As a 20 years player and a dedicated blizzard game lover, now I find obliged to offer some of my opinions that have lingered in my mind for a long time.
And this is not my own opinion. We have discussed this in close blizzard game fans’ circle already.
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What is a company’s core competitive advantage? I can see any of it in D3 or Diablo3 resurrected D4. Maybe you want to make a popular game but D3&D4 are too easy and shallow which can easily be replaced by many games in the market. Blizzard owns the most precious and abundant legacies in the gaming industry. W3 reforged could have been a Roblox challenger, who can believe Blizzard just screwed up an easy reforge task. I see a similar tendency in D2R. Immunity is a core mechanism in classic D2R. By removing it you just turn D2R into another D3 which only has two classes. (melee and range) What are the main differences between roger and sorceress in D3 except in appearance and visual effects?
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Sunder charm is against the philosophy of D2R’s end-game experience. This game is too easy not too hard for end-game players. We need more challenges, not an easy mode. Sunder charm is widening the gap between casters and fighters. Sunder charm shrinks the build-diversifies. Lighting Sor and lighting Ama which have already too powerful, now get a new buff.
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The core mechanics of this game had been sundered. Because casters are too mighty, immunities are designed to limit its whole-map farming capabilities. If you are a single element majored caster then the core philosophy of this game is you can only enjoy a bunch of specific zones. This mechanism will encourage physical end-game build or dual-element majored build. This mechanism also welcomes team cooperation making D2R an internet-oriented game. Now this game is more solo than ever. Everybody is farming in their own terror zones in single-player games, which obviously is against the mainstream tendency of gaming.
Suggestions:
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Remove all sunder charms or at least only keep sunder charms in ladder mode.
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Rase terror zones’ difficulty level. Greatly increase terror zones monsters’ hitpoints, damages, AR, and resistance. Terror zones monsters’ three main resistance(lighting fire cold) should not be broken by any means. Any terror zones’ difficult level must at least reach the world stone chamber.
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Just add 25 magic resistance to all monsters in the terror zone. The same philosophy is applied: single element majored character should not walk easily on the whole map.
If you want to sell D2R DLC in the future or develop a new PVP DLC. Please listen to core bone-ash players’ echos. We are the players who would not be distracted by sauerkraut games.
4 Likes
I’m not a fan of sunder mechanics, I also think the immunities should have been left where they were, but I find the tone slightly off-putting.
“core bone-ash players”, not distracted by “Sauerkraut games”? Give us a break
There never was much to D2 difficulty wise to start with, you only had to sink time into the grind to become good, just to get this one straight.
To be fair, Blizzard implementing such changes suggests to me that they are aware that there is a growing number of people who simply do not play as much as the majority did back then. (Some die hard D2 fans are now dads with less time for example.)
1 Like
Oh, oh goodness no. Absolutely not.
4 Likes
no what?
what this person said is hitting the nail on the head. the devs added a mechanic into the game that should NEVER be there. and it’s silly.
2 Likes
If you play solo they really have such little impact, who cares…if you’re grouping with others, what is the point of removing when you’re already playing the game in an easier manner? D2R is still virtually the same experience as classic d2. If you really can’t stand the new stuff play non exp
2 Likes
So, remove all the existing ones as well or just not able to drop in the future? Either way is going to do way more damage to the game and will never happen.
The thing is, synergies and immunities should never co-exist in the first place. Either of them is fine alone by itself, but when they both co-exist, that’s the problem. Some people may say Sunder is a band-aid fix, but it’s at least better than removing Synergies or Immunties which will piss off a lot more people.
My Javazon and Nova Sorc can farm pretty much everywhere in the game even without Sunder GC. Physical fighters can’t compete with Casters? Buff Physical fighters. Make them hit way more than now, remove attack rating cap, buff all weapons base damage across the broad, make Berserk always hit, etc… Honestly this is what they should do after Sunder GC added to the game.
I agree TZ need more polish. They should at least increase the monster density. They can also borrow some ideas from SC2 Coop Mutators or D4 to make a list of random affixes for TZ, like:
- All monsters in TZ automatically revive one time when killed
- All monsters in TZ explode after 3 secs when killed, dealing x amount of damage to players
- The Butcher randomly spawn in TZ (just like in D4)
I prefer having challenge in this way. It’s a lot more intersting than just give TZ monsters more health more damage.
I completely disagree with the removal of sunder charms. I think total immunities make the game very tedious for single players, as i pracitally forces you to go mulitplayer, even if you don’t want to. Additionally, instead of increasing the difficulty of terror zones, why not FINALLY add the players x command to online. Then you can increase the difficulty all you want.
I think i speak for a lot of people that TZ and sunder charms where the sole reason many players returned to d2r
I agree with that. They should remove sunders and also Mosaic.