About town being terrorised for an hour rendering the content useless during that time
From what I’ve heard, that means a zone connected to town is Terrorized. Like the Cow level or Nithilak. That’s probably why no one is complaining.
Haven’t noticed, the game has already been ruined by the dev’s so haven’t seen town since then.
Like to remember it as it was back in better times.
You think placing flowers is appropriate?
The game is fine. You are just complaining to complain.
To you it is maybe, to me it’s not, not even close.
What changed so much then?
There are more viable builds than ever but let me guess, you’re going to make a Sorc or Hammerdin and still do the same thing you have always done. Run the same map for days loaded with MF endlessly.
How is that zone being turned to useless content?
Its the zone outside the town that is terrorized.
The only people that would complain are the ones that don’t know what is going on, AKA idiots – and no one cares what they have to say.
Well I guess you didn’t really read the first post I made, or already forgot about which is fine, but you I basically say not playing anymore.
So I’m not going to make a Sorc or Pally and do the same thing I’ve always done.
But wouldn’t have done so even if they had not introduced those charms.
Most of my characters weren’t Sorc or Pally, I played many different builds and loved making builds that were deemed inferior good enough, only actually made 1 hammerdin in my entire live and thought it was boring AF same as Blizz Sorc actually.
Now most builds are boring AF (except some of my favorites, they have been put down by new Attack Speed mechanics).
If I was going to play again I’d likely build a melee build because they have not been promoted to faceroll the keyboard to win.
The Sunder Charms were basically the straw (branch or maybe log) that broke the camels back, still actually surprised that the dev’s did something like that without overhauling the system, the game was made to easy and now they basically double up on that.
It’s not the TZ on itself, I don’t really like them but don’t hate them either, do think it’s bad for the game’s balance because as the monster level rises so does item quality and there won’t be a need for Boss kills for those items just farm TZ for everything.
The charms in a game is a different story.
Immunties kept many builds in check is just plain stupid, wanna remove immunities, do the overhaul and keep the game interesting.
But before you say you don’t have to use the charms, I play the game, usually SSF first character of the ladder and then enjoy the mechanics of the fresh economy, not using the charms is basically saying I’ll handicap myself which is not something I enjoy either and during the SSF fase it’s fine, afterwards it’s just watching even stronger bots ruin the game and players in Blizzmobiles shooting past or the new and improved Auradin deluxe.
I really think these charms will be the nail in the coffin, even for the players shouting they need more OP gear, the thing with Diablo 2 is that when your build becomes all powerful it becomes less fun to play it, sure a few more days but then it’s done.
These charms will speed up that process a lot.
Didn’t they revert the attack speed changes and then just make it use both depending on which worked better?
For a little while, during “repairs”.
Now a druid with say a 120 ias Phase Blade (fastest option) has 2,5 aps with normal attack and thus Maul, this could realistically be increased to 2,78 by adding IAS on gear or a whooping 3.57 aps by having a faith merc and 200ias thats the ultimate cap.
That speed is with a basically no damage weapon, you need to work harder if you also want to deal damage.
Tomb Reaver won’t go past 3.13 aps (Fana and 360ias needed for 3.57)
And ofcourse Fireclaw is capped at that speed aswell, all skills are capped at the base attack speed (except Fury).
Wolfbarian is hardcapped at 4.17aps using a low damage skill (Feral Rage at low level is the only option).
Same idea goes for all other Shape builds.
Fireclaw and Wolfbarian both ranked in my top 5 of most fun builds, both are gone.
Wolfbarian completely, Fireclaw can be salvaged a bit because you can use a Sunder Charm to ignore Immunities and Infinity+Facets+Flickering Flames would make it a slow but hard hitting option, very different build from what it was though.
Should note I never personally tried it anymore, was actually in the proces of building a Fireclaw Druid and a Wolfbarian (which I do quite often) when this hit and since the calcs, sheets and everyone I asked confirmed that it was indeed put down behind the shed I gave up on the builds, but I find it highly unlikely they are all wrong.
And as far as I understood Whirlwind assa also took a huge hit during this great fixing massacre, now capped at 5 aps for a low damage per hit build already struggling with attack rating.
If this is true, I would be with you wanting it fixed. However in the larger portion of the game that most players play, it’s still the same game. Maybe 2 or 3 builds are suffering and I agree they should be looked into, but many more are now viable.
Melee builds had some efficient ways to deal with physical immunes, like a weapon or a few skill points. Most melee builds could clear the entire map.
With the way sunder charms are implemented, theres not an easy way for melee to take advantage, e.g. amp damage.
Basically, it feels like the gap between casters and melee is larger than ever.
Depends on your definition of viable, I mean if viable is you can solo the game with it, well most build were already viable I solo’d the game with most builds by now, using a max of 1 reset into the skill if it was a high level skill (like warcry for example, you really don’t want to use bash from an item until you can finally use warcry).
Many builds can overcome their apparant weakness by getting creative, they just can’t one button their way to the end (before now).
If the definition is it can do close to the higher builds, well the higher build become even stronger now, most gain more in strength than the lower builds, so the gap just increased.
Most OP magic was basically just held back by immunities which where less of an issue to melee builds, pretty easy to get Amp or Decrep (and of course Grim could actually remove immunity and if all else fails high attack speed from some builds could keep triggering magic effects, like my Wolfbarian killing physical immune in the ubers with the hellfire torch trigger, took me a while but was fun).
Blizz especially was held back, now it will roam free, just 1 charm and the build will deal double damage to everything with a high damage AoE spell.
So yeah, it all depends on your definition of viable, to you it might mean can finish the game without to much effort I don’t know, to me it means not to far behind the top builds, yes can be a lot weaker, I don’t need perfect balance, but a little would be nice and would like that before finding the final item that means I will stop playing the build as it reached the end of the line and become a every once and while 15 minutes of fun build (and mule the rest of the time).
So for me actually less viable builds out there and except for a few melee or really weird builds, no real challenges anymore either.
I don’t get it what’s the issue with terrorised town?
I am failing to understand what content is supposed to be rendered useless?
Even if it is while a Terror Zone is active, you can simply deactivate the functionality for an hour, and reactivate it afterwards to solve the issue.
I have other major complaints about TZs, but I am failing to understand the issue you are seeing.
OMG i love when act 1 town is terrorized, you get terror cows man! The drops and exp gains are NUTS when the cows are terrorized. EXP is godly with the MASSIVE density of the cows not even bringing up the drops that come with that.
if act 1 town terorize its mean cow lv
Oh that makes sense. Thank you
The game’s dead, dude. Just new coat of paint