People will be super disappointed with Crucibles because

I went back and I tried the rings and amulets. The RNG seems a bit better. I noticed on ptr leader boards many amulets and rings were sanctified, so I made a note of that for season 27.

For my WD I will sanctify the Traveler’s Pledge.

For the Barb, I will sanctify the Band of Might. Still class ‘related,’ but not tied down to only one specific set or build.

For the DH, I will stomach the Bombardiers Rucksack. Getting that 200% Cluster is nice. There will be a good chance I will have 20% Attack Speed and 10% Crit Hit Chance. So… the only RNG I will worry about will be the Clusteray sanctified power and CDR or Elite Damage. I can handle that.

Other classes? I don’t know. If I get around to other ones, I probably will go for the amulet or ring first.

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If the drop rate is miserable and nerfs to build that are viable to play, yes!
Since we don’t need a well rounded build to complete the season journey, like the last three season, I’ll shelf D3 as soon complete the SJ.

D3 became a beta test to D4. So, better enjoy other games that reward Time Played and not RNG.

If anything I’d complain about the crappy rerolls, not the drop rate

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game has changed
“evolved” is nothing but an opinion, which many would desagree

going back to the rare loot hunt meta wont make it a clone
d3 has other unique features that literally prevent it from being a clone even with this change

there are other reasons why s26 can be considered a “dead season”
i cant see the relation of what i suggested with s26

or if it doesnt you can just play another game that wont get you so frustrated with it

Yeah all good bro. You have your opinion and you’re entitled to have it. Gonna have to say I think you’re wrong but hey it’s a game so who gives a toss about some pixels on a screen right.

Enjoy your S26.

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thats the beauty, right?

fixed

No Only one had the cluster. So I did some GR’s with one having cluster and one have Vengeance. Yes cluster does a little more damage then the vengeance.

I think you’re right on this. So if we tested on the PTR for S27 can we get a D4 Beta Key… pwease

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I really wish the RNG element in seasonal themes would get reduced (should still be there as it’s just a function of such a game) and a progression element existed for the entire season.

An example of this is the EN’s this season. People grinded the hell out of it because it was the best paragon leveller by far.
But there was literally 0 incentive to get past Tier 150, which could be done very easily very early on in the season. Why was there absolutely no effort into providing some incentive to get people try to go for more experience or rewards, when all that getting to 150 really required was that players survive (in group play, more skill required in solo play), as the 0 to 100 Tiers are just running around and making sure the constructs are killed when spawned. With the Power, Speed & Channeling pylons (depending on group damage are hit anywhere between 0 to 100) providing the damage / survivability required to last until 120+ and then the Conduit Pylon does all the work until 150.

Sure, the rewards in Experience gain & Gem Augments were very worthwhile early on (and the Experience continues well into higher paragon levels). But it’s so boring (repetitive and the only variability is whether you get the easier map, or the slightly harder map because of mild obstacles in mobs having to path towards the middle) because ultimately it had been cleared, but had to be run out of necessity for efficient paragon levelling.

It feels like the Angelic Crucibles will run into a similar problem this season, with the fact that it’s heavily RNG based, i.e. a player could get their optimal stats / skill on their first roll and it’s also theoretically possible (in a probability sense) that a player could never get their optimal stats / skill, even after using every Angelic Crucible they get.

  1. How does this provide any longevity to the first player? They will hit their cap way earlier at some stage, and then have to make the decision to grind paragons to climb higher.
  2. The second player is artificially given longevity, because they still have incentive to continue the grind.
  3. The difference created by the RNG nature here creates a gap between the two players, and there really is no other mechanism (assuming both play equal time & similar skill level, obviously someone who puts more effort in has a higher chance of progressing) for a player that has bad luck with RNG to close the gap in any other way).

All you need to do is look at the Leaderboards for this season. The number of 150 solo clears is dismally low, across all classes. This could be a factor of the Immortal release, but it really seems like the Season was not balanced correctly, and there was no longevity incentive to grind away for the Paragons required to clear 150 solo (it’s a ridiculous amount of Paragons & it seems like the only way to get there is botting?).

Players enjoy fun games and no one is asking for a casual, smooth-fest, easy time game. The new rewards this season are repetitive, the new required grind is dull and there was nothing to keep people playing throughout the season.

This season was so depletive for a lot of my own clan mates that they seem very optimistic about the next season, but personally I think the shine will wear off fairly quickly once they realise it’s not so different from the current season.

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