I guess there isn't really time left to tell them

I’m sure they did, but now you have some min maxers and really good players finding really OP builds and combos.

Sure, but the thing is, finding a really OP build, might mean you deal 1 million dmg instead of 0,2 million dmg, or whatever. Bad balance, but also not very noteworthy.
If you jump to 300 million, something else is wrong.
And that something else us usually multiplication.

Beside the point of going for different items for gameplay reasons, instead of just more zeroes behind your dmg numbers.
But yeah, a more specialized item should deal maybe 1-3% more effective dmg than a generalized one, mostly to ensure it doesn’t fall behind.

Of course, it also isn’t just a competition between specific and generic affixes (even when the specific ones just shouldn’t exist in the first place). One summoner item can also compete with another summoner item. Instead if the first just being much better.

The time it took for that ND is important for judging the droprates. But 3 legenaries from a dungeon does sound pretty high. Unless the dungeon takes 30-45 minutes.

Hmm, not really sure why I would farm for a skill specific legendary item to give me an additional skeleton mage, when instead I could go for a generic legendary item that’ll give me an additional minion and thus grant me an additional skeleton mage, and possibly skeleton warrior and golem.

I’d rather there to not be any specialized items, but at this point it’s highly likely that there will be, and that they’ll be more than just 3% more effective.

Well with the Oracle, I don’t see competition happening with skill specific items since (for example 2 different skeleton mages items) items legendary powers could be moved to different item slots, so a person could use both of them. Which again, just places emphasis on legendary items.

30-35min or so. It definitely wasn’t a GR spped run or anything. Lots of tough elites/champions and the boss was pretty rough.

Not sure why you would either, since one would be better than the other there. Which it should not be.

Indeed.

They shouldn’t. But yeah, it leads back to Blizzards incompetence.

Supposedly still limited to certain item slots.
So yeah, 2 items would not compete. But maybe 5 legendary items (and of course thousands of rares) would compete for 2 item slots.

In general, no legendary affix should be available for more than 2 slots tbh (or 3 if it is rings&amulet slots)

If it stays that way through endgame, 3 legendary/unique items for such a dungeon would seem reasonably fine.

They talked about time to kill being important, they know speed is bad, unless a combo of legendaries/passives gets out of hand, I don’t see it being and issue of speedfarming them. Maybe at lower tiers but then those won’t be higher quality and not necessarily worth the time.

yea it’s good to hear them talk about things like pacing and understanding that “everything always super fast” isn’t what everyone wants
but at the same time they think they are providing a super cool skill tree with millions of choices and it’s literally 1 choice per skill.

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Ignoreing legendaries and paragon board modifications, sure, but you need to account for everything that goes into making a build. Skill tree alone doesn’t make the build. It’s the base with some flare.

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yea i get that. items nowadays are bigger skill modifiers than skill trees
i just wish it wasn’t the case lol

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I think it makes it easier to balance. LE has skill trees and then skill trees for its skills. There is so many balance issues on a game they’ve been balancing for years. Sometimes it’s just too much like in the case of LE.

it’s not that dramatic
it’s more like D3 skill selection and then every skill has a tree instead of picking a rune.
i much prefer one single tree but even blizz have realized that prerequisites for active skils are stupid so they didn’t do that anymore. you more or less just pick the skills you want in the tree and then more than 1 single choice how to go with them would be reasonable imo.

Considering the existence of D3, it seems hard to argue that things get easier to balance by moving them to items.

In the end, it is the same solutions that will make it easier to balance both skill upgrades and items. Smaller numbers. Less multiplication.

And maybe less intuitively, less difficulty scaling. A lower cap also limits the benefit of having a broken build; the difference between oneshotting an enemy with 1 million dmg, or with 500 million dmg, just isnt as big as if there are endless difficulty levels the broken build can move into.

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Agreed. It’d be more better imo, if at the very least nearly all skill specific legendary powers were also available on the skill tree as upgrade nodes.

i think that legendary powers should be less specific to skills or classes even because that’s what skill trees are for.

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No arguments from me, I’ve much prefer it if there weren’t any skill specific legendaries. But since there are such item legendary effects, based on the developers words, then also put said effects in the skill tree, since that’d at least reduce the dependancy of the items and instead simply make them an alternative source for strengthening a specific skill.

yea i don’t know if that compromise would work xD
we are already super overpowered with effects since the optimal way of gearing will be all golden/orange

Being able to both equip item affixes and add them to your character is kinda like the D3 cube. Which just meant you got even more of everything. Not like you suddenly stopped equipping legendaries as items.
Without any choices being strengthened.

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Shouldn’t be too bad in all honesty. For starters, skill upgrade nodes and legendary items of the same effect wouldn’t stack, using skeleton mages as an example, you wouldn’t gain 2 additional skeleton mages just because you have a legendary item with the effect on as well as a skill upgrade node of the same effect active. Not to mention that it’s been stated characters won’t be able to completely fill out their skill tree, assuming this is still the case, so it’s not like you’ll be able to acquire every upgrade possible. Mostly this would simply make skill specific items less mandatory, and instead they would just be an alternative option.

i simply don’t think that logic works. there should be more skills available overall than you should be able to equip at once. and with that system you would simply equip double the amount of legendary effects also not very creative. i am pretty sure skill trees already have “interesting” upgrades to skills. just not enough.

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Not really, for starters, there’s only about 9 item slots, maybe 10 or 11 if you count barbarian’s arsenal system as well as rogue’s ability to carry a bow and daggers (according to Blizzard anyway), that’s a far cry from the 50 or so skill points that you acquire from leveling up and can allocate to skills and possibly skill upgrade nodes. So either way there would be more skills (be it skills, their upgrade nodes or even skill points) available in comparison to the items you could equip.

As far as creativity goes, that’s not really important in this case, at least not imo. My concern is more about how many different ways a player can choose to build themselves, rather than whether said way is creative or not.