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Note: At the bottom of this post is the TL suggestions section, where I added in all ideas posted by users in this thread.
Its been several months since the release of nearly a decade of anticipation towards Diablo 3. I was one of those players who ragequit the game after seeing his Monk and Barb friends ragequit and being forced into Blizzard Venom Hydra. I was frustrated and wrote a destructive review on the game. While wanting to make a post to tell Blizzard how to improve the game, I found myself seeing so many basic game design errors that I simply decided to uninstall and wait for GW2 and HotS to be released.
But times have changed, and so has Diablo 3. Having picked up the game again three weeks ago, I was pleasantly surprised to see the new Paragon System, Monster Power system and Infernal Machine event. Diablo 3 has improved to the point where it's worth playing again (at least for me). Still, all these are just carrots on sticks - we are chasing improved loot, to chase even more improved loot. There should be more to this game, there still is lots of room to improve.
EDIT: + Show Spoiler +On November 05 2012 14:24 Cascade wrote:You first complain that there should be more to the game than chasing loot so you can chase more loot. Then you proceed to suggest changes that mainly involve getting more loot to chase. Don't get me wrong, imo the game SHOULD be about chasing loot so you can chase more more loot, and I would be happy with most of these suggestions (altough it may not be well spent time from blizzard). I just don't really feel that your introduction matches your suggestions. I should probably rephrase it to "other ways to enjoy the loot your took so hard to earn" such as Ironman duel, Competitive 2v2 dungeon racing and Endless Dungeoneering to show of your loot and skills.
In this post I intend to offer these improvements and wish to share them with you, the lovely TL community. Feel free to (constructively) critisize any ideas and add ideas of your own.
The Realm of Greed Killing a goblin that opened a portal has a 5% chance to drop a Key Fragment to the Realm of Greed. 10 Key Fragments of Greed can be combined by the Jeweler to create the Key of Greed, which can open a portal to the Realm of Greed (in any Act).
The Realm of Greed is a random instance themed in one of the four Acts, depending on where it was opened. It contains at least 5 Resplendent Chests spread throughout the dungeon. The Chests have a chance to drop a Gem-Encrusted Golden Statue, which can have its gems removed at the Jewelcrafter (the obtained gems are graded above Flawless Square) and gives a large amount of gold (10.000 - 100.000). Each different Act theme has a different Greed boss that can drop a set item for the Avarice Set.
The Realm of Greed Bosses: -> Lord Scrooge (Act 1 golden Skeletal Summoner): Summon Skeletons, Summon Skeleton Archers, Extra fast, Knockback, Jailer. - >King Midas (Act 2 golden Sand Dweller): Frozen, Arcane enchanted, Vortex, Freezes on hit, Desecrator. -> Emperor Montezuma (Act 3 golden Tremor): Poisons the room slowly, hit reduces resistances by 5%, Molten, Waller. -> King Habsburg (Act 4 golden Nightmare): Nightmarish, Knockback, Illusionist, Frozen, Vortex.
These bosses should be tuned to be at least three times as challenging as the current Key Wardens in game.
The Avarice Set:
-> Midas's Hands (gloves): Increase gold find 25-45%, magic find 10-35% adds 4-8% chance to freeze on hit and adds two of the following stats 50-200 to Intelligence, 50-200 Vitality, 50-200 Dexterity and 50-200 Strength. -> Scrooge's Mantle (shoulder): Reduces the costs of repairs by 25%, Increase gold find by 25-45%, magic find 10-35% and adds two of the following stats 50-200 to Intelligence, 50-200 Vitality, 50-200 Dexterity and 50-200 Strength, increase cold resistance by 5-10%. -> Montezuma's Kiss (amulet): Causes physical attacks (arrows, melee, wand shots) to deal an additional (50-200) - (400-800) poison damage over 6 seconds, increase gold find by 25-50%, increase magic find by 25-45% and adds two of the following stats 50-200 to Intelligence, 50-200 Vitality, 50-200 Dexterity and 50-200 Strength. -> Habsburg's Crown (helm): 0-1 sockets, increase gold find 30-50%, magic find 25-50%, 5% chance to cast Frost Nova when struck and adds two of the following stats 50-200 to Intelligence, 50-200 Vitality, 50-200 Dexterity and 50-200 Strength.
Avarice Set Bonuses: 2 Set: Increases gold find by 50%. 3 Set: Increases all resistances by 100. 4 Set: Resplendent Chests have a 2% chance to drop a Gem-Encrusted Golden Statue.
The Mystic They should finally add the Mystic, a crafter npc that was kind of promised to us during the beta but removed due to 'overlap with the other craftsmen'. I say nonsense. Look at my suggestions for what the Mystic could potentially do for us.
-> Upgrade items to next tier: (norm -> nm -> hell -> inferno) the item retains its stats but has them increased by a set percentage. The tiers as they were in Diablo 2 are not as clear in Diablo 3, but they are present nonetheless (on the ground when not identified, rare, set and legendary items display a tier name of an item). Set and Legendary items cannot be upgraded to the next tier with this.
-> Add a specific stat to an item: The recipes for these enchants vary per item and high level ones can only be found in Inferno. An item may have only one specific stat added to them, and the roll is random. This stat can be overwritten or removed. Example: Add Minor Intelligence (10-25 Intelligence, requires item level 10). Example #2: Add Grand Gold Find (20-50% Gold Find, requires item level 45).
-> Reroll weapon stats (legendary): For a high price (I suggest 100-250 tomes of secrets for Inferno Legendaries along with a high tier Star Gem of any color) this will reroll the stats on a legendary item (for better or worse).
Endless Depths Dungeon Mode This mode is inspired by other RPGs. The idea is a infinitely deep dungeon that keeps getting harder, up to a point that no one is able to (theoretically) continue on. This is a perfect way to 'prove your strength' due to the achievements linked to it. "I beat level 14 ED" would be awesome. How should it work?
-> There are 5 levels per Act (themed) with unique mixes of monsters from all Acts. -> Every 5 levels of the endless depths dungeon has a boss. -> The dungeon starts hard and gets harder every level (think +mp0.75 per level, but more damage than health). -> More gold, xp gain and mf is added to characters each level. -> This mode can be played on any difficulty, but achievements are earned for each boss beaten on Inferno. -> Beating level 20 will create a new Act 1 themed level again to recycle the endlessness, there is no limit.
PvP What can I say, this should have been added a long time ago. Ironman is something I used to do a lot with friends in Diablo 2: make a HC char, level it to 9 without telling each other which class was made and then duel to the death. 500% fun.
-> Add dueling arena in each town for 1v1. -> Add the team PvP that we saw ages ago.
-> Ironman Duel Zone: Allows Hardcore players of level 10 and above to fight a duel to the death. Entering this type of zone fight means only one player can come out alive, leaving the game counts as a forfeit, which kills the character. There is a 5 second countdown to start. Beating a player's character in this manner awards a Trophy which is different per class (Witch Doctor Shaking Finger, Wizard Arrogant Tongue, Barbarian Rugged Scalp, Demon Hunter Paranoid Eye, Monk Sharp Ear). Trophies retain the level and name of the character beaten and are soulbound. Collecting these Trophies grants achievements. One Trophy of each type owned the same player can be combined into a set 'I've beaten them all' Trophy.
Add more content The game still seems small and has a lot of 'annoying places'. From the people I know, most play a standard set of locations due to lack of reward or due to annoying monsters. Also, the map zones are still quite empty in regards to different types of dungeons and events.
-> Add the chance to spawn dungeons in zones that previously did not, and add new dungeons (arreat crater, tower of the damned and other zones that never spawn a 'side-instance'). -> Add more events to remove the repetitiveness of them always appearing in the same zone. -> Change event rewards, players don't care about 800-1600 gold on Inferno. If the rewards are cool enough, players will be more compelled to play in different areas instead of grinding the same (for them easiest to grind) zone. The dropping of 3 rare items is decent, but not enough reason for me to hunt the various events as this reward is identical to killing an elite or rare (which is much easier to find). -> Add a different achievement to finding these new dungeons and events, no need to edit existing ones.
Add Abilities The number of builds may be large, but the number of builds that are viable still is not (at least for the Wizard, which I play most). Add 2-3 abilities per class that allow new viable and fun builds to arise. Personally not daring to say something about a 'missing ability' for any other class than the Wizard, I only add the Wizard as an example here. If you have a suggestion for your class, feel free to post it in this thread and I will add it to the suggested new abilities.
-> Wizard: Elemental Globe: Very slow moving orb that randomly shoots out small Arcane Orbs (20% dmg), Electrocuting Lightning Chains (8% dmg hits 2 targets), fast high damage Fire Bolts (35% dmg), short range Ice Breaths (20% dmg) and Poison Pool Bolts (12% dmg based on Hydra). Runes can change the Globe into a single element. The sixth rune splits the Globe into three smaller Globes that deal 35% of the original Globe's damage.
-> Wizard: Point Blade: Like the Arcane Enchanted clockwise or counter-clockwise moving beams. Deals 150% arcane damage, lasts 8 seconds, only one can be active at a time. Runes can change damage type, amount of damage, maximum amount of Point Blades allowed.
Add Passive Skills Also to increase the number of viable builds. My suggestions are based on what I feel the Wizard misses right now in passive skills, and are thus very biased.
-> Wizard: Salvo (There is a 5% chance to cast a second spell at no additional costs after casting any spell). -> Wizard: Freezing Generators (Causes Signature Spells to deal 20% less damage, but changes the damage type to Cold that slows by 30% for 3 seconds and causes them to grant 1 arcane power on hit).
Change Followers The amount of viability for a Follower (for the perfectionists among us) is dependent on two things: The frequency and usefulness of their CC and the amount of healing, critical strikes and resource generation buffs they give, as they deal no significant damage themselves. Especially for me, the Templar has proven to be the most useful on all classes I played on Inferno so far (due to intervene and charge, both are stuns).
-> Give the Enchantress and Scoundrel a skill to 'save' their ally (such as the Templars Intervene, which knocks back and stuns monsters around the character and then heals the character slightly). -> Give the Templar a skill to improve crit / resource gen to be picked instead of his healing for people who prefer this stat. -> These points will allow players to pick the follower that they like instead of having to pick the one with the best abilities.
Allow Character Customization In Diablo 1 and 2, the age wasn't there, but almost every recent game with the letters RPG in them has at least some character customization. Why not Diablo 3?
-> Allow characters to change the color of their hair and the style of their hair (or tattoo on head for WD and Barb). Implement with dyes or rewards from achievements. -> Allow characters to change their age skin (Young (like the Wizards are now), Mature (like the female Barb, WD and DH are now) and Veteran (like the male Barb and Monk are now). The lore in their stories about their age is hardly reason not to add this. Implement with dyes or rewards from achievements. -> Allow characters to change the base color of their skin / complexion (Negroid (WD), Asian (Wiz), Caucasian (Barb / Monk / DH)). Implement with dyes or rewards from achievements.
Act IV Act 4 is supposed to feel 'fast-paced and urgent' because the player is attempting to stop Diablo (bla bla). Let's forget the story for a moment and focus on the problem with Act 4: Its too damn small. There are tons of beautiful environment tiles made for this act that are only seen a few times.
-> My solution: Add at least two dungeons and two possible events per zone in act 4, give the player the option to enjoy the content there a bit longer.
Other
-> Allow the Jewelcrafter to add sockets. Add sockets should cost gold and ( 100-300 Tomes of Secrets for Inferno level items) based on the item level, between 5000 (level 1) and 300.000 gold (level 60) for a weapon and half these costs for any other item. This to keep AH prices stable. The amount of sockets added to items that can have more than 1 socket is random. Items with a socket already in them cannot have a socket added to them.
-> Add an event where you have to avoid traps (the Halls of Agony Axes, Fire Pits, Arcane Traps, Demon Forge Breaths, and others) within a set amount of time.
-> Change Meteor Rune: Liquefy from increased duration of the damage zone (5 seconds increased duration) to triple damage on the damage zone after Meteor struck (180% weapon damage over 3 seconds) or at least clarify the tooltip, right now it seems like this rune deals 60% damage over 8 seconds, which is useless (but I'm not sure if it does).
-> Competition Mode: Allows two teams of two players each to compete over beating content. This mode would arrange two random teams in a matchmaking system to beat a dungeon. The teams spawn in opposite positions and have to fight their way to the middle. To prevent run-by, all monsters must be killed in a room before the door to the next room opens. The team winning the race to the middle obtains and achievement and 2 Resplendent Chests.
Poll: Which feature must be added first?More Dungeons and Events (23) 52% PvP (8) 18% The Mystic (4) 9% Character Customization (4) 9% Improved Followers (2) 5% New Abilities (1) 2% Hardcore Banner Rewards (1) 2% Add Sockets (1) 2% New Passive Skills (0) 0% Other... Post in reply (0) 0% 44 total votes Your vote: Which feature must be added first? (Vote): More Dungeons and Events (Vote): New Passive Skills (Vote): New Abilities (Vote): The Mystic (Vote): Hardcore Banner Rewards (Vote): PvP (Vote): Add Sockets (Vote): Character Customization (Vote): Improved Followers (Vote): Other... Post in reply
For the replies: What do you want to see added in Diablo 3?
TL Suggestions
Non-permanence in items:
To prevent the currently inevitable overflow of the market in Diablo 3, items should have a way to permanently lose maximum durability. How this influences indestructible items is currently not explained, but the goal is to find an alternative for the dredge that slowly makes the game less interesting to play - having solely worthless items when most people have the rolls on items they want.
Personally I feel that a ladder reset is a better way to adress this problem.
Relevant Posts: + Show Spoiler +On November 05 2012 10:44 Fireman wrote: Most provocative changes that are suggested are coming from "Diablo 2.5" a.k.a. Path of Exile. It's good that there should be more content in the game ( i agree on the possible changes ), but after all, D3 is simple market game. If you want to be good at PvP than you should play the AH not the actual game.
There should be system where Blizzard can limit the items that are in the game. For ex. there is no flush out of any gem made in this game, which with time they'll be cheaper and cheaper with no actual purpose in crafting. ( This is caused by lack of new players in the game ). Maybe adding items with charges on (5/5, 50/50 ) .... where they can't be recharged and more or less useless afterwards.
On November 05 2012 14:24 Cascade wrote:You first complain that there should be more to the game than chasing loot so you can chase more loot. Then you proceed to suggest changes that mainly involve getting more loot to chase. Don't get me wrong, imo the game SHOULD be about chasing loot so you can chase more more loot, and I would be happy with most of these suggestions (altough it may not be well spent time from blizzard). I just don't really feel that your introduction matches your suggestions. - New content is of course always fun, and I'm sure everyone agrees, probably even the evil blizzard devils that want nothing else than eat your children. Guess that is a matter of resources. Not so easy to produce new content that fits in well. Guess more will come in the expansions. More possibilities to create better items through npc will not fix anything long term, it will refresh the AH a while, but it will be back to normal (99.9% drops = crap) within weeks. Sure, go ahead and do it, it'll be fun, but don't expect the game to suddenly be "fixed" by it. - Regarding skills, you argue that only very few of the very large number of skill combinations are really good. And you want to solve it by adding more skills? How about balancing the ones that are already there, so that more builds end up at about the same power level as the best ones? I think they are trying to do that, but very carefully, because they don't want to create a new build that overshadows all other again. I really don't see the need for more skills atm. They can come in expansions. - The main part I want to focus on, that has been brought up before, is the endless dungeon. (well, PvP is also main part ofc, but everyone knows that, and it is supposedly on it's way...) This is the place where people will find a challange without end. Once you are paragon lvl 100 and can solo ubers at MP10 (while not a place you reach quickly), what should you aim for? Answer would be (again, apart from PvP ofc) the endless dungeon. While certainly not easy to add, I think an endless dungeon would be a better thing to add than more act 4 content or any other instances. My suggestion. Personally I have a weak spot for ways of destroying peoples items, or at least take them out of the economy. To keep the economy a bit fresher. This is of course very tricky to do together with the RMAH, as you don't want to steal the pixels that your valued customers paid real money to get. Maybe some kind of achievements or instances (maybe in the endless dungeon?) could make one of your equiped items * get broken or * permanently lose durability or * bind to account (possibly with a very small probability) when you * die in an instance or endless dungeon or * beat an instance (this should probably be combined with bind to account). Say for example that the deeper you go in the endless dungeon, the larger the probability that one of your items will lose a fraction of it's durability permanently when you die. So the endless dungeon would be more and more like hardcore the further down you go. Possibly you could buy a very expensive "insurance" against this (that will trigger with 90% probability), that will protect you a few deaths, and then it will not only remove items from the economy every now and then, but it will also be a gold-sink. For lower level players, it's not a problem, as the probability is so small, and their items are not that valuable anyways. For the top players, it will add some thrill to the game again after they have carrier a noob team through the ubers at MP10 using only their feet hundreds of times. Now they have to pay attention to not die, or they will lose their godly BiS:s that they payed billions for. Also, more likely that their godly gear will stay valuable, as this item sink will make items keep their value better. I don't think most people that buy their items have a big problem with it either. They are aware of the risk when they enter the endless dungeon, and it will give them even more thrill as there now is real money on the line in a way. Maybe the kind of person that has bought all BIS at the RMAH, but yet is 14 years old and too scared of playing with the risk of losing some of his items, feels that he is "locked out" of the endless dungeon as he is risking to lose his real money. But tbh, even though they are blizzards best customers in a way, screw those guys. I agree with terran though, that posting here will not change anything. Feel free to compile, post and link a thread on bnet though. cheers.
Combine item appearance with item stats
For those who played Guildwars 2, this is a known feature. Basically you combine two items, the item you think looks awesome, but has poor stats with the item that looks like you are a poor drifter, which has the best stats and is worth millions.
Relevant Post: + Show Spoiler +On November 05 2012 11:55 Chairman Ray wrote: I really want decorative item slots! In each slot, you have the item that you want the stats of, and the item you want it to look like. Finally get to dress up my character the way I want.
Make all buffs appear on the HUD
Right now the game limits the number of visible buffs to 5. This was probably a design choice, as they did not want D3 to look too much like WoW, as that would have given them devastating comments (not that that didn't happen of course).
Relevant Post: + Show Spoiler +On November 05 2012 18:25 wooozy wrote: yes you get bonus exp/mf/gf from monster power, but farming/leveling is absurdly more efficient solo unless everyone is stacked in gears and even then it's questionable. there's essentially no reason to play multiplayer except for ubers right now
more than five buff icons means... show more than five buff icons. i don't know how you want me to explain this lol. you can only see a max of five buff icons right now. for a monk, it's usually neph valor stacks, mantra, blazing wrath, and sweeping winds. now let's say you find a shrine - that's five (and keep in mind this is solo), and no more will show. you won't see the duration of your mantra actives or more importantly, serenity duration. in multiplayer it's even more of a mess
Make 1-4 Goblins spawn on Boss Death
Imagine the nuke / chase and team coordination needed when a goblin spawns for each player in a game when killing a boss. The extra loot potential is enormous, but good teamwork is required to get them down, and excellent teamwork to get them all down (especially on higher monster power).
Relevant post: + Show Spoiler +On November 05 2012 23:56 Burrfoot wrote: I equip my follower with a puzzle ring just to keep me awake while farming xp/loot.
Clearly the only thing D3 needs is more goblins. Like in sonic when you beat a boss small animals came out. If after killing a pack 4 goblins spawned, it would promote group play to beat the living tar out of them!
FFA events
FFA PvP or PvE, see the relevant post.
Relevant Post: + Show Spoiler +On November 05 2012 20:03 wkk6813 wrote: In group play, killing a random elite initiates a special event: 4-players FFA !!!
Add new gems with other stats or add runes
Basically, the currently available gems to add into sockets are just plain boring. So is their level requirement (max lvl gem in a level 1 item makes the game appear broken, even if it's considered enjoyable by some - it takes away the mp10 challenge at lvling an alt). Runes in d2 LoD were a huge success, so why not add them here? I suppose runewords are the logical next step - but the sheer number of maximum sockets in most items makes this impossible right now.
In other words - a lot of fixes to make and a lot of them can come directly from learning from D2.
Relevant Posts: + Show Spoiler +On November 06 2012 17:15 BluzMan wrote: If anything, their gem system needs a complete overhaul because it's a fucking joke.
- Lower level gems are worthless. Not just worth a little, not worth picking up even on your first character. - No level restriction on gems is just strange. Gogo radiant star rubies in low level weapons. - Higher level gems not being droppable is not fun. Crafting them is even worse just due to the sheer time investment (you need immense amount of clicks to craft a radiant star from flawless squares, each with a cooldown). - There are no options for socketing weapons. 20-40 damage at level 60? Thorns? Even LoH (which is moderately OK) pales in comparison to 100% fucking critical hit damage. Weapon socket says emerald, mind you. - There are no options for socketing armor. Vitality only makes sense in HC, and you have to be dumb to get non-primary stats on socketed gems. Say, a barbarian will always have emeralds in his weapons and rubies in armor. - The helm is the only slot with relatively decent choice, but even that is fairly underwhelming since at paragon level 50+ you lose the incentive to use topaz/emerald and at paragon 100 you have no other choice other than amethyst. - Frankly speaking, the whole system is boring as fuck. Primary stat is the least interestring thing you could theoretically do with gems. There's no way to do anything fun with them. - Unfortunately, there's no way to fix this shit because putting a stronger emphasis on socketing would require making it accessible to everyone, which, in return, would require making adding sockets a jeweler service. And that would hurt all those manticore owners who paid billions for their guns.
Artisans are a failure in this game, face it. On November 10 2012 00:12 EntertainMe wrote: I really like to see Rune word system from Diablo 2 implemented. And it can easily be done I think. Yes, Diablo 3 can do this even with just 1 socket.
Example: Runes: Tir, Amn, Tal = White Runes Ist, Um, Mal = Legendary Runes Ohm, Zod, Lo = Set Runes New Runeword: Ist + Um + Amn + Zod = 1 Golden Rune for Fortitude (Can be crafted at Artisan's shop)
I feel items are too stale already. Runewords will make everything so much more interesting! On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. I think the safest way is the crafting idea of EntertainMe where you collect 5 runes, go to the crafter and combine them into a runeword (a single socketable rune which says a word), which you then place into the socket of any item. Thanks for all the suggestions So for example:
- Find Jah, Ith, Ber - Combine them at the Jewelcrafter into 'Enigma Rune' - Add Enigma Rune to any 1 slot item
The only problem for the designers is that they'd have to add tons of different 'Enigma's' (weapon, armor, shoulder). If they'd make them all the same, I'm sure there would be balance issues. "Hey guys I have 8 enigmas" (though I suppose having teleport 8 times makes no difference for the d3 mechanics).
Edit: just realized this is a problem for any items with more than 1 socket... Derp.
I wonder how Blizzard is going to solve this, or maybe they won't add runes at all =(
Clans
Why can't we coordinate in a group and socialize in D3? I totally agree - this should be implemented.
Relevant Post: + Show Spoiler +On November 07 2012 02:16 jESUIT wrote: Iagree w/ the bring back the runes. Also BRING BACK THE DAMN COW LEVEL! Also make a clan thing for this game...that'd be great! Also more people then 4....Maybe 8player game would be great!
Raise Movement Speed Cap
Raising the ms cap would open up a lot of more enjoyable builds - though for PvP it may bring a new imbalance issue before it's even launched.
Relevant Post: + Show Spoiler +On November 07 2012 01:39 Makavw wrote:Show nested quote +On November 07 2012 01:24 leser wrote:
2) remove the stupid 25% MS cap. that's the stupidest cap ingame atm. QFT I am baffled at why is this even in the game. Running around fast is fun, and it makes more gear options for a lot of chars. "Do i get the set chest for power or tyraels might for ms?".
Add Shrine Duration Stat
I just thought how annoyingly short those shrines last. Perhaps adding a new stat in the game to increase shrine duration would be nice. It would need to be somewhat significant to be worth taking, so +1 minute +2 minutes or +3 minutes shrine duration is what I think is best (per item). Imagine your MF shrine lasting 10 minutes
New Skins of Abilities
Obtaining ability 'skins' for extremely hard achievements (for example, a giant skull meteor or a wirlwind with blood splashing from the weapon). It would certainly motivate me more to try out some of the more challenging achievements. The banner rewards are not awesome enough for me by far.
Make Solo Games Rejoinable after a DC
Relevant Post:
+ Show Spoiler +On November 09 2012 23:37 BeMannerDuPenner wrote: make solo games rejoinable. just lost a chantodo source cause i died to torrents etc after the pack died and stupid d3 disced me. -__-
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the main thing i would like to see blizz doing is rebalancing/redesigning some of their skills. i have only played dh and sorc up to lvl 60, but both classes have tons of runes and spells that feel underwhelming to horrible. examples are: dh grenades (the basic skill), rapid fire, the way bola shot synergizes not with sharpshooter, evasive fire, sentry, strafe and most runes of rain of vengeance. i can hardly imagine uses for brooding and ballistics too.
sorc: pretty much every signature spell apart from magic missile feels weak and magic missile is incredibly boring. i'm currently playing without one, which tells a lot considering that i'm constantly oom. explosive blast is like the worst spell in the game. not very useful/outclassed are according to my experiences ray of frost and ice armor, especially if you arent equipped godlike. conflagration has hardly any use thanks to the rarity of fire spells. lots of spells could be good if tweaked a little bit, like by reducing the mana cost of meteor to something like 30-40.
but blizz has pretty much declared that they know the problem and are fixing some of these, so i'm optimistic.
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Most provocative changes that are suggested are coming from "Diablo 2.5" a.k.a. Path of Exile. It's good that there should be more content in the game ( i agree on the possible changes ), but after all, D3 is simple market game. If you want to be good at PvP than you should play the AH not the actual game.
There should be system where Blizzard can limit the items that are in the game. For ex. there is no flush out of any gem made in this game, which with time they'll be cheaper and cheaper with no actual purpose in crafting. ( This is caused by lack of new players in the game ). Maybe adding items with charges on (5/5, 50/50 ) .... where they can't be recharged and more or less useless afterwards.
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I really want decorative item slots! In each slot, you have the item that you want the stats of, and the item you want it to look like. Finally get to dress up my character the way I want.
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What are you looking for with a post like this? Do you want us all to give you a pat on the back for being so smart and coming up with so many awesome ideas? Because nobody here can make these changes for you. Take this to the Blizz forums.
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You first complain that there should be more to the game than chasing loot so you can chase more loot. Then you proceed to suggest changes that mainly involve getting more loot to chase.
Don't get me wrong, imo the game SHOULD be about chasing loot so you can chase more more loot, and I would be happy with most of these suggestions (altough it may not be well spent time from blizzard). I just don't really feel that your introduction matches your suggestions.
- New content is of course always fun, and I'm sure everyone agrees, probably even the evil blizzard devils that want nothing else than eat your children. Guess that is a matter of resources. Not so easy to produce new content that fits in well. Guess more will come in the expansions. More possibilities to create better items through npc will not fix anything long term, it will refresh the AH a while, but it will be back to normal (99.9% drops = crap) within weeks. Sure, go ahead and do it, it'll be fun, but don't expect the game to suddenly be "fixed" by it.
- Regarding skills, you argue that only very few of the very large number of skill combinations are really good. And you want to solve it by adding more skills? How about balancing the ones that are already there, so that more builds end up at about the same power level as the best ones? I think they are trying to do that, but very carefully, because they don't want to create a new build that overshadows all other again. I really don't see the need for more skills atm. They can come in expansions.
- The main part I want to focus on, that has been brought up before, is the endless dungeon. (well, PvP is also main part ofc, but everyone knows that, and it is supposedly on it's way...) This is the place where people will find a challange without end. Once you are paragon lvl 100 and can solo ubers at MP10 (while not a place you reach quickly), what should you aim for? Answer would be (again, apart from PvP ofc) the endless dungeon. While certainly not easy to add, I think an endless dungeon would be a better thing to add than more act 4 content or any other instances.
My suggestion. Personally I have a weak spot for ways of destroying peoples items, or at least take them out of the economy. To keep the economy a bit fresher. This is of course very tricky to do together with the RMAH, as you don't want to steal the pixels that your valued customers paid real money to get. Maybe some kind of achievements or instances (maybe in the endless dungeon?) could make one of your equiped items * get broken or * permanently lose durability or * bind to account (possibly with a very small probability) when you * die in an instance or endless dungeon or * beat an instance (this should probably be combined with bind to account). Say for example that the deeper you go in the endless dungeon, the larger the probability that one of your items will lose a fraction of it's durability permanently when you die. So the endless dungeon would be more and more like hardcore the further down you go. Possibly you could buy a very expensive "insurance" against this (that will trigger with 90% probability), that will protect you a few deaths, and then it will not only remove items from the economy every now and then, but it will also be a gold-sink.
For lower level players, it's not a problem, as the probability is so small, and their items are not that valuable anyways. For the top players, it will add some thrill to the game again after they have carrier a noob team through the ubers at MP10 using only their feet hundreds of times. Now they have to pay attention to not die, or they will lose their godly BiS:s that they payed billions for. Also, more likely that their godly gear will stay valuable, as this item sink will make items keep their value better. I don't think most people that buy their items have a big problem with it either. They are aware of the risk when they enter the endless dungeon, and it will give them even more thrill as there now is real money on the line in a way. Maybe the kind of person that has bought all BIS at the RMAH, but yet is 14 years old and too scared of playing with the risk of losing some of his items, feels that he is "locked out" of the endless dungeon as he is risking to lose his real money. But tbh, even though they are blizzards best customers in a way, screw those guys.
I agree with terran though, that posting here will not change anything. Feel free to compile, post and link a thread on bnet though. cheers.
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On November 05 2012 12:31 Terranasaur wrote: What are you looking for with a post like this? Do you want us all to give you a pat on the back for being so smart and coming up with so many awesome ideas? Because nobody here can make these changes for you. Take this to the Blizz forums.
I made a link from the blizz forums to here for that purpose, but in case you didn't know, blizz forums max post size is rather depressingly small. Thanks for the constructive feedback...
On November 05 2012 14:24 Cascade wrote:You first complain that there should be more to the game than chasing loot so you can chase more loot. Then you proceed to suggest changes that mainly involve getting more loot to chase. Don't get me wrong, imo the game SHOULD be about chasing loot so you can chase more more loot, and I would be happy with most of these suggestions (altough it may not be well spent time from blizzard). I just don't really feel that your introduction matches your suggestions.
I should probably rephrase it to "other ways to enjoy the loot your took so hard to earn" such as Ironman duel, Competitive 2v2 dungeon racing and Endless Dungeoneering to show of your loot and skills.
On November 05 2012 14:24 Cascade wrote: Regarding skills, you argue that only very few of the very large number of skill combinations are really good. And you want to solve it by adding more skills? How about balancing the ones that are already there, so that more builds end up at about the same power level as the best ones? I think they are trying to do that, but very carefully, because they don't want to create a new build that overshadows all other again. I really don't see the need for more skills atm. They can come in expansions.
Actually, from what I can see now they have drastically improved the viability of most skill combinations by the nerf on Inferno since I last played - back then it was all Blizzard Hydra. However, what I really wanted to say was that as I am building a character, I am missing a link to my arsenal.
Let me clarify this with building a 'frost wizard'. I can equip Comet, Blizzard, Frost Hydra and/or Ray of Frost as my main damage source and Arcane Spender (though RoF is pretty horrible to groups, it's damage is very good to single target). I want to be using Cold Blood passive as well, of course. For protection I can use Ice Armor and Frost Nova (arguably there are still more efficient builds, but that is not the point, I want to have fun, I want to do this and make it work for the heck of it). But then I hit a problem. There is no Signature spell that does cold damage. Zero. There is no rune to change them into dealing cold damage, ever, period. And I feel that's bad.
This guy also seems to feel this problem: + Show Spoiler +On November 05 2012 10:34 Blackfeather wrote: the main thing i would like to see blizz doing is rebalancing/redesigning some of their skills. i have only played dh and sorc up to lvl 60, but both classes have tons of runes and spells that feel underwhelming to horrible. examples are: dh grenades (the basic skill), rapid fire, the way bola shot synergizes not with sharpshooter, evasive fire, sentry, strafe and most runes of rain of vengeance. i can hardly imagine uses for brooding and ballistics too.
sorc: pretty much every signature spell apart from magic missile feels weak and magic missile is incredibly boring. i'm currently playing without one, which tells a lot considering that i'm constantly oom. explosive blast is like the worst spell in the game. not very useful/outclassed are according to my experiences ray of frost and ice armor, especially if you arent equipped godlike. conflagration has hardly any use thanks to the rarity of fire spells. lots of spells could be good if tweaked a little bit, like by reducing the mana cost of meteor to something like 30-40.
but blizz has pretty much declared that they know the problem and are fixing some of these, so i'm optimistic.
There are more builds where I felt that in order to 'complete' the build, I missed a vital part, a spell or pavvise that is not in the game. The game is basically always forcing me to play combined spell schools, but for a RPG where balance between classes matters little, there is little reason not to make 'pure school builds' unviable. In a game with Esport level PvP I would immediately understand it if there was a lack of a viable pure cold damage build, because slowing spells are just better in PvP than non-slowing spells. But with the damage exchange in my suggestion (-20% damage from Signature spells, but changes all signature spells to cold damage with a 3 sec slow), the pve problem is at least adressed.
On November 05 2012 14:24 Cascade wrote: My suggestion. Personally I have a weak spot for ways of destroying peoples items, or at least take them out of the economy. To keep the economy a bit fresher. This is of course very tricky to do together with the RMAH, as you don't want to steal the pixels that your valued customers paid real money to get. Maybe some kind of achievements or instances (maybe in the endless dungeon?) could make one of your equiped items * get broken or * permanently lose durability or * bind to account (possibly with a very small probability) when you * die in an instance or endless dungeon or * beat an instance (this should probably be combined with bind to account). Say for example that the deeper you go in the endless dungeon, the larger the probability that one of your items will lose a fraction of it's durability permanently when you die. So the endless dungeon would be more and more like hardcore the further down you go. Possibly you could buy a very expensive "insurance" against this (that will trigger with 90% probability), that will protect you a few deaths, and then it will not only remove items from the economy every now and then, but it will also be a gold-sink.
Wouldn't this problem be resolved with ladder reset in a much fairer way? Imagine having a bad day and breaking your most expensive upgrades. If that happened to me I would lose the will to play
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something more simple they could do is to give more incentives to play multiplayer. anything like bonus to exp/mf/gf would do because in its current state, people have to give up their free exp from followers (hellfire/leoric) to play what's probably a slower run. perhaps they can even make uniques that only spawn in multiplayer and have unique loot tables or something
also, more than five buff icons wtf.
as for ladder resets, wouldn't they have to reinstate those who have paid real money?
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rofl ppl play this game still?
User was warned for this post
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On November 05 2012 16:21 FinalForm wrote: rofl ppl play this game still?
Because I could have been the one to make this reply some months ago (if I wasn't a rude ass), I won't report you for pointless and somewhat ignorant post. If you had read the OP you could have seen I recently restarted the game and was pleasantly surprised by the improvements made. Its now more or less a good game (as it should have been on release).
Give it another chance or don't bother to read and post in this forum.
On November 05 2012 16:13 wooozy wrote: something more simple they could do is to give more incentives to play multiplayer. anything like bonus to exp/mf/gf would do because in its current state, people have to give up their free exp from followers (hellfire/leoric) to play what's probably a slower run. perhaps they can even make uniques that only spawn in multiplayer and have unique loot tables or something
also, more than five buff icons wtf.
as for ladder resets, wouldn't they have to reinstate those who have paid real money?
I don't really understand the point of adding in even more bonus xp/mf/gf since they just did that with Paragon and Monster Power. More buff slots? Could you explain what you mean? A player can have only 5 buffs at any one time?
As for ladder resets and real money AH prices - They would have to make a seperate AH for the non-ladder and the ladder. That would probably just work fine. If the patch including a ladder reset were to be announced about three months ahead in time, there would also be plenty of time for people to anticipate the AH. Most importantly, it will refresh the game's chase for the top (paragon 100) and good gear to achieve that - that far outweighs the downside of making two new AHs (gold and RMah for non-ladder).
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yes you get bonus exp/mf/gf from monster power, but farming/leveling is absurdly more efficient solo unless everyone is stacked in gears and even then it's questionable. there's essentially no reason to play multiplayer except for ubers right now
more than five buff icons means... show more than five buff icons. i don't know how you want me to explain this lol. you can only see a max of five buff icons right now. for a monk, it's usually neph valor stacks, mantra, blazing wrath, and sweeping winds. now let's say you find a shrine - that's five (and keep in mind this is solo), and no more will show. you won't see the duration of your mantra actives or more importantly, serenity duration. in multiplayer it's even more of a mess
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My post was pointless and ignorant, I am not going to refute that. I have not bothered to go back and figure out what changes have been brought to Diablo 3, I'm sure it has been improved, however the mere trauma getting jay-wilsoned so hard has made it hard for me to comprehend people even giving this game a second chance. The pain is deep.
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On November 05 2012 18:29 FinalForm wrote: My post was pointless and ignorant, I am not going to refute that. I have not bothered to go back and figure out what changes have been brought to Diablo 3, I'm sure it has been improved, however the mere trauma getting jay-wilsoned so hard has made it hard for me to comprehend people even giving this game a second chance. The pain is deep.
That pain is not fixed with these changes, I cannot agree more with that feeling. However, the game can still be improved further and I think that once PvP is released that returning to the game is going to at least be worth it for a few months of happy gaming. Of course, this will always pale in comparison with the many years of Diablo 2.
On November 05 2012 18:25 wooozy wrote: yes you get bonus exp/mf/gf from monster power, but farming/leveling is absurdly more efficient solo unless everyone is stacked in gears and even then it's questionable. there's essentially no reason to play multiplayer except for ubers right now
more than five buff icons means... show more than five buff icons. i don't know how you want me to explain this lol. you can only see a max of five buff icons right now. for a monk, it's usually neph valor stacks, mantra, blazing wrath, and sweeping winds. now let's say you find a shrine - that's five (and keep in mind this is solo), and no more will show. you won't see the duration of your mantra actives or more importantly, serenity duration. in multiplayer it's even more of a mess
I see, I'll edit it in.
However, I am unsure if playing together is less fun simply because you can't see a buff. Or do you feel playing together still makes the game too much harder (I certainly don't feel that way, playing together makes it much easier for me).
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you guys should try path of exile
User was warned for this post
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i never said it was less fun because there's a max of five buff icon slots. i just think it's beyond retarded considering how much space there is in the UI
nor did i say multiplayer makes it harder, just that it's stupidly inefficient compared to soloing
edit: path of exile doesn't give me 6k USD
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my problem with d3 was at it's heart it's just a shitty game. theres little strategy or cool unique builds. you have no attachment to your character because you can respec anytime. this void is replaced with a hunger for better and better gear, making the game nothing but a quest to farm and farm for eternity, searching for the perfection that simply doesn't exist because you will never be unique compared to the other members of your class.
if you increased magic find there would be no effect, cause your expectations will just be adjusted and you'll be back feeling like shit again.
a long time ago there was a wizard glitch where you could become invulnerable, and i remember a redditor who was abusing this god mode, only to give a depressing verdict that went somewhere along the lines of "i have seen the other side, and there is nothing there". just goes to show how little substance there is to that game.
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you're using this thread to brag about making 6k usd? rofl
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On November 05 2012 18:45 FinalForm wrote: my problem with d3 was at it's heart it's just a shitty game. theres little strategy or cool unique builds. you have no attachment to your character because you can respec anytime. this void is replaced with a hunger for better and better gear, making the game nothing but a quest to farm and farm for eternity, searching for the perfection that simply doesn't exist because you will never be unique compared to the other members of your class.
if you increased magic find there would be no effect, cause your expectations will just be adjusted and you'll be back feeling like shit again.
a long time ago there was a wizard glitch where you could become invulnerable, and i remember a redditor who was abusing this god mode, only to give a depressing verdict that went somewhere along the lines of "i have seen the other side, and there is nothing there". just goes to show how little substance there is to that game.
And what, in your opinion, is so different about Path of Exile? The fact that if you make a wrong build you have to delete and remake your character? I never played it, but I recall that feature from Diablo 2 and I hated the feeling of spending a skill point in the wrong ability, because it meant my character wouldn't be as perfect as it could be.
Fine balance between allowing mistakes in your build, making it feel cool, making it viable and making it feel 'yours' is an extremely difficult feat to achieve - for any RPG and mmoRPG.
As for the builds in diablo 3: The number of strategic builds increases as you play together, allowing one character to sacrifice one of his six skill slots to 'increase all damage to a target by 20% - a skill that is worthless when playing solo, but becomes better as you have a larger party. The same applies to balancing out defensive and offensive skills. Choosing to go glass cannon mode without teleport, diamond skin and mirror image because your ally will protect you using chains of CC is actually very fun. Try leveling in mp10 with a friend and you will be surprised how much this game has improved. I will however admit that end game is indeed a grind, but I think that's the same for every RPG (I did 1000000000 rune and mephisto / pindle runs during my d2 days and that was fine).
On November 05 2012 18:42 wooozy wrote:edit: path of exile doesn't give me 6k USD
I think the RMAH is the biggest mistake about this game - turning it into a job for the bulk of the players who remained =( I raided in WoW for 6 years and while it was great fun, it eventually stopped feeling like a game and started feeling like a job. Thats why I stopped and went to more casual gaming (though I plan to aim for masters 2v2 ZZvXX in HotS with my brother, which is a different story).
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On November 05 2012 18:46 FinalForm wrote: you're using this thread to brag about making 6k usd? rofl
yeah that's clearly what i'm doing. let me go edit everything to shit up the thread like your first three posts
On November 05 2012 19:05 Callynn wrote:Show nested quote +On November 05 2012 18:42 wooozy wrote:edit: path of exile doesn't give me 6k USD I think the RMAH is the biggest mistake about this game - turning it into a job for the bulk of the players who remained =( I raided in WoW for 6 years and while it was great fun, it eventually stopped feeling like a game and started feeling like a job. Thats why I stopped and went to more casual gaming (though I plan to aim for masters 2v2 ZZvXX in HotS with my brother, which is a different story).
blizzard implementing RMAH has nothing to do with that. the reason they put it in is so they could regulate (and profit from) the real money trading scene rather than having people deal over jsp where scams and whatnot were prominent
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On November 05 2012 19:08 wooozy wrote:Show nested quote +On November 05 2012 18:46 FinalForm wrote: you're using this thread to brag about making 6k usd? rofl yeah that's clearly what i'm doing. let me go edit everything to shit up the thread like your first three posts Show nested quote +On November 05 2012 19:05 Callynn wrote:On November 05 2012 18:42 wooozy wrote:edit: path of exile doesn't give me 6k USD I think the RMAH is the biggest mistake about this game - turning it into a job for the bulk of the players who remained =( I raided in WoW for 6 years and while it was great fun, it eventually stopped feeling like a game and started feeling like a job. Thats why I stopped and went to more casual gaming (though I plan to aim for masters 2v2 ZZvXX in HotS with my brother, which is a different story). blizzard implementing RMAH has nothing to do with that. the reason they put it in is so they could regulate (and profit) the real money trading scene rather than having people deal over jsp
That doesn't take away that the result of the RMAH is that people try to make money with the game, without actually (having to) enjoy(ing) it. People dealing behind the scenes with jsp would probably have damaged the game's image less than the RMAH has done now, making it look like a job.
I personally never use the RMAH, partially because I can't actually retrieve the money I earn in my country (gamble-law it's called here) and partially because I hate the idea that money buys you the win. I want to beat challenges based on my own skill and I want to compare with people who are forced to do the same - the RMAH has taken that fair challenge away.
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All these are great
but i have to say
blizz pls add runes!
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In group play, killing a random elite initiates a special event: 4-players FFA !!!
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did they make the game harder? cause when i left it, as long as you can farm act 3 inferno, that's all you could really do except farm it faster. I specced glass cannon with as much mf as possible like everyone else, and there was no penalty for dying except the time wasted respawning.
I'm assuming everyone is lvl 100 paragon by now or w/e, and if they aren't they just need to grind more. my point there is no part of the game when you say to yourself "oh shit these mobs are too hard". If they added that in then yes the game would prob be more awesome, which is what you have suggested in the thread.
I did my thing in hardcore, had fun trying to break act 2 inferno however after losing 2 heros to disconnects/lag on end I gave up hardcore despite loving it. (I'm not blessed with perfect uninterrupted internet for 100+ hours of gameplay, i don't live on google campus)
the reason i like path of exile is because you play to create the best strats, not the best gear. playing for gear is a miserable experience that never leaves you rewarded, cause no matter how much gear you have, there is always better gear (except of course for that top .001 percent or w/e, and if you do get perfect gear then the game is over and you quit)
in the similar sense of grinding for gear in diablo, in path of exile i grind out strats, which is inherently more rewarding in my opinion, because your power comes from your creation, not rng yellow shits that fall on the ground. for example i made a lvl 75 witch which took me about 100 hours. I love her, however I wonder if this witch is the most effecient character in the game, I see problems in aspects in her play. So I go back to the grind, perhaps as a maurader or w/e, and after leveling from 1 again, I have a product that I am proud of. Everything I learned form my previous experience has allowed me to do a better job organically leveling up this maurader who is imo stronger than my witch, although ofc not perfect.
I know there are strats in d3, however strategic play is pretty much only relevant when you are trying to survive, however as a glass/cannon farmer there was no need to think about escape mechanisms and that such (diamond skin is enough lol). Again I am ignorant, did they make the game harder. I seriously doubt they did cause I know kids will cry and just want more drops lol.
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Lots of good and detailed suggestions in this thread, which I thought upon reading the title would amount to just another whine thread.
The Realm of Greed idea is a good one. In fact Blizz should add a unique realm for each of the seven sins in the same vein as what is described for Greed.
PvP is long overdue, and an endless dungeon would be nice.
Some means of improving items is essential, since the affix combos are completely random. I'd favour simply improving how affix combos are assigned to items and reducing the frequency with which rares drop to compensate for the improved loot (ie: 300dex on a 2h weapon with a buff to a wizard skill won't get rolled). But other ideas like combining a bunch of items together to make a single, improved item would be a way to reduce the amount of junk being AH'd.
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The add socket option for jeweler is bad because it makes socket worthless on highlevel items. - Which blizzard already explained on the forums.
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I equip my follower with a puzzle ring just to keep me awake while farming xp/loot.
Clearly the only thing D3 needs is more goblins. Like in sonic when you beat a boss small animals came out. If after killing a pack 4 goblins spawned, it would promote group play to beat the living tar out of them!
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On November 05 2012 23:49 Grovbolle wrote: The add socket option for jeweler is bad because it makes socket worthless on highlevel items. - Which blizzard already explained on the forums.
Not if the price to add the socket is high enough. Let's say: 500 tomes of secrets and 10.000.000 gold for an Ilvl 63+ item (assuming they are adding higher Ilvls in upcoming expansions). It will keep the market stable for sure, for as far the ladderless game could be called stable (as there is actually an influx going on).
On November 05 2012 23:56 Burrfoot wrote: I equip my follower with a puzzle ring just to keep me awake while farming xp/loot.
Clearly the only thing D3 needs is more goblins. Like in sonic when you beat a boss small animals came out. If after killing a pack 4 goblins spawned, it would promote group play to beat the living tar out of them!
Haha I love this idea, I'm adding it to the OP
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On November 05 2012 23:49 Grovbolle wrote: The add socket option for jeweler is bad because it makes socket worthless on highlevel items. - Which blizzard already explained on the forums. Adding the socket should remove one prevous megic affix of the item (which is chosen randomly)
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On November 05 2012 20:03 wkk6813 wrote: In group play, killing a random elite initiates a special event: 4-players FFA !!!
Sounds like fun, I'm adding that too X)
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Russian Federation4235 Posts
If anything, their gem system needs a complete overhaul because it's a fucking joke.
- Lower level gems are worthless. Not just worth a little, not worth picking up even on your first character. - No level restriction on gems is just strange. Gogo radiant star rubies in low level weapons. - Higher level gems not being droppable is not fun. Crafting them is even worse just due to the sheer time investment (you need immense amount of clicks to craft a radiant star from flawless squares, each with a cooldown). - There are no options for socketing weapons. 20-40 damage at level 60? Thorns? Even LoH (which is moderately OK) pales in comparison to 100% fucking critical hit damage. Weapon socket says emerald, mind you. - There are no options for socketing armor. Vitality only makes sense in HC, and you have to be dumb to get non-primary stats on socketed gems. Say, a barbarian will always have emeralds in his weapons and rubies in armor. - The helm is the only slot with relatively decent choice, but even that is fairly underwhelming since at paragon level 50+ you lose the incentive to use topaz/emerald and at paragon 100 you have no other choice other than amethyst. - Frankly speaking, the whole system is boring as fuck. Primary stat is the least interestring thing you could theoretically do with gems. There's no way to do anything fun with them. - Unfortunately, there's no way to fix this shit because putting a stronger emphasis on socketing would require making it accessible to everyone, which, in return, would require making adding sockets a jeweler service. And that would hurt all those manticore owners who paid billions for their guns.
Artisans are a failure in this game, face it.
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On November 06 2012 17:15 BluzMan wrote: If anything, their gem system needs a complete overhaul because it's a fucking joke.
- Lower level gems are worthless. Not just worth a little, not worth picking up even on your first character. - No level restriction on gems is just strange. Gogo radiant star rubies in low level weapons. - Higher level gems not being droppable is not fun. Crafting them is even worse just due to the sheer time investment (you need immense amount of clicks to craft a radiant star from flawless squares, each with a cooldown). - There are no options for socketing weapons. 20-40 damage at level 60? Thorns? Even LoH (which is moderately OK) pales in comparison to 100% fucking critical hit damage. Weapon socket says emerald, mind you. - There are no options for socketing armor. Vitality only makes sense in HC, and you have to be dumb to get non-primary stats on socketed gems. Say, a barbarian will always have emeralds in his weapons and rubies in armor. - The helm is the only slot with relatively decent choice, but even that is fairly underwhelming since at paragon level 50+ you lose the incentive to use topaz/emerald and at paragon 100 you have no other choice other than amethyst. - Frankly speaking, the whole system is boring as fuck. Primary stat is the least interestring thing you could theoretically do with gems. There's no way to do anything fun with them. - Unfortunately, there's no way to fix this shit because putting a stronger emphasis on socketing would require making it accessible to everyone, which, in return, would require making adding sockets a jeweler service. And that would hurt all those manticore owners who paid billions for their guns.
Artisans are a failure in this game, face it.
From what I can find in this row of complaints is that you want new gems (perhaps runes) to be added into the game to make the socket a more variable upgrade option. This is indeed a fine suggestion and an obvious one at that if you look at d2 LoD where runes were a huge success. I suppose they are going that to the expansion, but I will add it for the heck of it.
May I also note I am baffled by the poll results right now? PvP not being at the top is something I did not expect, even though I voted for Mystic
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Well you'd prolly get more pvp picks if you put it up as the first option. Just human nature imo.
I think most people want a more meaningful endgame grind. Paragon leveling pushes you to just grind act 3 as before, and the MP system is just for ring farming. It's a nice distraction, but once you get a decent ring or two, there's not much left other than the usual act 3 grind.
PvP will be nice, but will be a hopeless imbafest knowing Blizzard.
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i'd love to see 2 improvements
1) replace shrine with fleeting shrine. so we would have frenzied fleeting shrine, protection fleeting shrine etc.
ok, that's obv not going to happen but it would be just so awesome.
2) remove the stupid 25% MS cap. that's the stupidest cap ingame atm.
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On November 07 2012 01:24 leser wrote:
2) remove the stupid 25% MS cap. that's the stupidest cap ingame atm.
QFT I am baffled at why is this even in the game. Running around fast is fun, and it makes more gear options for a lot of chars. "Do i get the set chest for power or tyraels might for ms?".
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Iagree w/ the bring back the runes. Also BRING BACK THE DAMN COW LEVEL! Also make a clan thing for this game...that'd be great! Also more people then 4....Maybe 8player game would be great!
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Sorry to bump this, but I'd really like feedback on the following idea:
Obtaining ability 'skins' for extremely hard achievements (for example, a giant skull meteor or a wirlwind with blood splashing from the weapon). It would certainly motivate me more to try out some of the more challenging achievements. The banner rewards are not awesome enough for me by far.
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make solo games rejoinable. just lost a chantodo source cause i died to torrents etc after the pack died and stupid d3 disced me. -__-
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more than 4 person playable in a game? personally 4 person isn't enough for big group of friends
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I really like to see Rune word system from Diablo 2 implemented. And it can easily be done I think. Yes, Diablo 3 can do this even with just 1 socket.
Example: Runes: Tir, Amn, Tal = White Runes Ist, Um, Mal = Legendary Runes Ohm, Zod, Lo = Set Runes New Runeword: Ist + Um + Amn + Zod = 1 Golden Rune for Fortitude (Can be crafted at Artisan's shop)
I feel items are too stale already. Runewords will make everything so much more interesting!
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I would also like to see a Rune word system equal to that in D2. It would add some change to the game for sure.
Then for the gems, why not make a system like in WoW where you have different kinds of colors and each type of gem has a combination of the basic color stats. Like some kind of machine to merge gems together to get a OP gem with double stats. Would be nice to have like exp + magic find on a headpiece, or strenght + vit, intell + vit, dex+vit gem on your gear etc...
Currently the crafting system is too bad. :/
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how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets.
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On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets.
Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this).
Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2.
EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers.
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They should make a second server for each region that gets reset every 3-6 months with some kind of leaderboard to encourage "competition".
This way people who paid for their equipment don't lose anything, and people who want a reset can have that as well.
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On November 10 2012 03:53 Callynn wrote:Show nested quote +On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers.
halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever.
the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much.
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On November 10 2012 05:29 Terranasaur wrote:Show nested quote +On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist.
For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes.
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what you are describing is a system of using different crafting materials to craft certain items. sounds like a decent idea. crafting is a system they could totally improve upon.
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On November 10 2012 06:25 EntertainMe wrote:Show nested quote +On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes.
Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all.
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On November 10 2012 06:39 unkkz wrote:Show nested quote +On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all.
...and then you fill your offhand white with emeralds and suddenly have 800crit damage.
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On November 10 2012 07:05 Terranasaur wrote:Show nested quote +On November 10 2012 06:39 unkkz wrote:On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all. ...and then you fill your offhand white with emeralds and suddenly have 800crit damage.
Offhands counts as shields. So that would be dex not crit dmg.
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Make Normal, Nightmare and Hell either more meaningful, or less meaningless. Right now there is absolutely no point in having 3 separate difficulties of tutorial.
In Diablo 2, you could simply rush to end game content, which was fast and easy. Or, for people like me, Normal was the "challenging" part where you struggled using weak skills and essentially auto-attack for everything, Nightmare was where you get to use all your cool level 30 skills and items like Buriza and Class Specific Uniques, and Hell was the end game.
Unfortunately, in D3 you can't scale up early items to be relevant in Inferno, and slowing down EXP gain so you stay in earlier difficulties lnoger makes things worse.
So really, the only real options is to condense Normal-Hell into a single playthrough, making Inferno the "New Game+", or make it possible for quick rushes and much faster power leveling so you can just skip through straight to the real content.
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On November 05 2012 18:25 wooozy wrote: yes you get bonus exp/mf/gf from monster power, but farming/leveling is absurdly more efficient solo unless everyone is stacked in gears and even then it's questionable. there's essentially no reason to play multiplayer except for ubers right now
more than five buff icons means... show more than five buff icons. i don't know how you want me to explain this lol. you can only see a max of five buff icons right now. for a monk, it's usually neph valor stacks, mantra, blazing wrath, and sweeping winds. now let's say you find a shrine - that's five (and keep in mind this is solo), and no more will show. you won't see the duration of your mantra actives or more importantly, serenity duration. in multiplayer it's even more of a mess
agreed to the first point. a friend of mine and i are farming the same mp level, but we are doing it in different games because it's more efficient. first solo we get our ~20%mf from our companion, second we dont have to change the build every time sb. of us is not online and third our killspeed actually sinks if we play together. there should be some reward.
also, why does blizz throw you out of the current game if you alt+f4, yet not if you are disconnected? that's just retarded for anybody who plays hardcore.
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On November 10 2012 09:05 unkkz wrote:Show nested quote +On November 10 2012 07:05 Terranasaur wrote:On November 10 2012 06:39 unkkz wrote:On November 10 2012 06:25 EntertainMe wrote:On November 10 2012 05:29 Terranasaur wrote:On November 10 2012 03:53 Callynn wrote:On November 10 2012 01:33 Terranasaur wrote: how are you going to have runewords when most items can only have 1 socket? and if you add additional sockets to weapons, your screw the entire balance of the game.
also. whites don't roll sockets. Surely the easiest way to fix this is by adding an additional maximum socket to items that currently only have one socket and balancing the gems around that accordingly (halving the stats, but also halving the crafting price - no problem to do this). Also, make runewords possible on blue items and retain the stat it had, that way finding the 'perfect' blue item for making your runeword would still have that awesomeness the white ones had in d2. EDIT: I added all new ideas, mostly relating to the runeword system to the OP. It's all in the TL suggestions part hidden in the spoilers. halving the effectiveness of gems is exactly what we're trying to avoid. you can't make an emerald give less than 100% crit damage without killing the value/price of manticores and skorns and all other high end weapons, but if you leave them at 100% a white or blue offhand with 4 open slots instantly becomes the most broken thing ever. the item game was balanced around 1 socket per item, and due to the RMAH, they can't mess with them that much. Like I mentioned in my previous post. It does not matter whether an item only have one socket, rune words can still exist. For example, there could be a million runes each doing different thing. And let's say you have 5 of those runes that make up a rune word. Then we could just have runeword crafted using those 5 different rune (In right order) to make ONE socketable rune into whatever that has a socket. Problem solved. No need to change ANYTHING, just need to add in runes. Or u know just code in whites to have sockets, several like in d2 and rares, legendaries, set items dont change at all. ...and then you fill your offhand white with emeralds and suddenly have 800crit damage. Offhands counts as shields. So that would be dex not crit dmg.
Sorry for the confusing syntax. I meant offhand weapon while dual wielding.
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I think the safest way is the crafting idea of EntertainMe where you collect 5 runes, go to the crafter and combine them into a runeword (a single socketable rune which says a word), which you then place into the socket of any item. Thanks for all the suggestions
So for example:
- Find Jah, Ith, Ber - Combine them at the Jewelcrafter into 'Enigma Rune' - Add Enigma Rune to any 1 slot item
The only problem for the designers is that they'd have to add tons of different 'Enigma's' (weapon, armor, shoulder). If they'd make them all the same, I'm sure there would be balance issues. "Hey guys I have 8 enigmas" (though I suppose having teleport 8 times makes no difference for the d3 mechanics).
Edit: just realized this is a problem for any items with more than 1 socket... Derp.
I wonder how Blizzard is going to solve this, or maybe they won't add runes at all =(
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I just thought up a terrible idea that can be sorta fun. Please don't take it seriously.
Item Draft PVP
In the standard 5v5 PVP, all 10 players join with no items. Each player is given a chest containing 10 items (1 rare, 3 magic, 6 white). They will choose one of the items and then pass the chest on. The chest will be passed onto a player of the other team. You can see the rotation order, so you know exactly who passes to you, and who you are passing to. This is very important in any sort of drafting game because it adds a whole new layer of strategy. After all the items are picked up, battle begins.
Advantages to this game type:
Fun for all players - Everyone start off at even ground in this game mode, so your original gear wouldn't matter. This is good for all those players who are undergeared and can't fight toe-to-toe against 1000 hour characters. This is also good for all those players who have quit D3 and have pre-patch crap, or sold all their gear, so now they can come back to D3 without worrying about having nothing. A big issue for a lot of PVP implementations is that by catering to undergeared people, you are not rewarding the loyal players who put in a lot of hours to get good gear. As long as there's at least another pvp mode where gear matters, I would totally be up for it. Heck I may just ditch item farming completely and full time this game mode (which is the main reason why this mode would not be feasible).
Drafting Strategy - If you haven't guessed already, I got this idea from playing Friday Night Magic. Drafting has good strategy in it, especially if you can see who you are passing stuff to. For example, say I am a DH, and I am passing to a Wiz. In the chest I find a pair of pants with dex/ar, which I want, but also a really good magic orb. I might want to take the orb instead to prevent the Wiz from getting it. Now say the Wiz is passing to my monk teammate. I don't expect the Wiz to take the dex/ar pants because of better wiz choices in the chest, so I may feel safe taking the magic orb, knowing that the dex/ar pants will fall onto my monk teammate. There's also other strategies like if your team gets decent weapons on the first draw, then hog all the rest of the weapons.
Item Appreciation - Currently, blue and white items are pretty much just floor decoration. With this new game mode, we will learn to really appreciate them. I would love to have a masterwork oni blade, and I may really start to hate cracked schynbalds. I would also look forward to seeing shoulders with 70 dex, 40 vit, and be like OMG I WANT THAT!
Build strategy - With drafting, stats are all tradeoffs. There is no way to build the highest number of every stat you want. If on turn one you get a ring with LoH, then you may pick up the next dagger, even though it's a really shitty one. Skill builds also differ with items as well, so depending on the items you get, you will be using different skills. For normal PVP, it will eventually end up being every class using only a single ideal build. In draft, there will never be an ideal build.
Fun luck - Some luck in video games really sucks, but this one is really fun. I have always loved Magic Draft just because of the uncertainty of what cards you will get. You will have to play according to what luck has brought you in order to be successful. There will also be fun situations - on rare occasion, you may end up having to box enemies to death,
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