Remove time restrictions to leave and tp-town — Encourage long social games

The other reason why d3 Players don’t want to go town to refill is because of the channeling time to go town.

It’s again a way to control the players with time limitation. I would remove this channeling time and make a scroll cost the player something. Make it cost fatigue, spirit, make scrolls rarer or more expensive or something. But let the player have DECISION-MAKING.

It’s like if your employer make sure your computer takes 1 hour to save and exit to encourage you to stay at work, to prevent you to lunch break.

I hate all these “dictatorship” decisions. Let us leave the game quickly, why waiting wasting everybody’s time? What’s wrong leaving a game? We don’t get more loot if we can’t kill a monster anyway. And the players who can’t beat a monster and leave a fight won’t be competitive in the ladder anyway.

I know d3 developers did not want the players to keep creating games to farm a single monster repeatedly . I agree that it’s too much in d2.
But rather than finding rigid restrictions, I think the devs should encourage systems to let the players stay to stay in a game:

For example, in diablo2 classic, 8ppl games were very popular because they a provide 4times exp and 4times more drop value, and experience was balanced in all areas. Everyone could profit from the game at any level, solo or in party in these games. Everyone wanted to join these 8pple game and stay hours in it.
With lod, magic find gear became too strong and baal exp too good. So 8 people game became very short and not interesting anymore.

So instead of fixing a problem with another problem, encourage the players to stay in the game for other reasons, and give us the freedom and a nervous game without time restrictions.

Blizzard has to stop to set cooldown limiters everytime and they fail to balance properly the game.

Diablo 3 combat is a combat time pattern, that’s why they had to prevent the players from going to town while the cooldowns are recharging.

But as I explained in an other threads, cooldowns should be removed and diversity of spells can be encouraged with resistances of the monsters.

Once cooldowns are removed, going to town is not really a big advantage anymore.

Besides, cooldowns remove decision-making, regardless of the number actions per minute the player has. Cooldowns turn combat into a time pattern, that adds to the rigidity of the system where town portals are also a rigid system.

The franchise used to be a game where both strategy and action per minute matters. It’s currently in d3 more a turn based game where you have to catch the right train at the right time.

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Are you complaining about a three second channel? I’ve never seen anyone have a problem with casting TP.

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The part I don’t like with D2s town portals was going back to the city mid-fight to refill and then return, I feel like that is the reason they added the channeling.

Maybe making it instant but not allowing it to be used during combat would fix that.

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remove already that stupid channeling like in D3…
A tp should have no cast animation and not be interruptable like in D2 or many ARPGs…

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Yeah, 'cause ‘hardcore’ players really need another cheat death.

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With that argument i bet you have no idea how D2 or PoE Hardcore works since you are used to the casual gameplay of D3.

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I think he made a valid point and you are derailing with d2 and poe comment.
This is d3 stay on topic.

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Players still die in hardcore in D2 and POE. No cheating involved.
What’s next? Kiting is cheating?

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Yeah. A cast time is needed honestly. Or no TP’ing in combat (but then you can sometimes just run a bit away).

And it should certainly not be possible to leave the whole game instantly. That is just silly.

Because opening a portal is cheat death?
What if i told you you have to click to enter the portal?
What if a monster or monster pack blocks and you cannot enter the portal?

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I think that’s fine, I just think it’s kinda of dumb having such a easy escape method as the TP.

Like, I’m midway fight with Diablo, the big bad demon, and ops I’m out of potions, please Diablo, wait a moment while I go refresh myself in town… And he does, he waits you to come back recovered to beat his face in.

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That’s why, make it cost you something expensive. But let competitive players play faster at the cost of something.

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Now I want Diablo to follow you through the portal and slaughter everyone in the town.

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This is why we shouldn’t go back to town to fill up on potions.

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I think it’s 6 senconds, or 4, but definetely not 3.

If it leads to worse gameplay (which it does imo), then placing it behind a cost is not going to help much. Then you just need to farm more to pay that cost.

Unless they make it very expensive, in which case it is not going to let competitive players use it either.

Hah, that was great.

It does not have to be a gold ressource, it can cost 50% of your energy for example. Making using it in combat very hard. Or making the character take +50% damage while casting the portal. It should be punishing but allow the players to decide what option to take.

But I think the d3 devs first and foremost wanted to avoid people to create 1 min games like pindle runs in diablo 2. This is why they initiate magicfind bonuses when you stay longer in a game. I think it created other problems. D2 classic is the way to go.

They perhaps also wanted to prevent the servers to be flooded. (When muling, dropping items and leaving after 2 seconds, with 20 different characters)

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To be fair it’s already hard to use in combat in Diablo 3 because of the fact that the casting is interrupted by damage without a specific item. The 4 second cast time is hardly this big limiting factor causing players to not stay in games for hours at a time and limits your choice as a player.

I worry about the game in many other areas if players are that impatient they can’t sit still for 4 seconds.

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I disagree. The current system does not let you the choice, it removes the choice.
A punishing system let you decide what option you take at which cost. It’s a pillar of an MMORPG: Let the player judge situations, take decision, make mistakes then take another one. If it’s too strong, make it cost more, or make it more difficult, don’t make it impossible.

This is one of the very long list of things d3 developers decided to remove and make the game streamlined. A game without decision making that became super boring to most people who love the franchise.

It’s a difference between democracies and dictatorships.
Don’t ban car from cities because it pollutes. Adjust the limit speed, tax parking slots etc.

Except it’s not impossible in Diablo 3 during normal combat because you can always run away and use it. It can be difficult, but it is not actually impossible.

The only time it’s impossible is during instanced boss fights, which it was always stupid that you could abuse that anyway.

Also ignoring that Diablo 3 is not a MMO, in MMOs you typically don’t get town portals anywhere near as convenient as Diablo 3.

Look at Classic WoW where your Hearthstone has a 10 second cast time, is interrupted by taking damage, has a 1 hour cooldown, and doesn’t give you a portal back where you came from. Even in the modern game the only thing that’s changed is the cooldown was reduced.

So it’s not a pillar of MMOs to let you escape combat by teleporting back to town.