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This is true in a way. The champion packs or whatever they're called are insanely hard, while the bosses are much easier. However the bosses also drop inferior loot from what I've seen. It was a long time ago since I saw a boss drop yellow items. In hell difficulty so far no boss have dropped a yellow. The game as a whole though is insanely hard. Especially if you plan to solo it. I'd say hell difficulty is almost impossible without being extremely lucky in loot drops, slightly depending on class.
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The thread title is retarded but the actual post has a point...the game is not easy not even close. The problem is that blue and yellow mobs are fucking insanely difficult when you get a bad combo. Get a combo like molten, desecrate, frozen on a certain pack and its pretty much unkillable without like 20 deaths worth of rez zerging. On the other hand purple uniques and act bosses are a joke in comparison. Its not that the game is easy its that the difficulty curve is out of wack. The purples and act bosses should be switched in difficulty with the champion packs. Dunno how they got the tuning so messed up tbh -_-
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OP,
Before you say anything about HC, give it a try.
It's another game, really.
Edit : you could be right or wrong regarding the softcore difficulty, it doesn't matter, we are not game designers. We are players. Hardcore mode is a fun and challenging experience.
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I think the biggest problem is the lack of need to farm items. With how huge the AH is, all you need is to get some gold & buy those imba items and things get way easier.
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It all depends on point of view though. I mean from a story point of view, Diablo should be much harder than the 4 nameless elite mobs chilling out in some random place. From a gamy point of view however, these mobs drop much better loot, and should be considered the real bosses of the game.
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On May 21 2012 14:02 Andr3 wrote: I think the biggest problem is the lack of need to farm items. With how huge the AH is, all you need is to get some gold & buy those imba items and things get way easier.
That is correct and the AH can potentially be a big game spoiler, even in HC :-(
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On May 21 2012 12:34 happyness wrote:Show nested quote +On May 21 2012 12:02 NotSorry wrote: The biggest issue with replayablity is there is no godly items to chase after near perfect stat blues/rares aren't that hard to come by. People will put up with a flawed game as long as there is a still a carrot over their head, D3 forgot to add the carrot to the end of the string. Correct me if I'm wrong, but wasn't there the same sort of problem with D2 initially? Like one of the blue types of weapons did more damage then any of the uniques so those are what most chars went for. If not enough godly legendaries is the problem, it seems like it would be easily fixable.
D2 handles it very differently, with D2 those blues/rares are insanely rare as in you'll probably never get one in a season without a fuckton of trading and are often worth a large amount of irl cash as well. Things like 6 tri-skill wands or tri-res boots can go for several hundred dollars. With D3 those items are already all over the market place and there is so many of them due to the tiny pool of mods d3 works with in comparison to d2.
On May 21 2012 14:01 Murlox wrote: OP,
Before you say anything about HC, give it a try.
It's another game, really.
Edit : you could be right or wrong regarding the softcore difficulty, it doesn't matter, we are not game designers. We are players. Hardcore mode is a fun and challenging experience. til you get 1shotted by an off screen mortar pack in Act II Inferno....
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On May 21 2012 13:53 antelope591 wrote: The thread title is retarded but the actual post has a point...the game is not easy not even close. The problem is that blue and yellow mobs are fucking insanely difficult when you get a bad combo. Get a combo like molten, desecrate, frozen on a certain pack and its pretty much unkillable without like 20 deaths worth of rez zerging. On the other hand purple uniques and act bosses are a joke in comparison. Its not that the game is easy its that the difficulty curve is out of wack. The purples and act bosses should be switched in difficulty with the champion packs. Dunno how they got the tuning so messed up tbh -_- This is the exact way they wanted it to be. They know people are going to do MF runs but they didn't want people doing the same boring runs over and over so they gave bosses worse drops. They took the better drops and put them onto the champion packs but the tradeoff is that they made the champion packs much harder because they know people are going to MF run them.
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On May 21 2012 10:10 IMABUNNEH wrote:Show nested quote +On May 21 2012 09:31 Stratos_speAr wrote:
3) As the guy that responded to you said, the storytelling method was ripped straight from WoW, with the in-game cutscenes and all that jazz. Oh, and of course the story is basically rehashed devices used from SC2 and WoW.
Because ingame cutscenes were never used in ANY game before WoW. Fucking facepalm. Oh and the story is rehashed traditional fantasy story that almost every RPG has ever. You're a lone hero fighting escalating powers of baddies who want to kill the world, armies of demons happen somewhere and there's a twist near the end, then you have to kill the BIGGEST boss! Basically what you're saying is WoW is a complete story rip off of Baldur's Gate 2. Which totally rehashed the story from Baldur's Gate 1. And I can't believe they stole the story from Monkey Island!
You completely missed the point.
All of this is in relation to other Blizzard games. Blizzard first started using these types of in-game cutscenes in WoW. The story uses very similar plot devices that we've already seen in WoW and SC2. It doesn't matter that these were ripped off from other fantasy genre things (because fucking everything is a rip-off of something nowadays), the problem is that they used the same damn things from another game franchise that they own.
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On May 21 2012 14:07 Murlox wrote:Show nested quote +On May 21 2012 14:02 Andr3 wrote: I think the biggest problem is the lack of need to farm items. With how huge the AH is, all you need is to get some gold & buy those imba items and things get way easier.
That is correct and the AH can potentially be a big game spoiler, even in HC :-( Which is why they should have MUCH tighter gear ranges. It's ridiculous that a level 18 item is still viable equipment at level 32.
If they only allowed gear your level or 4-6 levels below you to drop at any given time, and scaled the difficulty of encounters to expect people to be geared like that, you'd have to revisit AH every few levels to refresh if you wanted to be uber.
Instead you see gear up to 15 levels below you still dropping, and even a good blue is going to be useless, but it'll sell on AH if you price it to move. And people 15 levels above you are doing the same damn thing. So you wind up facerolling early difficulties when you can get by with just about anything you pick up, and needing to wade through mountains of trash in later difficulties. That's when the AH gets spendy, too, because there's no longer anyone 15 levels above you funneling their garbage onto AH.
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Elite group is fucking strong in inferno..... D3 is anything but easy.
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On May 21 2012 02:23 The Irate Turk wrote: Maybe HC is the way to go, but I think that is a bit of a cop out. I don't really have enough time to play that conservatively and meticulously
Soooooo hardcore is too hard for you but you want the game to be harder? You've got the time for hardcore, it is no different then softcore except you can't go risky for the lulz.
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I agree bosses are too easy, but the real challenge and the real drops come from champion groups and rares, thats how it is. I really like that because it makes farming less stupid.
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I agree that rare and elite packs are WAY too hard compared to bosses, it's literally harder (IE you die more) to get through a quest of an act than to beat the boss... the only thing which makes bosses "harder" is that you can generally wear rares down by doing massive dps before dying and getting to them before they get their health back, while bosses will always restart with full life.
However, I think your issues with the game are wrong. If you want the game to be harder, play it solo, which is WAAAY harder than coop. If that isn't enough, play HC, which is technically the only way to make diablo hard, since you can't really call it hard when all you have to do is die repeatedly until you get good enough gear not to die.
I personally think what Blizzard should do is rescale parts of the game. If you play solo, rare mobs shouldn't be able to get attributes which completely hardcounters your class (at least not until inferno) and should be more proper gearchecks where if you have good gear, all rare mobs are somewhat equally easy, unlike now where a rare pack with X attributes is ridiculously easy to kill while a pack with Y attributes instagib you over and over. It doesn't make much sense to me that even with relatively awesome gear for your level, a rare pack with nasty attributes can be close to impossible to kill. Even on hell.
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uniques are too rare and too shitty for how rare they are, rares are all about 2-3 stats at the most for every class. Champions have too many borderline impossible without a group affixes combos (blizzard explicitly said they want inferno to be soloable). Classes have almost no wiggle room in inferno, when half the point in diablo is trying different builds to be viable.( the other is the loot) When you got bored in D2 you could try classes like a shockadin (i actually made one of these and it was so fun being able to stand in huge packs of souls and be fine)/zealadin /auradin/zoomancer/poisonmancer/bear druid/wolf druid/elemental druid/trapsins etc.
Everyone in D3 has to use a very conservative defensive build and if they are speccing only for DPS they need their hands held in a group to survive getting one shot. Inferno is more of a "hahah you can't possible do this without gear that you can't farm before act 2 inferno and you MUST use the AH to progress" difficulty in too many places. It's fine to give a greater challenge, but in the end it has to be fun. When I simply hit and run a champion pack for 10 minutes to kill it, I get bored.
In the end, the game is frustrating, like they haven't even really tested a lot of this. It's just really simplistic in a sense, as if the entire game is already figured out.
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On May 21 2012 14:27 Stratos_speAr wrote:Show nested quote +On May 21 2012 10:10 IMABUNNEH wrote:On May 21 2012 09:31 Stratos_speAr wrote:
3) As the guy that responded to you said, the storytelling method was ripped straight from WoW, with the in-game cutscenes and all that jazz. Oh, and of course the story is basically rehashed devices used from SC2 and WoW.
Because ingame cutscenes were never used in ANY game before WoW. Fucking facepalm. Oh and the story is rehashed traditional fantasy story that almost every RPG has ever. You're a lone hero fighting escalating powers of baddies who want to kill the world, armies of demons happen somewhere and there's a twist near the end, then you have to kill the BIGGEST boss! Basically what you're saying is WoW is a complete story rip off of Baldur's Gate 2. Which totally rehashed the story from Baldur's Gate 1. And I can't believe they stole the story from Monkey Island! You completely missed the point. All of this is in relation to other Blizzard games. Blizzard first started using these types of in-game cutscenes in WoW. The story uses very similar plot devices that we've already seen in WoW and SC2. It doesn't matter that these were ripped off from other fantasy genre things (because fucking everything is a rip-off of something nowadays), the problem is that they used the same damn things from another game franchise that they own.
Wrong. Blizzard started using in-game cutscenes in warcraft 3.
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Ive been having a much worse time in any Arpg then i have before, Ive only got a level 16 wizard, start of act 2 normal.
Ive died maybe 7 times, 3 or so on the boss.
If it only gets harder, that suits me fine.
Its not going to be impossible, ever. But i find it a damn sight harder then any other Arpg ive played.
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On May 21 2012 14:27 Stratos_speAr wrote:Show nested quote +On May 21 2012 10:10 IMABUNNEH wrote:On May 21 2012 09:31 Stratos_speAr wrote:
3) As the guy that responded to you said, the storytelling method was ripped straight from WoW, with the in-game cutscenes and all that jazz. Oh, and of course the story is basically rehashed devices used from SC2 and WoW.
Because ingame cutscenes were never used in ANY game before WoW. Fucking facepalm. Oh and the story is rehashed traditional fantasy story that almost every RPG has ever. You're a lone hero fighting escalating powers of baddies who want to kill the world, armies of demons happen somewhere and there's a twist near the end, then you have to kill the BIGGEST boss! Basically what you're saying is WoW is a complete story rip off of Baldur's Gate 2. Which totally rehashed the story from Baldur's Gate 1. And I can't believe they stole the story from Monkey Island! You completely missed the point. All of this is in relation to other Blizzard games. Blizzard first started using these types of in-game cutscenes in WoW. The story uses very similar plot devices that we've already seen in WoW and SC2. It doesn't matter that these were ripped off from other fantasy genre things (because fucking everything is a rip-off of something nowadays), the problem is that they used the same damn things from another game franchise that they own.
I could have sworn there were cut scenes in WC3 at the end of levels/acts.......... the only reason games like D2 didn't have cutscenes would likely have been the massive cost and time it used to take to do animation. Now they can render stuff with the game engine (like in sc2) or with a design computer. Times have changed, nostalgia is called so for a reason, you always remember things being better or worse than they really were. I personally much prefer D3 to D2, if only because its more pleasing to look at for long periods of time ;p
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On May 21 2012 13:53 antelope591 wrote: The thread title is retarded but the actual post has a point...the game is not easy not even close. The problem is that blue and yellow mobs are fucking insanely difficult when you get a bad combo. Get a combo like molten, desecrate, frozen on a certain pack and its pretty much unkillable without like 20 deaths worth of rez zerging. On the other hand purple uniques and act bosses are a joke in comparison. Its not that the game is easy its that the difficulty curve is out of wack. The purples and act bosses should be switched in difficulty with the champion packs. Dunno how they got the tuning so messed up tbh -_-
I don't understand why people are bitching about it being to easy when the challenge is there, but happens to be on creatures with different names to the ones that they think should be hard.
The game is designed so that it's feasible to finish. If every boss was as hard as fire chains/invulnerable minions/fast/mortar boss packs, noone would ever finish the game.
This way, good players with decent gear can actually manage to clear inferno, while superhardcore players looking for the hardest challenges can go unique hunting. What's more, the people who go for the harder monsters get the better loot.
IMO they should have added achieves for killing each inferno boss combo, which would have given even more incentive to farm them, but that's nothing a small patch can't fix.
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On May 21 2012 19:58 dmfg wrote:Show nested quote +On May 21 2012 13:53 antelope591 wrote: The thread title is retarded but the actual post has a point...the game is not easy not even close. The problem is that blue and yellow mobs are fucking insanely difficult when you get a bad combo. Get a combo like molten, desecrate, frozen on a certain pack and its pretty much unkillable without like 20 deaths worth of rez zerging. On the other hand purple uniques and act bosses are a joke in comparison. Its not that the game is easy its that the difficulty curve is out of wack. The purples and act bosses should be switched in difficulty with the champion packs. Dunno how they got the tuning so messed up tbh -_- I don't understand why people are bitching about it being to easy when the challenge is there, but happens to be on creatures with different names to the ones that they think should be hard. The game is designed so that it's feasible to finish. If every boss was as hard as fire chains/invulnerable minions/fast/mortar boss packs, noone would ever finish the game. This way, good players with decent gear can actually manage to clear inferno, while superhardcore players looking for the hardest challenges can go unique hunting. What's more, the people who go for the harder monsters get the better loot. IMO they should have added achieves for killing each inferno boss combo, which would have given even more incentive to farm them, but that's nothing a small patch can't fix. The problem is that those uniques and rares are standing right in your fucking way, and they follow you around. Sure, with some classes such as DH and wizard, it's decently easy to get away from them... but it can be huge work, and how would you do as a HC character? You might well be powerful enough to kill diablo on inferno, but you won't because the areas are filled with uniques which are impossible to kill.
If uniques and rares were truely optional, I would be fine with them being ridiculously hard or gear demanding, but when there's TWO packs of rares standring in a huge group of other enemies in a corridor leading to where you have to go... it's kind of annoying.
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