Sure, but that is only Pit up to lvl 61.
It is not an issue that everyone gets oneshot at Pit 125 or175.
It is quite an issue if it happens at Pit 50 or 61.
(with appropriate gear, as in, cant require masterwork 12 items in pit 50 or 61)
Sure, but that is only Pit up to lvl 61.
It is not an issue that everyone gets oneshot at Pit 125 or175.
It is quite an issue if it happens at Pit 50 or 61.
(with appropriate gear, as in, cant require masterwork 12 items in pit 50 or 61)
There is one more point. By installing a cap you can transform the excess into something else.
Let’s say armor for health, elemental resistance for damage or a permanent energy shield. Exceeding critical damage to anything else. Although not as effective, it is useful.
My problem is that the damage does not increase due to some kind of error and I am stuck at level 30.
The problem is that Blizzard wanted to give a damn about it.
TBH I’m fine even with 70%, it’s kinda good to actually feel things have an impact, it’s that shouldn’t punish people too drastically for closely-missing a threshold
The way I’d approach it is with some small but not insignificant amount of mobs (somewhere in the range of 5-12%) having corrupted attacks (only as opposed to LE, PoE and many other games make these monster-level scaleable but definitely non-stackable)
That way some excess will be of some worth (not too much but some worth)
Interesting idea, as long as not too impactful kinda like this one
You don’t need to do 120 pits for masterworking resouces
Do you not understand how long some bosses take in action rpgs? D4 is nothing. If you want to talk PvP well that is a joke. Take a look at say Grim Dawn or PoE and how hard and how powerful some bosses are, they put Lilith to shame.
I don’t care about the specific numbers, percentage, etc… what I care about is reaching the end, being lvl 100 with high life/armor/resists and having some boss do a 1 hit kill on me. I had a character last evening doing a Pit run and the boss hit me a few times, couple times I had to hit the Q button for potion. I would estimate I was around 90%, glance at the health globe was just under 100% full. Then within a flash the boss 1 hit kills me.
With my Necro and a boss focused on minions it is not a problem (as much). With my Sorc it just becomes tiring to the degree I lose interest. Ironic in that my 2nd complaint would be that 90% of the rest of any deaths are what I would call BS mechanical flaws in the game. A death where they need to freeze me, I cant move, or my character is just no longer responding that I can hit Q to save them. Almost akin to the game can not figure out a way to defeat me without using a cheat code.
It is just too much of everything. Mobs, AOE, lack of defense system (miss), buffed to the sky health regen and defenses to the point where is needed to have mega striking monsters to feel the game challenging. The approach is overall very bad. They could have taken the d2 system (which is outdated, anyways) based on hit recovery and attack rating and make better game. But no, like we needed baziilion of monsters to clutter over our heads…
I have been playing Hardcore and everything seems balanced so far, just hit 70 on the rogue. FYI newly HC, have no gold and no items everything solo self found so far. I have been hitting the Tier4 Helltide with no issues, since lvl 60. Just grabbed a full set of Ancestrial items, crappy but still doin my thing.
I assume once I start pushing the pit I will have to stop and reattune my gear, and get to a point I will not feel comfy anymore. This is fine as this is the whole reason the Pit even exists. If it was for people being able to clear Pit200, I would say there is a balancing issue, but I can’t because thats not the intent.
I have had many a scary moment, the most distressing was the new end of season questline boss when I got CCed, with only a sliver of life left. Prolly should have done that on a lower tier, but I pulled through.
Well I’m glad that someone else also thinks that mobs need a bit more attention/redesign/love
Bro was talking about relative change also known as the delta.
That’s actually the correct way to talk about different percentages of the same whole value. Allow me to explain:
Lets say you are doing damage to a target with 85% mitigation, meaning 15% of your damage is going through. If you reduce that mitigation to 82%, that target is now taking 18% of your maximum potential damage. This is a 20% increase over the prior 15%, a very significant change. The changes only get more extreme when that mitigated percentage increases. If that mitigation was 95%, reducing it to 94% is actually a 20% increase to damage received. That’s how mitigation works in videogames, and why the caps aren’t just guidelines but actual must haves in a game like this.
FRIEND, DON’T TELL ME WHAT TO DO AND I WILL NOT TELL YOU WHERE TO GO.
IF YOU DON’T NEED IT, THINK THAT I NEED IT. GET KILLED.
Well, make everything ineffective. Then the game will be very popular.
I’m just wondering what kind of monkey you have to be to break everything all the time. This game is really a bunch of unrelated nonsense in its current state.
Ineffective like doing 1.2m damage per hit instead of 12m (and then have bosses have 200m HP as opposed to Billions ? )
Irellevant, better less popular game than a stimpack of addiction and perhaps even abuse (at this point I think it’s not untrue to call it dishonest as well)
Have you tried other games ?, say LE for example, half if not 3/4 of “upgrades” there are pure cosmetics (like literally for real)
D4 doesn’t have “innefectiveness” problem, it has “too much effectiveness” one
Haven’t you had enough ?, I mean fr, haven’t you people had enough ?, even 4 seasons later after making (almost) everything irrelevant or trivial ?
Even today you people as opposed to improvement of the game you STILL want more power ?
My “monkey” that I’m breaking is very simple - feel like accomplishing something at times as opposed to the endless exhaustion feeling of “no matter how much I do is never enough”
Like no offense but having the game “emit” that feeling onto players and people is BY FAR the worst outcome
I thought perhaps about time that SOME people understand that
Blizzard has a good recipe. Reduce the damage of the skill to 28% (coefficient 0.28), then set the speed increase limit to 25%, in a layout where the main thing is the speed of the attacks. And voila, as it was written in one book, “Thoughts dirty the brain.”
Especially when you expect to make money from it.
There is LE, and it’s an $18 game. There is nothing even to compare here.
I played PoE there and you can play for free, and somehow I didn’t notice the unkillable bosses, there are rather problems with the inventory, it gets full very quickly so it becomes difficult to continue the game, you think more about where to put everything than how to kill the boss.
Here it should rather be that everyone must achieve something that gives progression.
But with this company it’s the other way around: to get progression you need to find the game’s errors and exploit them, and then you’ll be rewarded. Although this implies the opposite.
Is this really a game?
7 million people bought the game… Although speculating arbitrary numbers but I could say less than 300k are regularly playing the game
Perhaps “Sense of completion” is important to some people (as opposed to this end-state fake, chaotic, and obviously unbalanced competition)
Feels like a book with 3500 pages and no pauses or chapters… No offense but would rather have a “book” with 105 chapters and even when harder/longer at least would know when I’ve done say 7 of them
They can reduce this by a factor of 10x at strongest builds and will still be fine… Not every non-elite mob has to die immediately ffs (and I think even elites die in 2 seconds), and that’s due to exploit/bad-design
That way perhaps not 99% or 100% is about speed of attacks, but say 75-80% where 15-20% perhaps could be something else
Perhaps… “Hard checks” and hard stops are a thing, but think there’s a better way
Just add “chapters”, simple as that… Make the game feel like there’s some actual sense of accomplishment (sadly that’s not only not seen but I’d even say deliberately ignored)
I know this from the way how devs talk when having a campfire chat or whatever… That repeated sentence of:
Is tarting to turn my stomach inside-out tbh. What happened to sense of accomplishments people ?, and even more so the second part of that same sentence, perhaps try swap the:
With a:
instead ?
Just a thought, no hurt there
The idea is good if you are able to build a complete structure. If you are confused about limiting something, then most likely you need to model how everything will work out under several different conditions.
10 strongest. How can you weaken an exploit that is left on purpose? It is obvious that someone is specially creating exploits and this information is being “leaked” by one of the testers. I am sure that initially it is not calculated that anyone will know about their presence.
This explains well why many can easily repeat exploits and the fact that they begin to be exploited immediately from the beginning of the season. It can be assumed that this is also done specifically for streamers. They must always demonstrate good performance, no matter if it is fair or not.
You are not a fan of reading. A good book always ends at the wrong time.
By the way, the slogan “thoughts dirty the brain” seems to have been in the book “Next of Kin”. Although there are many interesting books.
A tough check is when there is something to check. In some cases, it is not possible to check everything, and this is the job of testers. And it’s the programmers’ job to make sure everything works. On the other hand, it is the job of class designers to calculate that everything would work with similar performance.
Our task is to consume this content and decide whether it was worth it or not. But some are here to prove that they are better, for which they try to find the mistakes left behind.
But a wall that cannot be overcome is not a challenge. A challenge is when an obstacle can be overcome, and not only by force, but also by knowledge or cunning.
OR, good gameplay practices
Ironically I believe one of the most-viewed streams in D4 was Raxx’s “failures” of trying to beat Lillith back at S1
Simply false premise, probably not just false but also wrong
I’m not advocating for “harder time”, I’m just advocating for reasonable game and reasonable gameplay with some sense of accomplishments in it (not be a 100% or 10% which tends to be now)
While what you said at the end is not false, it is an issue
Yes I remember the campfire chat where one of the guys was talking about “Cursed cycle”, I disagree with that one - what was out can be reduced and rightfully apologized for, as well as provided counter-arguments that would be better on the long run
I also don’t think that people don’t do “content not paying off” either, yes, perhaps players here, perhaps some part of the playerbase, but ultimately it’s not achievements that motivates people to play the game, but rather experiencing something different/reworked/tweaked/new
Literally everything they said was objectively factually correct.
If the devs want you to take 10 damage per hit and the max dr% is 99 they will make the mob do 1000 damage. 1% of 1000 is 10. Meaning of you only have 97% DR you are taking 30 damage, or 200% (3 times) more damage than the devs intended.
If the DR cap is 50% and they want you to take 10 damage they will make the mob do 20 damage.
And if you only have 45% DR you are only taking 11 damage which is only 10% more.
It’s much easier and better to balance around lower DR caps.
Try having more than zero life rolls on your gear and zero life nodes in your Paragon.
The literal most played, most loved, longest lived ARPG to ever exist is Diablo 2. It has essentially no DR as armour doesn’t provide DR in D2 and it caps resistances normally at 75%. So actually you couldn’t be more wrong.
D2 also has hard limits on player power, and requires vastly different builds to do different types of content. No class has a 1 build to do everything build like in D3/4.
This leads to more people playing more things and being more engaged and attached to each character they make.
Fine. Friend, you got yourself into trouble.
Explain to me what practice triples damage? I’m not talking about the practice of cheats or exploits. We will immediately discard everything that can be considered dishonest.
The required level of skills for dealing damage has been obtained, everything that works for sure. The paragon tree is chosen mainly for anything that will add damage, for sure. Strengthening skills + multiple increases in damage from the main element, Achieved constant critical damage (yes, I see white inscriptions once every 1-2 minutes). Received sensitive damage from critical attacks (167% of just critical ones, and about 180%, although maybe more than 200% of the element). Increased the attack speed to almost 2 times per second without aspects (although visually the increase in attack speed is not particularly noticeable). Got an increase in damage to the elite, got an increase in distance… Another increase in abilities from the main stat. Damage to controlled ones, increases the chance to control everyone. And the damage of the skills increased by a maximum of 1000… And the numbers just started to show one critical hit out of 20.
What practice helps with this?
Of course I’m not happy. There isn’t even any damn support here to check what the damn problem is. They don’t give a ****! They are only interested in how to sell the add-on.