I personally prefer Diablo 4, i love that you are hunting for items and you have interesting items that arent just massive stat sticks with cool effects… gutting all of these things and putting it in the skill tree seems like a net negative to me
Use Arcanas, and I mean trully design a whole system around them (change skill stats, turn skill types, anything and everything under the sanctuary sun), abuse the feature to the max
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Assigned skill gains 5 sec CD increase but gains 15% increased LH and cast range/radius
Assigned skill is transformed to Ultimate with a 45 sec. CD. If a projectile will cast 15 homing missiles to nearest target, if AoE radius and damage increased by 800%
Assigned skill gains additional charge but has increased 5 sec CD. Gain 10% DR on each cast of skill for 3 seconds
Assigned skill gives you on cast 15% [x ] bonus damage for each 10% DR for 4 seconds. Cannot be assigned to a skill with a CD less than 4 seconds
Assigned skill has its LH% and AoE% reversed
Every 8th/7th/6th/5th cast of assigned skill has a chance to spawn a Spirit companion if it kills a target within 3 seconds. Can have up to 3 maximum
Assigned skill gains 10 sec. CD. Every time you cast assigned skill your other skill CDs get reduced by 1.5 seconds, every 5th cast you reset all
e.t.c.
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Like, be playful, we got the perfect feature and opportunity to make something interesting (and new)
Ofcourse there’s the “currency” issue, perhaps make each Arcana take a portion away from maximum resource but just experiment/abuse the heck out of the feature IMO
No, the game is broken precisely because everything is done the other way around. Your strength is controlled by RNG. Let’s then make it so that skills are assigned by RNG… Let’s also make character creation so that RNG is done. By the way, what kind of character creation can we even talk about here if RNG controls all of this?
No. Personally for the especially smart.
I mean that the character can be thrown out and play with only equipment. The character is not only useless, he generally prevents the equipment from self-realizing.
There needs to be items in the game with random stats within set ranges. Instead of every class build using 90% the same items. That’s just dull.
There needs to be items that drop that make you say “Holy sh*t!” They need to be that good. Rare as hell, certainly, but it’s chasing stuff like that that makes the game exciting.
“Blueprints” are the #1 enemy of creativity, you also were very confusing in what you’re saying but I think I know (character should have its power regardless of gear)
Both yes and no. The goal is for the game to be fun, not follow some “blueprints” for the sake of doing so
This too, that’s why some of us are advocating for elites with upgraded/transformed affixes i.e. level 2
What I meant was introduce the concept of rare encounters and those drop something “unusual”
Here’s a list of some affixes (if interested) for example
(Amulet rolls)
Cannot be vulnerable
Cannot be slowed
Cannot be dazed
Sockets in this item gain 50/100/150% Increased value
Damage over time can be stacked up to 2/3/4 times
Damage over time is increased by 50/100/150% Life-on-Kill (or Basic-attack, or Thorns) value
Overpower occurs twice in succession
Lucky hits occur twice in succession
Damage vs Elites increased by 25/33/50%
25/33%/50% of damage dealt ignores damage reductions
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(Pants rolls)
10/15/20% reduced damage taken from Elites
25/33/50% increased Fortify/Barrier generation
25/33/50% CC reduction
Damage increased by 50-100-150% of DR%
Damage increased by 100-200-250% Fortify/Barrier generation
Damage increased by Lucky hit % bonus chances. Bonus doubled for [1.5-3] seconds on a proc. of LH
(Gloves rolls)
Damage over time applies 25%/33/50% faster
Basic attacks gain 100/150/200% Thorns damage
LH% vs Elites is 50/75/100% higher
(Boots)
Casting a Mobility skill silences all opponents on arrival for 1/1.5/2 sec
Casting a Mobility skill breaks barriers
Evade grants Overpower
Evade grants Barrier
Evade grants unstoppable for [0.75-2] sec.
Now because those would be somewhat more of a “wait a second” affixes, it is “fair” to dedicate them to rarer encounters
No my friend.
The first enemy of creativity is you. Since you suggest players spend the entire season on items that are needed to move to the level of torment 1. Everyone knows why most characteristics are considered useless. For the same reason, they were divided into affixes and suffixes in part 3.
Let me remind you that 90% of the tasks in the game are now precisely for time. Therefore, damage dominates as in a cheap shooter.
Any more questions?
Very simple.
For the very reason that from season 1 it became clear that equipment affects balance too much. Some builds could easily pass the level of torment and feel invulnerable there… but they simply did not have enough time to pass.
From the very beginning, this game was a dumb shooter, just like Division. There are no roles here, and the entire role-playing component is Blizzard’s corporate parties for our money.
P.S. Topic about complaints that some players think that equipment determines builds too much.
Really ?, who’d have known that, oh wait, posted about that like 50 times lol
Yes, the game (at launch) had only Crit and Vuln, had zero useful affixes for LH, OP, DoT, and I’d even argue Thorns
In fact the list I posted above kinda resembles to what might’ve been a good improvement for Loot 1.0 (add some love to those 4) but that ship has sailed long ago since S4
Still, that doesn’t mean that the game needs to “nuke” an entire system of Aspects though…
Fix pit first then make MW optional cause that right now is the biggest “turn off” in the entire game IMO, it’s like hey look I got a 3GA item, oh nvm, gotta go do 15 rounds of Hordes before use (it’s like seeing your salary has arrived but also being reminded you haven’t paid your bills tbh)
If your read carefully what I wrote I insist on rare encounters that will drop unusual loot, but before that happens I’d like to see the full potential of Arcanas (like go super crazy with it if need be) overall
P.S. Aspects don’t necessarily have to be destroyed. They just need to stop putting so much pressure on the balance. Instead of 300-1000%, they can easily give ±5%. That’s the whole problem.
It’s easier to balance, easier to understand what and how it works. In the current system, you have to figure out which multiplier and under what conditions will get where and how it will affect the damage. This is not just illogical. It’s fundamentally not normal.
Not just what you get but also what you encounter, yes, that’s what I believe the game has been lacking the most (now with Arcanas we may have a shot at exacly that opportunity though)