because if you see it in the long run
the “endgame” will only consist of legendaries which means that you are only using 1% of the game
diablo 2 apparently had a system to even include blue items in endgame builds
I dont really care about rares being able to compete with legendaries as such.
If they are merely different colors of item names, then it is pointless.
Blue and white items in D2 are fairly pointless, yes they have a niche, but it is small and rares could easily take over the role of magic items. All other item types than Legendaries in D3 are competely pointless. No reason to make those competitive.
The relevant part is whether the item types offer something different.
Like random stats vs. fixed stats. That should be able to compete, to offer more gear and build diversity.
Any good A-RPG should both have purposefully “designed” items. And random items.
Loot sorting is a nightmare in Diablo 3 only for Legendaries, now think about adding rare items to the mix.
This is all you will do, sorting garbage, 2 minutes fight then 5 minutes sort, repeat, there is too much garbage trown at you.
I’ve been told by many that you don’t have to pick up garbage. In fact, I’ve been told it’s an important part of gameplay and immersion to only pick up what you want and deal with inventory management.
If there drop less legendary AND rare items in D4 than legendaries in D3, then adding rares to the mix won’t really make it worse.
Simply reducing the amount of garbage should be the goal here. The item color doesn’t influence that.
Anyway, shouldn’t really take much time to conclude whether something is an item you want to keep or not.
The inventory should be large enough that you don’t need to look at it all the time.
And no inventory Tetris as well.
I don’t think it will be an issue either. I think inventory management is overblown. Most everyone has been porting back to sell/slavage/stash, until all the items on the ground are gone since D1.
I dunno, but inventory breaks the fantasy for me. I’d cut that completely from D4 and replace it with teleporting wanted items to town stash.
How about the TL pet system? D4 could adopt something like that with a filter that automatically sends items of a selected rarity and below to the pet, and you can send the pet to sell the items. Or just having your stash accessible from your mount?
Pet system, just as a system, is good. The problem is again the fantasy - every hero has to drag some pets with him… A big barb with a cat next to him stashing items… It’s convenient, but it breaks the fantasy which was our initial problem with the inventory.
The mounts could potentially be used as an alternative stash, but nothing more than that.
And the potions of course break the fantasy too.
I don’t mind the tetris in inventory, it has is charm when you try to fit in as many items as posible and you feel like you accomplished something.
The pet ideea is great, with big inventory space so you don’t have to go so often to town.
Inventory tabs should have the town stash only, you need some breaks in town to clear your mind after all that demon killing.
Could just send your merc back. No need for a pet.
D4 will have mercs obviously. Right Blizzard?!
But i think the argument, that it is good for the game if you need to visit town sometimes, might have some value. So imo, a big inventory is all we need. Then maybe you needed to go back to town every 30 min or similar.
It would also make sense that your stash is on your mount. Won’t help inside dungeons ofcourse.
How about: Shared stash in town. Personal stash on mount.
I don’t like extra power from hirelings.
They could however change the mercs mechanic, if they think this suggestion fits the Diablo world, the player to be able to hire mercs who would collect items the player marked where he fought. These mercs then pick and transport the marked items to player’s stash in town.
Obviously the price of the mercs would depend on their qualities as how many items they are able to pick, guard and transport for how much time etc. Mercs would also have a chance for success depending on the dungeon/zone and their abilities as fighters (since as a fantasy rule the player never full clears everything in Diablo world and the mercs would get ambushed). Paying the most would guarantee all items are picked and delivered with 100% success rate. Paying less would save the player a lot of gold, but may result in a fail. The player then has to properly choose which are the optimal mercs to hire each times he wants that service.
lol what?
i might have done that in my first few months of arpgs xD
You still did it and after a while you ignored the garbage. So the person this was directed at can do the same instead of worrying about picking up garbage.
how about there are no cooldowns at all? either you have the mana for it or not. either you havee healing /mana potions or not. the items could give u additional mana. the belts can add effects to potions.
I hope there are no mana potions. And limited healing pots.
Cooldowns are fine though. As long as they are not dominating.
Let’s say you have 15 mana but need 20 to teleport (or jump), how long do you wait ? , what if a mob hits you and syphons away some mana as well ?
People way overvalue D2 in this regard, Mana potions were a complete and total disaster of a design… And what made it worse is for casters it was mana potions or die trying, there wasn’t any “finesse” in anything
It was even worse for Sorc cause there was no other “attack” that competed with your hardest hitting spell that you put most spellpoints in (maybe a “sidebuff” like Lightning Mastery on an Arcing Wand per hit could do, but again, there wasn’t anything NEAR as effective)
Really don’t like that 500% “feast or famine” approach on whether you have mana or not. Have mana ?, yaay, kill everything before even approaches (unless immune), don’t have it ?, sh*t go to town real quick…
There should be some better way (and there probably is) to “balance out” these things. Personally think D3 was right to attempt generators but was the wrong approach to have them spammable really… Let’s say generators were more rare/specific (on kill effect) kind of thing then much more of fight would’ve been D2-ish without having that “feast or famine” effect of mana potion management
I kinda tend toward having certain abilities have certain effects and give all classes at least 30% “damage pie” come from mostly AA/melee… the 90%/10% chart pie of D2 where it was all “meteor meteor meteor meteor, mana potion, meteor meteor, oh sh*t, this one (or these) have fire immunity” really doesn’t strike the right way (to me at least). That being said feels like D2 had damage-pie chart more like an afterthought rather than intended design, it was more of a consequence of what opponent isn’t immune of and THEN find a way
Looking back can’t help but feel the ONLY really good thing that Mana potions did justice is serve as a gold sink, i.e. “kinda” worked as the game’s primary economy management mechanic
One way I kinda thought of things awhile back was - instead of potions of mana, there be potions of manasteal, i.e. next X attacks (physical attacks, could be melee, could be ranged, but melee generate more points per hit) will retrieve mana back to the player… Think it would incentivize a bit more strategy/planning as opposed to plain-old “spam” on semi/reactionary basis
To make it possible to not be THAT impactful without any alternative ways to “buy time” for those to work maybe some defensive type potions should be introduced (potion of stone skin, potion of cleanse, potion of haste or invis…)
What potions did to Diablo 2 was you had to teleport back to town more often.
Since your inventory was so small you either run out of potions or run out of space in inventory for items.
I like what they did in Diablo 3 with resource managment and generators.
Instead of cooldowns i don’t know make skill cost a ton more mana, i think a mix of this should work, some skills should not have cooldowns at all.
Any chance getting quarterly update by the end of this month?
I get what some say about potion/inventory management, but you are right, it wasn’t compelling, it wasn’t interesting, and watching some of these “top” players just sit and potion spam and port back to town, make me realize I didn’t miss out on much due to not getting too deep into the systems and such. Because I did the same stuff, beat the same bosses, in the same difficulties, all while spamming potions and porting back.
Sure some may not have done like me, but let’s be real, potion spam is and was cancer, and D4 should stay far from it. So far there is no mana potions. Hopefully health pots have some CD to them.