apparently, PoE 1 end game is like that too but even more so lol…
I think PoE 1 and D4 both serves up power fantasy well, one is serving it to you in a complex fashion, one is a simpler approach.
apparently, PoE 1 end game is like that too but even more so lol…
I think PoE 1 and D4 both serves up power fantasy well, one is serving it to you in a complex fashion, one is a simpler approach.
People could just have more self respect and play more complicated builds. I assure you viable ones exist. I have played many builds in D4 and D3 for that matter, none were that deep but all of them involved using multiple skills correctly.
D1 and D2 were the real one skill games, people seem to forget that conveniently.
Not who you were responding to but wanted to chime in.
I think a lot of the problems D4 has with itemization is that so many aspects/uniques aren’t build enhancing but are instead build enabling.
Take Druid for instance. Back in S0 I swear there was a post every couple hours on Reddit about not being able to find Tempest Roar and the build feeling awful to unplayable without it.
Also, tornado Druid was like one of the best builds in the game, but was completely unplayable without the aspect that made it lock onto targets.
Or Minion necros. Aspect slots are already limited. And we have to waste an entire slot (used to be two!) just to have additional minions?
I think it’s changing in s7 now but also lightning ball sorcs. Completely unplayable without gravitational aspect.
Too many aspects/uniques are things that are basically required and feel like they should be a part of the base ability.
Sure it feels nice finally getting those drops, but the problem is that you’re basically locked into using them. It isn’t a matter of “oh boy I want this drop because it will make my build so much better!” It’s “I can’t realistically play this build without this and I will be miserable until I get it.”
While I know it won’t ever happen, I think it would be really great if they were to do a complete overhaul of aspects and unique powers. I think a vast majority of aspects should be added to the skill tree, letting them branch much further then just Skill > Passive > Choice of two options where one is almost always clearly better.
Then turn the unique powers into aspects as they are now, and make new unique items actually unique.
Instead of just adding X% damage uniques could fundamentally change the way a skill works. I really like what they’re adding with the Sorc and Necro uniques in s7, like turning bone spear into a blood skill and “super ball lightning” and things like that. I feel like we don’t have many items like that. I don’t know how viable either will be, but from my perspective at least it’s more creative and fresh then something like Heir of Perdition that will almost always be best in slot unless you need the CDR from shako.
It just would be nice for there to be some choices and cool ways to change abilities. I personally would rather uniques open up more creative playstyles and fundamentally change how the game is played as opposed to just being yet another multiplier or feeling like the effect is required for a build to function.
I remember being on the edge of my seat via D2 Hell Mode when those exploding Bone Fetishes would come flying out of the bushes. I
Unless you are playing hardcore, why would any encounter scare you? If you want that “edge of your seat” I suggest hardcore. Moving from one torment level to the other not knowing if you are truly ready for it is always exciting, even fighting trash.
It just would be nice for there to be some choices and cool ways to change abilities.
They’ve tried to, but how do I put this, they don’t know how. It’s not just the multipliers on aspects/uniques. When they added multiple projectiles to tempers that was supposed to be something cool, except those do so much damage compared to anything else that they’re mandatory, too.
Even though a lot of people don’t, I do like the idea of the dual uniques per slot. It’s a step in the right direction, though we will see if one option just ends up superior.
What you’re saying here is totally different to what the other member was suggesting imo, and of course I totally agree with you.
Build enabling aspects=bad
Build enhancing aspects=good
Unfortunately, like everything else in the game aspect design has shifter towards D3 which means build variety is solely dependent on specific aspects, aka we’re all essentially playing pre-made builds by Blizzard.
Implicit: You win
Affix1: You are immune to damage
Affix2: You have unlimited resource
Affix3: You one shot everything you see
Temper1: Affix 3 extends to the off screen
Temper2: Now extended to the whole map
Aspect: Guaranteed Mythic Drop
Yep game was fine at launch and imo the best state its ever been in. It just needed more activities than end game dungeons and give builds more ways to access vulnerable. Maybe bump up druid leveling. Also give sorc better ways to boss damage than only when staggered.
to farm pindle over and over again 10,000 times and get the best items in the game that way doing nothing else?
I’d love some data on this. I never did this. I knew ppl who claimed to.
But I can be convinced it works, if someone shows me the spreadsheet (& methodology).
The way a lot of us saw it, farming bosses (plural) & elites was the way to go, which obviously diversifies things hugely. Part of the lore was that the mysterious RNG rewarded time spent in the same game instance.
Again, I’m open to being disillusioned about that - I just need reliable data.
Blizzard will hire game enthusiasts with passion
(and immediately underpay them, successfully crushing that passion)
Well it can be done because pindle can drop anything in the game. It’s just a matter of RNG. There’s some YouTube videos of people doing 10,000 runs and showing the loot. There’s even calculators out there that will simulate what you’ll get if you did.
I love spending hours doing that and then maybe moving to do chaos runs or farm trav. It’s an OCD scratcher mixed with massive dopamine from time to time.
If ya’ll think it’s too easy, Wudijo some time back was running HC with only Magic gear. Knock yourself out.
I wish that was kind of a option tbh, blues and even common could be upgraded, in this system, the only reason i would use it , is if i was learning the game, as slowly building with one affix at a time, can help, when building when you are self learning at least and experimenting.
Rare tempered though could be a option lol, sadly no MW it though. I miss ancestral blues purely for the look of the blue loot and ancestral effect, it had a aesthetic charm to it
In my opinion, the best combat experience in Diablo 4 occurs during the first few days of the season. If you create a new character and select the highest difficulty, combat feels great. You have to pick and choose what to pull, when to attack, when to back off, etc… This experience doesn’t last long at all, though.
After I become fully decked out, the game becomes nothing more than instant screen-clearing, where the only real challenge becomes very high Pit pushing.
The Pit is not fun. It’s just non-mechanic mobs with trillions of health and high damage. There is no dodging, timing, kiting, etc. It’s just maul, maul, and maul… herding the mobs into one spot and just spamming the same attack over and over and over again.
D4 combat is very underwhelming.
IDEAS TO FIX:
Limit the power we can achieve. Being a complete boss is boring.
Make us afraid of certain monsters. I saw a recent video of a D4 Campfire Chat where a developer stated, “We want them to be afraid, so we made a monster (pretty much a turd with teeth) that spits PURE HATRED at its target.” Us players aren’t afraid of the aesthetics. The developers are missing the point completely. It’s about the ferocity of the monster… I remember being on the edge of my seat via D2 Hell Mode when those exploding Bone Fetishes would come flying out of the bushes. I wasn’t afraid of their look, but the fact that they would run at you full-speed, stun lock you, and explode upon death.
Give each monster a unique way of attacking and/or defending. The original The Legend of Zelda, for instance, has a variety of different monster types. Some were cannon fodder, but many would actually cause some anxiety. The Blue Knights would not only hit hard, but they were completely immune to frontal attacks. I remember my dad walking into a room with 10 of them. He was like, “Everyone SHUT $#$ UP! Let me concentrate!” One had to either be quick and/or stun in order to deal damage from behind. The Centaurs were feared as well. They were quick and agile. They would hurl a big damage projectile towards you with no sense of timing or prediction. Avoiding it was pure reflex. The Wizards also could be very difficult fights with their warping around while firing big damage wand blasts. One thing to note is that these monsters didn’t have a lot of health; they were just mechanically difficult.
Diablo 4 has none of this. I feel like the D4 team thinks that difficulty is all about Big Monster Damage and Big Monster Health. That’s it.
The more monster damage can be something nice, but the problem is that you can’t even tell what is hitting you with all of the particle effects and screen-cleaning skill set. It’s all just mush.
Start by GREATLY reducing all of the particle effects so us players can actually see what is going on. Give monsters unique abilities that give true reason to fear:
The mega-armor Knights Penitent… Make them like the Blue Knights via Legend of Zelda. Slow, but hard hitting and immune from frontal attacks. Make us want to use skills like stun grenades etc.
The Polearm wielding Skeletons… Their big-hit wind-up is perfect. However, where is the fear? When the attack happens, it doesn’t even tickle. It does nothing. Make us fear it. We can clearly see it coming, so make it nuke.
The Skeleton Archers… Give us clear indication of when they are ready to loose an arrow. Make it hit hard. As the difficulty level increases, so does the damage and speed of arrow.
The Shaman Imps / spell-casting Cultists etc… Let them be able to mez us for a few seconds. Make us prioritize killing such monsters first during pack fights.
The Highway Robbers with the fuse-lit bomb on their back… Make 'em explode on death with some big damage. I know most players hate this kind of thing, but this particular mob isn’t that common and is very noticeable. When it dies, give us a 2 seconds to stand away from its explosion.
etc etc etc
Us players don’t mind dying in this game when it’s clearly out own fault. What we do hate is dying to something we can’t even see, something that’s not even on the screen, or connection related on your end.
I feel like PoE 2 has done a decent job with their non-boss combat. Much more fun than Diablo 4. However, PoE 2’s graphics… They don’t compare to how wonderful Diablo 4 looks.
This game could be so good…
Only issue with your logic is PoE2 was released few days ago and its till in early release.
Can you remember how crappy graphic looked like in Last Epoch compared to what it looks now?
Dont be comparing D4 fully released game to a game still in early access , because comparison is ‘‘average prepubescent teen is never going to be better than Michael Jordan in basketball’’
I know it hurts so many people and they are jealous,because GGG actually cares about their playerbase , compared to blizzard who treats their playerbase like dad who went to get milk.
Game is ALL ABOUT repetition after a while! and drain your time, and energy and happiness like a vampire! This is not an open-world game so, till you throw up there is no other way but killing bosses and do pits million times again and again. Their goal is to waste your time like a TV. after you spend hours and hours in front of a tv, if you think what did you get? NOTHING! just wasted your time. Diablo 4 is the same. After a month after the season 6 started, I was doing P150 and killed all bosses in the game. then? Game over! Great pleasure! first P150 is like first sex ever, then, if I have to do it 1000 times, it makes me feel f…ing 70 years old bi.ch over and over again. Sad!
No matter, i will still feel D4 got ripped into far too hard and too quickly, nit picked to death far to soon. I don’t get that at all. Got forced to rip apart the game, and people leave anyway lol. talk about mind games, and why internet tides change like the wind.
D4 innovated in more ways than recognised. and well you don’t have to agree, but i was pondering the hard CC and the icon and sound choice and once i took a step back outside myself and how i found it annoying, I realised people with disabilities would actually benefit from this design.
Just wanted to share that, there is often too much inward thinking myself included when judging soemthing sometimes.
From what I have seen from The Pit gameplay, Greater Rifts from D3 is much better. GR requires alot of strategies at high level, and the game encourages you to pull gigantic packs together, according to your build.
You are absolutely correct.
Pylon management and fishing plays towards the leaderboard as well.
They could have reduced the fishing factor a little, though, a more steady amount of mobs.
When seeing rank 1 run by Elon, I wasn’t impressed by his gameplay, unlike many of the D3 runs I have seen, especially by players with low paragon doing high tiers.
And GR made grouping more meaningful in D3. I still enjoy that quite a lot, it provides many different strategies aside from the meta.