• Diablo 3 patch 2.3.0 streamlines crafting and makes Rifts more fun
    18 replies, posted
[url]http://www.pcgamesn.com/diablo-iii/diablo-3-patch-230-streamlines-crafting-and-makes-rifts-more-fun[/url]
They are making this game like WoW too simple.People will get pissed off [IMG]http://i.imgur.com/7TRvMKt.png[/IMG] Is this too fucking hard ? [IMG]http://i.imgur.com/qpWyykt.png[/IMG] Look at the materials it needs to craft: 4x Common debris (which drops everywhere) 5x Exquisite Essence and 6x Iridescent Tear Common items, which you can gather these literally everywhere. By the time you reach lvl60 you will have hundrets of these
[QUOTE=cNova;48373256]They are making this game like WoW too simple.People will get pissed off [IMG]http://i.imgur.com/7TRvMKt.png[/IMG] Is this too fucking hard ? [IMG]http://i.imgur.com/qpWyykt.png[/IMG] Look at the materials it needs to craft: 4x Common debris (which drops everywhere) 5x Exquisite Essence and 6x Iridescent Tear Common items, which you can gather these literally everywhere. By the time you reach lvl60 you will have hundrets of these[/QUOTE] So right now you have several tiers of crafting recipes. You have the ones you mentioned, and then the higher level variants of those same crafting ingredients. What they are doing is making it so that, the higher tier variants are the same one's needed for the lower tier. I like this change personally. I have several stacks of the lower tier crafting ingredients that I'm not using or am ever going to use unless I roll a new character. Vice versa, now I can use the piles upon piles of end game ingredients for my lower level character.
[QUOTE=cNova;48373256]They are making this game like WoW too simple.People will get pissed off [IMG]http://i.imgur.com/7TRvMKt.png[/IMG] Is this too fucking hard ? [IMG]http://i.imgur.com/qpWyykt.png[/IMG] Look at the materials it needs to craft: 4x Common debris (which drops everywhere) 5x Exquisite Essence and 6x Iridescent Tear Common items, which you can gather these literally everywhere. By the time you reach lvl60 you will have hundrets of these[/QUOTE] actually, im pretty sure no one is pissed off thats what, level 20 gloves? no one cares about that but the level 70 crafting recipes cost a shitload of arcane dust, and blue item drops are really difficult to get the higher up you get. not to mention it costs a lot of arcane dust to enchant things. you run out of it extremely quickly, same with white mats unless you farm them, which having a metric fuckton of yellow mats. put it this way, on my level 200-ish season character, I have what, 3 entire stacks of yellow mat? and less than half a stack of blue mat in comparison.
[QUOTE=cNova;48373256]They are making this game like WoW too simple.People will get pissed off [IMG]http://i.imgur.com/7TRvMKt.png[/IMG] Is this too fucking hard ? [IMG]http://i.imgur.com/qpWyykt.png[/IMG] Look at the materials it needs to craft: 4x Common debris (which drops everywhere) 5x Exquisite Essence and 6x Iridescent Tear Common items, which you can gather these literally everywhere. By the time you reach lvl60 you will have hundrets of these[/QUOTE] when was the last time you played d3?
I read somewhere that you would also be able to take effects from legendaries and put them on others, is that this patch?
yes, using the cube.
Also rerolling legendaries you already have as if they just dropped again, so you can spend some materials to get another chance at getting that item with perfect rolls or ancient-ized.
Torment X here I Come. My Monk already plows T6 without blinking. I just stop, click twice on a mob, then keep going. EP takes care of the rest. Then WoL spam any elites and they fly off screen. It's glorious. Though the nerf to the Set making sweeping winds no longer cost 0.001% of your resource to cast to keep the Taeguk buff capped hurt a bit, it didn't change much This is T5 early into Season 2 with shit for gear [media]http://www.youtube.com/watch?v=QqEY9OzTorU[/media]
[QUOTE=TheTalon;48379375]Torment X here I Come. My Monk already plows T6 without blinking. I just stop, click twice on a mob, then keep going. EP takes care of the rest. Then WoL spam any elites and they fly off screen. It's glorious. Though the nerf to the Set making sweeping winds no longer cost 0.001% of your resource to cast to keep the Taeguk buff capped hurt a bit, it didn't change much This is T5 early into Season 2 with shit for gear [media]http://www.youtube.com/watch?v=QqEY9OzTorU[/media][/QUOTE] Is T6 supposed to be anywhere near hard with a set? The only things I find hard at T6 with a rasha wizard is lv.40 rifts, and even then I made it to 45, although that must have been a lucky monster roll or something.
It isn't, once you get geared, all but Greater Rifts become child's play and stops being fun to do anything other than GR's. But GR's rob you of the smash and grab looty loot that every other part of the game gives you. It'll be nice to do regular Rifts and Adventure Mode up to Torment X
I bought Diablo 2 last week, I feel a little behind the curve. :v: But I did play through Diablo 3 on my cousin's account. Diablo 2 feels much better.
Unfortunate that it still doesnt fix/alter the fundamental issues the game has (cube goes aways but not far enough), but it's a step in the right direction. If you've left the game because of the disjointed power creep, season-only focus, stacks of useless items/itemization, endgame lack of meta, wizard being utterly broken as a class and other issues, the patch doesnt really do anything about it. If you're looking for a decent hack n slash/arpg with a smooth engine, d3 still shines and 2.3 expands well into that and opens up a lot of options.
[QUOTE=Dubious George;48386887]disjointed power creep[/QUOTE] What does this even mean? [QUOTE=Dubious George;48386887]season-only focus[/QUOTE] Seasons (and their huge accompanying patches) have served to get me excited to play D3 again each time a new season starts, but my buddies and I always end up spending more time playing non-seasonal. Sure, Blizzard gives a lot of incentives to play seasonal but theres still plenty of content every few months that applies to non-seasonal as well. [QUOTE=Dubious George;48386887]stacks of useless items/itemization[/QUOTE] Not positive what you're referring to but I'd guess you mean just ending up with a lot of loot that isn't usable? That'll happen in any RPG. Plus, there's loads of different builds that take advantage of loot you wouldn't be using at the moment, so it's good to have a large item pool. [QUOTE=Dubious George;48386887]wizard being utterly broken[/QUOTE] This one baffles me the most. I play wizard more than any class, it's definitely not broken.
d2 has a season only focus as well.
[QUOTE=stupid07er;48387307]What does this even mean? [/quote] Do you feel the sets you can craft+thorns of the invoker are worthwhile when their counterparts add 1000's of 1000's of % of damage and ultimately give 5-10x the possible damage output (when in an infinite enemy health scaling system) makes those items worthless to use and find? Not even including the sheer amount of legendaries that have simply been never touched since the RoS expansion, their numbers still in the hundreds or thousands while scaling has brought others into the millions and billions? I mean sure, if you play lower greater rift & torment levels, anything can shine, but that comes at a cost of 5-10-50x less experience/loot being thrown out. [quote]Seasons (and their huge accompanying patches) have served to get me excited to play D3 again each time a new season starts, but my buddies and I always end up spending more time playing non-seasonal. Sure, Blizzard gives a lot of incentives to play seasonal but theres still plenty of content every few months that applies to non-seasonal as well. [/quote] Personally seasons themselves dont irritate me as a concept nor does starting again with mates (which imo is a great way to make the game fresh again), but doesnt it bother you at all that some builds/items are eternally gated within? With the way they tie major patches into the start/end of seasons, there are always interesting and new items, often integral to certain playstyles being only able to be played to their awesomest extent if you're willing to scratch everything you've done and start again, sinking tens of hundred of hours that you may not have to spend just for x? I dont mind incentives and cool unique things for seasonal play, I just wish it wasn't less than 5-6 days when they synced up with normal play, and that seasons focused on altering gameplay elements and adding unique/odd little mini-versions of the game. Speaking of which, if you do play seasons for achieving the leaderboard spots (highest number greater rift+quickest time on said number), which quite a few do, then be ready to only play with in groups and play as efficiently as possible, for as long as possible. Groups give ~100-200% more exp than playing by yourself, and once you start hitting higher numbered difficulties/rifts, your exp gain per rift will jump from 1 billion, to 10 billion, to 100 billion, etc. If you have a paragon level above 800, you've maxed out everything except being able to continue adding points into vitality (which most people dont do because it doesnt help you kill faster) or intelligence/strength/dexterity (which all do the same thing, increase damage). most base level 70 characters hover around 8-9k "mainstat" (int/str/dex), and the difference between paragon 800 and paragon 1400 is about 2000 of this stat, which will give you higher base damage, allowing you to go further along in the numbers, allowing you earn more and more exp, more chances at slightly better rolled gear, repeat ad infinatum. It sounds like a long stretch, but in season 3 people were getting above paragon 1000 within a week (due to the new sets bliz put out being usually more powerful than the existing, upping the numbers people can reach, upping this discrepancy). [quote]Not positive what you're referring to but I'd guess you mean just ending up with a lot of loot that isn't usable? That'll happen in any RPG. Plus, there's loads of different builds that take advantage of loot you wouldn't be using at the moment, so it's good to have a large item pool.[/quote] overlaps with a lot of what I said in the first bit of my post, but it's simply the fact that sets dominate everything else, and for a lot of playstyles, you need to use a decent amount of certain legendaries that sync with those sets to be able to feel like you're getting more powerful, whereas using others will make you deal 20% of the damage/50% of the toughness/healing you had before? One thing that people MUST do in the highest difficulties is use element-immunity amulets, because having unavoidable affixes/spells/effects cast by elite monsters scaling to numbers where regardless of how you balance your character, the cap for damage output is far higher than the cap for health and healing, you will be killed instantly by anything and everything that touches you regardless of what you do, being able to ignore 1/6th of that damage is impossible to give up. In a similar vein, we're seeing 90% of cool rings being cast aside for the focus/restraint set combo, which buffs your damage far beyond anything else you could be using in those slots. [quote]This one baffles me the most. I play wizard more than any class, it's definitely not broken.[/QUOTE] Wizard was and still is my most played class, having sunk far more hours into it than any others and i can still perform better and be more efficient on my 30-hour monk than my ~360 hour wizard. idk having 80k points of shields ontop of ~500,000 health when monster hit for millions of damage constantly and consistantly feels a little underwhelming; the sheer amount passive skills that no longer scale or balance at all with what people can achieve feels sour, the skills that deal 5-20% of the damage of other skills+having 20-50% more cooldown than similar skills given to other classes, the armour skills that are a requirement for being able to survive (before you hit that one-shot scale/difficulty) compared to other classes as, the fact that every set released/reworked since firebird has left the previous one in the dust for damage output (which once again, is all that really matters in the system they've crafted). In the new patch ptr, the archon/vyr set is above and beyond tal rasha/magnum opus, and if you want to be doing the max damage you possibly can/"progress" your character along the number line/gain more exp/loot than before, you'll probably have to use it. The items that revolve around it take up about 10 of your item slots (if you want to be on a similar level to 6-piece sets given to other classes), with one of those said items gated behind seasonal play. magnum opus still forces you to use the worst wizard skills in the game because they saw they were underused, not by changing the fact they were unfun/tiny points of damage/not consistant in how they worked or hit enemies, but by increasing damage for them under a certain condition by 750% in said set. I'm not even going to go into the behind-the-curtains nerfs they added to kill a certain OP build in vanilla that have stayed with the class to this day. All in all, I want to be able to play games with permanence and solid, balanced number systems, to feel like all the options presented to me are valid, or at least relatively valid for different times in character's lifespan, not to feel like half are a sad joke and the other half will propel me towards heaven. I used to play a huge amount and nowadays have a feeling of utter dread everytime i remember the game and actually start to think I should boot it up again. This is probably because i've reached a certain point in the end-game where there isn't anywhere to go other than endlessly run rifts to try to find higher-tier/identical items that have a laughable chance of being better than what i already have, facing against enemies who i can fell in seconds if i'm perfect but can still instakill me and put me in 2-3 minute death-loops because of ridiculous damage+the fact that they're simply unavoidable, regardless of how well I think i'm playing. I dont value a game that can legitimate put me in highly depressing/frustrating moods for things I cant possibly control while simultaneously wishing/longing for a similar game that has an equally smooth engine without a developer that skews numbers at alarming rates and can only speak in PR language that i know i'll never truly find a game that's similar enough. I'm sorry about the rant and the sheer mountain of essay but it's my personal opinion on the game and something i honestly have thought a lot about and also fascinates me in terms of simultaneous great/horrid game design. If you buy diablo III, you will most likely never see these issues until you're about 200-300 hours in (Because the level 1-70 experience is fucking perfect, the campaign is fun as), and by then the investment and entrenchment and lack of alternative will most likely keep you there for a long time before these things become more than niggles and "aww but ok" moments.
OK
I steam roll T6 without a single damage immunity charm.
[QUOTE=kweh;48381109]Is T6 supposed to be anywhere near hard with a set? The only things I find hard at T6 with a rasha wizard is lv.40 rifts, and even then I made it to 45, although that must have been a lucky monster roll or something.[/QUOTE] Tried the patch on PTR with my rasha wizard (GR 45 just like you, breeze through T6 rifts/bounties) and the added torment levels work really well. Things started to get a bit tough around T7 (couldn't rush through, had to take some care with elites and certain mobs, died a couple of times). T8 was even more so. I don't think T9-10 will be so easy. I am all for this patch!
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