Tempering
There should be a way to reset tempers indefinitely. Make it a rare item, a reward from dark citadel, something. Don’t know how many 2GA items I have that I’ve either bricked, or settled on a low roll because I’m scared of bricking it.
Masterworking
Currently fine for the most part, but way too tedious. There’s several ways to fix this
Allow player to reset masterworking to a certain level (4/12, 8/12)
Allow player to select what stat they want masterworked, but instead make the chance of success the same chance of rolling that. (For example, 1/5 on the first one, 1/25 on the 2nd one, and so on)
Of course all of this could be comparatively more expensive if they wanted, but it would be feel waaay better than the current system
Difficulty
T4 doesn’t feel difficult, all the difficult content is locked behind high pits. This could work if pits were at all rewarding, but right now monsters drop nothing and the obols / glyph upgrades you get are miniscule.
Make harder versions of current bosses, make their mats drop from current bosses
Make different tiers of Infernal Hordes that give better rewards
Make T4 harder in general, more health, more damage, and better loot. Helltides in T4 are pointless after an hour or two of being in T4
Players can still gear up in T3 for T4, as T4 should be the penultimate difficulty.
Seasonal Themes
Borrowed power is nice the first or second time it’s used. Later on it becomes meaningless as the endgame loop never requires more damage save for high tier pits. Some solutions are:
Seasonal theme revolving around loot; new affixes, uniques, mythics specific to the season that are not obtainable afterwards (unless the content goes to eternal)
Seasonal theme revolving around base-game content i.e. Delirium from PoE. This was done with witchtides, it can be done again
Seasonal theme revolving around bossing. New endgame bosses only around for the season. They drop special loot.
Class themes:
We’ve got tanky rogues and minion barbarians. They’re addressing this in future patches, but class identity needs to be addressed. Each class should be good at one or two specific things, but bad at others. This is how you can have a meta while still incentivizing other classes to be played.
Necros: casting / minions
Sorcs: casting / glass cannon
Rogues: evasive / squishy / burst damage
Barbs: bruiser / physical attacks
Druid: Jack of all trades, master of none
Itemization
So far so good, lots of good ideas but not enough things to play around with. Set items SHOULD NOT make a return otherwise you bottleneck the amount of gear that’s actually viable.
More interesting stats: chance to explode, convert X% of damage to elemental, deal (x) more damage, chance to consume all DoTs, decreased DoT duration, chance to cast twice, etc.
Variations on base item: all 2h swords are the same, all 2h maces are the same, etc. Make there a reason to use a bone sword over a jade sword.
Pits
Currently pits are good for glyphs and obols, and perhaps it should stay that way, but bosses are WAY too tanky compared to the mobs.
You shouldn’t be able to 1 shot a high tier pit boss
It should not take 5 minutes to kill a high tier pit boss
Reduce boss health at higher levels by around 50% or more
sighs…
Same thread different person making it. Ah well…
Tempering is fine (*To me). I don’t mind loot hunting in a loot hunting game to find the same item again, might find something better. I enjoy the game, playing the game, hunting for items because that’s the purpose in the first place. Sure, I may brick items, may get disheartened by the result, but like I said… I don’t mind playing the game.
*I also believe it’s NOT Weighted, how in the hell is this game suppose to know what your going for?
I 100% agree about the
Yes Yes Yes.
All right, let’s not let it get to unnecessarily confusing. Keep it simple.
I don’t mind a harder difficulty, I wonder what the scaredy cat players would say about that though. They were horrified and angry about how T 4 was “Hard” and yet they made it anyway (Highly assuming of course). If they want to blast through the game, I believe they Should play lower Torment.
Torment 4 can be a lot harder then what it is… I agree. LOL I also agree how people were scared/upset how hard Hell Tide was around Season 3 or 4. Hell tide should be way harder then what it is. It’s Hell on Earth for goodness sakes.
I don’t mind seasonal powers, but I really think they should mix it up a bit.
Meh shrugs
No comment on Itemization, the Dev’s of D 4 won’t please everyone here.
About Pit, I don’t really run them unless I have to (For Glphs) other then that they are pointless to me.
Nerf DPS on strong builds, that IMO is the better solution
You’re having difficulty only in pits because pits scale (and you can choose that), but if the DPS is not enough to clear pit 70+ then game outside of pits would feel just right as well
The problem is what to replace the scaling with, there are some ideas for evolving/buffing/redesigning endgame monsters once the excessive scaling is gone but that is most definitely a big piece of work
Not every item should be succumbed to the treatment of Temper and MW
That’s just wayy too much RNG and forced labor (at least my opinion)… Offer an alternative or two would be better IMO. For example:
Questable/Levelable item => Start with +2/3 on a skill, level it up all the way to +8, offer one extra affix selectable by choice at completion
Reforgable item => Has only 3 or 4 stats but can MW 20 times, uses more actual crafting mats but lesser Obducite cost
Socketable => Has only 2 stats but has a socket-power multiplier on them as well as room for 4 (only Armor and 2H)
At this point I’d rather them just side-step them into a secondary role like Ascendancy or Faith mechanism
Need a bit more work and rework but has come to a point where it’s indeed needed IMO. And wouldn’t hurt if they reworked Glyphs to be more interesting instead of levelable to 100 (along with some upgrades to paragon)
[Sorry for double-post but think this is like important IMO]
Not redesign the Pit itself per-se although I would love to see it as I hate the time-attack design, but address the Glyph leveling cycle
Reduce max. Glyph level to 50
Unlock a socket (inside the Glyphs themselves) at lvl50
Add new type of a Socketable that drops on Pit completion that gives one stat and another random affix
Example/s:
Willing ornament of Wisdom:
** +20 to WP, +2% LH and Maximum resource for every 3 Int in adjacent nodes. Costs 50 Dex. to place on the board and not socket in Glyph location
Marauder’s ornament of Domination:
** +20 to Str, +2% damage vs elites for every 3 Str. in adjacent nodes. Costs 50 Int. to place on the board and not socket in Glyph location
Wanderer’s ornament of Stability:
+15 to Int and WP. Gain 2% Fortify and Barrier generation for every magic or rare node affected. Costs 30 Str. to place on the board and not socket in Glyph location
THAT is what (at this state of the game) I’d personally like to see the most, if need to replay the Pit over and over do it for the purpose of getting an exciting or even surprising drop, not to just increase a number
Sure there can be other things to improve (like the itemization bit) but focusing on Glyphs and Paragon for me would be the “best bang for the buck” for the moment
This is a topic with too many edges.
Making it harder means creating fewer viable builds.
It means eliminating blaster gameplay (which is fun and core to these games).
Torment isn’t a difficulty; it’s the end-floor of a dungeon, and therefore, there’s no real difficulty customization.
And probably many more things.
I think the real problem is that the progression systems are very short and take very little time. And, after investing a lot of time, I think it’s only fair that everything should be easy.
Agree
Doing too much in this area is bad too.
I like my Glasscanon rogue with tons of health regeneration (BloodLust rogue?)
Yes! and I’d take it a step further.
Legendaries should transform skills.
I know everyone will hate this: but Diablo Immortal does it really well. You can literally transform buffs into pets and pets into buffs.
I think this is more of a build issue. Obviously the AOE build is going to be bad at killing Bosses.
Something definitely has to change for sure. I’ve got certain things I personally like about D4. I enjoy the borrowed powers just because it’s something more than just the usual skills and most of which aren’t fun but i can definitely see the powers deal getting stale. Raxx did a livestream the other day. I’ve never see that dude get so down. I thought he was going to cry. He literally said he was at his lowest with D4. I’ve seen people say that blizzard tends to lean more towards streamers. If that’s true then I’d guess we’ll probably start rotating seasons by maybe 14 or 15. There are streamers who enjoy it but for the most part I’ve seen more react unfavorably to the game lately. Maybe it’s just the season 9 ptr. But yeah something has to change with this game.
Because there is always that one option that no one in their right mind would use in every category that rolls 5 to1 over the other options.
The same way lucky hit gives 3 life comes up at the occultist when rerolling a stat 20x more than the one you need. And bonus skills/passives are notoriously rare.
As it stands now tempering is fine. Now if they rework itemization and get rid of the oversimplified dog water then sure. Perhaps at that point remove tempering all together and have complete items drop again. Loot overall of boring, tempering friction is the only exciting thing left with legendaries.
I think tempering is “fine” for the most part, but kinda lazy in its implementation. The system is great, but permanently bricking items because you got unlucky 14 times in a row is not fun given the low drop rate of 2-3GA legendaries with actually useful rolls.
Well all tempering does is complete an item. Yes it sucks when things dont go your way but tempering makes it easier to get what you want and puts some control of RNG. Base items are boring af but taking away minor friction would just make it worse imo.
Class ‘roles’ too limited, even vs current skills. The rule of thumb should be distinctive abilities, with lots of ways to deal with traditional ‘weaknesses’.
Also, “physical” damage doesn’t mean anything in D4/D3 except in tooltips. It’s just a damage type - it doesn’t translate to a combat style or traditional ‘roles’. That ship has sailed, melee is dead in Diablo, and projectiles… meh. So a Barb might as well throw tornadoes & otherwise act like a beefy mage. Every attack is wooshy anyway.
‘Tankiness’ doesn’t mean anything. Those roles (being able to take a physical hit or not) are blurred beyond recognition, armor isn’t interesting, and dodge may as well define ‘tankiness’. It’s not the only game with this problem lately.
This is because of the powercreep we currently have.
On PTR it does feel more challenging. I am sure they will stilll nerf a few unintended interactions…but the closer the gap is between builds the easier it is to control this experience to what it “should” feel like for everyone.
you know i agree a lot of times with you buuuuuuuut ^^
big no from me honestly. the current itemization just offers way too little friction to justify getting rid of any of the little friction that is left.
dont neccessarily say that this is a no go - but honestly, id love to see how the reduced costs feel in s9.
while i kinda agree, we all know where this “better rewards” leads to. People crying if they for whatever reason, (well, most of the times their own faults) cant clear pit level x etc.
i dont mind borrowed powers, but i agree, a little mix up here and there would be nice. I wouldnt even mind if they clearly communicated: Hey guys! we are thinking of this and that as a permanent thing, so we want to make it a seasonal theme to see how it works out.
feeling that. <3 here
the thing with “more stats” will lead to “People not getting what they want” of course. Even if these stats are “interesting”. While id personally like it, i dont think itll happen in then ear future.
Personally id like some form of resilience to pit bosses, that leads to them adapting their tankyness to your damage output.
i mean we both played off meta this season and did fine, but im with you, we also had 5 minute boss battles together in the pit haha.
just flat out reducing boss health cant be the answer tho i think. Id prefer a more flexible approach. As far as i know world bosses work like that? people used to troll early once this buff came into play. Strong t4 chars would 1-tap t1 world bosses, and theyd become super tanky.
I just really want another alternative to grinding exp… been in the pits for the past 2? 3? seasons and its just so BORING, but its like the only efficient activity to get exp…
That dude has a constant case of extreme ADHD attacks, and I think I’m too polite when I say it. Literally the worst person on the planet to hear or follow for advice
They most certainly used to, thankfully they’re making some exceptions lately
What about it ?, I didn’t play that much but from what I tried-out the game felt just fine. I mean I get that some Arkana choices are stronger than others, but that can be fixed
Yes, reduce HP, add some resilience, and then it would be nice if there’s a talent or two and an affix or two on gear with “Unavoidable damage”, or even anti-boss mechanics (like a Ballista to aim and channel, maybe)