I think the RNG is far more like D3 and not like LA.
You will slowly drop the chance from 100% to 90, 80… and not to 0,0001 like LA did to ruin the progress. The system in D3 was okay.
It drops to 80, you go to a higher pit and have 90 or 100 again. This is how it can work.
Oh look time to whine and drop another meme phrase. Its a game, you choose how you spend your time. No one can disrespect it but you.
Ok look another troll not addressing the assinine design choices and attack the poster instead , nice try.
Uh oh, this sounds like D3’s GR gem leveling all over again… where my 60% success rate in gem leveling (in an empowered GR 150 run) was actually only 28% by my down and dirty count…say it ain’t so!
Yep bringing back another HATED mechanic to troll the player base.
Didnt attack anyone. I just pointed at the whining and nonsense about disrespecting time. You choose how to spend your time. Only you can respect it.
Yeah, I remember those days where my 70% and 80% success rates were actually, consistently WORSE than my 60% success rate…I couldn’t believe it, it was really THAT bad!
Me thinks the “success rate” in upgrading my glyphs in the expansion will be similar to that of D3…
got my 5 glyphs to lvl 60 in no time and didnt fail a single time. i could see failing as a thing in the higher levels, but it certainly has no impact on leveling glyphs below glyph level 50
This is nice to read. I still wish we had the option of nmd for our glyphs. I cant stand the pit.
the pit isnt that bad on the ptr to be honest. i didnt start struggling till i got to pit 75+. i got to pit 80, but then i tapped out till the cheat npc goes live today. i will see how far my build can go once i have all the items/glyph levels/aspects/runes etc. for the build
And some of us think the opposite.
Bro… you’re playing a game… literally everything about a game is time wasting.
Because it turns out, most of the Diablo franchise players actually wanted D3 2.0, not D2 2.0. P.s. - no, no it was not explicitly marketed to D2 players. It was explicitly marketed as a new approach to the franchise. Regardless of what the D2 or D3 fans think, in Blizz’s eyes, D1, D2, and D3 are all in the same bucket
.
Yep
20 chars
40 chars
This is the sad truth, but regardless of how deep your love for Diablo runs or your emotional attachment, Blizzard only weights your value as much as you paid. On top of that, your payment only signals “what you made is what I wanted”, nothing more.
Expecting Blizzard to have the introspection to say “nah, players wanted another D2”, isn’t really even something that can be reasonably expected. D2R would have had to overshadowed D3 sales by orders of magnitude to even remotely send that signal.
And the fact that it didn’t even come close signals that there are not many players who actually wanted D2. And most of the ones that did quit because even launch D4 wasn’t a carbon copy of their game.
D2 is my favorite game of all time. D3 was a disappointment that I still got some enjoyment out of because it had strong improvements to combat. PoE is too complex and janky to get into. So when I look at that, I say, “I want D2 with D3 combat.” But actually, if you compare the systems, that’s pretty much what we got:
- The skill tree and paragon boards give you build complexity well beyond what was possible with D2’s skill tree
- The limitation to 6 active skills, the speed of execution, and the lack of mana potions gives you a much smoother combat system (though still slightly worse than D3’s because they don’t do as good a job of action queueing for some reason)
- The uniques give you far more interesting build-defining options than D2 runewords
- The legendary aspects and the codex give you a build-your-own set mechanic that is way better than D2 sets
- The variety of endgame activities is way higher than in D2 or D3
So the main things that are missing, compared to D2 are:
- Weapon damage scales deterministically with item power and weapon damage affixes go into an additive bucket that makes them nearly useless in the late game
- There is no system that encourages finding non-obvious drops like crafting bases or niche items where you go all-in on damage or find some cool proc
- There is no item progression outside of the codex; for every other aspect of item progression you have to just find a new item – this is the part of D2 runewords that is missing
- Magic Find and Gold Find were good ways to feel like you were doing something to enhance your farming – they’ve added a ton of this in the expansion, though, so maybe all that’s missing here is the chase value of items with good MF
- Most of the endgame activities cost mats that you have to farm in other activities. It would be much better if you cycled between activities because you wanted their rewards, though I could see having different levels of keys as drops.
- There are no wands or staffs that give you free skills and leveling is so fast that it wouldn’t matter much anyway. Since you hit the top of the skill tree in a couple hours, there’s less of a feeling of growing your character from one thing into another. But this would also be true in D2 now, because people would follow a leveling guide and then respec when they hit 30 or 35 or w/e.
Most of these are little things that they could fix with new additions to the game. Put in a crafting system that let you find parts out in the world to assemble an item that was like a unique, except the base item you made it from carried over its affixes. Change the damage bonuses on weapons to multiplicative (and scale the values down). Remove the materials costs for most endgame activities. Make it so that aspect drops that are a higher roll than your current codex aspect only increase the codex by 1 tick when salvaged. Let legendaries drop with tempers already applied (most of the time but not always). Change the legendary glyph bonuses to be more build-defining and less generically strong.
I do still miss a few things:
- depth of individual skill investment (20 points vs 5points) – this gave more control over the individual skill tuning
- Synergies – I miss this and I don’t, it was kinda neat. I’d prefer synergies that can change your skills over nested passives on top of the skills.
Basically more power weighted into the skills than in just the equipment. Finding regular gear that could help stack skills beyond the limit was fun.
Diablo combat needs better skill interactions, combos and setups that pay off to be more interesting.
Random generated dungeons and a darkness/light radius made it seem like I was actually exploring and searching rather than just walking through things. D4 doesn’t feel nearly as random.
Maybe. You also had 20 or so more skill points, depending on where you leveled to, so just dumping 20 into your main skills wasn’t too hard. I think the D4 version has the benefit of allowing different approaches to scaling the main skill(s) but ultimately there are clusters of passives that just make sense together, so it doesn’t add a ton of diversity.
These were a strong addition to D2 but aren’t really needed in D4. The D4 equivalent is adding tags or changing damage types and I think it would be great if the skill trees themselves offered more of that.
I think the issue with this is that the skills are too easy to respec. People think of it like the items being borrow power and the skills being inherent power, but it’s really more like the other way around in the late game because you can change skills and paragon on a whim but it takes a lot of effort to change gear. Personally, I’d rather that they make more types of inherent power that can’t be easily respecced (like glyphs), instead of just beefing up the existing skills and paragon. They could bring back something like the vampiric power progression system or a system like charms or the construct stones where you earn (and hopefully upgrade) specific powers but then have a limited number of slots you can put them into.
More of that is always welcome, but I do think there’s a lot of this already. At some point builds can become too complex to play if you keep adding things to them and the ability to play this game well on a controller is a major benefit. PoE has more intricate builds but they are very difficult to pull off on controller. Still, additions like, “I take the skill I’ve been scaling and I imbue it onto a totem and now I fight by dropping totems that cast my skill” could add diversity to the gameplay.
True, but I also think this got lost in D2 because people just TPed to the boss, killed it, then reset. Still, I agree that they should spend some time over the next year focusing on amping up the exploration side of the game.
My memories of phrasing throughout development - in dev interviews especially - is explicit references to D2’s aesthetic, to “getting back to” what was great about D2, and distancing from design philosophy of both Immortal and (to a lesser extent) D3.
It’s possible I imagined it, but language sort of sticks to me like Rice Krispies stick to melted marshmallows.
I must admit that RNG in Glyph leveling, while easy at first, starts to piss players off pushing for higher levels. I just did 2 runs (8 tries) at 70%… 2 upgrades out of 8 (25% success). Just like D3, it starts to wear on us when the math just doesn’t work out. My last 10 runs (40 tries) at 70% (just to test) and I get about 42% upgrade chance. What is the point of saying it is a 70% chance when it never is… frustrating and pointless Blizzard. Please do better!