No, that’s a well known thing among developers. They gameplay test. On what parameters? It’s clear to me that they care about interaction requirement, because otherwise they can not keep people away from high soaring builds if they were to be easy to play. Key word is comfort here and struggle always makes it interesting.
They don’t officially teach you how to do game design. That’s not their responsibility, nor they’re any eligible as some of this process is highly subjective still. However, if you interact with them over social media, and speak to them on their streams, you get the gist of their design pillars.
Perhaps…
In a total, you usually have 2-3 skillrune to pick for your initiator skill of a push build, at end game. Because your initiator skill (usually a self-buff for resource battery or crowd control) or trigger skill (that you have to cast for getting some bonuses from Set) is rather flexible but it also depends on your equipment of choice.
Your main skill is usually fixated and accepts no competition so developers don’t have to worry if things ever go out of hand, when they buff this or that elemental type or Sets.
Rest of the skillrunes are meant for Set Dungeons, leveling up, zdps specs or speedfarming. Of course there are ultimately useless skillrunes that no one use but those are rather rare.
I tried a similar suggestion to yours, years ago but appears developers gave up on tweaking core skills. However, their most recent change just applied for this Season with Monk and Demon Hunter before this one. You may hope but I don’t see if anyone can convince them as their design is always statistical.
That impacts the backdraws a build has to consider for taking defensive or offensive measures at their free slots. So even though it sounds logical, it also affects the build’s trade-off elements. This decision usually depends on the fundamentals of the class and Set’s gameplay itself.
That’s why you shouldn’t expect one build’s traits to apply to everything.
No such thing implied. Blizzard is heavy on calculations and Meteor has only fewer tics. Also initial Meteor hit has to be aimed for it to grant benefits depends on how many targets hit and its crowd control is quickly resisted by monsters. This is why Blizzard is held back and only dedicated to Typhon’s.
I have never implied that people should use Blizzard on every build or anything on that line. Currently, Blizzard is dedicated to Typhon’s Set and that’s enough.
(shrug) It only increases the data that has to be tracked. Perhaps they solve this down the road and grant us personal stash space but I wouldn’t count on that. They have to know each item’s location at all times and allowing extra storage doesn’t sound like a good idea.
Currently any speedbuild running GR75 gains a lot more and faster compared to clearing any single bounty, but bounties still can beat this in terms of quantity per session. Until you hit around 1800-2000+ plvl, bounties are legit sources of experience and diverse amount of materials. After 2k plvl, its impact diminishes and that’s fine.
It’s a silly idea that I’m finishing any T16 bounty to gain comparable experience to an equivalent time trial with restrictions, though. In T16, every speedrun build run amok with Goldwrap, enjoy being nigh invincible while taking their time picking up items. Compared to that, Greater Rift rips you away from that privilege and forces you to focus on the combat in limited time span as a test of might.
That’s only one ring, you can use many different jewelry options to speedfarm. Go read speedfarm guides, none of them suggests CoE as a staple. CoE is meant for high tier content because it’s actually slow and its completely independent of your attributes; you can’t make it cycle faster but can manipulate it to a degree.
On practice, since your build usually can deal for one, at most two different elemental types you may have one peak cycle, but it’s followed by 2-4 down time cycles. Instead of waiting all of that, you can get a straight damage multiplier or crowd control and watch T16 monsters melt anyway as long as you have supporting legendaries right.
Its nature also includes cognitive skill checks and mechanical demand of interaction. Comfort is just one aspect, and as it increases the demand of interaction has to plummet equally.
That would stand if game wasn’t a huge time trial on itself that restrict the player with difficulty and forcing them to find the most efficient way. On paper, your idea sounds nice but it also makes the whole ordeal harder to control or foresee if there are no dedicated variables for this or that gameplay.
Developers keep it that way to control variables so they don’t have to mind the least efficient or most efficient way of playing while tweaking the multiplier variables. You may wanna create a highly diverse system, but in practice this is just extra work to keep track of. When you decide to buff a Set or nerf a Set, you have to mind if it affect this or that skillrune now.
If I didn’t read wrong, you were speaking of getting people another buff for going past each 100 paragons; past plvl 1500 or not, it doesn’t make sense.
We’re only 2 months into the season 28, and I know there are dedicated players out there with 3k-5k paragon levels. I don’t wanna even think non-seasonal with 7-8k plvl players. What’s the upper limiter if this bonus were to apply past plvl 1500+?