DEVS: make dying great again!

More like rolling the dice until you win the “easy mode” (relatively speaking). That is not pushing limits, that is avoiding them.

Because D3 is one big band aid fix on top of a band aid fix on top of…

Which is all I am saying.
And no, I know D3 wont change. I dont particularly care if D3 change either. It can’t be salvaged. Mostly talking about this in the context of not repeating past mistakes in D4.

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If you had to try 1000 times until you win, didn’t you deserve the win?
Are you familiar with how world records get set?

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Yeah, and 100m runners usually dont keep rerolling the course until they get one that is only 90m.
World records are usually also only recognized at official events, limiting your reroll opportunities. Good for you if you were faster in one of your ten thousand training sessions. Nobody will care.

Anyway, getting those optimal GRifts you can get a good time on would still exist if there was more of a downside to quitting GRifts (for that to change, Blizzard should change leaderboards to be based on your last X GRift clears instead as mentioned earlier, which would be a neat change too). It would merely make it less opportunistic to leave a task unfinished.

But you are crying, because you aren’t good enough and claiming it’s an idea to validate your cry

Want’s to make dying meaningful but too scared to play HC because dying really matters there but thats tooooo hard for you

and wants to setup a longer Death wait time per death to make him feel better

You do know if it’s that important to you, put up a TP and wait your time in town then go back down

and it’s that great an idea that I am yet to find anyone here agreeing with you

D3 is like 10+ years old, they are working on D4 and you think they are going to make changes to a game that is going to have a MASSIVE drop in players when D4 releases

All this says is that I’m supposed to setup MY character the way YOU want
Who are you to criticize me if I want to play a glass cannon, MY character I play the way I want
Nothing stopping you from putting more defenses on your character and all you really want is to have your defensive character that won’t die very often and get ahead because the others are getting higher and higher time penalties just so that you have a chance in leader boards

What you mean currently???
It’s always been like that from day 1

Yes, and you keep telling yourself that lie

No, but they do keep trying until they get a good combination of what altitude the track’s at, what the weather conditions are, how much (allowable) tail-wind there is behind them, whether they’re in peak physical condition at the time and the ever-improving gear available to them, e.g. better running spikes, more aerodynamic clothing, etc.

But, hey, have you heard of “Flo Jo”? She set the female 100m world record of 10.49 seconds back in 1988. That record still stands today. I’m pretty sure there have been lots of attempts in the intervening 34 years to beat it and not one of those attempts was made on a 90m track.

They wouldn’t exist because if something like a 10 minute penalty per GR you quit was put into the game, people would stop playing the game out of sheer frustration. If I’m in the mood to push GRs, the last thing I want is enforced 10 minute gaps between them “because reasons”.

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It’s awful when you have someone on the “ignore” list but still get to see all the drivel they write because they are quoted by others (like in the above post). :unamused:

While true the incentive is to have the bare minimum or even skimp. Offensively there is no such thing as enough power.

They don’t quit in the starting blocks because of it. The analogy is weak at best.

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If they saw that the track was covered in ice and there was a gale, they wouldn’t even step into the starting blocks though, i.e. they also know when there’s no point competing.

If tracks potentially being covered in ice is part of the intended challenge, they hopefully wouldn’t quit. And if they did, it would seem appropriate not to invite them to future competitions.

No one is interested in a 10 min GR… No one is interested in 5 min GR. This present day, GR is time attacking asap. For speeds, we are not even excited in sub 2 min clears.

For proper challenge/balancing, bring all builds to GR 145 power and let fishing /skill takes care of the last 5 tiers. You do realise GR randomization is a time sink system to burn players GR keys? Much like the gear sink system, you are supposed to rinse repeat until desired out comes appears, this is a core Diablo philosophy.

If you clear it faster than 10 minutes there is also no delay.

Besides, if you are doing 2 minute pushes, I really would not qualify them as pushes anymore.

While I dont have much faith in Blizzards design capabilities in general, no, I dont think anyone at Blizzard would design something that bad on purpose.
It was supposedly meant to offer diversity in repeatable dungeons, which is a good goal to have. Heck, the goal should be to make dungeons way more random. Grifts have already been streamlined a ton over the years in D3, which is a shame.
On the positive side, it seems like they are making things more random in D4, with the dungeon modifiers.

Considering everything in a game a time sink is kinda missing the point of a game imo. Which is the stuff you do between the beginning and the end. That is the gameplay, and not merely a time sink meant to prevent you from getting to the end.

Not exactly true - at least from a solo player perspective - when you want your equipped gems higher and your max gr level higher and start a climb towards as high a clear as possible.

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You do realise that the randomization is the WHOLE point of diablo since the first one
You know the whole don’t know what map, monsters or drops you are going to get

At least for me anyway

I think he wants the GR 150 rift guardian to be dead at the entrance of the GR as soon as he enters and even that takes too long

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Ummmm…those top players were using defensive items, passive and diamond/ruby gems in GR push.

For some examples of those GR pushes with defensive items: :point_down:

https://maxroll.gg/d3/guides/waste-set-ww-rend-barbarian-guide

https://maxroll.gg/d3/guides/firebird-explosive-blast-wizard-guide

I hardly call those “almost nothing in a defensive”…

While I probably understand your original point, checking leaderboard tops is not a correct way to see low death penalty problems. These people at leaderboard top mostly didn’t die during the run. Dying already wastes some time and makes you lose all the stacks etc so it’s the failed or non-record runs where characters die.

Really high solo records naturally need some gambling with the build specs, but a little higher death penalty wouldn’t affect those best records at all since they don’t die. Best players can survive without deaths with surprisingly weak defenses when they manage to fish good maps and mobs.

As long as I don’t die like D2 or WoW, I don’t care. Anything is better than running naked or in back up gear to collect your corpse and stash manage equipped gear. Well, almost anything. Running back forever and a day as a friggen ghost that complies with the laws of the physical world is bs at best, especially if you have ‘zone in’ because the closest graveyard was on another map. At least Blizz fixed it with many more graveyards and you had the option to untoggle the ‘ghosting’ effect. Still annoying.

Heavy repair cost? Fine. It will only be an issue early in the game. Loss of time in a timed event? Makes sense, I’m fine with that. Lose experience points? NO! A million times NO. If offline, fine, but not online. Blizz has crappy servers. At least they weren’t stupid enough to do that nonsense.

Really? What other ‘consequences’ can they enforce for going splat? This isn’t a game with a limited amount of lives. Honestly, there really isn’t a lot you can do… unless you want to be a real __________________ and piss everyone off. Bye bye players, right?

Edit.

I forgot to add during solo play, getting dc’d while running back to your corpse. Yeah. It doesn’t matter how you die, that’s just wrong. Seriously wrong.

The latter is always a good goal to have :stuck_out_tongue:

But personally, I’d have a Survival Bonus buff, that builds up as you gain XP (from killing monsters).
It gives you some Magic Find and Gold Find bonus, maybe also a bonus to various other currencies. Like increased Nightmare Dungeon keys droprate, increased Helltide Currency gain (or whatever those are called), and so on.
The bonus also slightly increases Enemy HP and Dmg. So increasing the difficulty a bit, to offer a bit of risk to the reward.

The bonus builds up slowly, and stacks up to a certain amount. Maybe when maxed it is something like "100% MF/GF, 30% higher ND droprate and event-currency gains. As well as 20% increased enemy HP and 10% increased enemy dmg (note; an NPC should be able to remove the bonus, so HC chars can get rid of it without dying, if they cant handle the stronger monsters).

If you die, you either lose the entire bonus, or alternatively a portion of it each time, like -25% or -50%, so it takes 2-4 deaths to lose it all.

Overall, it offer a useful bonus, that makes deaths something to be feared, especially if you have not died in a while. But also not something that is devastating to lose.
It has the right approach to balancing imo, since the more you have of the bonus the more you can lose; making it “newbie friendly”. Someone who already died enough to reset the survival bonus wont lose anything if they die again shortly after (unlike something like gold loss/repair cost that can theoretically prevent you from repairing your gear, and break your game).
Since it is also just a bonus to the speed you gain stuff, it also cant stop you from progressing; which is the problem XP loss has (again not newbie friendly).
Rather, since the bonus comes with a little bit of increase to the monster difficulty, the person struggling to survive will get slightly easier enemies when they die (if they had accumulated any bonus).

And yeah, no corpseruns ever, those are just annoying.

As for DC/lag, no, it doesnt solve that. That needs to be handled separately imo. Something like what Starcraft 2 have, where if a player DCs, the game pauses and asks the other players if they are willing to wait. Would be neat if you DC or lag (like, if ms goes beyond X miliseconds, which you can choose in settings), the game either pauses (in instances where it is just you or your group), or in the overworld, it moves you to your own copy of the overworld, and then pauses.
Now, for this to work, and not be exploitable, it is of course essential that it is the full game world near you, that pauses. Like, all monsters, all ground effects etc. needs to be paused.
So when you get back from the lag, or the DC, you end up in more or less the same state as you left.

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Yeah, that seems like a decent way to deal with a death in a game of ‘truly’ infinite lives. I am used to playing game with limited lives, sometime 1-3, so I play the way a serious HC gamer would. I don’t want to die. I will stack anything defensive and slowly stagger off the defense in favor of offense to find that healthy medium.

Depending on my character and where I am, take some chances here and there and not care if I splat. So far, the more I hear about D4, the more I want to play. Though I am a bit concerned with the whole mount thing, that could be an issue really fast and impact the game way too much, looking at you WoW.

When I am making referrals about “low intelligence”, I am only referring to people who replied by throwing an insult at me in one form or another (crying on the forum, promoting such a stupid idea, etc.) An intelligent person would explain why the idea of a harsher penalty for death might not work. The low-intelligence person would throw an insult, saying something like I am just envious of players that clear higher GR’s than me, etc…

When I look at the Builds at the tops of the Leaderboards, of course I am looking at the entire build. Of course I see defensive items and defensive skills. What I am referring to are the abilities that you can swap out with the Enchantress (Prefixes? Is that what those are called?) Almost every one is offensive when possible. Even Vitality is often swapped out. When I am talking about Glass Cannon, that’s what I am referring to. That being said, more often than not, the offensive passive skills are chosen over the defensive ones (bonus x% damage, over one of the cheat-death passives, for example).

I have watched Youtube vids of Top players, and dying doesn’t seem to slow them down at all, even if losing stacks/buffs, etc. A few seasons back when Necro Poison Nova Build was popular, I watched the person achieve Rank 1 Necro and he died at least once, but I think actually twice. He died and just kept on going to hit Rank 1. I see that type of thing over and over. Dying just doesn’t seem to have much effect, unless the player dies ALOT.

Am I asking the DEVS to “force [you] people to set up YOUR characters ‘the way I want’”? (I dunno people… I don’t know how to describe an insulting comment like that, that one person here made about me, other than low-intelligence…) Doesn’t EVERY change from Blizzard, more or less “force” people to set up their characters differently? I mean, of course no one is FORCED to, but if they want to compete and rank high, they need to make changes based upon the changes that Blizzard makes, if necessary. Would a person like this say to Blizzard, “Oh, now I’m supposed to set up my character the way YOU [Blizzard] want, who are you to criticize me…?” Well gee, no, of course, you can play whatever style you want. If you enjoy a glass cannon style, go ahead! If you want to go all-defense, go ahead! If you want to play one of the underperforming Sets in a Season for some reason, go ahead! If that’s what’s fun for you, have at it! I am proposing an idea for a change that wouldn’t be too unlike any other change Blizzard makes: to change things up a bit.

I am making a suggestion to the DEVS for a change that I think could make a fun impact on the game: a harsh penalty for dying. The games that I have played where there was a big penalty for dying have always seemed for fun than games with virtually no penalty for dying. (And, I’m sorry, but, losing stacks, buffs, Gem ranks, XP bonus pools, etc doesn’t seem like any kind of big penalty, both in my games, and in the games of other top players I’ve watched.)

Maybe a different kind of penalty for death? Maybe something other than a time-penalty?

And some people keep bringing up Hardcore. I don’t know why. Dying in Hardcore is all-in. Die once, lose everything. I am suggesting a harsh-ER (more harsh) penalty for death – not an absolute penalty. I did play Hardcore, and YES it was very fun. But when you lose everything because of a random power outage, an Internet Disconnect, or a problem with Blizzard Servers, well, that’s where the fun ended for me… I would ABSOLUTELY play hardcore, and have fun with it, if it weren’t a “lose everything” penalty. Diablo 1 had a big penalty for dying of potentially losing all of your items, and I loved it. I would play Hardcore if the penalty were something like that.