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On June 20 2012 11:49 fishjie wrote: wtf are you talking about when'd they remove durability?
In alpha. They put it back in so they could punish you for dying.
bottom line its a stupid change. they could have accomplished the same thing by keeping repair cost same but increasing durability damage on death. instead you punish people for playing the game by making it so that they easily lose more money than they make. even if they dont die. please explain how that is not a punishment. go ahead. because you actually have completely failed to do so.
troll more please.
More gold sinks is always good.
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United States47024 Posts
On June 20 2012 11:56 Yaotzin wrote: More gold sinks is always good. Gold sinks that force you to make decisions are good (e.g. gambling from D2). Gold sinks that happen not as a choice, but are forced from the very act of playing the game are just annoying.
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The thing that bothers me is that they changed drops so people wouldn't feel that they needed the auction house. With the new repair costs I need the auction house even more.
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Elemental Arrow (Skill Rune: Nether Tentacles): Tentacles will now only hit each target once Not sure if mentioned but this is a HUUUUGGGEEE nerf!
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On June 20 2012 12:06 Azzur wrote:Show nested quote +Elemental Arrow (Skill Rune: Nether Tentacles): Tentacles will now only hit each target once Not sure if mentioned but this is a HUUUUGGGEEE nerf!  It still blows my mind that it didn't already work this way ._.
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The New Drop Rate is glorious.
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I don't care about anything. I will abide to any rule, nerf, whatever. Just please Blizzard....get rid of shielding and enrage timers. That's all I want. Shielding, Jailing, Fire Chain is not my idea of fun.
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On June 20 2012 11:56 Yaotzin wrote: More gold sinks is always good.
the purpose of a gold sink is to prevent inflation. that's all well and good. however, if people are effectively making in less money than they are making due to expenses > income, then its no longer a gold sink, its a forced "pay to play" RMAH situation.
there goes the fun right out the window. let's say some poor guy decides to stick it out and kill the elites by cleverly separating them one by one and slowly but surely whittling them away. he hasn't died, but it just took a long time, and he took a lot of durability damage. he is rewarded with ....... a crappy item drop that can't be auctioned and vendors for 500 gold. oh crap his repair bill is in the thousands! oh wait that's not a reward that's a punishment.
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The new drops are just fantastic.
It feels better being able to hunt packs for drops compared to running one boss over and over. And it's nice being able to occasionally get level 63 items.
Also since damage got nerfed started through act 2 again. Not getting stomped by everything is nice.
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On June 20 2012 11:59 TheYango wrote:Gold sinks that force you to make decisions are good (e.g. gambling from D2). Gold sinks that happen not as a choice, but are forced from the very act of playing the game are just annoying.
I don't understand why people can't see the decision. They spelled it out for you. Either farm easier content (act 1 inferno, die less, lower reward) or risk harder content (act 3/4 inferno,die more, greater chance of reward). At this point you shouldn't really be dying in act 1 at all, except to the strongest of elite combinations. Act 2 seems like a nice middle-ground so far. That seems like a damn good set of choices to me.
I think people came in expecting to be able to continue doing what they were doing: farming siegebreaker or azmodan endlessly with basically no drawback but boredom. Both my brother (wizard) and I (DH) can no longer do this without dying too much to make it worthwhile. It was a gravy train, it was fun for a little while, get really boring after a while, and more than anything, needed to end. This change alone has done huge things to close the gap between the OP ranged (wiz/dh) and melee, and they aren't done yet.
Now go do content that isn't end of act 3 and enjoy the game. That is what I am doing (on a monk no less, I die less).
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United States47024 Posts
On June 20 2012 12:52 HardlyNever wrote: I don't understand why people can't see the decision. They spelled it out for you. Either farm easier content (act 1 inferno, die less, lower reward) or risk harder content (act 3/4 inferno,die more, greater chance of reward). At this point you shouldn't really be dying in act 1 at all, except to the strongest of elite combinations. Act 2 seems like a nice middle-ground so far. That seems like a damn good set of choices to me. Have you even read the complaints?
Again, the sensible way to accomplish what they wanted is to increase the durability loss on death. This punishes you for dying, but doesn't punish you for normal play. The problem is that the current change makes the repair costs significantly harsher even in scenarios where you're not dying.
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If you don't die normal repair costs are waaaaaaaaay less then the amount of gold you pick up from the ground.
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On June 20 2012 12:59 TheYango wrote:Show nested quote +On June 20 2012 12:52 HardlyNever wrote: I don't understand why people can't see the decision. They spelled it out for you. Either farm easier content (act 1 inferno, die less, lower reward) or risk harder content (act 3/4 inferno,die more, greater chance of reward). At this point you shouldn't really be dying in act 1 at all, except to the strongest of elite combinations. Act 2 seems like a nice middle-ground so far. That seems like a damn good set of choices to me. Have you even read the complaints? Again, the sensible way to accomplish what they wanted is to increase the durability loss on death. This punishes you for dying, but doesn't punish you for normal play. The problem is that the current change makes the repair costs significantly harsher even in scenarios where you're not dying.
I read the complaints, and realized these were people who were actually dying a lot and didn't want to admit it (or just wanted to complain, I don't know). Playing without dying costs you MAYBE 2k gold for every 30-45 min of farming. That is 2 larger gold pickups in inferno.
I was farming act 2 and dying what I'd call a reasonable amount (1-2 times on packs, with the very rare death on trash). My gold was going up. Gold was inflating way too fast, if repairs need to go up to curb that (even repairs from not dying), that is fine with me. It affects everyone, so it doesn't really have an affect on the economy.
It seems like a really thin excuse to me. I don't feel like just me killing stuff costs a lot of gold at all.
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On June 20 2012 12:05 Brawndo wrote: The thing that bothers me is that they changed drops so people wouldn't feel that they needed the auction house. With the new repair costs I need the auction house even more.
How does this make any sense whatsoever?
I only ever felt an urge to use the RMAH when I was stuck on that "wall" where A1 dropped shit and I couldn't upgrade from that but I also wasn't close to being able to farm A3. The gear I needed to farm A3 only dropped in A3 so it really fucked me up and made me feel like RMAH was the only solution (I'm sure a large number of players felt similarly).
Now that A1 can actually drop the best stuff I have never felt any urge to use the RMAH, knowing that patience will eventually pay off. I don't even see how repair costs make you want to go to the Auction House.
1.03 went a HUGE way to curbing a lot of people's "need" to go to the RMAH.
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Does the change to loot dropping mean that Ponyland cloud clearing isn't as viable? Meaning, you can't swap to MF gear after clearing the mobs and jst pop all the clouds for drops?
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On June 20 2012 13:56 EchelonTee wrote: Does the change to loot dropping mean that Ponyland cloud clearing isn't as viable? Meaning, you can't swap to MF gear after clearing the mobs and jst pop all the clouds for drops?
Most likely as clouds would count the same as vases and chests.
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So is there any benefit of doing Ponyland anymore? I'm kind of bummed because I just finished crafting the staff in Normal
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The Champion packs are still pretty decent, because none of the mobs have any annoying bonus features on them. Ponies are probably slightly faster than a few. But other than that the mob types are fairly easy. Then it just comes down to the affix combos you get.
But yeah, without clouds, Ponyland is definitely less lucrative.
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On June 20 2012 12:39 fishjie wrote:the purpose of a gold sink is to prevent inflation. that's all well and good. however, if people are effectively making in less money than they are making due to expenses > income, then its no longer a gold sink, its a forced "pay to play" RMAH situation. there goes the fun right out the window. let's say some poor guy decides to stick it out and kill the elites by cleverly separating them one by one and slowly but surely whittling them away. he hasn't died, but it just took a long time, and he took a lot of durability damage. he is rewarded with ....... a crappy item drop that can't be auctioned and vendors for 500 gold. oh crap his repair bill is in the thousands! oh wait that's not a reward that's a punishment.
Playing hardcore as a level 60 barb, and a level 60 Demonhunter. I never have this issue. The problem is your dying too much and should farm elsewhere. If its taking you that long to kill a mob or champ pack that your durability is dropping in significant numbers, than your character just isn't ready for the location your at and you should farm in a previous area. With level 5 valor in act 1 inferno you can ez make 100k per hour just killing elite packs if your not dying, and if your not dying you really don't have to repair that often. In fact, I only usually have to repair once a day. And that's if I am playing all day. If your dying a lot you have 2 options. 1, save money for the repairs since you know your going to die a lot, and 2, farm in a previous area until your character can actually handle the location your trying to farm.
Now on a side not, if durability is dropping faster for melee classes than it is for ranged, that most definitely needs to be equalized. But I think it should be increased in cost for ranged rather than decreased for melee. Like others have said gold sinks help the world go round in this game. Hence why in Softcore the most expensive weapons are 150 million gold, while in hardcore the most expensive weapons of equal stats are 10 million gold.
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I think this patch is great, but I guess that I am alone in thinking that.
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