yellow champions, red infernals, black spectres/abyssal (think red infernal like hellfire Diablo's red soulstone and black spectre/abyssal like Diablo in the Terror Realm).

    But these wouldn't show up in the beginning levels, you would only have whites at first, then 1 elite, then after 3, 1 champion, so up until maybe the equivalent of GR60 or 70 is when you meet your first infernal or something like that.

    So at endgame something equal to GR120 now, you could see like 2 spectre/abyssal, 3 infernals, 4 champions, 5 elites and the boss at the end, that would be insane. Each in their own zone of course, but you can always pull them all together perhaps if you can tank and want to do damage to as many monsters as possible. Or maybe by that difficulty there are only infernal and spectre/abyssal, so you have like 3 spectre/abyssal and 4 infernals.

    There needs to be also doors/barriers and entrances to the next zone that takes time/damage to breakdown/open so that you can't easily skip to the next zone because the monsters in the previous zone will keep attacking you while you try and break the barrier to the next zone/area.

    For example if you're a tank then you'll have trouble doing enough damage to break the door/barrier, but if you're a glass cannon then you'll die from the monsters attacking you though you can break down the door/barrier faster.

    Just an idea, this also comes from D1 or D2 back when there were many colors for the elites and I know they wanted it more simple, but just 2 more isn't too many and only 2 isn't enough, and they are due to the scaled progression of depth levels once again, key to Diablo's original core.

    I mean just look at goblins for example, why do we have so many colored goblins, but there's only 2 types of elites? It doesn't make sense. What is this goblin slayer? They said they didn't want too many colors for elites but instead makes them for goblins... that's pitiful, I'm sorry to say.

    I agree there shouldn't be too many colors for elites, but I think blue, yellow, red and black really capture the essence of their difficulty, we have such a huge range of difficulty but all we ever see are 2 types of elites, it's a bit underwhelming to say the least.


    https://us.battle.net/forums/en/d3/topic/20753646643

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Greater Rifts 2.0

    It takes me like 2-seconds flat to kill T13 ubers...


    In the end it's all about depth. Depth of skills, depth of character specialization, depth of item powers, depth of item rarity, depth of builds, depth of build diversity, depth of item/set combinations, depth of infinite scaling dungeons, depth of music as you go deeper down, depth of ambient sounds, depth of difficulty, depth of density in monsters, depth of elite types. Johnny Depp... wait no.


    Imagine if the elite/champion numbers scaled up based on zone/level tier, they can just keep going until there are 3 champions, etc and then maybe there could be a next level after 3 champions that is red called 'infernal' and once you meet 2 infernals after that one more level that's black called 'spectre' or 'abyssal' (I think uber bosses and keywardens might be this color already, which effectively makes them a miniboss/uber boss you can certainly use in the progression of elites) so now you have blue elites, yellow champions, red infernals, black spectres/abyssal (think red infernal like hellfire Diablo's red soulstone and black spectre/abyssal like Diablo in the Terror Realm).

    But these wouldn't show up in the beginning levels, you would only have whites at first, then 1 elite, then after 3, 1 champion, so up until maybe the equivalent of GR60 or 70 is when you meet your first infernal or something like that.

    So at endgame something equal to GR120 now, you could see like 2 spectre/abyssal, 3 infernals, 4 champions, 5 elites and the boss at the end, that would be insane. Each in their own zone of course, but you can always pull them all together perhaps if you can tank and want to do damage to as many monsters as possible. Or maybe by that difficulty there are only infernal and spectre/abyssal, so you have like 3 spectre/abyssal and 4 infernals.

    There needs to be also doors/barriers and entrances to the next zone that takes time/damage to breakdown/open so that you can't easily skip to the next zone because the monsters in the previous zone will keep attacking you while you try and break the barrier to the next zone/area.

    For example if you're a tank then you'll have trouble doing enough damage to break the door/barrier, but if you're a glass cannon then you'll die from the monsters attacking you though you can break down the door/barrier faster.

    Just an idea, this also comes from D1 or D2 back when there were many colors for the elites and I know they wanted it more simple, but just 2 more isn't too many and only 2 isn't enough, and they are due to the scaled progression of depth levels once again, key to Diablo's original core.

    I mean just look at goblins for example, why do we have so many colored goblins, but there's only 2 types of elites? It doesn't make sense. What is this goblin slayer? They said they didn't want too many colors for elites but instead makes them for goblins... that's pitiful, I'm sorry to say.

    I agree there shouldn't be too many colors for elites, but I think blue, yellow, red and black really capture the essence of their difficulty, we have such a huge range of difficulty but all we ever see are 2 types of elites, it's a bit underwhelming to say the least.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Increase health and toughness by 1000%

    If it were multiplicative then the more of health you have the less effective it is, the same with damage.


    Another thing is there's no way to do anything like 4v4 right now with brawling, since you get one-shot no matter what anyway, you never see the interesting dynamics possible of 4v4 arena, because you could have 1 tank in the party doing what you're saying, but in a scenario where it's 4 dps v 1 tank, the tank will still be killed, which makes it fair, and is the same thing as you have tanks and healers in your party when you do GR. But now it's PvP, people don't really realize how it's basically the same thing, but player controlled instead of non-player controlled, and it's just a x v x in PvP instead of x v y in PvE (1v1, 2v2, 3v3, 4v4, vs, 1v500, 2v500, 3v500, 4v500).


    And in the end, so what if they can't die? In PvP, if you can't die but can't kill anyone, there's no good in that, so they're just making themselves invincible by sacrificing being able to kill anyone else. But because it's brawling and basically a 4-player FFA only, you don't have any teamwork so you could have 3v1 tank and the tank would still die, but at least not everyone is getting 1-shot which is still the ONLY PROBLEM MAKING IT NOT WORK AT ALL (even if they can tank, at least others can kill each other without 1-shot no matter what IT'S A JOKE!).


    So your reason for why it wouldn't work doesn't really make any sense in the sense that it does work, even if it creates invincible tanks that cannot do any damage in return, that's STILL better than 1-shot no matter what.


    So there's still no reason for this. But thanks for agreeing that PvP should work.


    I do not agree that there should be some PvPvE though as the alternative, it's another mode that I have suggested myself, like LoL or DoTA, essentially a MoBA that would work, like a LoTR fashion battle scenario (Battle of Sauron), you can then have factions and all sorts of things like fighting for the demonic force or angelic, and each side would have hordes of demons/battalions of angels/humans spawn in army fashion instead of a few mobs at a time, and there would be elites and champions and bosses as well spawned and you would be the heroes that would slay each sides mobs and the other heroes, but that has nothing to do with PvP not working.

    Posted in: PvP Discussion
  • 0

    posted a message on Increase health and toughness by 1000%

    "There is PVP, it's just underwhelming."


    Never said there wasn't, like I said, it's broken because you just get one-shot. That is the ONLY problem.


    "Anything more involved than Brawling is going to take away from PVE content development"


    Even a simple 1000% buff to health and toughness? I didn't ask for balance, LB or any rules. PvE doesn't need LB to work, doesn't need balance to work (sets are imba AF), and don't need rules to work (rules make things fair, like the Challenge rifts for PvE, but it's not necessary for it to work), why does PvP need it?


    As soon as you make it so at least PvP isn't only one-shot, then people will be willing to play PvP again even if just for fun because you don't get instantly one-shot non-stop, even if it's not completely balanced just like PvE builds aren't either, and then once people are willing to PvP because it at least works, some people that like PvP might return, then there's incentive for them to work on PvP again if more people want to play it but they don't have to because it at least works and it only took a simple 1000% increase to health and toughness, simple solution. That's all it comes down to.


    I'm suggesting one thing and one thing only why do you guys keep suggesting I'm asking for more and claiming there needs to be more for it to work when all it comes down to is not getting one-shot no matter what?

    Posted in: PvP Discussion
  • 0

    posted a message on Increase health and toughness by 1000%
    Quote from Kamui1770»

    Quote from ImmortalSol»

    You only cleared rank 1 GR on LB because Blizz can't balance properly.


    And just remove PvP discussion if this game isn't for PvP. Why is there even PvP discussion?


    it only exist because people like you keep begging for it to be in the game. Buh, D2 PvP wasn't even balanced. If any anything they just need to add it to leader boards to make you people happy.

    If you want it so bad, bring it up with blizzard. Diablofans don't care. Even Reddit or facebook would bring more traction.

    Yo Bagstones close this thread. too many threads like this exist on this site already.

    Yeah, I never once spoke about balance here, I said so you don't get 1-shot which is the main problem. PvE isn't balanced either, there's no problem with that except having only 1 build viable that's all. They don't need to even add a LB, what's the use if everyone gets one-shot no matter what? That's the first problem that needs to be addressed, and it's so simple. I didn't ask for anything more.


    And so they keep the forum just for one type of post? If they aren't planning on ever bringing PvP why let people beg non-stop rather than just remove the forum? Why lie in the description of the forum saying there's 'dueling' and 'arenas' obviously they just never took the time to remove it because Diablo was meant to have PvP in the beginning.


    Close this thread? More like close the forum. Brawling shouldn't even be in the game, it's a broken mechanic, you only get one-shot, no one asked that PvP has to be balanced, just like PvE is horridly balanced.

    Posted in: PvP Discussion
  • 0

    posted a message on Greater Rifts 2.0
    Quote from SkYlaX17»

    You did endless Baal- and Diabloruns in Diablo 2. This was your highly praised endgame ... Now you do speeds and in the end you try to push as far as your grinding allows you. The same in Diablo 2: the more time you invested, the better was your result ... there is no difference.

    I don't recall there being a timer, nor was it an infinitely scaling dungeon, which is what this would be, a combination of GR infinite scaling, which I think was the right direction, but just not in a timed environment and a static difficulty that you choose each time before entering the rift.


    The key to it is combining the new concept of infinite scaling potential with the original D1/2 dungeon crawling element of the deeper the dungeon the harder the foes.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Increase health and toughness by 1000%

    You only cleared rank 1 GR on LB because Blizz can't balance properly.


    And just remove PvP discussion if this game isn't for PvP. Why is there even PvP discussion?

    Posted in: PvP Discussion
  • 0

    posted a message on Greater Rifts 2.0

    ARPGs are not popular anymore because Diablo 1 and 2 were the only popular, most dominant ARPGs for its time and D3 was supposed to be its successor but failed because of build diversity/itemization, AH, and also endless scaling difficulty instance dungeons that made D1 and 2 what it is on top of storyline and itemization, trading, and lastly PvP.


    Diablo 3 is just a 6-piece/LoN set GR fishing/racing game.


    This just once again brings the very essence of what made Diablo successful in the first place to light, if they were able to implement these fundamental changes the game could be brought back to life like necromancer is a nostalgic class that the community has been thinking about for years and they finally brought it back like also they did with the paladin (crusader) it's the same thing with this, going back to the roots; the necromancer from D1 was what made the game so iconic, this post is referring precisely toward the nostalgic aspect of what made Diablo great, a true dungeon crawler, not a static difficulty rift racing game.


    I think it's a fitting suggestion seeing their release of the Necromancer, to be honest.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Increase health and toughness by 1000%

    That's like saying an axe can be used to chop a tree but can't be used to chop a person.


    A hack and slash, killing game where you can't kill other players is a joke.


    Why is PvP discussion even a forum then not to mention the second one, It's like this game was obviously going to have PvP but didn't get it so we have this PvP discussion as a placeholder/joke of a forum. Lol.


    Even the description of the forum is a lie:

    Chat about PvP, Dueling, and the Arena right here

    Dueling? You mean 1-shotting each other? Arena? Where? The scrapped mode they changed to Brawling? Lol.

    Posted in: PvP Discussion
  • 1

    posted a message on Increase health and toughness by 1000%

    And reduce damage by 95% and then PvP will work instead of getting 1-shot by everything.

    Posted in: PvP Discussion
  • 2

    posted a message on Greater Rifts 2.0

    Diablo used to be about immersive action roleplaying, specializing your character, finding rare powerful loot to create diverse, unique builds, then slaying demons in masses, kill count, tiered difficulty, waves of monsters/hordes of demons and like in the original Diablo, the difficulty scaled based on each level of dungeon, the deeper you go, fighting bosses at the end of each dungeon, then fighting a final boss (Diablo, or in D2, any of the major bosses like Mephisto, Duriel, etc.) at the deepest level, but never should come down to being a 'timed trial' at a static selected difficulty, that turns the game into a racing game, which is what Greater Rifts are being the endgame in Diablo 3.

    It is not the kind of infinite scaling we wanted (in my belief).

    Ultimately what we wanted (in my belief) was, a scaling difficulty RNG dungeon based on levels completed or how far into the zone you venture with boss encounters, not one static rift with multiple levels but the same difficulty and a time limit to completing the static difficulty rift.

    What it should be is a scaling difficulty dungeon with RNG maps and RNG monster combinations that tests the player's or players' survivability versus their damage/kill count, where you're not restrained a time window, but rather not dying to a zone/level/boss.

    How it would work


    • The basic way is to start out in Illusionists Descent 1, the difficulty is Normal. You complete the map, the next level Illusionists Descent 2, becomes Hard difficulty and so on.
    • Another way as well is you have one very large, somewhat linear map with different zones, where the further you go, the harder/higher density the monsters become based on the zones, rather than a level.

    But the only real difference is one is having levels laterally, with a boss at the end of each level, and one is expanding horizontally, with different zones having multiple difficulties, reaching a final zone with a boss.

    So at the beginning of the map you fight normal monsters, but the further you go into the map into another zone the harder/higher density the monsters become, so the whole map actually has increasing difficulty itself.

    Both ways work by itself, but you can combine the two and create a level with many zones and each zone progressively gets harder, with a boss at the end of the level, and the next level being the next progression of difficulty of multiple zones and the next difficulty boss.

    This tests the player's or players' ability to defeat all the foes in that particular level/zone to move on to the next level of difficulty, there could be anywhere from 1-5 elites/champions per zone and a boss at the end of each level.

    The boss mechanic would instead just be placed at the end of each zone/level, much like you see in the original Diablo 3 gameplay demo (http://www.youtube.com/watch?v=HEvThjiE038).

    Imagine what's shown in the video being a randomly generated dungeon map with multiple levels down and multiple zones in a level, finally ending at a boss for that dungeon, giving you access to the next dungeon with the next segment of difficulty level and boss.

    Now rather than having to finish the rift by getting enough 'orbs' or kill count to reach a boss on any random number of levels of maps cleared, it's about simply completing each level with many zones each getting harder, then a boss at the end of the level you have to beat to get to the next level with many more (even more than before perhaps) progressively harder zones with a harder boss at the end, scaling infinitely.

    And if a player or group of players are not strong enough in damage they will never be able to do enough damage before being overwhelmed or can't progress further in that level, this is where the boss enrage could become useful again or just slowly grow stronger, or the boss could regenerate if they are not doing enough damage. If they don't have enough survivability they will be killed before being able to get to the end of the level.


    This still allows for competition, but with a different objective that is not a race of speed, but instead true to Diablo, by defeating a boss/level/difficulty not by time, but by not dying.

    The Leaderboards would just consist of difficulty cleared, this could be tuned so the difficulty levels are closer together at high levels so you can see a more distinct leader that is able to clear perhaps just 1 level higher as the number 1 on the leaderboard, so there could be many people that clear the same level, it would just then be based on who beat the highest first, instead of a race of time on who did it the fastest, and make the objective to clear 1 level higher to break the tie on level cleared and become the first to clear the next highest.

    This would also more or less resolve the issue of rift fishing because it's less reliant on time and being lucky to complete it faster, but just focused on being able to beat that level and being the first to reach the highest level, which is still luck of RNG for being able to do sufficient damage and survive, but that is much more gear/skill/paragon based, no longer restrained by time, down to milliseconds, having to fish for lucky monsters that just give you a time advantage to completing the rift faster/in time.

    Finally, for once in the game death is actually much more detrimental to the player in a way that is not annoying, but challenging to the player's survivability which is an important aspect of the concept of mortality in the Diablo genre and simply way better than right now.

    No longer do we play to waste our time looking at the death screen and wait to revive over and over, maxing out at 30 seconds, because it's no longer about time, it's either simply your inability to progress further that stops you and death is just indefinite once you reach a certain level that will be a threshold, there could be a flat timer of just 5-10 seconds that is not a frustrating wait, or upon death or when all the players in the group are dead however many times, like with one resurrection for each player, you will be spawned back in town with the rift ended and closed allowing you to start again instead of having to abandon the game if you can't progress like right now.

    In the case of hardcore, it would cause no issues whatsoever, once again, you would know your limit and only complete to the level you are capable of and that would be your record.

    It would actually add even greater meaning to Hardcore mode, because the increasing difficulty itself is about survival and endurance, and the prime factor to hardcore is staying alive.

    Like explained above, by making death more detrimental, it plays on hardcore players even more, but in a good, fair way, not by making it harder, but by making it more meaningful to stay alive instead of just beating a time, what they're playing for in the first place.

    Lastly, this will allow there to finally be music and environmental effects based on the progression depth you've gone, closer to the boss, the louder more intense the music, ambient sounds, clattering, screams, echos, nightmarish groans, the lighting become darker and more contrasted, beacons of light of torches or infernal flames shooting out of walls, this is when the game can become immersive, what made Diablo so successful.


    https://us.battle.net/forums/en/d3/topic/20753457247

    Posted in: Diablo III General Discussion
  • 0

    posted a message on Maximizing build diversity

    Official Diablo thread:

    http://us.battle.net/d3/en/forum/topic/20747725055


    Greetings everyone!

    I'd like to discuss in this in-depth analytical post what I believe to be the root issues surrounding build diversity and lack thereof;


    Why we find ourselves with so little choice when it comes to creating our own builds with the skills and Legendary/set powers available to us that are viable competitively in the Scaling Difficulty system and Leaderboard rankings.

    And how to implement changes that would effectively free up this restricted gear combination setup and maximize build diversity, giving us freedom and flexibility to create builds we want using skills we want with the current and potential future Legendary and set items.

    The two causes for a lack of build diversity:

    • % buffs, for skills mainly on sets and some Legendaries that make one specific skill/build superpowered beyond all other options.
    • Mandatory sets, requiring the full set to acquire the maximum % buff and skill bonuses. Essentially making the full set give the most powerful effect and restricting players from using other Legendaries.

    The 'Legacy of Nightmares' rings set attempts to add diversity, by requiring the use of yet another set and locking up the precious rings slots, to solve the issue by two problematic approaches:

    • Once again, simply giving a % buff once again to match the % buffs given by other sets, not always adding up to compete with the sets.
    • Freeing up the need to have a full set, but not allowing you to use a set other than LoN.

    Solution to these two problems, effectively enabling diversity once in for all:

    • Remove % buffs as a whole, instead only have effects that give skill combinations synergism and effectivity.

    • Allowing players to make use of all the skills at their disposal, choosing what fits their playstyle best, and rewarding the player with equally powerful effects compared to sets.

      Along side the next solution, letting the player choose freely between wearing a full set, or making use of other Legendary powers along with a set.
    • Making initial set bonus the most prominent, instead of the last, and make additional set pieces simply add complimentary effects afterwards.

    • Essentially flipping the onset increase in power, giving the most crucial set effect from the first set bonus (either (2) or (3), depending on how much flexibility you want the set to be) instead of last.

      Effectively letting players choose to gain additional utility and survivability from the rest of the set, complimentary with the set's playstyle concept, or decide to use other Legendaries of their choice instead of having to have the full set for the most powerful effect.

      An alternative to Legacy of Nightmares, without requiring players to ditch all other sets, simply to put on regular Legendaries for a unique diversified build setup.

      Also making the Ring of Royal Grandeur less necessary when it comes to giving the players one additional slot to choose their own Legendary or combine together another at the cost of one ring slot or jewelry Cube power.

    That's it. Simple as that.

    With these two changes,

    The diversity of effective builds is maximized.

    Players now no longer find themselves forced to build around the set effects that give massive % buffs to only a select number of skills, basically leaving the developers to dictate how players must play effectively and having to add a new set for each separate skill combination, or instead having to use another set that discontinues all other sets.

    Players can both use the full set bonuses to their pleasing, or choose to modify the existing set build because the main effect of the set is readily available without requiring the full number of set items given, without needing RoRG which only frees up one slot while removing another.

    Sets are worth using without having a buildup of power that not only overwhelms the majority of Legendary effects and restricts any other options, but still has incentive to make use of the full set for it's still effective complimentary bonuses to the nature of the set's playstyle.

    Finally, instead of the game being dominated by sets that merely modify your damage output to make it outdo non-set items, sets are synergistic with the rest of the Legendaries powers and now give a full path to create new potential Legendary and set powers.


    Thank you for reading,

    Have a wonderful day!

    Sol

    Posted in: Diablo III General Discussion
  • 0

    posted a message on A Real Skill Tree: Skill Proficiency
    TL;DR:
    Like a skill tree, skill proficiency would make it so by playing your build you can specialize into those skills in particular. The more you use it, the more effective it becomes.

    The concept is to make players feel like they are working both on finding new legendary gear and also making their own character(s) specialized to the skills and build they desire just by playing and using those skills. Not having to search for specific legendary effects to do so. And if they did find one it would be even more effective along with the proficiency.
    The game is too focused on the items you loot and not about the effort you put in to your own character. Only your loot makes up your character, and the extra account-wide points. Nothing is personal to your characters, they are just names and the wearers of the loot that you found.
    By having more skill specialization and diversity through actual leveling and scaling up by proficiency in that skill, allows for more room to expand the builds viable in the endgame.
    Skill proficiency would seal the deal, it would make every face of the game into a realm where players can make their own choices and feel like they are in control of them and are making a difference through their own effort and time.
    Let's start making our characters more unique, rather than our items, shall we? I'm talking about the original skill tree concept. The paragon point system was a stab at it, and it did a great job allowing players to spend points into one modifier, but it's not only able to be reset, but it's obvious the ones you would want the most.


    • Why can't we make a true skill tree? Except you can always re-spec your skills, but the more you use one skill the more it grows, like a tree. Bingo.
    • Instead of making everything based solely on weapon damage, can't you add a proficiency modifier to those that use one particular skill the most?
    The more you use one skill, the more the modifiers on that skill increases, it can then make players do more diverse builds that aren't just based on effects of an item or the weapon damage along with additional modifiers like the main stats to give the final damage output, but rather, they're able to do the build because the put a lot of time and effort into using that skill they like so much.


    • If players had skill proficiency they would feel that the more they played the style they like the more powerful their character becomes with that skill regardless of the loot they find.
    • This simple concept would make a huge difference in relying only on loot to make the game fun, it would actually encourage playing the game merely to get stronger in one skill like one would from training and gaining experience.
    The experience that you get for Paragon levels that give you points to spend, there isn't really a diversification factor by having people spend points on additional modifiers when obviously the choice is usually clear and you can always reset it and do anything else; there's nothing permanent.


    • But having skill proficiency would allow players to feel they have benefited the character they played.
    The current paragon points system benefits every character they have in that game mode, which is an awesome system.


    • While on top of that, having a character by character power scale system, based on how much time you spend on that character class in each skill, would make every character unique based on their own skill build, rather than the items and legendary power of their items and simply how many paragon levels you've gotten.
    Right now, the only thing that happens when you level from 1-70 is you unlock skills along the way.


    • But imagine if you could unlock the skill, and as you use it more, the more powerful the skill becomes.
    That immediately puts emphasis on the concept that you are training and gaining experience in a skill allowing players choose to stay on a skill rather than be forced to use another skill simply because they don't have the right legendary effect or stats or the effect of that rune wasn't particularly potent enough to be viable.


    • Just by spending time on the skill automatically makes the skill more and more useful for you until you can permanently use it until you wise to start become more proficient at another build, and then later go back to it again.
    Eventually, you can have characters who are proficient in many skills therefore have a variety of unique builds at their disposal.


    • The character itself is growing by you playing it, instead of only the items you find and the paragon points you have to spend.
    In the end, it makes it so by playing your build you can specialize into those skills in particular and be strong based on those skills you're using instead of only your items. It makes every single skill you have an actual skill that you are getting more skillful at the more you use it.


    • You can try and get good at many skills, or focus on one main skill while trying on other skills, for example, or only use one build and get all those skills more proficient.
    I think it would certainly add a perfect dynamic to the current system that's been built now.

    Just one example of doing it, you will have something like:

    • Hungering Arrow - 12% Proficiency
    So, every stat that Hungering Arrow has will be increased by 12% of whichever scaling method in place.

    Having 100% means you have mastered the skill and the effects are optimum. However, 100% may not necessarily need to be capped, could be limitless like paragon levels and points. Diminishing return would be viable.


    • There are a variety of other approaches and systems that could work, different ways to scale the proficiency and different mechanics.
    • But the concept is to make players feel like they are working both on finding new legendary gear and also making their own character(s) specialized to the skills and build they desire just by playing and using those skills. Not having to search for specific legendary effects to do so.
    And if they did find one it would be even more effective along with the proficiency.

    To dig into details, you can even separate the proficiency for each rune and also have one basic proficiency for that skill.


    • So, if you were to use one rune you would get proficient in it and the skill itself, but if you changed runes you wouldn't have proficiency in the new rune, but you still have proficiency in the base skill.
    • Each rune essentially, is a branching out of the skill tree that can grow. As you empower a skill rune, you are also empowering the base skill which can be then beneficial for you even when you use another rune of the same skill.
    There are still specifics that need consideration, but at this point, the concept has been proposed, as for the technical mechanics, it can be only up to developers to decide how exactly to go about scaling and which factors to modify when becoming more proficient.


    • But the concept and idea holds together quite strong overall. It would bring a lot more to play for, well-fitted with the current systems created, and brings a new dimension of gameplay experience and depth.
    It's a large task, but certainly there is an actual functional approach to a system that can be implemented, in order to add more game dynamics, which the game would truly benefit from having, particularly in this respect, along with the current infrastructure.


    • I think it's something worthy of consideration and certainly a headway into something even more intriguing, as more dynamics like this are built on to the current foundation.
    With the assets that have been directed toward adding new systems that make the game function more seamlessly, this direction or approach through this additional system integrated to the game would really put everything in it's place and hold together a very intricate and well-composed gameplay experience.

    Furthermore, another huge addition that we know is being developed is still in the works. A ladder.


    • Add a ladder on top of this, and you have a masterpiece.
    Think about the amount of diversity in a competitive matter. This would make the game much more intense and interesting.


    • Not everyone is using the same build to rush to max level, each player can specialize their skills and be just as powerful as others that have put time into their skills.
    • It makes it harder to pinpoint the most effective build which makes the game more about personal trial and error, innovation and inventing new styles and specs.
    • There is more depth to the puzzle that needs solving. Pure efficiency.
    • Rather than a single-dimensional approach, focused on one skill in particular, that outperforms every other build using alternative skills.
    Simply due to the fact that there was never any way to specialize into a build enough to make a variety of builds viable, aside from random legendary effects that either don't make much of a difference or completely, outright makes one skill the best of all.


    • The game is too focused on the items you loot and not about the effort you put in to your own character. Only your loot makes up your character, and the extra account-wide points. Nothing is personal to your characters, they are just names and the wearers of the loot that you found.
    By having more skill specialization and diversity through actual leveling and scaling up by proficiency in that skill, allows for more room to expand the builds viable in the endgame.


    • Having more routes to the same endgame ultimately creates a more enjoyable and unique experience for everyone.
    • It is a key component to everything altogether, from RNG, to paragon points, to legendary effects.
    Skill proficiency would seal the deal, it would make every face of the game into a realm where players can make their own choices and feel like they are in control of them and are making a difference through their own effort and time.

    Thanks for your time,
    Immortal Sol
    King Union Ocean
    Guardians of Death
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.