The changes to monster combat Feels great, im loving the lair bosses in the open world and the changes to Elites/Champions. The combat to me feels now that it is short encounters but intense, Love it. When i did a Asmondon event in the open world i received 25 levels/skill points then after doing my first world boss i received 10 levels/skill points, which caught me off guard, i intially felt this was way to many levels, but we’ll see how i feel about it over time. It might be good but caught me off guard.
Capstone dungeons, I’ve done one so far and i enjoyed the mechanic in them, it felt different then a NMD, these capstones are better then the ones we had originally seasons ago.
No longer starting with 15 skill points before having fought any monsters felt very bad and broke immersion for me , it feels much better now having to earn these skill points.
I am also enjoying the fog of war over the map , but i do think strongholds should be removed, thats the one part of leveling that i am not enjoying anymore, they just seem tedious.
I think when you create a character at the start of a new season that the Fog of war and waypoints unfound should be there to find, but Strongholds should be removed, every character after this the fog of war should be gone and waypoints found if u have found them on your first seasonal character.
Yea idk why people are hating the game feels so much better, and Wudijo said he was shown much more then what we are seeing in the PTR, so much more to come and Expansion, Can’t wait.
The thing we all must remember is that nothing is in stone when it comes to the PTR (but if I had to guess, I’d say 90% of what Ever the PTR IS will be in the Season anyway, Regardless).
So many people don’t like the Sanctifying part…. I think (THINK) that’s gonna be part of the Core experience of Season 11, …..despite how much people hate it, I don’t see that changing (I hope I’m wrong though!).
Easy solution to that is to……..well, play play play, grind grind grind and get another piece of your gear and test your luck on that.
It’s like we have to grind twice as much to get multiple chances to make what ever gear we want the best it could be.
I suppose we should all be grateful it’s just a season thing and not Permanent.
ON another note , as far as I know at least we don’t have “POWERS” any more? Maybe…?
yea im very much over seasonal powers, not very creative. As far as sanctified items goes, the idea of it sounds really fun to me but i have yet to use this mechanic, ill give feedback on it once i’ve played around with the mechanic.
correct me if im wrong but vaal orbs in Path of exile are similiar to sanctifying items, but in path the number of outcomes you can get on the item are alot less then what we can get with sanctified items yes? if so then maybe if sanctified items dont feel good then they can reduce the number of outcomes we can get. I would assume indestructible outcome is pointless because repairing items in d4 isnt as bad as it was in D2 and not really needed as an outcome.
There are so many differences between Vaals and Sanctify that it’s become a straw man argument. The two series overall power structure and how these mechanisms fit within them don’t make the two mechanics in any way a useful comparison.
In some way Sanctify will change before it hits live. It’s a dead mechanic at the moment. I wouldn’t bet on a big restructuring because post PTR adjustments tend to be very minor in scale, but it needs to feel like a measurable form of progression, and right now the “feel bad” moments drastically overshadow the “at least it didn’t brick” moments.
PTR is to test what already is in place so I doubt it can be changed much. Maybe removal of indestructible is doable but thats probably the extent of what is possible.
I wouldn’t mind a Sanctify type system if it weren’t the final nail in the item. If it were done before all the item investment with MW/Tempering, then it wouldn’t sting as much.
The only one I truly object to is overwriting an Affix, too - unless the player can choose which Affix to replace. I’m aware that won’t always be the random Sanctify, but it just double-sucks. Not only do you potentially get rid of a highly beneficial Affix, but you could also potentially get one that is useless to your character.
For instance - maybe I don’t need Resource Generation on a Shako. If the “Replace” Sanctify gets chosen, I should be able to ditch that one by choice, but keep the randomness of the new Affix.
I’m ambivalent on “Indestructible”. I currently view it as the same as “Nothing” (which comes up). But perhaps a future item or ability will operate on the number of Indestructible items a player has equipped? I could definitely see that occurring.
Lastly - and this is MASSIVE for me: Sanctify possibilities should be displayed in-game!!! Players should be absolutely up in arms about this. It should clearly list each option and the percentage chance of each.
I think they need to fix the XP issue for world bosses, and I’m not a fan of concealing the static overworld map that I’ve seen every nook and cranny of repeatedly for the past two years, but otherwise I agree. I still need to play some more but I like the changes to combat and that was the most important aspect of the update for me.