Same with D2, zerging bosses by going out to town 50 times
Again, THAT is part of the whole difficulty issue as well, IF you allow the pace of the game to be controlled exclusively by players you create âSlow advanceâ type of difficulty
Games should have a way to prevent the âsafe exitsâ at some points but not overdo the âfighting aspect in quantityâ that would far too much resources therefore lead to âlots of refillsâ (slow advance)
The difficulty instead should be STRATEGIC, not overdo mobs (d3), not overbuff them (d2, slow progress), instead make them SMARTER and have the game have some ways (especially at higher level areas) prevent you porting away from trouble in the town and force you fight (could be mobs heal back up, could be portal is disallowed, i.e. on CD after a usage, could be portal is chargeable by mob killing⌠you name it)
BUT again, IMO it IS important to address the type of difficulty to be challenging, NOT brick wall and NOT slow advance, but CHALLENGING⌠The first mistake is when you allow 100% the game pace to be controlled by the player, the second mistake is when you make mobs not killable within reasonable amount of time, hereâs an example
When RoS got first time released I was undergeared, the Urzael fight lasted 55 min (yes, I was itching my mouse finger with the other, keyboard hand lol) but DIDNâT lose a single time⌠The Malthael fight however lasted some 30 mins BUT lost to him like 10 times
Iâd like to see more of the 2nd and less of the 1st, THAT is a more challenging/dynamic approach, smaller fights that disallow you control the pace of the game rather than long-lasting hitting until your weapon is âout of durabilityâ or ones that are âbrick wallâ but can zerg damage at a time
You are pretty much changing genre tropes at this point.
I donât mean to say that your idea is BAD - not at all. If properly executed, I would play such a game.
ButâŚ
This is not what I want from Diablo.
See, I want it so the games exist without strategic combat. Games where you cut through hordes of monsters that mindlessly try to overwhelm you by numbers. Games where combat is an equivalent of a stat-based meat grinder.
Such games NEED to exist, just for the sake of diversity.
And like it or not, this is the niche that Diablo occupies.
So, in my opinion, it should stay like that. It should stay simple, because thatâs the road it gained popularity and thatâs what it excells in.
Changing gameplay to a strategic or reactionary combat - is something that some other game should do. Diablo should stay Diablo.
Good luck convincing the marketing dept. They run the show, it would seem.
IDK what others would say about this but to me THAT is the definition of a mobile game
PoE, where meme builds can one-shot most mobs at highest tiers & the best builds are simplify one with biggest AoE and move speed.
Do not confuse complexity for challange.
You said D3 is simple, okay, but then pull out the most shallow arpg currently in the market, when it comes to challenge. Some of the bosses are tough for sure, but even so, avoiding one shot bullet storm damage is not depth, just reflexs.
And pretty much stick to your opinion when i arguably explained ways to deal with triple immunities. Very nice.
The definition of a mobile game - is a game played on mobile device (smartphone or tablet)
Thatâs it.
There are no genre definitions, constraints or requirements that put them apart.
A game is a game. It can be fun or not fun. Amlnd platform has 0 things to do with it.
Ok, I got it, you like survival rounds. Though thatâs not THAT bad itâs not something you can make work in a game where the player itself decides how deep/far in that survive round mode they go into (THAT, IMO is a problem that might be addressed somewhat)
I reacted to how you described it though,⌠I think
I agree with you. PoE boss fight (even low tier boss) and mechanics is on an another level. Not even comparable to D3. The only D3 fight that could look like a PoE boss is Belial. The rest of D3 boss have like 1-2 mechanics ? And pretty boring one⌠I hope there will be some really hard solo boss with many phases and stuff to learn.
L.O.L. Fanboys sure see the mirage in the desert.
- I didnt say D3 was simple
- I didnt say anything about challenge
I want depth and customization and choices. Thats it. I get my enjoyment from systems and mechanics and how they interact with one another. PoE offers the most in these aspects. D3 falls short.
Anybody is free to disagree with me there. But youâll be doing it because of your feelings, and not because of anything factual. Dont waste your time.
Mechcanics are NOT depth. It required only memorise the pattern. They works fine in single palyer game where you fight once, where learning the pattern is part of the experience. In games where you replay multiple times, where you alraedy know the pattern, there is little depth left.
I agree D3 RGs especially are dull & simple with only a few moves & slow as my granny, but PoE is not a really a much good example. Beside some have complain of being not fan of bullet storm gameplay against bosses like shaper & the act 6 boss, & the abyss boss & some others.
Oh godâŚ
Diablo is a dungeon crawler ARPG⌠Itâs not an RTS game. Taking control of game pace away from players, would take a lot of players away from the game. Diablo has always allowed players to control the pace of the game to some extent.
As for difficulty, you have to find the right balance. They canât cater the difficulty to âhardcoreâ players without risking losing casual players. Difficulty doesnât make a game enjoyable. It makes a game frustrating. The more frustration, the fewer players. Comparing to D2, I did find D3 to be considerably easier to work through. In most cases, I was never at risk of dying. In D2, there was always a risk of death in a boss fight. Difficulty should increase as you progress through the game, but not ever mob should pose a risk of imminent death. In the case of D3, I never felt that any mob ever posed a risk of death. In fact, as I progressed through the game, it felt as though things got progressively easier and the risk of death went down.
I did find the story to be lacking a bit. Mostly, it was just too short. More depth needs to be added to the story. The story should justify every action in the game and I donât feel that to be the case with D3. It feels like the story was more an afterthought than a major part of the game. Itâs still an enjoyable game overall, but I hope this gets fixed in D4âŚ
Just my 2 centsâŚ
I think this was a decision made by players.
In D3V I have hit some roadblocks where I couldnât proceed, so that version did have natural slowdown phases.
In D3 I always decided to play in difficulties which, by the majority of the elite community are considered push, as opposed to their favored mode, farm. In my eyes, the mere presence of âcomplete all acts in a single hourâ or âcomplete a rift in 2 minutesâ is promoting screen clear + unlimited teleport builds & playstyle. Another âproofâ, split bounties - being able to complete 4 man content alone is a sign that itâs too easy - or reward scaling is too shallow (itâs worth more to keep playing a more trivial difficulty for multiple bounty chests).
Except for the fact that in PoE you donât permanently lose your character if they die in HC and you do in D3 lol.
Nah it should be easier than Diablo 3 normal mode.
My 3 y/o cousin Barb died in act 3 after not moving for 10 minutes.
Coming blizzard, Carter towards the children please.
Meh. Currently progressing with a static shock/holy relic only Templar and pretty much destroying everything in one shot outside of bosses. In act 8 havenât come across anything I would consider remotely challenging with my one attack spam.
I have to agree with Aphandra here. That was a playerâs choice to go that easy if a route. Start the game in T6 with number weapon and a gen of ease and tell me how easy it is. Or for that matter, T1. Itâs not a cake walk after a few levels if you are not keeping up with gear. T1 can quickly overwhelm especially if you donât have 800 paragon or more.
My problem with the Diff was HOW they decided to do it
More stats on mobs and âlategameâ (i.e. rifts) basically overcrowded places. Nowadays people donât even kill stuff, instead they pull/gather as much as possible and destroy everything with a single hit
IDK why but that disturbs me for some reason tbh, Iâd rather have players fight 5 mobs at a time that are really hard and require a nice mixture of defensive and ofensive abilities to overcome them. Perhaps have some of them give you temporary bonuses to move foward to a new mob group or something like that
IDK it feels quite âmehâ tbh, itâs like a âracecarâ mode but youâre not even racing anything, just time. Not a fan of that, also feels quite idea-less at itâs character tbh⌠I mean I donât quite blame the devs, they filled like 15 holes from D3V into the exp and made things almost work but yeah, wish they DIDNâT rush the âmechanicâ of GRs as the late game material
The good news is thereâs now a chance at D4 to not repeat that same mistake, hope whatever they come up with (cause it hasnât been announced YET) has more horizontal spread than vertical power-creep repetition overall