The paragon atm is just a "dumping points" system, it really should be turned into a talent/skill tree system that involves choices to be made so each character felt more unique.
They could go overboard and do it like poe or less complex like d2 or even super simple like wow talents, but we need choices and more character customization.
Unfortunately the way i see it the necro will be interesting for a couple weeks until we all discover that he only does endgame with a few blizzard selected builds/sets that are the most op and we are left with a preset class instead of a class built and customized by the player.
- TianZi
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Kallizk posted a message on Q&A @ Blizzcon - Paragon systemPosted in: Diablo III General Discussion -
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TurkNukem posted a message on Not Flame but....the Diablo stuff isn't over yet @ Blizzcon2016Posted in: Diablo III General Discussionpeople who thinks necro announcement which will arrive 10 months from now is a big one , have lost their minds, or just love this game no matter they throw at us...
the biggest problem with this game is, it takes 2 weeks for 80% of the players to quit seasons after its start date...
we lose nterest playing because no1 has complete 3 months to spare to compete and farm paragons etc....Its just plain boring...
i am an competitive player but thinking the whole 3 months season competions is impossible...This lead people to belive that more time spent=success
no skill etc included....
solution is to bring mini session season with rewards ... for example
2 hour hardcore session or weekend long softcore season or 1 week softcore season...so the servers keep resetting and u keep restart playing the game and accumulate points accourding to your ranking... And use the points towards in game items such as wigs banners sigils etc...
thats it problem solved....
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It's pretty much terrible.
1) There is no incentive to create competition.
2) As far as "new builds" goes, it's more like an old build with mistakes in gearing/talents.
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I actually care about 0% between primal 1.0 and 2.0. Both of them would have roughly 0 effect on the way I play my character since all they do is a minor stat increase. To actually be exciting, they would need to do something that actually alters gameplay or the way my character looks in some way. Doing 0.25% of a GR tier higher after finding a primal is pretty much a 0/10 for excitement.
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Paragon leveling is one of the reasons my friends list is so empty in D3. Most of the players that are still playing regularly more or less accept the paragon system for what it is. The issue is that the paragon system prevents players that left from returning to the game due to the large disparity in stats. Depending on the goal of D3, it's either a big problem or not a problem at all.
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The main problem with turbohud is that blizzard isn't banning players for using it.
Cheats should always come with a major risk, and in this case there simply isn't one. As a side effect, it makes competing extremely difficult for players that choose not to use it. THUD users should have been banned like botters since the start, but they left it around untouched so long that even a lot of casual players use it now.
No idea what Blizz is thinking.
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You're probably right about the way skills and sets could have been. It won't stop people from going to a cookie cutter spec, but it will let more players try different specs that have a chance to become the cookie cutter. There could also be the result where more variations of the cookie cutter exist.
Yea, I don't really know about longevity, I don't know if there is a solution to it. I don't know how much most of the people even play. One things that caught my attention though, is that you mention "complete the journey". I wonder why Blizzard made a journey that probably everyone can finish. When they first announced the season journey, I actually thought it'd be a system so everyone ends at different parts of the journey. Before the season started, I was thinking the season journey might be the thing to end the whole mindless paragon farm. It sounded like it'd be the goal to try and get as far as possible during the season rather than something most people finish in a couple weeks.
I had friends from other games that came to Diablo because it was so heavily hyped. I had people I played with at the start, and most of us liked the game. Progressing gave the feeling of progression, because it felt like we worked towards it. I didn't hear any complaints from them, but as the nerfs to content started rolling in, players started leaving. It simple felt like progression was being cut out from the game. Personally I already finished Inferno on launch week before the nerfs came in, but it felt kind of retarded to just give hand outs to people that didn't even spend time to farm for gear. I've seen some of them log on to other various Blizzard games from time to time, but just not back into D3.
As for my comment on solo, I like playing efficiently. At the same time I don't like carrying people and I don't like being carried. In vanilla I played a DH and I could farm any zone in inferno with pretty low deaths by the second week of the game, YET it still felt like I was putting effort into doing it. I don't think I necessarily became obsessed with efficiency since I was all over efficiency before I even heard they were making a game called D3. Before D3 I played StarCraft, and to keep my rank (high masters), every build I played had to be played efficiently.
Hmm, I'm not sure it's due to more people being more informative or not. I think the only D3 video (aside from my own) that I watched all the way through was the recent Striken one from Quin. Which of course I'm too lazy to bother snapshotting anyways, but it's info that was interesting anyways. Generally speaking, no offense to streamers/youtubers, most videos don't seem to provide anything useful that a glance at the leaderboard wouldn't tell me. Back pre-RoS I've put builds together and shared videos on youtube as well, but now it feels like the builds practically build themselves. Can't agree with you on the sets things, but I'm sure a lot of people do like sets the way they are now.
As far as skills goes, I wish they'd let us hide our gear/skills that were used for GRift clears. I feel like the leaderboards probably have a lot more impact on skill choices than the "professional" community. It just seems worthless to experiment when builds simply get copied as soon as they're used.
I wore sage set since like day 2 of the season. The DB monk was up and running before my main monk, so I had a good number of DBs for gear. Instead of aiming for ancients, I geared my characters using reroll set, which let me have my 4 classes all on the leaderboard early in the season. I'm not really playing anymore since I don't like paragon grind and it's that time of the season where high paragon players will just take over the leaderboards.
I actually like your TL;DR, and it's probably why I don't like this current variation of D3 for as long as some players do. Sometimes I do wonder how it would feel being not part of the 1% in games I play, though in reality there's no way to change it without a feeling of under-performing. I did quit WoW after I no longer had my teammates that could make it to gladiator as well, since it no longer felt like there was reason to play. However, because of the way D3 is structured with seasons and with a solo leaderboard, the starts of seasons always feels like even ground to play again. For the first couple weeks things like paragon levels aren't different enough to have heavy impact on leaderboards. So even as a primarily solo player, you don't have to sit in a group all day. The easiest way Blizzard could fix this is by putting a cap or soft cap on paragon levels, or by significantly shortening the season length. I play at the start of every season, but the fun simply doesn't last even half way through the season.
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I miss D3 vanilla too. The interesting thing is nearly all my D3V friends never came back, even after RoS. Makes me wonder how many of them would have still been playing now if D3 wasn't changed so heavily from how it was originally.
D3 vanilla obviously had plenty of issues, but it's not like everything is great with the current variation of D3 either. I could probably list 50+ issues with D3V, but here are some of the main things I miss from D3V:
1) solo being viable.
In D3V I can log in and play when I want. Now I have to log in and find a group to do anything even remotely efficient.
2) gearing choices.
MF vs actual stats was a pretty big choice. There were also more times when taking offense vs defense was actually a choice. Current gear comes with everything, and everyone wants the exact same rolls. Also there were actually choices of what to waer, and yellows could be better than legendaries. Right now sets make most non-sets useless. Every yellow item is bad.
3) skill choices.
Right now the only viable skills are the ones that go with the sets.
4) longevity.
This season it took like 10 hours per alt to pick up enough gear to get on the solo leaderboard. Seriously screwed up how fast you get gear right now. If gear drops so fast, the seasons need to be significantly shorter. I'm not going to say the drop rates of D3V were perfect - they're not. However, the current system is just way too short to gear up. The funny thing is the game is hardly even about drops anymore. Like 90% of my gear came from the cube or kadala.
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The current version of D3 really feels too much like a game on training wheels. The game is missing choices, everyone is looking for the same items. Everyone runs nearly the same comp for exp and progression. It's really kind of like there's 1 path to follow.
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People always upload the videos rolling over stuff, but not the videos where things goes wrong. I think a lot of people could learn a lot by watching how people are failing the rifts. I would guess that most people have the gear but are actually doing something significantly wrong in the way they play.
In games like StarCraft it was always easy to critique gameplay because of replays, but in D3 it seems a lot of discussions just go in circles because there is no replay or video to reference to.
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Lv70 is something around 4x the HP of a lv60, and significantly more damage. So while the streamers at the top use ancient gear and high paragon, for a lower level like 60 you don't need ancients, and your rolls don't need to be near perfect either. Collecting a set and the weapon(s) required is very fast even for solo players due to the addition of the cube.
While previous seasons required mostly getting each set piece from Kadala, the cube in S4 makes gearing ridiculously fast due to the reroll set piece feature. At the same time it also helps the rolls on your existing gear while going for the 6 pieces. So instead of finding a full 6 piece set, it really becomes just finding any 6 pieces of the set. The cube with upgrade rare also makes obtaining specific weapons very fast from just farming T8s for DBs.
I don't see why an average player wouldn't be able to complete their set in less than 20 hours from when they hit 70, unless they simply aren't making use of the cube.
10 hours leveling + 20 hours gearing + 15 hours leveling gems in GR + 3 hours rift fishing a good 60. That's 48 hours, and very generous time brackets for each step. I don't see which part is difficult unless player skill is really bad or player has bad latency.
Just don't see where the time is being spent for the people that say it can't be done easily.
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With all the DB and bounty builds appearing these days, and a lack of cosmic strands in said builds, i figured I'd post this.
One of Cosmic Strand's main benefits is really the increased movement speed. The free teleport from wormhole isn't on the standard GCD. So even with aetherwalker the Wizard with wormhole run will travel faster than the Wizard without it.
I know most people would be satisfied with 500-600 or whatever DBs/hour, but for some easy maximizing of travel speed, cosmic strand isn't very hard to put into most builds.
Not going to put a video of it, but you can easily test it yourself by selecting the wormhole rune if you don't want to craft a cosmic strand.
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I miss D3 vanilla too. Had more fun playing that the first month than pretty much every other game aside from probably high end arena'ing in WoW.
It's unfortunate, but the nerfs in D3 vanilla arrived too soon before anything really even settled. People were in blues already complaining about inferno difficulty ~_~