OMG.
you keep hyping the devs, kissing up to their work with 10 different takes. youāre dying to make a deal.
the community doesnāt like it and get you flagged.
OMG.
you keep hyping the devs, kissing up to their work with 10 different takes. youāre dying to make a deal.
the community doesnāt like it and get you flagged.
I just uninstalled.
Kinda bummed, but hey, I need the disk space and D4 sucks still.
Maybe next expansion will be more than a zone we donāt use and 30 minutes of story.
Yeah, honestly it feels like theyāve killed Diablo so hard thereās no going back to their former glory.
For me personally, a release of frequent item additions is the most efficient way to keep me playing. Just one item can give me a reason to try new builds and maybe farm for another 2-3 weeks or more, as I am a slow paced player.
I miss those mid-season items a lot. I wish the devs would start to rethink their philosophy here and steadily advance the core game, not the seasonal junk.
Multipliers are important, additive damage would be too much and everything would be too even. What we need are multipliers between 20% and 50%, like it was at the beginning of the game. And not 540% multiplicatives.
You are the single guy on these forums that believes that.
As usual, there are some great thoughts in there. Every survey I get I use the little text box to write āRead the forums!ā in addition to my take. You all come up with some creative stuff!!
I feel like they have made some good additions along the way, but they seem to keep changing their direction and that is frustrating to me. I would add āPick a direction, communicate it clearly, and stick with itā to the list.
PoE2 is better and is free. How can it be?
weird. i had to purchase it. How can it be?
Free? Where?
That IS the pro Argument, yes. But flat Numbers also offer a greater Toolkit and variety.
10 flat dmg means more on a qick dagger then in a slow tohander. Flat Numbers are more easy to keep track of.
When IT stays + 10 to ICE dmg vs + 8 to fire dmg i know exactly what IT does.
They rule of thumb for me IS. Flat Numbers are great to Farm and Stack. % dmg modifiers should only come when you Chanel behavior of a Skill.
So you have a staff that adds Number of fireballs. 3 instead of 1. There you use a % malus to Balance IT Out. Like +2 fireballs but only 50% of dmg each.
So basically you would return to have 100% dmgā¦
150% actualy. And the distribution is different. So basicly a complete change. If you are not able to see that i wonder how you even play ARPGsā¦
Hi everybody! It got restored yay!
Right now ppl use aspects to stack damage. But what if paragon and ranks to skill were most of your damage and monsters had less life? then millions of damage is the goal. Then aspects can change up skills in fun ways. We dont need them to just be damage multiplier sticks.
See, iām not a excel player, so i donāt see itā¦
But iām a RPG player, anywayā¦
And can work with whatever devās throw at meā¦
Iām a bad player? Probably, but i donāt need to be on the leaderboards, i play for MY OWN FUN, not othersā¦
This is exactly why, under the current system, I should be able to have an advanced view of skills that shows average hit damage without critical, average hit damage including criticals, and dps with and without criticals, based upon constant effects (like +52% damage but not "+25% damage when target is chilled.) I should be able to see how a different piece of gear will affect it. Example: (Rough idea, not real numbers or math sorry about spacing):
FLAME STRIKE
Ave. 1200 Ave.w/crit 1500 (then also show for dps) STATS: 3 RANKS +50% DMG +150% FIRE DMG +2% ATK SPD 10% CC +150% CD
And then I hover a piece of gear and it shows me what it would change to if I equipped it.
Basicallyā¦if the game is going to be a spreadsheet, it should do the spreadsheet for you.
But it wonātā¦
The game is a minimum effort and no QoL regarding numbersā¦
For me, it would need better itemization (loot hunt), and whatever POE2 is doing in terms of campaign, RPG elements like Ascendancies, pacing, etc., and even endgame.
Itās not happening but thatās what would it take. D4 right now is a Diablo themed Candy Crush app.
1.- A bad game without bugs is still a bad game.
2.- Only Multipliers is equally easy, more intuitive, and more rewarding.
3.- It promotes fishing, but I donāt think itās bad as long as itās not also added to the itemization. More fun is good, more frustration is bad.
4.- If there is no economy there is no problem.
5.- If thereās no tree, then thereās no boring tree. Itās better to eliminate it and focus on other progression systems.
6.- Agree. Every season, a rule should be broken, like a āWhat if?ā
7.- This is how you motivate the player to start in the second half of the season.
8.- Agree
9.- Auto-navigation, auto-loot pickup, and auto-play are also quality of life⦠be careful what you ask forā¦
10.- Agree with the general idea, but not with the weekly rewards (also called: limited farming).
I would be happy, if Blizzard introduced a SSF-mode, because there is no in-game auction house, and I severely dislike the diablo trade website. Also obviously lots of cheaters, and I just donāt like playing with cheaters in the same server
Maybe something like Hero-talents of WoW or PoE sub-classes could also be good.
The game needs more replayability, but with the target audience this game has evidently, I havenāt thought about how to do this without overwhelming someone.
I also think they should keep really popular stuff, but adding things just for the sake of it, would create unnecessary bloat
I donāt like how much QoL the game has already. Too much QoL kind of ruins the atmosphere and gritty rpg feel
Given the roadmap we have been given this statement will hold true for a long time.
I have the popcorn ready for when Big Fergie walks back or flatly denies 80% of what they told us. The show is coming.